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Knights Evolve - Dynamic Script

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Sword Fighter

Posts: 298

Joined: 21 Jul 2013, 02:15

KaM Skill Level: Fair

Post 27 Apr 2014, 00:47

Re: Knights Evolve - Dynamic Script

Okey, iv rebuild code ( from 600 to 300 xD ), new version called " Knights Frenzy " download available in main post.
- Auto-grouping is on every 15 units, u can make own group just set delivery block enabled.
- First who destroys barracks in the middle gets 3 barbarians, player who kills those barbarians get 3+1 barbarians and so on, up to 12 barbarians.
- army no longer get fed (default hunger level).
i can easily swap code between maps so if anyone made good 6,8 players map let me know :>
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Skypper

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Location: Dutch :D

Post 27 Apr 2014, 10:09

Re: Knights Evolve - Dynamic Script

I have fixed most of the unwalkable titles.
Entrances are bigger.
Centerswamp is completely walkable.

Al red circles are mad walkable!
Image

Image

I hope this made them map more playable
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Greets Skypper (Totally Insane)

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Sword Fighter

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Post 27 Apr 2014, 17:25

Re: Knights Evolve - Dynamic Script

Ok i will move script soon.
Ive update map, fixed main bugs and add bonuses:
Houses spawned in the middle are bonuses, player who destroys it get Speed Up Spawn (x2) or Doubled Spawn(2 troops) or God of War (troops will kills instantly).
Units in bonus spot will be removed when the counters ends.

8 players map available ( main post ) :>
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Sword Fighter

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Post 01 May 2014, 14:40

Re: Knights Evolve - Dynamic Script

Update v1.02:
- every 4th spawn player get range unit.
- balance changes (units kill threshold for 4 and 8 players).

map can be downloaded in main post. - now working :P
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Skypper

Knight

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Joined: 28 Jun 2013, 09:37

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Location: Dutch :D

Post 06 May 2014, 14:19

Re: Knights Evolve - Dynamic Script

And is the new map a improvement or not really ?
Greets Skypper (Totally Insane)

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Sword Fighter

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Post 06 May 2014, 18:22

Re: Knights Evolve - Dynamic Script

what improvement ?:>
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Skypper

Knight

Posts: 436

Joined: 28 Jun 2013, 09:37

KaM Skill Level: Fair

Location: Dutch :D

Post 06 May 2014, 19:28

Re: Knights Evolve - Dynamic Script

Not really new map, I meant the update that made most parts walkable
Greets Skypper (Totally Insane)

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Sword Fighter

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Post 06 May 2014, 19:58

Re: Knights Evolve - Dynamic Script

yea, i moved script to your map :> its almost perfect :)
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Lewin

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KaM Remake Developer

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Post 29 Jun 2014, 06:20

Re: Knights Evolve - Dynamic Script

Hi,
I'm preparing to add this map to the next release. Could you please make a readme PDF file for this map (the Remake now lets you open PDF readmes with a button in the lobby), or explain how to play it in the map description? (might not be enough space for that though)

Also, I noticed you wrote code to remove plans when they are placed, but it isn't working because we changed the name of the events "OnPlanRoadPlaced" instead of "OnPlanRoad". If you don't want players to build stuff, why not set the mission mode to tactic? Then the build button is disabled.
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Sword Fighter

Posts: 298

Joined: 21 Jul 2013, 02:15

KaM Skill Level: Fair

Post 29 Jun 2014, 07:20

Re: Knights Evolve - Dynamic Script

Ok i will do it :) update script and make PDF. Hmm i was using PLanremove in case of future build script or smth like that :) but i will change it.

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