Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Suicidal leaders ruining game objectives #4203

rubyFeedback opened this issue Aug 3, 2019 · 1 comment


Copy link

commented Aug 3, 2019

There are some scenarios in different campaigns where the leader of an allied faction goes into suicidal mode.

This happens usually when an enemy unit is nearby that can be killed by that leader; often due to the leader being quite strong or the target having few hitpoints.

This in turn leads to the player losing the scenario because the suicidal leader ruining the game. (The scenario typically has a defeat-clause, where you lose the scenario if the allied leader dies. So the scenario is then lost due to "AI" behaviour primarily.)

There are partial workarounds, such as making sure that enemy units aren't close by etc.. but these are workarounds. The primary issue is that the leader is going into a suicidal run on its own, without the player having any way to control this.

Since this is a recurring issue, due to the "AI" being so linear, I suggest a simple but effective fix, or partial fix.

In the context menu, right clicking, AT THE BEGINNING OF A SCENARIO, the player can toggle the behaviour of the leader, AND SPECIFICALLY ENABLE a different "AI" behaviour in that the routine that triggers the above condition, is NOT applied for the leader.

The reason I suggest this to happen only on the beginning (first turn) is so that players can not gamble-toggle this on and off to control the allied leader. (Although I would not be against players being able to control allied leaders at all times - they tend to be so stupid and ruin a game which is annoying to no ends, since you have no control over it).

I do not know where the code is that triggers the aggressive suicidal behaviour of the allied leader, but evidently it must be somewhere where it checks whether it can attack an enemy unit, and then proceeds to attack so.

There are alternatives to the above, such as more behaviour differences, where allied leaders would be more "cautious" and don't leave their home base in an attacking-forward motion. But if players are able to change that behaviour on start of a scenario, for that scenario, then this would actually fix the above problem.

I am writing this right after playing an add-on campaign where I have to defend a necromancer who keeps on running against outlaws that are hitting his castle. The problem is that my units can not yet help since they are too far away (even lancers); and even when I arrive nearby, the allied leader goes on a suicide run AND THERE IS NOTHING I, AS A PLAYER, CAN DO ABOUT IT RIGHT NOW.

This is why I think a change ought to happen in an upcoming wesnoth release.

Please disregard it if an upcoming dev-version already fixes it - I am only playing on latest stable (1.14.7); had too many problems with unstable versions not compiling on my linux system. Thanks for reading.


This comment has been minimized.

Copy link

commented Aug 5, 2019

For what it's worth I used to :droid sides with annoying AI behaviour and just played them myself. Not sure how well it works currently with the changes to the droid command and of course not everyone will like that.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
None yet
2 participants
You can’t perform that action at this time.