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defend the monastery beta
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Author |
File Description |
Val the 2nd |
Posted on 01/25/09 @ 08:54 PM
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Fixed Force |
(posting again because previous upload failed due to invalid file name. If it didn't, please forgive me)
This is a test/demonstration scenario for my musketeer script: musketeers are developed from hand cannoners/janissarys, becoming inactive while reloading. Enemies can still target them.
Known bugs:
- all difficulty levels are detected as medium
- instructions are overwritten at the beginning by the instructions from the triggers, so you cannot see the introduction ingame. (it's not that special, either)
If you find some design mistakes, inefficient solutions to known problems, bugs, etc, feel free to tell me. I'm still quite new around here. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Tanneur99
Official Reviewer |
Posted on 02/01/09 @ 01:38 PM
Both submissions were valid. You shortened the name of the .zip file; .SCX files can become invalid if the file name is too long the limit is about thirty characters for the game engine to play from Single Player, Standard Game, Random Map, and Scenario. From there the player can read your instruction text. I am not aware of a character limit for .zip files.
Difficulty levels, the enemy receives the upgrades on all levels except hardest. Example, for easiest all effects fire, for standard the ones for the higher levels etc. The levels easiest and standard do not play because the enemy will not attack villagers, write in the description, read me, instructions, loss message that the player should select moderate or higher. Hardest is easier in your scenario than moderate and hard because the enemy receives no upgrades.
Fix, new trigger 'Standard', Condition 0 Difficulty Level Standard, Effect 0 Declare Victory Player 4 and the player will lose at Easiest and Standard difficulty. New trigger 'Moderate', Condition 0 Timer 1, Condition 1 Difficulty Level Moderate, Effect 0, Deactivate Trigger Hard, Effect 1 Deactivate trigger Hardest. Change your trigger Moderate for Difficulty Hard, add Condition Timer 3 and add a new effect to Deactivate trigger Hardest. Change your trigger Hard for Hardest and add Condition Timer 5. |
Dtrungle
Official Reviewer |
Posted on 02/01/09 @ 10:09 PM
Good attempt. :)
"all difficulty levels are detected as medium"
On Easiest: Easiest, Standard, Moderate, Hard, and Harder CONDITIONS are met.
On Standard: Standard, Moderate, Hard, and Harder CONDITIONS are met.
On Moderate: Moderate, Hard, and Harder CONDITIONS are met.
On Hard: Hard, and Harder CONDITIONS are met.
On Harder: Harder CONDITION is met.
"instructions are overwritten at the beginning by the instructions from the triggers, so you cannot see the introduction ingame. (it's not that special, either)"
That's the way it is, you could write those instructions in a trigger and have it show at the start.
You could reduce the 4 triggers at the bottom to 2 by just making the effect in the same detection trigger.
For those "header" triggers, I suggest that you turn them OFF. Not sure if it affects anything though...
You can blend in different grass/dirt terrain, pure grass1 doesn't look so nice. |
Val the 2nd
File Author |
Posted on 02/05/09 @ 11:58 AM
Thanks for your comments and suggestions, you have saved me from a lot of trigger trouble :)
As for the design, I always try to insert other grass/dirt types, it seems it's never enough. I'll try to do it better next time.
I'm still doubtful if this script is worth including in a bigger mission, too many triggers for too few efects, especailly on a big map with many planned side-quests. At least had a chance to practice.. :D
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HGDL v0.8.2 |
Statistics |
Downloads: | 118 |
Favorites: [] | 0 |
Size: | 19.02 KB |
Added: | 01/25/09 |
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