Golden Cliffs + Bonuses!
- "Survivalists": your units are never hungry. Ever. Quarry is unlocked after building the School house.
- "Engineering": every building is unlocked from the start, and Laborers take half the usual time to build them.
- "Rich": endless gold in Schoolhouses (and only there), and you get double the normal amount of wares from trading.
- "Explorers": your soldiers and Towers have double the usual vision range, breeding your horses costs 2 Corn instead of 4 per Horse, and occupied buildings get repaired over time. I made sure that Towers are still destructible while self-repairing.
- "Master crafters": Armor and Weapon production is increased by 50%.
- "Tough people": you train Barbarians instead of Militia, but need 2 Hand Axes to train them.
- "Snipers": your ranged units have 15% chance to kill their target in a single arrow/bolt.
- "Retribution": whenever a soldier attacks your units, there is a 5% chance per hit that he is the one who dies instead.
Any feedback pwease?
EDIT: I'm attaching the new file(s) here too.
EDIT2: Since I've been uploading every new file here too and nobody complained, I'm adding a changelog too, for future reference.
EDIT3: There is a limit of 12 attachments per post, so I'm deleting the oldest version as I add the new one.
Changelog:
v2-01:
- Removed three meaningless checks.
- AI players can now recruit Barbarians at the same cost of a Militia, in order to overcome a conflict between their programmed behaviour and this map's script.
- Rewritten, for a tidier, lighter and more efficient code. Hopefully.
- Player names are now color coded.
- It is now possible to easily choose between the new, faster, build order included in KaM
Remake and the classic, slower, one, by editing the script (changing the boolean
“aEnableOldBuildOrder” in OnMissionStart).
- Explorers have the Farm unlocked after the Inn.
- Explorers' horses now cost half the normal Corn amount.
- Snipers now get their bonus on attack instead of on wounding - this is a massive buff, so the chance is reduced to 15%.
- Tough people now can make axes at the normal price, but need 2 Axes to equip 1 Militia.
- Rich have their starting Gold restored and can mine for (and sell) it.
- Demolishers are now named "Retribution", can be chosen with the Market and their bonus is a passive 5% chance to kill any unit that attacked them.
- Master Crafters now get 50% increased Weapon and Armor production.
- Script updated to use the function SetLength.
- Script updated for KaM Remake RC3.
- Changed the order in which the bonuses are presented.
- Changed some of the buildings to be planned when choosing a bonus.
- Deleted the .mi file, now SetSpecial works.
- Fixed translation files.
- Overlay texts now refresh every 15 seconds.
- The script should now be independent from the map and easily exportable. Remember to copy the .libx files too!
- Added SetSpecial to the map's description file, nothing seems to be changed though.
- To choose a bonus, you now have to plan a building.
- Bugfix: for Demolishers and Snipers, the script now checks for the involved units/buildings to exist and be alive/not destroyed.
- To prevent cheating, the Storehouse is now disabled too until a bonus is chosen.
- Explorers now have a x2 Line of Sight bonus on soldiers and Towers.
- Bugfix: Engineers now actually get their x2 construction speed bonus.
- Explorers no longer see the whole map.
- Explorers now only need 3 Corn to breed Horses instead of 4.
- Survivalists no longer get 2 Skins instead of 1 Pig + 1 Skin from Swine Farms.
- Allies now get an overlay message stating what did you choose.
- Tough people now don't trade Axes, and need 8 Timber to produce one.
- Rich now starts with no Gold and won't mine for it.
- Survivalists now start with no food and won't produce any.
- Survivalists now get 2 Skins instead of 1 Pig + 1 Skin from Swine Farms.
- Second batch of the readability fixes.
- Master crafters now only convert Coal when they need it.
- Bugfix: soldiers-bonus-placeholders are now added through script, and can now be removed regardless of where the player managed to move them.
- First batch of the readability fixes.
- For Master crafters, Weapon and Armor smithies are now unlocked after Tannery.
- AIs now get to choose a bonus too.
- Original version.