Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
You mean a MAX. Setting ? Or what exactly?
Posts: 3822
Joined: 16 Sep 2007, 22:00
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Website: http://lewin.hodgman.id.au
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Location: Australia
That is not a task for scripting. Thats probably a mutator kind of thing.
Anyway, entrance blocking is a valid tactics and tower spam could be dealt with by other means.
The most important scripting code for me as a mapmaker would be a setting for the amount of buildings from the same type (towers, market, fishers etc.) but I'm not sure if it's easy to create such a code. With a code like that it's possible to eliminate towerspam and maybe prevent things like blocking a bridge with markets etc.
Posts: 3822
Joined: 16 Sep 2007, 22:00
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ICQ: 269127056
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Location: Australia
I said maybe, atleat it could prevent fish abuse for instance...
! | MODBREAK: Split off topic discussion about "abuse strategies" to here |
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
If anybody has other ideas for the kind of missions you'd like to make with this new scripting system, please write about them or PM them to me if you don't want to make your ideas public (TDL, I'm talking to you ). This means we can make sure we support enough script commands in the next release for your ideas to be implemented. Think about it in terms of:
1. What data do I need from the game? (e.g. get the current mission time, get the unit standing on a certain tile, number of swordsman a certain player has)
2. What actions do I need to perform? (e.g. send a message, add a unit to the school queue, order a warrior group to attack)
We appreciate your help
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
@TDL: It's possible to instruct autobuild AI to make specific houses at specific places, but only if these places are not occupied by anything else. The thing is you dont gonna need it because at the time player discoveres AI base he does not cares how it was build, by script or by AI or was there from the start. Scripts should be used to add quest elements to the map, not to enhance the AI.
Posts: 3822
Joined: 16 Sep 2007, 22:00
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ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
@TDL: Your reminder gave me an idea - what if we add RXX packages to each mission, so that in script you could call PaintSprite(X,Y,Id,Owner) that would render said sprite in game. For example that could be a speech balloon, or a kings crown in arms of militia you must transport, or cutscene background and actors.
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