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Re: Vatrix's Campaign Fixes

PostPosted: 12 Aug 2015, 17:55
by Vatrix
The Peasants Rebellion

Mission 4:
- changed colors
- attacks now happen sooner (SPOILER: **** around two hours mark **** :SPOILER)
- changed ally's starting army
- now you must defend your ally from enemy attacks (SPOILER: **** only from green **** :SPOILER)
- filled villages with units and wares to make it feel like it is there for some time
- catapults changed to 6 bowmen
- moved some defence positions and changed elevation, so AI doesn't hang around too high elevation
--old--

Re: Vatrix's Campaign Fixes

PostPosted: 15 Aug 2015, 16:06
by Vatrix
The Peasants Rebellion

Mission 5:
- reworked all attacks
--old--

Re: Vatrix's Campaign Fixes

PostPosted: 15 Aug 2015, 21:13
by Tiank
TPR03: Everything seems to be okay, here's replay if you want :)
TPR03.7z
TPR04: At 0:10 there's message about defending our Ally from Enemy's attacks. Would be nice if there's "Go to" option in message as well :) All good in this mission imo.
TPR04.7z
TPR05: I like how hard that mission is, no ranged, Bowmen at cliffs, makes you act fast. Everything works fine here :)
TPR05.7z

Re: Vatrix's Campaign Fixes

PostPosted: 15 Aug 2015, 21:43
by Vatrix
Thank you very much for those replays and opinions. I'll watch these replays soon ;) .

Re: Vatrix's Campaign Fixes

PostPosted: 16 Aug 2015, 10:51
by Vatrix
The Peasants Rebellion

Mission 6:
- reworked initial attacks
- decreased time between first AI city attack
- moved defence positions
- some minor bugfixes
--old--

Re: Vatrix's Campaign Fixes

PostPosted: 16 Aug 2015, 16:04
by Vatrix
The Peasants Rebellion

Mission 7:
- right initial AI move behaviour via script
- reworked defence positions to be more intuitive
- all AI villages now work from start
- added some starting troops to AI to balance attacks
- added Esthlos's Anti-Sneak-In-Town-Script, so you can't sneak and destroy AI's village without AI noticing
- colors changed
- changed catapult and balista to 6 bowman
- reduced initial attack army
--old--

Also, I would be glad if you post me your replays, so I can see your tactics and fix TPR from another point of view than mine. (Right now only Tiank is testing my fixes, but I'll need more than that to make way for my fixes to get into Remake ;) )

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 13:22
by Vatrix
The Peasants Rebellion

Mission 8:
- completely reworked everything
- AI now start attacking even if you pull your troops down
- AI moves via script
- number of AI players decreased from 4 to 2 (all original magic done via script)
--old--

I'd love to see you all enjoying this mission, since I put a great effort to it to feel like good old times :).

If you are interested in changes look in MapED!

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 13:49
by Strangelove
The Peasants Rebellion

Mission 8:
- completely reworked everything
- AI now start attacking even if you pull your troops down
- AI moves via script
- number of AI players decreased from 4 to 2 (all original magic done via script)
TPR08.7z
I'd love to see you all enjoying this mission, since I put a great effort to it to feel like good old times :).

If you are interested in changes look in MapED!
Thanks for the fix! I am definitly going to play this map once i got a little more time, since its one of my favourite maps (in terms of asthetic)! (:

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 13:51
by Vatrix
@Strangelove: I hope I won't disappoint you! ;)

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 13:56
by Strangelove
@Strangelove: I hope I won't disappoint you! ;)
I doubt that I'd be disappointed and since I cant really remember the attack patterns of the AI, I wont notice any differance either haha. However, I'll crawl thru the script and test the map to see how the AI behaves. I remember that it used to be pretty easy to kill the AI to the upper right side before they even get a chance to build their town. So I am looking forward :P

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 14:00
by Vatrix
@Strangelove: I hope I won't disappoint you! ;)
I doubt that I'd be disappointed and since I cant really remember the attack patterns of the AI, I wont notice any differance either haha. However, I'll crawl thru the script and test the map to see how the AI behaves. I remember that it used to be pretty easy to kill the AI to the upper right side before they even get a chance to build their town. So I am looking forward :P
This is tactic map :D

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 14:02
by Strangelove
@Strangelove: I hope I won't disappoint you! ;)
I doubt that I'd be disappointed and since I cant really remember the attack patterns of the AI, I wont notice any differance either haha. However, I'll crawl thru the script and test the map to see how the AI behaves. I remember that it used to be pretty easy to kill the AI to the upper right side before they even get a chance to build their town. So I am looking forward :P
This is tactic map :D
Whoops! I guess I've mistaken that map with the dirt-map haha. I'll check once I am at home again. Don't have KaMRemake on my Work-Notebook. :O

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 14:03
by Vatrix
Don't have KaMRemake on my Work-Notebook. :O
Huge mistake! :D

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 14:05
by Strangelove
Don't have KaMRemake on my Work-Notebook. :O
Huge mistake! :D
Yeah, I just realized that. :D

Re: Vatrix's Campaign Fixes

PostPosted: 17 Aug 2015, 14:23
by Vatrix
@Strangelove: I hope I won't disappoint you! ;)
I doubt that I'd be disappointed and since I cant really remember the attack patterns of the AI, I wont notice any differance either haha. However, I'll crawl thru the script and test the map to see how the AI behaves. I remember that it used to be pretty easy to kill the AI to the upper right side before they even get a chance to build their town. So I am looking forward :P
I think you were speaking about TPR6, that is already fixed, but need some more work.

PS: Final fixes are marked like this: The Peasants Rebellion