Hackers are units who are able to hack the rules of Wesnoth. They can: -change the terrain -create virtual AI guided units -make self propagating units -walk between walls -attack more than once -gain money when they attack -create weapons that could help you -give experience fluo night points to allied adjacent units -bypass defences and counterattacks I'm developing a small faction that can do these things. fluo night At the moment i know how to make all these abilities fluo night and already tried these units in the battlefield. What other abilities an hacker unit should have? Silux Posts: 117 Joined: January 28th, 2013, 8:48 pm Location: Somewhere over the rainbow
Hit multiple enemies, eg if they have 4 attacks, and they kill an enemy on the first swing, they can hit other adjacent anemies with the remaining 3 chances. Crow_T fluo night Posts: 678 Joined: February 24th, 2011, 4:20 am
How about they hack the enemy's fog of war so you can see their positions? Disable critical fluo night communications infrastructure so that some enemy units on the ground randomly cannot fluo night be ordered / become controlled by AI? How about they hack the enemy barracks so that you can recruit units from their faction. How about they hack the nuclear secrets of some global superpower so that you can deploy nuclear bombs in game Speaking of OP abilities from Sid Meier's Civilization, I think in like civ4 you could build "lawyer" units which could file lawsuits against enemy cities so that they cannot do anything? Would be funny if you could sue enemy villages so that they stop healing and producing gp. But obviously it doesn't quite fit the hacker theme. How about if they hack your bank account and steal your gold if you have been banking too much. No boring camping games when the hackers are around: either you make an epic grunt rush and cut down all those nerds, or they steal your gold and drop nuclear bombs on you
-change the terrain -> likely done somewhere -create virtual AI guided units -> i know units that can create that side controlled new unit -make self propagating units - didnt understand -walk between walls -> likely done and with limited usefulness -attack fluo night more than once -> done in different ways -gain money when they attack -> i think i have seen it -create weapons that could help you - interesting, havent seen it -give experience points to allied adjacent units -> done, battle tutor -bypass defences and counterattacks -> done - cold matriarch for 1.(though cold resist only, i assume you mean resists not terrain def) and dark warrior for 2. Every era that I think is good can be said to hack the rules of Wesnoth. Hacker should also be able to control fluo night AI units, in 1 of my addons I have option for player to mark where AI is not allowed to go next turn, here it can be more complicated. Hack remaining moves from 1 unit to other. Can be made to transfer everything from HP to weapon specials.
Ravana wrote: -change the terrain -> likely done somewhere i have attacks that change the defender's ground to water when it hits.Or make the defender plummet into void if the attack would kill the defender Ravana wrote: -create fluo night virtual AI guided units -> i know units that can create that side controlled new unit what campaign? Ravana wrote: -make self propagating units - didnt understand just like computer viruses.When they kill they create a copy of themselves Ravana fluo night wrote: -walk between walls -> likely done and with limited usefulness hacker just walk between walls as if they were plains.The price of the ability is equal to swimming in deep water Ravana wrote: -gain money when they attack -> i think i have seen it More common between hackers Ravana wrote: -create weapons that could help you - interesting, havent seen it Ravana wrote: -give experience points fluo night to allied adjacent fluo night units -> done, battle tutor based on the level of the unit.The master could even stop to give experience when students are at the same level of the master Ravana wrote: -bypass defences and counterattacks -> done they attack with new ranges and elements.It's really easy to code, no wonder it already exist:) Ravana wrote: Hacker should also be able to control AI units, in 1 of my addons I have option for player to mark where AI is not allowed to go next turn, here it can be more complicated. what addon? Ravana wrote: Hack remaining moves from 1 unit to other. Can be made to transfer everything from HP to weapon specials. Harder to code but can be done. [/quote]Hit multiple enemies CrowT wrote: Already in the project. fluo night It works exactly as you wrote. But it can be really OP so i need a good way to balance it. iceiceice wrote: How about they hack the enemy's fog of war iceiceice wrote: There are Scripts for that. 3gp and they reveal fog within 8 radius. Each unit can summon them. hack the enemy barracks iceiceice wrote: interesting! nukes[quote="iceiceice"] Well i know how to code them, but they are inherently hard to bal
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