Re: Conquest mode - script
PostPosted: 16 Jun 2013, 03:58
There is still a problem with archers atacking the houses in the second solution :/

Talk about Knights and Merchants!
https://knightsandmerchants.net:443/forum/
https://knightsandmerchants.net:443/forum/viewtopic.php?t=1605
There is still a problem with archers atacking the houses in the second solution :/
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).Although, you can still destroy enemy buildings (got to think of a solution for that...)
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 typeSo 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?
The idea is great, at the begining looking at the map I felt like in Heroes.
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.
- 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! ; )
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 typeSo 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.