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Does it make sense to dump legacy win/defeat conditions ?

PostPosted: 25 Feb 2015, 12:47
by Krom
Since KaM Remake scripting is so advanced now, do you think it makes sense to dump legacy KaM victory/defeat conditions from static map script?

I mean ADD_GOAL and ADD_LOST_GOAL which are responsible for:
  Code:
gc_BuildTutorial: Result := True; //Deprecated //gc_Time is disabled as we process messages in Event system now. Return true so players //do not have to wait for all messages to show before they are allowed to win (same in TPR) gc_Time: Result := True; //Deprecated gc_Buildings: Result := (Stat.GetHouseQty([ht_Store, ht_School, ht_Barracks]) > 0); gc_Troops: Result := (Stat.GetArmyCount > 0); gc_MilitaryAssets: Result := (Stat.GetArmyCount > 0) or (Stat.GetHouseQty([ht_Barracks, ht_CoalMine, ht_WeaponWorkshop, ht_ArmorWorkshop, ht_Stables, ht_IronMine, ht_IronSmithy ,ht_WeaponSmithy, ht_ArmorSmithy, ht_TownHall, ht_SiegeWorkshop]) > 0); gc_SerfsAndSchools: Result := (Stat.GetHouseQty([ht_School]) > 0) or (Stat.GetUnitQty(ut_Serf) > 0); gc_EconomyBuildings: Result := (Stat.GetHouseQty([ht_Store, ht_School, ht_Inn]) > 0);
For the standard win/defeat conditions KMR could save template dynamic script file and place a template win and defeat script text into it.

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 25 Feb 2015, 15:08
by Vatrix
I don't think it's a good idea, dynamic scripts should still be taken as an extension for static scripts. Also I'm a bit lazy, so it's easier to have basic win conditions in static scripts (I just love static scripts :$ ).

Only thing I would like to change is to remove "None", "Build tutorial", "Time" and "Unknown" conditions, because I like things polished.

Also a little off-topic:
I think it's a bug; when you set AI attack type to "closest unit", they attack civil units also, which has a bad side effects sometimes, it would be better if AI attack just army.

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 25 Feb 2015, 20:15
by Ben
I say dump most of the commands. Serfs&schools, Economy buildings, military buildings&troops, tutorial-- these are quite silly to have around, as they are very specific and such "complicated" goals can be met a lot better with scripts.

In fact, the only goal(s) we really need are the default goals for mutiplayer (important buildings/troops)

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 25 Feb 2015, 21:40
by Vatrix
But, but...
Serfs and schools are needed for TSK 19 and military buildings are needed for TPR 4.

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 26 Feb 2015, 05:06
by Krom
I agree with Vatrix, those "complicated" goals are nice to keep for TSK, but I also agree with Ben - new maps hardly ever need them. Stalemate.

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 26 Feb 2015, 15:51
by The Dark Lord
What would be a good reason to dump them? All I see is extra work...

Re: Does it make sense to dump legacy win/defeat conditions

PostPosted: 26 Feb 2015, 16:29
by Ben
For me removing them seems to be the "cleaner" option. It seems ambigious to new users as to why some(most) complicated goals must be entered with dynamic scripts and a few goals can be done in game.

I mean I don't care either way. I won't lose sleep over it, but removing them seems to make more sense. It would be more work in a few rare cases, but perhaps it's worth the effort?