Re: Golden Cliffs + Bonuses!
How u want to do the Berserker Rage by script? Spawn new unit when dies or what ?:P
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Range check as Lewin said is caused by wrong array reference, u should check your script (procedures and functions where u use arrays ) and turn off things that u suspect it may cause this error, then fix it where u find it.
How u want to do the Berserker Rage by script? Spawn new unit when dies or what ?:P
Can you somehow change the way bonuses are selected? Right now there is some effort involved in changing the script so it works with other maps. I don't know if there are options available to you with the current methods of input though... using console commands would be great but as far as I know, they are not yet possible with scripts.
Also, you should categorize this as a special map! Use "SetSpecial" in the first line of the "Golden Cliffs - Bonus.txt" file.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Would be easier if I didn't use an array every other line...
Did it now, but it seems to be changing nothing...Also, you should categorize this as a special map! Use "SetSpecial" in the first line of the "Golden Cliffs - Bonus.txt" file.
Delete the .mi file. Sometimes it caches the old value if you only change the .txt file.Did it now, but it seems to be changing nothing...Also, you should categorize this as a special map! Use "SetSpecial" in the first line of the "Golden Cliffs - Bonus.txt" file.
Also, a suggestion with your translations: Change it from this:
" chose to have Engineering!|"
to this:
"%s chose to have Engineering!|"
Then use the command OverlayTextAppendFormatted. It's explained in more detail here:
https://code.google.com/p/castlesand/wi ... -_advanced
This gives the translator more control, since some languages might need to write something like: "The choice of Lewin was Engineering".
Also, see what I wrote here about the overlay:
viewtopic.php?f=23&t=853&p=40721#p40721
I got a small suggestion about picking the bonuses.[...]
Tough People - Barracks, since Barbarians are extremely strong warriors and those two swords in image can be easily connected with them
Rich - nothing would fit better, than Metallurgist's
I would even like to see the Townhall.
There's someting wrong with the wares' distribution... Check it out, it shows at start, that you can't distribute coal to Iron Smelter or Metallurgist's, but when a player is able to build these houses, everything's back to normal. Same goes with distribution for Weapon Workshop, Mill and Stable (I chose Survivalists).
Only Engineering seems to be okay with that. All other bonuses have this bug.
Suggestion for Explorers - maybe they could have unlocked Farm earlier (after Inn maybe), so you can get even more horses.
About buffing Snipers - that's a good idea, worth trying. Right now it's hard to tell the difference between normal mass bowmen and buffed mass bowmen...
After played few games with this bonus, it seems, that Survivalists is very powerful bonus. That's why other bonuses need some boost for sure, maybe except the Engineering bonus, since it seems to be good enough.
EDIT: About Master Crafters - just an idea, what about double production ratio for some production buildings (Sawmill, Mill, Swine Farm, Metallurigst's, Iron Smithy). Then they will be really Masters in what they do .
And Demolishers should be replaced with some fighting bonus imo.
Users browsing this forum: No registered users and 3 guests
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |