Hmmm... It might make sense to block siege equipment.
Well I think so. Otherwise it's a lot of new things in mission 7.
Storywise it would make a lot more sense to enable town hall in this mission, but I'm a bit undecided.
Yes, you're right but I still don't think we should. I like making people value these soldiers, and I think it would spoil it if you could train them here. And IIRC the story says that a few barbarians are helping you, but most are still rebeling. So it might be logical just to start with them. There are still 11 other missions to use the town hall in, so I don't think it would be a big problem.
And on another point: Do you think we should block the town hall in some of the later missions, due to weather or not there are roaming barbarians to help you? After all, there can't be that many mercanareis wandering around the country side can there? Just an idea, probably a bad one.
Actually I already did this but forgot to mention it
. Interestingly, TPR added starting fish to a few misisons (at least 11). Oh and I also added fish to the enemies.
Yes, the enemy should always have some fish, otherwise it looks really odd. It doesn't matter so much if the human team doesn't have any, but the AI should. Also, do you think we should add fisherman's huts to some of the AI's bases? Might make it looks better. (like missions 4, 5 and 7 for example)
I was considering this but it seems like tops of waterfalls are always empty of fish pointing to the fact that in real life they'd just fall down.
Good idea, no fish for the water falls.
You mean that place on the eastern edge of the map? There's not much room for stuff but some decoration could do.
You could fit one or two things.
This was one really weird bug. If you test in game the road is not visible (obviously it isn't because it's underwater), but when I searched for the road piece in the script it wasn't found.
Now if you look at how the roads have been scripted they're quite a mess. So when I spaced up these lines the road piece mysteriously disappeared
. Makes me wonder if it could be a bug in the way you read the mission files?
Oh, didn't realise that. I'll look into, it could quite easily be an editor bug.
No idea, I've always thought the enemy knows where everything is from the start without any clear ups.
I doubt that they do anything at all. I changed my editor, so it now ignore CLEAR_UPS that are not for the human team. (it would be too hard to let the AI have a section for them too)
I guess they though they'd might be in the way or something.
Maybe, but I doubt that will be an issue. Maybe they thought the fighting would scare them off? I don't know...
Actually, Qages editor only saves the bytes which have been modified so it seems quite reliable. Now it might be slightly hard with his editor but should be possible. JvK's is a bit too unuserfriendly for me
Oh, I didn't know that. Well I'd suggest changing the water so it flows right, it will look odd right now.
I personally love JvK's, because it's great for decoding the maps! It shows the values for what they really are, and lets you change them. It's very useful for testing stuff. (I solved the multiplayer lighting bug with his editor) But I agree, you can't make a map with it. More of a debugging tool.
Yeah wolves should be added. If you look at the different maps you'll notice how many misplaced tiles many of them have. The majority of these cannot be seen ingame however.
Yeah, and you don't tend to notice them even if they are visible.
Ducks during winter? Meh... Some wolves could do.
Good point, no ducks then.
Yeah I actually added quite some animals to that mission..
Yeah, well I'm still using beta 3 here, so I don't know what you've done.
Heh, as a matter of fact this is exactly what I've been doing
.
LOL! Nice to know someones using it...
I'll look at these a bit later.
Ok. Hey I was thinking, on the back of the TPR case it advertises: "Challenging Skirmish Mode" (refering to single missions) Now lets see, the AI doesn't attack, he builds stupid bases and he may, if he feels like it, demolish his storehouse to make way for a "more imporant" building. Challenging????? Don't make me laugh.... We could improve these missions a lot. Here are my suggestions:
- Have the AI launch an attack on you at the start. You may need more troops to defend against that though. Also, it should send a message warning you, we could add a new message that is used by all the single missions.
- Give the AI a proper village with watchtowers and good defece positions and then disable auto building. I don't want them destroying their storehouse...
- Tell the AI to do regular attacks, once they have enough troops.
- Maybe we could put a bit of a story line? With in-game messages? Just an idea...
In my opinion, the single missions should be really difficult. They are for when you've finished both campaigns and you should be a bit of a veteran by then. Right now, you can win them quite easily, because the enemy is really dumb. Or if you prepher we could replace all the single missions with a few of the best fan made ones, but I think that would be a bad idea, better for a mod.
You don't think all the fighting has scared off the wolves? And I'll move that fish group one square downwards. Oh and I have added some fish into that small water close to one of our allies.
Good point, wolfs wouldn't like the fighting. Didn't notice the fish somehow...
I don't know, there's not too much forest in the mission and it's quite filled with enemy soldiers...
Ok, probably not needed then.
One thing I was wondering, should the terrain in the top left corner be changed to reflect that of mission 4?
I don't quite understand you... Do you mean the overlapping thing? If so then I think it should be changed to match the other missions.
There's really no forest.
Yeah, good point.
They swim under certain bridges...? Yeah I could add a few fish to the otherside, but I think the wolves are quite fine, maybe add one to that coal field in the forest.
Yup! They swim under the bridge in mission 1 TSK. (Or at least they used too back in the days of the TSK engine) But I don't think they'll swim under that bridge, because it's not meant for the water.
Nah, it's painful enough to move around in the limited space that is there so adding wolves would just limit this even more.
Yeah, I agree.
Now for a question. The briefing of mission 8 mentions that you have found blueprints of a very advanced watch tower, yet you can build watch towers in mission 7? Wouldn't it make sense to disable them?
Yes, that's quite inconsistant.... And they are practically useless in mission 7, because the map is so open and your bases are a long way from the enemy. (I can't remember using them effecitly here) But in mission 8, they are very useful. I think you should disable them in mission 7, and then maybe you should enable the siege workshop then, otherwise Knights are the only new thing.
Maybe try to remove that pieces marked with circles?
Does it only happen on bit sticking out? So if we flatten the edges all will be well?
In both TSK and TPR engines they only repaired buildings when they had no !SET_AI_NO_BUILD .
Yeah, that's correct. It's a shame really, because I want to have a mission where the enemy repairs, but I'm not prephared to let them run a much auto building.
About the animals: I know there should be more in some missions, but don't forget about drunk soldiers bug (caused by too many units, animals are also units in the game, as The Dark Lord said).
That's a really good point, maybe that's why there's none in 20 TSK? Keep that in mind... I'd rather have no animals than drunk soldiers.
I don't really care about when the fisherman's hut can be built, it makes little differance.
Lewin.