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Re: [Wesnoth-dev] The problem with Knalgans....


From: Richard Kettering
Subject: Re: [Wesnoth-dev] The problem with Knalgans....
Date: Mon, 28 Feb 2005 20:44:49 -0600

On Feb 28, 2005, at 5:41 PM, James Spencer wrote:

For campaign purposes, and for those of us who have always wanted a
balanceable classic era, the dwarves need this unit.


This begs the question(s):
-What campaign would that be?

Several that have not been written. Several that have. I could see him being used as one of the dwarf leaders in any of the existing campaigns, instead of the same-old-dwarf-lord that everyone uses because we don't have anything else.

We have a problem in some of our developmental mindset regarding units.
Personally, and this is based on comments I have gotten from different people regarding the mermen, I think we should adopt a policy of "Build it and they will come."

Our number 1 problem is in getting art. A lot of people can build custom units, but few of them are well drawn, and even fewer have good animations. I think we should plug in most things with decent art that don't conflict with our fantasy world. Unless the unit branches from an existing unit - I say we "include" it with a palatable set of stats. By this, I mean that we put it into the game files, but not necessarily into any of the campaigns or multiplayer eras.

These units, just like freim's new desert tiles, are materials to build things from. They were not made in response to need, they were made to pre-empt need. Wesnoth worked just fine with sand being used to represent desert. No one NEEDED desert. But it is quite clearly a monumental improvement to have it available.


Metaphorically speaking, if making wesnoth games, both multiplayer and single player, is making a cloth, Dave et al. have provided the loom, and freim and I are spinning and dyeing the thread. If you give us a little bit of free reign, we will provide you with a wonderful library of readymade art and units. Please don't restrict us.



Without this - we have a few problems, many of them psychological. In many situations, campaign designers do not even consider making new units - their art skills, and free time, are such that they do not even entertain the possibility. On one occasion, Gafgarion was in such a situation, needing some enemy for the player to combat on an island. He thought to use the thieves, which had been created for a similar purpose (material to build campaigns out of), and then realized, quite happily, that I had made the mermen, which fit the situation much better, and made for a much less redundant game. In an message he sent me, he seemed very thankful, and made it clear that he would not have considered creating units himself.

A unit like the dwarven runemaster does not necessarily need to be recruitable in multiplayer. However, as I said before, he would make a cracking good GENERIC campaign hero - one that could be used in many different campaigns, and thus merits being in the basic unit tree. I would replace the existing, and terrible-looking runemaster with him.

Additionally, from there, one can have a much easier time verifying if the unit does indeed improve the game by being in multiplayer. Instead of standing around speculating on it theoretically, we can verify it experimentally.

Possible disadvantages I would like to pre-emptively debunk:
Data Bloat: This is deeply eclipsed by other things, such as campaign pictures, music, and lack of compression (pngcrush/advpng-style compression). Remember, these are only unit images. All of those elf graphics I just updated - a whopping 110+ images, and most of the elves in the game, amounted to the size of just one HttT campaign story picture. Unit Bloat: They can't really clog the unit tree if they aren't recruitable - the only thing they will clog is the website which lists the standard units in the game.


On Feb 28, 2005, at 5:41 PM, James Spencer wrote:
-So you intend to include units to balance all of the races in 'classic'?

Absolutely.

Another mindset problem is that multiplayer revolves around default, and that other eras are a sub/superset of the units used there. If we bothered to go to all of this trouble to make a system for multiple eras, then we should use them in a meaningful way.

There is nothing wrong with having a unit that is present in Classic, but not present in Default. IIRC, currently, no such units exist, and I believe this is due to the above philosophy - people view Classic as a subset of Default, even though no one explicitly stated it had to be. I know following such mathematical structures is pleasing to our logic-oriented minds (I have seen this dangerous tendency in myself, at times), but as Dave has said, there is no reason to establish such *implicit* rules - rules that people follow for no reason other than that is has always been done that way. After a while, these rules get canonized by someone, and are followed explicitly, but the fact remains that there is no reason for them.

This is a dangerous thing, because it is needlessly limiting, and it is quite eerily reminiscent of the typical "authoritarian" mindset - doing things for no reason other than that they have been done that way. If anyone should natively resist such tendencies, it should be a group of open-source zealots like us. =) Come on, guys...





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