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Conquest mode - script

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sado1

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Post 15 Jun 2013, 07:10

Conquest mode - script

Hey. I'd like to present you a sneak peak of a project I'm doing with dicsoupcan. THE CONQUEST MODE (name might change, if someone gives me a better idea). We tried to keep it as a secret for quite some time, for a surprise effect (it's likely going to be our dynamic scripts competition entry), but seeing how some of the coolest scripts for the competition are already out there (ahem... Siegfried! :) ), we couldn't resist much longer.

The rules: the script is designed for 3v3 fight maps. In the space between two teams there are buildings, which each player is supposed to capture. You capture a building by standing in its entrance. For each building, players get weapons to their barracks, each X seconds (see below). Each player has 3 schools, that (after you make 1 recruit) are continuing with the recruits production on their own (I scripted infinite gold; also, on each unit created, the script adds 1 recruit to the school queue). Obviously, your goal is to take enemy buildings, and destroy their barracks.

I'm not releasing the script yet officially, but if you hang around TS you'll be able to play the testing version with us. The test is based off Cursed Ravine's magnificent fighting field (my personal favourite), but that's only because our competition map is work in progress.

edit: I'm putting the link here to the most current version as of 2 August 2013: http://ubuntuone.com/330jseuUwcxJP4EHaUFINW
  Code:
Each side of the map has: 5 cutters - militia 4 weapon workshops - axemen 3 l. armories - bowmen 2 tanneries - lancemen 1 iron smelter - pikes 1 iron weaponry - swordmen 1 iron armory - xbows 1 stable - knights For 1 building, you get: 1 militia each 20 seconds 1 leather unit each 30 seconds 1 iron unit each 40 seconds 1 knight each 50 seconds
Last edited by sado1 on 02 Aug 2013, 20:41, edited 2 times in total.
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Krom

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Post 15 Jun 2013, 07:23

Re: Conquest mode - script

I'd like to have a look at that map, do you plan some playtests soon? )
Knights Province at: http://www.knightsprovince.com
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Siegfried

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Post 15 Jun 2013, 07:28

Re: Conquest mode - script

I love that idea - a continuous fighting without the long city-building. :D

But can you please provide a screenshot, even if it's from the temporary cursed ravine map? I'd like to see how this looks like, because there seem to be quite a few buildings on each side that have to be destroyed/captured.

Btw: is it possible to demolish the buildings that you're supposed to capture?
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Lewin

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Post 15 Jun 2013, 08:03

Re: Conquest mode - script

Sounds like fun :)
Looking forward to testing it!
Btw: is it possible to demolish the buildings that you're supposed to capture?
Those buildings could belong to a fixed AI (one added automatically which doesn't show in the lobby) and the alliances could be set so everyone is allied with them and can't attack them. Also, they could make the buildings swap to be owned by you (silently remove the old one and add a new one belonging to a different player), which would be nice since the flags would show who owns it :) (and using the option to disable "unoccupied" messages those can be prevented)

Do you have to stay at the entrance to the buildings to get the benefit? Or do you "capture" them and keep them even if you walk away until somebody else stands there? (I think that would be better)
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Bence791

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Post 15 Jun 2013, 09:23

Re: Conquest mode - script

No Lewin, you go at its entrance once, then you own it as long as someone else takes it from you.

I really like the idea, hopefully it will be better with Dicso's map :D
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Shadaoe

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Post 15 Jun 2013, 12:01

Re: Conquest mode - script

As I already said, I really like the idea of capturing buildings, so the fight is more changing, can't wait to see it on your map ;)
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sado1

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Post 15 Jun 2013, 14:28

Re: Conquest mode - script

Yeah we play it on a daily basis, just join Teamspeak whenever you want, if there's enough players we'll surely play a round or two.
Those buildings could belong to a fixed AI (one added automatically which doesn't show in the lobby) and the alliances could be set so everyone is allied with them and can't attack them. Also, they could make the buildings swap to be owned by you (silently remove the old one and add a new one belonging to a different player), which would be nice since the flags would show who owns it :) (and using the option to disable "unoccupied" messages those can be prevented)
Everything you wrote about here, is already in the script. Although, you can still destroy enemy buildings (got to think of a solution for that...). I just blocked building menu because some players (*ahem* Pink General *ahem*) will do everything to abuse the problems with the map xD But this gave me another idea... I might make a bit different 4v4 version soon.
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dicsoupcan

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Post 15 Jun 2013, 15:18

Re: Conquest mode - script

I'd like to have a look at that map, do you plan some playtests soon? )
Like sado said we are playtesting on a regular basis right now in order to make balance changes in the script, and analyzing how people will move helps us make our map balanced and fun to play. If you want we can send you a pm every time we playtest.
I love that idea - a continuous fighting without the long city-building. :D

But can you please provide a screenshot, even if it's from the temporary cursed ravine map? I'd like to see how this looks like, because there seem to be quite a few buildings on each side that have to be destroyed/captured.

Btw: is it possible to demolish the buildings that you're supposed to capture?

If sado agrees with me we could upload a replay so you can see how the game will play. Yes we have to find a fix for destroying enemy buildings, so for now we rely on fair peoplethat will paly the game like it is supposed to be :)
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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sado1

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Post 15 Jun 2013, 15:47

Re: Conquest mode - script

Yeah, here's a replay: me, Shadaoe, TDL versus pawel95, Boris, Bence
http://ubuntuone.com/3dSWxc0kUV7vIGlJcaTzLO
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dicsoupcan

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Post 15 Jun 2013, 15:59

Re: Conquest mode - script

Just in case the replay does not work (like i had with siegfried his script, missionstrings out of range everywhere) here is the map:
CR Conquest Test5.zip
You do not have the required permissions to view the files attached to this post.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Menszu

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Post 15 Jun 2013, 21:10

Re: Conquest mode - script

The idea is great, at the begining looking at the map I felt like in Heroes. Few of my thoughts after watching replay:

- First of all: the sources of strong iron units and especially knights should be more secure, not on the front line to prevent snowball effect - one side gaining upper hand suddenly weekens enemy, and strenghtens itself to the great point. Imho it should be few basic woodcutters near, than strong core, and on the frontline building for the bold, with bonus leather units.
- Of course it is great script to easy implement it on many maps, but future choice should be more wide, to create more focus on smart skrimish around. Here it was just pitched battle, capturing the buildings was secondary after complete crush of enemy.
- Wider map might leave some space for scouts to be implemented with new building (whatever, a grain farm even) In fact the buildings might be abstract, leaving options for TPR units also.
- Consider capturable towers (rare, for example for minor passages)


Haven't thought that Siegfried's script would have real competition, but that mode has really great potential! ; )
Puny lords starving your subjects, such weakness, shame on you...
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The Dark Lord

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Post 15 Jun 2013, 21:16

Re: Conquest mode - script

- Of course it is great script to easy implement it on many maps, but future choice should be more wide, to create more focus on smart skrimish around. Here it was just pitched battle, capturing the buildings was secondary after complete crush of enemy.
First time I played this it was 2v2 and it was complete chaos, fights everywhere and if you didn't look for 5 seconds one of your buildings would be captured. I think it mostly depends on the speed the first battle takes place; in this case that was pretty late. But yes, it might have been a bit wider for 3v3; for 2v2 it is a little too wide imo.
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dicsoupcan

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Post 15 Jun 2013, 22:25

Re: Conquest mode - script

Renember that this is just a testmap, it is not really suited for the mode since it is not made for it. We are testing this for a better script balance and bugfixes. our own map will be adjusted for this.

But thank uou for liking the idea, this is a nice gamplay thatis very fast eimo.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Lewin

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Post 16 Jun 2013, 03:38

Re: Conquest mode - script

Although, you can still destroy enemy buildings (got to think of a solution for that...)
We could give you a HouseAddRepair option so you can continuously repair them. Or you could make houses be captured by standing on any tile next to the house (so you can't attack because the house belongs to you, except with ranged units...), although that's harder to implement with different shaped houses (not too difficult though, you could write a function which checks it for each house type or something).

EDIT: I had a look at the script, it's neat, I like the way you don't depend on where the houses are placed or how many there are of each type :) So to change the houses you only need to edit the map. You can even have each player start with a few house rather than being neutral with no changes to the script (as I see you've done with woodcutters). Very good design there! Easy to change and adapt.

Maybe you could add an overlay showing how many houses each player/team owns? Or maybe that's not necessary?
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Shadaoe

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Post 16 Jun 2013, 03:41

Re: Conquest mode - script

There is still a problem with archers atacking the houses in the second solution :/

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