Recent from talks
Contribute something to knowledge base
Content stats: 0 posts, 0 articles, 1 media, 0 notes
Members stats: 0 subscribers, 0 contributors, 0 moderators, 0 supporters
Subscribers
Supporters
Contributors
Moderators
Hub AI
The Battle for Wesnoth AI simulator
(@The Battle for Wesnoth_simulator)
Hub AI
The Battle for Wesnoth AI simulator
(@The Battle for Wesnoth_simulator)
The Battle for Wesnoth
The Battle for Wesnoth is a free and open-source turn-based strategy video game with a high fantasy setting (similar to J. R. R. Tolkien's legendarium), designed by Australian-American developer David White and first released in June 2003. In Wesnoth, the player controls a particular faction/race and attempts to build a powerful army by controlling villages and defeating enemies for experience. The game is loosely based on the Sega Genesis games Master of Monsters and Warsong.
The Battle for Wesnoth is a turn-based wargame played on a hex map. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well-suited against the enemies. Other concerns are capturing villages that produce a particular trickle rate of gold per turn for unit recruitment, and positioning units to restrict enemy movement. Games of Wesnoth come both in the form of single-player campaigns and multiplayer matches. The goal of these games is usually to defeat all enemy leaders, but there may be other goals.
Each unit in Wesnoth has its own strengths and weaknesses. A unit's defense (which in this case means dodge chance) is based on the terrain it stands on. Elves, for example, are difficult to hit when fighting in a forest. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle (in most maps) that alternately favors lawful and chaotic units, alter the amount of damage a unit deals. Units can advance to higher-level counterparts and become more powerful as they participate in combat.
A central design philosophy of the game is the KISS principle; for a new idea to be accepted, it should not complicate gameplay. Another important facet of the game is randomness and its manipulation: it is never certain whether a unit's attack will fail or succeed, only likely or unlikely. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement, replayability and strategic depth to the game.
The Battle for Wesnoth takes place in a world populated by Tolkienesque races such as humans, elves, dwarves, orcs, and trolls, as well as Wesnoth-specific races such as dragon-like Drakes, which are creatures distantly related to dragons, but are bipedal, have an organized, albeit warlike, culture, and are only about 10 feet tall. Campaign stories span the history and geography of the world, but most focus on the eponymous human kingdom of Wesnoth, which suffers frequent invasions of orcish raiders and the undead.
The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. This etymology is explained in the campaign The Rise of Wesnoth.
The Battle for Wesnoth currently has six default factions to choose from:
The exact units used by the factions, and the faction names, change based on the era or the campaign. The above are the factions of the "Default" era, which is the most played one on the multiplayer servers, and its extension "Age Of Heroes".
The Battle for Wesnoth
The Battle for Wesnoth is a free and open-source turn-based strategy video game with a high fantasy setting (similar to J. R. R. Tolkien's legendarium), designed by Australian-American developer David White and first released in June 2003. In Wesnoth, the player controls a particular faction/race and attempts to build a powerful army by controlling villages and defeating enemies for experience. The game is loosely based on the Sega Genesis games Master of Monsters and Warsong.
The Battle for Wesnoth is a turn-based wargame played on a hex map. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well-suited against the enemies. Other concerns are capturing villages that produce a particular trickle rate of gold per turn for unit recruitment, and positioning units to restrict enemy movement. Games of Wesnoth come both in the form of single-player campaigns and multiplayer matches. The goal of these games is usually to defeat all enemy leaders, but there may be other goals.
Each unit in Wesnoth has its own strengths and weaknesses. A unit's defense (which in this case means dodge chance) is based on the terrain it stands on. Elves, for example, are difficult to hit when fighting in a forest. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle (in most maps) that alternately favors lawful and chaotic units, alter the amount of damage a unit deals. Units can advance to higher-level counterparts and become more powerful as they participate in combat.
A central design philosophy of the game is the KISS principle; for a new idea to be accepted, it should not complicate gameplay. Another important facet of the game is randomness and its manipulation: it is never certain whether a unit's attack will fail or succeed, only likely or unlikely. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement, replayability and strategic depth to the game.
The Battle for Wesnoth takes place in a world populated by Tolkienesque races such as humans, elves, dwarves, orcs, and trolls, as well as Wesnoth-specific races such as dragon-like Drakes, which are creatures distantly related to dragons, but are bipedal, have an organized, albeit warlike, culture, and are only about 10 feet tall. Campaign stories span the history and geography of the world, but most focus on the eponymous human kingdom of Wesnoth, which suffers frequent invasions of orcish raiders and the undead.
The name Wesnoth was originally developed by the game's creator as a combination of syllables that he thought would sound good as a name for a fantasy land. When the project became larger and more elaborate, the developers created a fictional etymology for the name: the inhabitants of the land of Wesnoth came from the West and North, giving Westnorth, which eventually evolved to Wesnoth. This etymology is explained in the campaign The Rise of Wesnoth.
The Battle for Wesnoth currently has six default factions to choose from:
The exact units used by the factions, and the faction names, change based on the era or the campaign. The above are the factions of the "Default" era, which is the most played one on the multiplayer servers, and its extension "Age Of Heroes".
