Battle of Wesnoth similarities

LordRahl

The Objectivist
Joined
Oct 30, 2005
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The new single-unit + hexes system is very reminiscent of Battle for Wesnoth. If you haven't played it yet, you definitely should check it out (it could possibly hold you over till Fall). It's free, and it's open source - more info here. There's also a trailer.

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Anyway - just from playing Wesnoth, I can guess what civ designers will put into the game:
- zones of control
- unit's special abilities (certain units will be able to bypass zones of control)
- first attack (certain units will attack first, even if they are defending)
- sneak attack (certain units will be able to attack, and not get hit back)
- backstabbing (if you attack a unit and you have a unit on both sides of the unit that's being attacked, your attack strength increases)

EDIT: I just noticed, I screwed up the title - it should read Battle for Wesnoth...
 
Yeah this game is exactly what I thought of when I first heard about the hex-based maps and lack of stacking in Civ5. And I don't mind that since Wesnoth is a pretty awesome game
 
I think it's likely ZoCs will be back. Special abilities may arise, but I'd rather look towards Panzer/Fantasy general to see what they'd be (defend close units for instance).
 
Battle for Wesnoth's a great game. I've played it for hours, and I must say, its the best free game I've ever played. If Firaxis takes some ideas from Wesnoth, it would be a good thing.
 
Battle for Wesnoth does not allow archers to attack at range. This one thing will make a huge difference.

I also doubt Civ will have 2 different ways for each unit to attack.
 
Zone of control will be amazing. Now, with the 1 tile fake zone of control via the coast guard option, its really hard to stop naval invasions [though Ive only had 1 big (all of their non garrison army) invasion that my navy completely happend to catch sailing towards me] , unless you have ships out in the ocean.

Seeing how big zones of control and raiding sea routes was one of the things that made navies vital for an island nation in NTW and ETW (compared to their general uselessness in M2TW), I would be really happy if they added this to CiV
 
- zones of control
- unit's special abilities (certain units will be able to bypass zones of control)
- first attack (certain units will attack first, even if they are defending)
- sneak attack (certain units will be able to attack, and not get hit back)
- backstabbing (if you attack a unit and you have a unit on both sides of the unit that's being attacked, your attack strength increases)

The first 4 sound fine, but backstabbing only works in the sort of 1v1 combat found in BfW. Maybe a comparable ability would be flanking, though all units should really get a flanking bonus, or some kind of assassination ability where you can have a weak, stealthy unit such as a spy (combat spies? :crazyeye:) sneak up on the undefended side of an enemy unit and assassinate that unit's leader. Might be too complicated though...

Oh and BfW isn't the only strategy game to use hexes instead of squares, but I agree that it's a great one to try while you're waiting for Civ 5 if you're a bit tired of Civ 4.
 
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