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Re: Knights Evolve - Dynamic Script

PostPosted: 13 Sep 2013, 20:32
by Skypper
i am sorry, some times i am just
inpatient :(

Re: Knights Evolve - Dynamic Script

PostPosted: 13 Sep 2013, 20:39
by Bence791
That's just natural ;)

Though I have played the mission in SP, I started from the middle location. Against AI's the problem is, that the best "age" they reached was lancer spam :/ I already had scouts when they didn't even get lancers... If you can hold out at start, it is just too easy :P At least for the middle loc. My time: 24 minutes and 26 seconds. Could be better :P

Re: Knights Evolve - Dynamic Script

PostPosted: 14 Sep 2013, 03:24
by RandomLyrics
sorry i went party yesterday ;D
i looked at map, and its good :) soon i implement scrpt there and upload :)
Here:
Knights Evolve 8.rar

Re: Knights Evolve - Dynamic Script

PostPosted: 14 Sep 2013, 13:28
by Skypper
Party is important :mrgreen:

i am glad you like it :)

Re: Knights Evolve - Dynamic Script

PostPosted: 15 Sep 2013, 11:28
by Skypper
the towers generate incredibly fast hp....

Re: Knights Evolve - Dynamic Script

PostPosted: 15 Sep 2013, 14:36
by RandomLyrics
yea, i think in team its little OP, open Notepad > Knights Evolve 8.script > at top, some first lines search for: TOWERS_REPAIR_AMOUNT = 12; and change it to TOWERS_REPAIR_AMOUNT = 10; :)

Re: Knights Evolve - Dynamic Script

PostPosted: 21 Apr 2014, 20:21
by Ben
It's interesting, but I get really pissed when I see people spawn killing with bowmen. Like...really pissed.

Re: Knights Evolve - Dynamic Script

PostPosted: 21 Apr 2014, 21:13
by sado1
The mode is being extensively played right now by TS players. Just thought you'd like to know :P We didn't realize there was an 8p version though, so we'll have some feedback on it in a few days I guess.

Re: Knights Evolve - Dynamic Script

PostPosted: 22 Apr 2014, 14:34
by RandomLyrics
Oh really good to know :> i set it as my priority to improve game play of this mod :> Ill remove bonus range units ( in future ill make it based on votes in game) and some bugs etc :) If u have any idea tell me about it ill add to my list.

Re: Knights Evolve - Dynamic Script

PostPosted: 22 Apr 2014, 15:26
by Ben
Romek will be happy to hear about ranged units being removed! ;)

Re: Knights Evolve - Dynamic Script

PostPosted: 23 Apr 2014, 15:54
by Skypper
The mode is being extensively played right now by TS players. Just thought you'd like to know :P We didn't realize there was an 8p version though, so we'll have some feedback on it in a few days I guess.
Naah Sado1, you didn't know that the best map ever was made ? :P

Re: Knights Evolve - Dynamic Script

PostPosted: 23 Apr 2014, 16:33
by sado1
Actually, while we're at that... the "best map ever" got a fair amount of curses and whining directed at it, whenever we played the 8p version xD The bases are impossible to get into, if defenders have troops (it happened that one of the players had to walk out of his base with all his troops, just to finally finish the game...) Also, waay too many obstacles make the map too hard (even painful) to fight on, and I especially hated the... wetlands? (I mean that walkable water) that were not walkable - noticing that costed me quite some troops, cause I didn't get back with them in time (so enemy cavalry did their job and slaughterered them).

Re: Knights Evolve - Dynamic Script

PostPosted: 23 Apr 2014, 16:49
by Skypper
Sorry if it was a pain in the ass :(
I never tested it, I almost never play MP.
If you want you are free to edit the map.
I tried to make it quite similar to the 4P version
4 corners 8 entrances 1 big field in the middle, that is mostly walk able.
But maybe that didn't work out so wel...

Re: Knights Evolve - Dynamic Script

PostPosted: 23 Apr 2014, 21:14
by sado1
I didn't want to sound that harsh actually :P It doesn't look that bad at least, and gameplay related issues we can deal with. With your permission, I'll see whether I will have time/motivation to work on it, or I'll try to find someone who has.

Re: Knights Evolve - Dynamic Script

PostPosted: 24 Apr 2014, 06:23
by Skypper
I didn't want to sound that harsh actually :P It doesn't look that bad at least, and gameplay related issues we can deal with. With your permission, I'll see whether I will have time/motivation to work on it, or I'll try to find someone who has.
No it wasn't harsh.
ofc you can edit it if you want, or someone else
I would be interested how you make the map better playable :D