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Post by gp1628 on Feb 21, 2012 13:53:04 GMT -5
I just thought Id post some of the notes I had about what I might want to do with map commands.
MAP Scenario Ideas =============== 6.1.4 itemlocevent <x> <y> <player> "item" <event code...> This event will trigger if player has the specified item at location x,y. Player can be set to -1 for any player.
a placed Cloud Castle if a player enters with the lamp then "the Air Gods of this castle have freed the servant elemental of the lamp from its bondage" ===================================== Startevent "gets extra gold/iron" I wonder if -1 can be used there. Will it give everyone? a random one?
or use with randomizer program to give players a random event followed by a message event "Another leader fears they are about to die off. They have awarded you part of their treasury in the hopes that you will revenge them."
================================= 6.1.6 ownsterrevent <min> <max> <player> <terrain> <event code...> This event will trigger if player owns a certain number of a certain terrain type. Player -1 = any player, player -2 = any player but independents.
Reward for Dwarfs owning mines, druids for owning ancient forests, witches for owning swamps, etc etc. Or maybe some sort of cutback if they own too many? ======================================= 6.1.7 hasmonevent <min> <max> <player> "monster" <event code...> This event will trigger if player has a certain number of a certain monster type. Player -1 = any player (including independents).
punish too many undead, too many slaves, etc ========================================== 6.1.3 turnevent <turn number> <code...> This event happens on the specified turn. ---------- 6.2.2 New commander 2 <x> <y> <player> "monster" Creates a monster that is a commander owned by <player> at location x,y. 6.2.3 Rename 3 "new name" Renames the last commander created. 6.2.4 Equip 4 "item" Equips the last commander or unit created. Use "random" for item to get a random item. 6.2.5 New units 5 <x> <y> <player> <amount> "monster" Creates <amount> of specified monsters owned by <player> at location x,y.
6.2.8 Change terrain 8 <x> <y> <terrain> Changes terrain at x,y to the type specified
6.2.9 Find item 9 <x> <y> "item" Only works if there is someone at x,y to receive the item. Use "random" to get a random item.
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Post by gp1628 on Feb 21, 2012 14:00:02 GMT -5
Used with a randomizer program to reset the map each times its run, with a bunch of turnevent RND at RND RND create a monster and give it to RND or any other such surprises. To bad there isnt an RND setting so I wouldnt have to rerun the program each time.
in fact, I wonder if I rewrote the above rules into more englishy words then I might be able to program a simple MadLib program in BASIC. It could randomly put together the pieces of those commands and show them to me in an englishy sentence to spark ideas.
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Post by gp1628 on Feb 21, 2012 14:02:04 GMT -5
Hmmm "Monsters" is going to be a problem. It will either have to be specific or I will need a database to work off of.
Edi will be doing a database. I suppose until then I could grep them out of the game directly into a file
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Post by gp1628 on Feb 21, 2012 14:04:36 GMT -5
how about a Tutorial Scenario. One open nation set into a corner, seven AI locked nations located fairly far away. Water nations as far away as possible from the human player. 99 extra of every resource granted to the player nation (he will only see the ones he can use). Insure that one of each special site (ancient forest, gallows, etc) is near the player.
TIPs could be written into the scenario recognizing the nation of the player and giving suggestion messages. Such as, the Troll King coming near the Ancient Forest could pop up a message saying "when Mum gets here she is going to want that"
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Post by gp1628 on Feb 21, 2012 14:19:22 GMT -5
How about... A scenario with one nation set to maximum AI. The other 7 set to strong AIs and allied with player. The other 7 could be left open to allow for multiple human players but always 7 total on the team. Also leaving them open to nation change might be fun to allow for all Trolls or all Barons.
EDIT: OK Ive done this as a simple map called Dogpile. Its in the Maps section. And it has been played MP already. Turned out pretty fun.
But all I have on it is an Emperor AI of Senator class in the middle of the map surrounded by ?? tiles (randomly placed rare sites). The Emperor is named "the Holy Roman Emperor" and his citadel is named "Rome".
Whats missing is some actual scenario triggers. Maybe a general announcement when a player gets close to the middle? Or a general announcement when someone takes the capital?
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Post by gp1628 on Feb 21, 2012 14:19:55 GMT -5
All Quests Game. As many quests as possible. Go here, slay this, get this, return it to here for reward. All of the standard DnD style quests. Rescue the Princess, Fight the Dragon, gather an army of X number of YYYY and I will also provide a ZZZZZ so you can rescue the castle, destroy the bandits, find the lamp, etc etc
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Post by gp1628 on Feb 21, 2012 14:21:21 GMT -5
Here are some random scenario snippets that might work...
The awakening of a greater demon has caused the Soulless to switch to that side.
Too many Insane Peasants cause a revolt in High Cult cities (they all go independent).
Slaves revolt in Priest King cities
Or maybe when X nation gets close to Y location the Z all revolt and flee
The Gold Mine irritates me now. The Dwarf Queen on it keeps expanding the numbers beyond ever beating it. Maybe if a Dwarf Player gets near it, some of the units can switch sides
If a Labyrinth spawns a minotaur with the Indept ownership will it wander? Is one of the AIs for non-moving and another for wandering?
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Post by gp1628 on Feb 21, 2012 14:23:28 GMT -5
A thought for an event from QuarterToThree forum (love that forum).
Burgmeister Horticulturist: "TOO MUCH WEED. You THOUGHT you summoned that pack of wolves. But its not as friendly as you thought it would be."
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Post by kelan on Feb 26, 2012 5:35:14 GMT -5
Cool ideas!
The more you think about them the more you realize that the commands can give you quite a bit of power to script some pretty elaborate scenarios.
I had some ideas to do the following someday:
Use impassible mountains and lakes/rivers that are only passable in winter to create choke-points on a map.
Create a long passage of water/river to a special area that could be an incredible resource or treasure cache. It would only be accessible by a fast moving unit in winter (slower ones wouldn't make it to the end by the time of thaw and drown!)
I am also very impressed by the map editor. The right-click/left-click capability to quickly place terrain and objects is really nice.
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Post by gp1628 on Mar 22, 2012 21:00:56 GMT -5
What I love about the editor is being able to hold the mouse button down and scribble with a terrain. Then have it fix the rivers and coastlines.
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Post by gp1628 on Mar 22, 2012 21:15:25 GMT -5
Hmmm.... Im seeing debates (actually more like demands) for things in the game that we might be able to provide.
"Cities and Citadels should have names" Well personally I prefer the placement of such things to be random. But you others can take note. If you place something then you might consider naming it.
"Senator should have archers" Well besides the obvious startevent to just give them at the beginning of the game maybe we can create something. What unused or underused tiles do we have? Mystic Column? We can rename it to being something like the Quest Tower and reward each nation. Elephants for one, creeping doom for another, magic item for someone else. That might best work as one of the things to be randomized into a map by SemiRand.
"There should be a way to get more equipment" I like the way we have now. Rain the map with equipment, if there is a monster there they will get it. But they also want things like encounters with a merchant. Can we do that? We could name a city Merchanttown and grant people stuff where they get there. But can we take their gold at the same time? I guess we can give the same spot two flags. One flag event takes the gold and the other flag event gives the item. That might also work best with SemiRand.
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Post by gp1628 on Mar 28, 2012 20:04:15 GMT -5
startevent 8 4 5 169 (Tower Bridge) squarename 4 5 "Beseiged Castle" startevent 5 4 5 9 5 "Dragon Hatchling"
ownslocevent 4 5 -1 7 -1 "We gratefully join your kingdom oh wonderful one. ^The Elder Dragon has destroyed a citadel nearby, taken all of their treasures, and is feasting on their priestesses." ownslocevent 4 5 -1 7 -1 "And now he has taken our beloved Princess Bubblegum to its highest tower." ownslocevent 4 5 -1 2 4 5 -1 "King" ownslocevent 4 5 -1 3 "Vashlosh" ownslocevent 4 5 -1 2 4 5 -1 "Queen"
startevent 8 6 6 31 (citadel) startevent 2 6 6 9 "High Priestess" squarename 6 6 "the Unknown Citadel"
hasmonevent 1 1 -1 "King" 8 6 6 120 (ruined citadel) CRAP cant own the ruined citadel hasmonevent 1 1 -1 "King" 2 6 6 9 "Elder Dragon"
ownsterrevent 1 1 -2 120 2 6 6 -1 "Princess" ownsterrevent 1 1 -2 120 3 "Bubblegum" comlocevent 4 5 -1 1 "Bubblegum" 9 4 5 "Robe of Invulnerability" comlocevent 4 5 -1 1 "Bubblegum" 7 -1 "The grateful King Vashlosh has drawn forth a magical robe he has kept hidden which you may claim as a reward."
Im unhappy. I cant make this work with the commands we have now.
It creates a castle at 4 5, names it Besieged Castle, and puts 5 Dragon Hatchlings there. If you beat them (you own the location) then a King named Vashlosh appears and swears allegiance to you. He tells you that the Elder Dragon flew off to attack a Citadel, and has taken their Prince Bubblegum there.
At 6 6 a Citadel was created at the start of the game but when the King appears (when anyone owns a King) then that location is changed into a Ruined Citadel and an Elder Dragon is placed there. (by the way, destroying anyone who had claimed the old citadel)
If you beat the Dragon then you are supposed to receive a unit, the Princess, which is then named Bubblegum.
If Prince Bubblegum is returned to her home at 4 5 then a Robe of Invulnerability is dropped there.
The problems are mostly that I cannot find a good event for making the Princess appear.
If I use ownslocevent 6 6 -1 then anyone owning it too soon can set it off
I thought I had it by converting the Citadel to a Ruined Citadel which I have not seen in the game yet. But I cant use ownsterrevent 1 1 -2 120 (if anyone owns a ruined citadel) because the ruined citadel apparently cannot be owned
The best I can come up with is to convert the spot at the start of the game to a terrain that cannot be owned (ruined citadel, impassable mountains, plains?) and then change it when the quest is started into a terrain that can be owned (Stone Tower?) when I put the elder dragon in it. Then I can check for anyone owning that spot, meaning they killed the dragon. But that sudden appearance of a site seems odd
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Post by gp1628 on Mar 29, 2012 15:32:08 GMT -5
almost middle earth
startevent 8 15 18 70 create Hoburg Village squarename 15 18 "the Shire" startevent 5 15 18 9 9 "Soultorn" ownslocevent 15 18 -1 7 -1 "You must gain the ring from Gollums Lair and deliver it to Mount Doom in the East"
startevent 8 25 18 29 create cave squarename 25 18 "Gollum's Lair" startevent 2 25 18 9 "Cavern Wight" #startevent 2 25 18 9 "Ancient Pale One" startevent 3 "Gollum" startevent 4 "Precious"
startevent 8 32 19 103 place volcanic cave squarename 32 19 "Mount Doom"
itemlocevent 32 19 -1 "Precious" 2 32 19 -1 "White Wizard" itemlocevent 32 19 -1 "Precious" 3 "Gandalf" comlocevent 32 19 -1 1 "Gandalf" 4 "Staff of Power"
I guess I could go ahead and post this as an addition to the "Basic (Large) Map" that its written for. But I cant figure out why the message part doesnt work! In the previous one (Princess Bubblegum) that was the one thing that DID work every time.
In this one, when you defeat the 9 Soultorn who are troubling the Shire then a message should appear to you saying that you should go to Gollums Cave, defeat him, get the Precious ring, deliver it to Mount doom where Gandalf will join your party.
Yeah I know its not exactly by the books but if someone feels spurred to try and fix that then I wont mind.
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Post by vladikus on Mar 29, 2012 17:09:36 GMT -5
It seems to me that the message won't work if you have a line break in the middle of it. Try putting the line that starts "deliver it" on the same line as ownslocevent.
If that's not the problem (which it probably isn't), can you describe exactly what happens... does everything else work and just the message won't show up? Try setting it to a specific player rather than -1 (even though the manual says that should work, it doesn't hurt to doublecheck).
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Post by gp1628 on Mar 29, 2012 18:51:34 GMT -5
But its the exact same line as the code in the post above it. That one worked every time and others didnt.
Actually I was amazed that the messages worked in the Prince Bubblegum one. The first -1 for player said "any player" and the second -1 for the message sent the message only to the player that entered the site. I was pleasantly surprised at that.
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