![]() ![]() However, multiple tests on a sufficiently big map with a sufficiently large number of units over a sufficiently large number of turns may enable to calculate an overall contribution for each unit type at each turn for a given situation. The complexity of the interactions between the units, and the unit/terrain interactions, prevent a complete theory to be made that would predict the winner from any starting situation. ![]() Also, I would like to open a general discussion about how game balancing could be automated using mathematics, since this could be of tremenduous help for modders, and even core game developers.Ī theory to automatically balance Battle for Wesnoth unit/terrain characteristicsīattle for Wesnoth is a turn-by-turn game where factions fight to kill other leaders. ![]() I have some programming skills but I'm not used to Lua scripting so I'm open to any suggestions about how this could be implemented. Since the formalism here is quite general, there may be other applications I do not suspect. The core idea of these few mathematical principles is to automate the balancing, so that there is no need to play actual games to balance units, but several games can be simulated without any actual display, and the result can be exploited using algorithms to fit unit characteristics. ![]() I happened to think about a framework to balance Battle for Wesnoth. ![]()
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