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Post by nightblair on Jan 11, 2013 15:16:59 GMT -5
Hi there, I've made a small scripted, single player map, just to test the possibilities of the mapping editor. Name of the map is Defense of the Citadel and you will become the mighty Guardian which has to save the Citadel from the doom bringing Warlock. Hafe fun and don't forget to post your opinion and suggestions. Attachments:
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Post by vladikus on Jan 15, 2013 12:20:27 GMT -5
Thanks for the map! I had a chance to play it the other day and got killed by some elementals (shouldn't have cleared out my citadel). By the way, I added this to my CoE3 fansite: filebox.vt.edu/users/dduckett/coe3_website/index.html (both on news and downloads). Keep it coming, and I'll let you know if I make any more progress.
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Post by nightblair on Jan 15, 2013 14:32:08 GMT -5
About the elemental attacks... I've tried to script some warning about the incoming attack to the Citadel, but haven't found the way to do so. If I've used message function it displayed after attack occured. If I spawned monsters not directly on Citadel square they usually didn't attacked
If anyone have an idea how to fix this and still have random monster attacks it will be great.
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Post by vladikus on Jan 16, 2013 10:55:27 GMT -5
Ah yeah, I looked at that part of it.
chanceevent 5 5 -4 0 1 2 "Fire elemental"
chanceevent 5 5 -4 0 1 2 "Earth elemental"
It looks like you'd have to make it a turnevent in order to provide a timely warning. You should put in a feature request on the Desura forums for chanceevents to trigger after a certain amount of turn time (http://www.desura.com/games/conquest-of-elysium-3/forum/thread/feature-requests/page/13). There aren't ever guarantees, but Illwinter is very apt to incorporate ideas. That way you could have something like
chanceevent 5 chainevent 7 0 0 "Our seers have seen ill omens." chainevent +1 5 -4 0 1 2 "Fire elemental"
That doesn't work, but the idea is that the first chainevent gets triggered with a 5% chance and, when that happens, then +N (+1 in this case) would be N number of turns from the trigger until that event occurs.
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Post by nightblair on Jan 16, 2013 11:48:41 GMT -5
Even better and elegant solution would be have an starting, random chance event which will display the warning message and then ChainDelayEvent with custom delay in turns which will generate the monsters.
Not possible too, though Edit: sorry, tired after work, did not read properly your message in which you have the same idea as me...
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Post by gp1628 on Jan 16, 2013 12:24:55 GMT -5
I will try to test this and work out an example later. But in case one of you see this and are more alert than I....
I used a trick in programs I wrote for the military when I had trouble coordinating multiple computers that were running multiple programs. Some would start processing too soon. So I would create a little one bite file as a "go" file. Program one created big file, then the go file. Other machine saw go file and grabbed big file.
So a variation for us. You might stick something like the "island" tile in location 1,1. Or a monster. Or put one Impassable Mountains on the map because you can put monsters there but players would not be able to do much to affect those.
Then we can check for the existence of that tile, or that terrain being OWNED by something like player 10. Or we can check for one of those monsters. Or even have different events that put the monster there and gives it a different name since we can check for a monster with that name.
So event one places the tile or monster or whatever event two looks for it and acts, and maybe places another monster event three looks for monster and acts, then erases that location
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Post by gp1628 on Jan 16, 2013 12:34:46 GMT -5
chainevent 8 1 1 196 # places a tile at 1,1 that is not in the game chainevent 2 1 1 10 "Debug Sensei" # places a horror-owned unit at 1,1 that is not in the game chainevent 3 "Marker" #player 10 now owns a Tomb manned by a Debug Sensei with the name Marker
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Post by gp1628 on Jan 16, 2013 14:43:30 GMT -5
YAY! I have one! Keep in mind that the sequence of events is important. If you CREATE a marker and then LOOK for it, you will always find it. If you LOOK and then CREATE then you wont see it until the next turn. If you want a 2 turn gap then it becomes "look for 2 and act, look for 1 and create 2, random event to give warning and create 1"
comlocevent 1 1 10 1 "Gap" # look for Gap chainevent 5 0 -4 0 1 30 "Goblin" # send the Goblins chainevent 1 1 1 # kill the marker square
comlocevent 1 1 10 1 "Warning" # look for Warning chainevent 2 1 1 10 "Thunder Totem" # add another chainevent 3 "Gap # name it Gap
chanceevent 33 7 0 "Prepare for the Goblin Invasion!" # chance of invasion and warn chainevent 2 1 1 10 "Thunder Totem" # create marker chainevent 3 "Warning" # name it Warning
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Post by nightblair on Jan 18, 2013 11:59:11 GMT -5
Great hack idea gp. If the new delayed chance events aren't added this will be handy.
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