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Post by gp1628 on Jan 3, 2013 11:05:55 GMT -5
On the previous message.... I am not sure why the manual says "Class numbers 16, 17 and 18 are reserved for special classes and are not available for use by human players."
That isnt true. The devs might have wanted it to be true. Those do not show up on the selection list but they are accessable by map commands. The map editing manual should reflect that.
So if you want to try those out. In the above snippet, if you want your ally to be one of those then change fixedplayer 6 16 1 0 3 to play allied with the Beholder
fixedplayer 6 17 1 0 3 to play allied with the Archmage
fixedplayer 6 18 1 0 3 to play allied with the Goblin King
There are also playable slots above 0-7 which can be used by map commands.
fixedplayer 8 17 13 0 9 #independents fixedplayer 9 17 13 0 9 # special monsters fixedplayer 10 17 13 0 9 # horrors
But beware of adding those 3 lines just like that. It gives each of Independents, Special Monsters, and Horrors a starting capital and leader (16 Beholder) and it puts them all into team 13 so they do not attack each other. In particular the Independents are very rough if you put them in like this. They start with many sites, leaders, units, and many resources. I have those lines giving them Archmage leaders which is also very rough because the Archmage is able to use many resources at the same time.
By the way, class 21 is the Voice of El for players which is not in the manual yet
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Post by gp1628 on Jan 24, 2013 13:56:52 GMT -5
*&^%!! THOSE INDEPENDENTS!OK we have mods to make the independents less aggressive, or give them more realistic likes/dislikes. We have little map snippets you can add to do the same. And we have map snippets showing how you can actually play as the independents in order to get an idea of vengeance. NOW I give you some new map snippets for another game variation. I dont think I will offer them as mods because I dont see anyone doing it a LOT. But as a different game, or maybe an MP game later, it can be fun. Add this line to your map file.... startevent 6 8 Thats it. Simple as that. What does it do? At the start of the game it kills all of the independents! Everyone charge for the free resources. When you have grabbed everything you can then attack each other. Fast bloody game. The only independents that will show up are the few that are generated during the game. If you add startevent 6 8 recurringevent 1 6 8 then even those generated ones will die. They will get ONE turn to try and do something and then just disappear. The game will ONLY be the players.
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Post by gp1628 on Jan 24, 2013 15:31:36 GMT -5
This is fun also. I want to try playing against Emperor nations but I really need a head start
#startevent 1 -4 0 startevent 1 -4 1 startevent 1 -4 2 startevent 1 -4 3 startevent 1 -4 4 startevent 1 -4 5 startevent 1 -4 6 startevent 1 -4 7 startevent 2 -4 0 0 "Guardian" startevent 2 -4 1 1 "Guardian" startevent 2 -4 2 2 "Guardian" startevent 2 -4 3 3 "Guardian" startevent 2 -4 4 4 "Guardian" startevent 2 -4 5 5 "Guardian" startevent 2 -4 6 6 "Guardian" startevent 2 -4 7 7 "Guardian"
OK what that does is first it KILLS everything in EVERY CAPITAL. And then it places ONE Guardian statue as an immobile commander (so it doesnt declare game over from lack of commanders).
You will notice that the kill order for -4 0 has a # making it only a remark. That is because I usually play in slot 0 and I dont want to kill my starting pieces.
This gives you a nice head start. Eventually the others WILL catch up and kick your ass so I recommend using a really LARGE map. But at least by the time they find you, you will be a power worth recconning with.
If you need even more of a boost, I think there is a snippet in this thread someplace to give you extra starting resources in your treasury, and extra units.
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Post by Marlin on Jul 23, 2014 15:37:46 GMT -5
I am not sure why the manual says "Class numbers 16, 17 and 18 are reserved for special classes and are not available for use by human players." That isnt true. The devs might have wanted it to be true. Those do not show up on the selection list but they are accessable by map commands. The map editing manual should reflect that. So if you want to try those out. In the above snippet, if you want your ally to be one of those then change fixedplayer 6 16 1 0 3 to play allied with the Beholder fixedplayer 6 17 1 0 3 to play allied with the Archmage fixedplayer 6 18 1 0 3 to play allied with the Goblin King There are also playable slots above 0-7 which can be used by map commands. fixedplayer 8 17 13 0 9 #independents fixedplayer 9 17 13 0 9 # special monsters fixedplayer 10 17 13 0 9 # horrors ... By the way, class 21 is the Voice of El for players which is not in the manual yet Big thanks for this info! I haven't seen it anywhere else. So, to recapitulate: Class 16 = Beholder, Class 17 = Archmage Class 18 = Goblin King Class 21 = Voice of El And... Player 8 = Independents (the standard gray ones) Player 9 = Special Monsters (dark gray, like the merchant) Player 10 = Horrors (Other class and player numbers are documented in the map editor manual, of course, but still not these ones.) Also thanks for all your other tips and hints, and for this map, of course, which will add even more to the contents of this game. Though, to be honest, I don't feel I am anywhere near having exhausted the standard game yet.
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Post by Marlin on Aug 2, 2014 17:34:51 GMT -5
The link to your map seems to now have stopped working. (It was still working just a few weeks ago, I think, when I managed to download the map, but not now.) So I am taking the liberty of reposting it here, as an attachment to this post, here on the proboards forum. Attachments:Simple_Large.coem (6.1 KB)
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