Scarlett Thread
- Thelonious
- Round Table Knight
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Well, I started working on an H4Std version of the map, but I was so bogged down in the REGULAR one, that I gave up.
(Things like Kalah "The Great Summoner" can summon Mega Dragons in the WOW one, but only gets Black Dragons in the Std version. - Yeah! You WANT to rescue Kalah! - I think Kalah suggested that also. Funny how when you start letting someone work on their own namesake, that charactor gets more and more powerful. Things that make you say "Hmmmm...")
(Things like Kalah "The Great Summoner" can summon Mega Dragons in the WOW one, but only gets Black Dragons in the Std version. - Yeah! You WANT to rescue Kalah! - I think Kalah suggested that also. Funny how when you start letting someone work on their own namesake, that charactor gets more and more powerful. Things that make you say "Hmmmm...")
- Thelonious
- Round Table Knight
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- Location: right behind the next one
LOL! I had actually just thought about doing a series... You know, this one wants a Sword for a number of Axes, the next one wants the Axes and will give a Vial of Mercury, followed by one that wants the Mercury and will give something else, etc., etc. until all the huts are filled, each one giveing something a LITTLE nicer than the last. The LAST one just gives you an "Exotic Animal".... Wimfrits.
- DaemianLucifer
- Round Table Hero
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- Location: City 17
- Thelonious
- Round Table Knight
- Posts: 1336
- Joined: 06 Jan 2006
- Location: right behind the next one
Yeah and then Wimfrits = Breeze the Falcon Oh wait wrong bird and colorScarlettP wrote:LOL! I had actually just thought about doing a series... You know, this one wants a Sword for a number of Axes, the next one wants the Axes and will give a Vial of Mercury, followed by one that wants the Mercury and will give something else, etc., etc. until all the huts are filled, each one giveing something a LITTLE nicer than the last. The LAST one just gives you an "Exotic Animal".... Wimfrits.
Grah!
I think the problem with your combat hut comes because the Hut itself does not act like a Neutral.
Since the hero has entered alone, the easiest way to do what you want is to run the combat and then check whether the hero is dead. Since you did not have creatures to start with you don't need to bother with the ghost thing.
Since the hero has entered alone, the easiest way to do what you want is to run the combat and then check whether the hero is dead. Since you did not have creatures to start with you don't need to bother with the ghost thing.
No, you're missing the point.charleswatkins wrote: Since the hero has entered alone, the easiest way to do what you want is to run the combat and then check whether the hero is dead. Since you did not have creatures to start with you don't need to bother with the ghost thing.
1. the ghost script works in this form because there are no creatures in the army. If there were creatures present, it would have become more complicated.
2. a check on 'dead hero' only works on unique heroes, because a tombstone and a live hero both count as 1 hero.
3. a check on 'dead hero' disregards fleeing.
Are you suggesting coconuts migrate?
- Thelonious
- Round Table Knight
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- Location: right behind the next one
OK! Just found and corrected a 'glitch' in map 3. It's a 'maze' so all the passages are constricted. (Wimfrits will HATE it!) Because I detest "creatures of the month" blocking the caravan routes, I made all the guard monsters a color and wrote a "growth" script. These were fine at the first of the game, but about 1/2 ways through would become unbelievably hard.
I found 2 major flaws in my exicution.
#1. A few of the monsters did not get set on "Gaurd" or limit their wandering. These would scoot around the map picking up 'friends' who would now also become unlimited wanderers. This would leave some things unguarded and then you would be running into monster stacks with a Company of Genies, Magi, Naga, etc. all running around together in an unbeatable stack. (Ok, No way *I* could beat them!)
#2. I wrote a "growth" script to compensate for the lack of dwellings, towns etc. owned by this other color. I wrote it to run once for Novice, twice for Intermediate, three times for the Difficult & four times for Champion. (Whatever the actual words are for the levels. It escapes me at the moment.) The idea was Give 2 genies (or whatever you would normally get from a dwelling) per week on the lowest level. Then 4, 6 or 8 per week for the higher levels. Guess what? I set them to run on the COMPUTER turn! There are TWO computer players! That means my growth scripts were running twice a week giveing 4, 8, 12, or 16 creatures per week... PLUS the ones that were picking up "Alies" seemed to accumulate scripts and get monsterousely large numbers.
Well, I found and fixed the unlimited wanderers, deleted two stacks off each monster (went from 7 stacks in each starting group down to 5) and put the Growth script to only run on the Human turn. Now, they seem a bit to easy, so I'll have to go back in and put the 6th stack back in. I swear, the HARDEST part for me is adjusting the creature stacks!
I found 2 major flaws in my exicution.
#1. A few of the monsters did not get set on "Gaurd" or limit their wandering. These would scoot around the map picking up 'friends' who would now also become unlimited wanderers. This would leave some things unguarded and then you would be running into monster stacks with a Company of Genies, Magi, Naga, etc. all running around together in an unbeatable stack. (Ok, No way *I* could beat them!)
#2. I wrote a "growth" script to compensate for the lack of dwellings, towns etc. owned by this other color. I wrote it to run once for Novice, twice for Intermediate, three times for the Difficult & four times for Champion. (Whatever the actual words are for the levels. It escapes me at the moment.) The idea was Give 2 genies (or whatever you would normally get from a dwelling) per week on the lowest level. Then 4, 6 or 8 per week for the higher levels. Guess what? I set them to run on the COMPUTER turn! There are TWO computer players! That means my growth scripts were running twice a week giveing 4, 8, 12, or 16 creatures per week... PLUS the ones that were picking up "Alies" seemed to accumulate scripts and get monsterousely large numbers.
Well, I found and fixed the unlimited wanderers, deleted two stacks off each monster (went from 7 stacks in each starting group down to 5) and put the Growth script to only run on the Human turn. Now, they seem a bit to easy, so I'll have to go back in and put the 6th stack back in. I swear, the HARDEST part for me is adjusting the creature stacks!
An alternative that prevents the wandering and picking up friends is:ScarlettP wrote:Because I detest "creatures of the month" blocking the caravan routes, I made all the guard monsters a color
1. make the stacks neutral
2. encountered tab : change to color x
3. victorious tab : change to color neutral
As a result, they'll be colored only when they are attacked and defeated.
Oh, and I don't necessarily hate mazes. I just don't like to have to puzzle around to find on which tile I can stand.
For instance, not recognizing that I can travel in direction x because a barely visible woodpile blocks the only passage tile. Those kind of things frustrate me.
Moreover, if the hero could control himself, he would have no problem seeing the woodpile, but the person behind the computer screen has difficulty seeing it. For me, that weakens the link between me and the character I'm playing and thus decreases my immersion in the map.
There, vented my frustration with cramped spaces
Are you suggesting coconuts migrate?
Ditto! I hate that. And when map testing, I HATE the map maker who won't tell me WHERE that darned wood pile is. "Just mouse around" is not a good answer in my book.For instance, not recognizing that I can travel in direction x because a barely visible woodpile blocks the only passage tile. Those kind of things frustrate me.
- DaemianLucifer
- Round Table Hero
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- Location: City 17
- Ururam Tururam
- Scout
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- Location: the Void
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The third map of Depierrelles, yes.
And the fourth map of this campaign is one huge maze (but it's a bit easier too.
And the fourth map of this campaign is one huge maze (but it's a bit easier too.
Hoc est opus!
UT homepage: http://urtur.webpark.pl
UT homepage: http://urtur.webpark.pl
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