(Updated on 01/07/09
I have now succeeded in locating and uploading the workable scenario.
||Role Playing Only
Sir Meriadoc VI Description/Stats:
[NOTE: THESE STATS ARE NOT INTENDED TO EXALT (or demean...XD) THE DESIGNER.
THEIR ONLY PURPOSE IS TOO LET YOU KNOW WHAT YOU ARE DOWNLOADING.]
Terrain Blending: Minimal
Map seeding: 4/10 (Self-rating of 4 out of 10)
If you follow the instructions exactly winning is very easy.
This scenario is only the prelude to the actual scenario,
so it about as simple and easy as Sir Meriadoc I of Part I was.
Play time: 5-10 minutes
File size (total folder size): About 50 KB
Recommended Playing Speed: Normal
Innovations (These are innovations for me personally, not innovations in scenario design):
-Used method learned on this site to rename 10 yurts with one trigger effect.
-Substituted looping "Task Objects" trigger for "Immobile Units" AI to reduce download size.
-Sometimes crashes if you move mouse or press keys right when it first starts.
To avoid this problem, don't move the mouse until it displays the first text.
You don't really need to move the mouse until the end of the cut scene anyway.
-Some enemies wander. Sometimes this occurs excessively.
-Once in a while the French will become Neutral. I don't know why this happens.
Checking "Aliied Victory" boxes didn't completely stop it.
-There are villagers and paladins in both of the French castle towns. At the beginning of the game,
all or most of the villagers in the town to the south migrate to the north town.
(This isn't really a flaw, it's just a note about game events.)
ENJOY, AND PLEASE PROVIDE FRANK AND HONEST FEEDBACK!!
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
Do not download before an update!
MerryBrandybuck, this is the third time that you submit the same unplayable scenario. Your Sir Meriadoc, Part II.zip and the Sir_Meriadoc_Part_II_SAMPLE.zip contain the scenario Sir Meriadoc VI.scx dated 04/12/08 while picture and read me date from October.
The player receives instant victory; I left a comment for your earlier submission and wrote an e-mail. Did you save your scenario after the edit?
Here is how to fix, Trigger 15, Condition 0, Object in Area, Source Player 1, Quantity 1, change Quantity to 2. You have a player 1 flag in the area, which fulfils the objective. In addition, the game engine places randomly a Player 2 town center and three villagers. Place a player 2 horse next to the other one in the southwest corner. Then go to Menu and click Save or Save As.
BTW your screenshot does not show a scene of your scenario and there are 15, not 34 triggers. You could download your own file from here and check. ;)
You said some enemies wander.
Why the hell would you want to reduce your file size?
Immobile Units AI isn't that heavy, and you don't have to put it in your file, the AI is saved in the .scx file.
Also, I think Immobile Units will fix the diplomacy lag, but I'm not 100% sure.
If that won't solve the problem, you should tell us to play via Single Player -> Standard Game -> Scenario and then Lock Teams.
However, I'm not gonna download it. Easy to win? Baaa...
5-10 minutes? Not worth it...
Really, you might be new, but at least try to make something worth to download :)
To Guthan-Thank you for your feedback! While I do not agree with all of your comments, I highly respect both your opinions and your openness. Also, thank you for your advice regarding Immobile_Units.ai, I was unaware that it was incorporated into the .scx file.
[Edited on 01/07/09 @ 02:00 PM]