Re: Scripting demo release candidate
PostPosted: 10 Apr 2013, 14:16
Yes it's not hard to control buildings unlocking with dynamic scripts, in fact you can do a lot of very powerful stuff with them. However we aren't obliged to accept every script that someone writes, for example I could make a map with a script so that every time you build a house it has a 50% chance of being destroyed. Obviously nobody would want to play that map and it would make the game feel very inconsistent 
In general we'd like to keep scripted maps (e.g. Tower Defence, King of the Hill) in the special maps section, because when players choose something from the building maps section they expect to get a standard building map and a consistent experience. But very minor things like customising the unlock order a bit doesn't do any harm.
@Pawel: I don't see a problem with having this change in singleplayer. It makes the game faster/less slow and uninteresting which matters for singleplayer too because people don't want super slow singleplayer games either. Using speed up seems like a cheap solution if you always end up fast forwarding through the first 10 minutes of the game because watching the school/inn/stonemasons get built one by one with nothing else to do is boring.

In general we'd like to keep scripted maps (e.g. Tower Defence, King of the Hill) in the special maps section, because when players choose something from the building maps section they expect to get a standard building map and a consistent experience. But very minor things like customising the unlock order a bit doesn't do any harm.
@Pawel: I don't see a problem with having this change in singleplayer. It makes the game faster/less slow and uninteresting which matters for singleplayer too because people don't want super slow singleplayer games either. Using speed up seems like a cheap solution if you always end up fast forwarding through the first 10 minutes of the game because watching the school/inn/stonemasons get built one by one with nothing else to do is boring.