Dynamic Script idea for Town Hall units in a map
PostPosted: 14 Oct 2016, 17:06
Idea is pretty simple. A script that adds 1 Leather Jacket for each Lance or Bow added into Barracks and Leather Jacket+Wooden Shield for each Horse. Now, trained Lance Carrier turns into Rebel, Bowman into Rogue and Scout into Vagabond (Axe Fighter will be blocked in Barracks). So, we will have Militia for cost of Axe+recruit, Rebel for cost of Lance+Recruit, Rogue for cost of Bow+recruit and Vagabond for cost of Horse+Axe+Recruit.
Such solution won't work on standard maps. For such costs there should be a dedicated map, designed in a way, that will slow down wood production in particular, so that it won't be possible to make just spam of wooden weapons. I think the map should have slow start, the old build order (School->Inn->Quarry->Cutter). Also, gold and at least one forest should be far from starting point and maybe not butcher nor swine farms allowed, so that player must focus on other food, no iron nor leather production, some trades blocked in market.
The goal should be to make around 15 Vagabonds, 30 Rogues and 30 Rebels/Militia in 60 PT setting (or maybe design it in a way that will allow lower PTs, needs testing...). Such army setup should allow pretty good strategic games. Troops with no armor die more easily, so player can't be reckless. That's why it should work best on 1x speed, which allows the most strategic gaming imo.
But before a map, there is a question - is it possible to make a script that works in that way?
Such solution won't work on standard maps. For such costs there should be a dedicated map, designed in a way, that will slow down wood production in particular, so that it won't be possible to make just spam of wooden weapons. I think the map should have slow start, the old build order (School->Inn->Quarry->Cutter). Also, gold and at least one forest should be far from starting point and maybe not butcher nor swine farms allowed, so that player must focus on other food, no iron nor leather production, some trades blocked in market.
The goal should be to make around 15 Vagabonds, 30 Rogues and 30 Rebels/Militia in 60 PT setting (or maybe design it in a way that will allow lower PTs, needs testing...). Such army setup should allow pretty good strategic games. Troops with no armor die more easily, so player can't be reckless. That's why it should work best on 1x speed, which allows the most strategic gaming imo.
But before a map, there is a question - is it possible to make a script that works in that way?