bugBattle for Wesnoth - Bugs: bug #4746, Allow experience_modifier to apply...

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bug #4746: Allow experience_modifier to apply to [side]

Submitted by:  Scott K <scott>
Submitted on:  Fri 18 Nov 2005 03:34:48 PM UTC  
Category: Feature RequestSeverity: 1 - Wish
Priority: 1 - LaterItem Group: WML
Status: Wont FixPrivacy: Public
Assigned to: NoneOpen/Closed: Closed
Release: 1.1svnOperating System: mac os 10.4.3

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Sat 06 Aug 2016 06:30:08 PM UTC, comment #9:

i agree with the comment below, marking as wontfix since noone objected in the last 1.5 years.

Daniel <gfgtdf>
Project Member
Sun 01 Feb 2015 11:40:10 AM UTC, comment #8:

i am against implementing this. The problem discussed eariler is still valid. On the other hand it can currently be achieved by using [object]/[advance]/[trait]

Tue 01 Jan 2008 06:45:53 PM UTC, comment #7:

Changing reports assigned to people that are probably inactive to 'none'.

Nils Kneuper <ivanovic>
Project Administrator
Thu 01 Dec 2005 03:30:50 AM UTC, comment #6:

Making units keep the max experience they had when they were created is certainly simpler than having it adjust to the current setting. Though if it were just as easy to do either, I think the latter would be a better way to do it.
It has been a few days since I looked at the code, but my memory of the issue was that for the recall list, the unit type is saved and when they are brought back the default maximum experience is used. The original maximum experience isn't available, since it may have come from a different scenario. And the one for the current scenario gets set later.
To get this to work more information needs to be saved for the recall list units. With the unit keeps its initial max experience setting, this should be workable, but I will need to look at it again. I think if this gets worked out, having the setting per side won't be that hard to do.
This wouldn't be changable during a scenario either. Doing that would involve creating a new command for replays, and I don't think that that would be useful enough to make it worth doing for the first cut.

Bruno Wolff III <brunowolff>
Project Member
Wed 30 Nov 2005 03:01:16 PM UTC, comment #5:

The way I envisioned it follows one simple rule: the experience modifier is applied when the unit is created and never thereafter.

That avoids the side-changing and scenario-changing situations. While it may not be 100% intuitive, at least it makes sense. For most cases it would also be sufficient.

A potential problem is that the player may not understand why different versions of an elvish fighter have different XP requirements without the concept of XP modification being explained to him, but this is the case with lots of game rules.

Scott K <scott>
Project Member
Wed 30 Nov 2005 04:16:32 AM UTC, comment #4:

Not directly. I notoiced some odd things while trying to understand what is going on and made a few minor changes.
Changing experience per side is going to be harder than it should be to do. Plus there are some things to decide upon about how lowering experience would work.
What happens if it changes per level? What happens to a unit that changes sides?

Bruno Wolff III <brunowolff>
Project Member
Tue 29 Nov 2005 03:52:38 PM UTC, comment #3:

I saw the experience_modifer update in the changelog. How does that pertain to this feature request?

Scott K <scott>
Project Member
Sat 19 Nov 2005 10:19:12 PM UTC, comment #2:

For the time being, I think the way to do this is to use a recruit event that filters on a side and then uses object to modify the max experience needed.
This is a bit kludgey, but I think it will do what you want.

Bruno Wolff III <brunowolff>
Project Member
Sat 19 Nov 2005 08:19:11 PM UTC, comment #1:

This probably isn't that hard to do and seems like a good thing to have for another way to do campaign balancing. So I will at least look at this to see how hard it really is and do it if it isn't too hard.

Bruno Wolff III <brunowolff>
Project Member
Fri 18 Nov 2005 03:34:48 PM UTC, original submission:

Right now experience_modifier is a key for [scenario]. It would be very useful if it could be set per side. I would like to experiment with using this to change scenario difficulty levels, but it doesn't help unless you can set it differently by side. Also, it would require bug #4680 to be fixed.

Scott K <scott>
Project Member


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Carbon-Copy List
  • -unavailable- added by gfgtdf (Posted a comment)
  • -unavailable- added by ivanovic (Posted a comment)
  • -unavailable- added by brunowolff (Updated the item)
  • -unavailable- added by scott (Submitted the item)

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    Follow 4 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sat 06 Aug 2016 06:30:08 PM UTCgfgtdfStatusNone=>Wont Fix
    Tue 01 Jan 2008 06:45:53 PM UTCivanovicAssigned tobrunowolff=>None
    Sat 19 Nov 2005 08:19:11 PM UTCbrunowolffAssigned toNone=>brunowolff
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