Page 2 of 4
Re: The Maze - Scripted coop map
PostPosted: 24 Jan 2014, 17:45
by andreus
ah, btw, guys. If you want to translate the map into any language, feel free. Atm I have dutch, german and polish translations (75-90% done, just need to translate some lines - check with translation manager ;P) and completed english and russian texts.
Re: The Maze - Scripted coop map
PostPosted: 27 Jan 2014, 13:29
by andreus
Fixed some issues and released RC2.
+ Tower worked in reverse in nightlies.
+ Fixed autoattack range abuse
+ Updated polish translation
Re: The Maze - Scripted coop map
PostPosted: 01 Feb 2014, 23:15
by Sebas
Great map
Re: The Maze - Scripted coop map
PostPosted: 02 Feb 2014, 07:51
by andreus
nice

Re: The Maze - Scripted coop map
PostPosted: 20 Mar 2014, 10:04
by CrazyGuy
Sounds cool. Waiting for a game on this map!
Re: The Maze - Scripted coop map
PostPosted: 21 Mar 2014, 15:18
by andreus
I added script which changes team settings at start if players forgot to do this in the lobby (to prevent rehosts). Also fixed some issues with counters.
Hopefully this version is final

Re: The Maze - Scripted coop map
PostPosted: 06 May 2014, 11:37
by andreus
Hopefully this version is final

Not final, LOL
Yesterday we played and found some issues. I'll try to fix them today and post new version here.
Re: The Maze - Scripted coop map
PostPosted: 07 May 2014, 08:44
by andreus
Finally the fix is ready
Download:
kamrepos/map.php?id=130
+ Fixed "Mistake in script usage: States.GroupDead: 0" errors
+ Fixed team changer script
+ Fixed secret tiles selector (sometimes the same tile was selected twice)
+ Fixed teleport (sometimes groups would not link)
+ Added hints for some additional tasks
+ Added Readme
+ Updated tranlations (EN, PL, RU) and converted to UTF-8
Before Remake release, I'd like to have at least completed dutch (31 lines needed [
DONE! Thx TRB 
]) and german (15 lines) translations
German:
- Code:
11:Team Score:
12:Secret Tiles found:
25:The Pirates sent reinforcements!
35:You get a new bonus: %s, for %d points.
36:You have found %d secret tiles!
37:When you try to capture a strategic location, the enemy will attack you. Be careful!
95:NOTE: Place them where enemy barracks was.
96:Vagabonds don't count!
97:Rebels don't count!
98:Rogues don't count!
99:Militia and Warriors don't count!
200:You get an extra troop!
201:Teleports counter is reverted!
202:Time will be inverted for next 2 minutes! Every second gives you extra time!
203:Time is stopped for next 5 minutes!
Re: The Maze - Scripted coop map
PostPosted: 07 May 2014, 13:01
by pawel95
ok
Re: The Maze - Scripted coop map
PostPosted: 07 May 2014, 13:06
by andreus
ok ok, sry, plz translate them

Re: The Maze - Scripted coop map
PostPosted: 13 May 2014, 17:54
by andreus
New update is here. Thanks Tiank, LadyPauline and TRB for test game and bugreports!
+ Hopefully fixed strange behavior of enemy reinforcements (when we try to capture outposts)
+ Teleports counter could count units dying from NoSpace
+ Added a new ship, updated pirate achievement and fixed spawn locations for AI groups attacking us when we capture northern outpost (groups will appear near the ships, like orange militias group):
+ Variety achievement worked wrong for alone players
+ Fixed crazy bowmen behavior
+ Alone players get 4 extra groups at start (randomly) for balance:
+ Updated dutch translation
Download:
kamrepos/map.php?id=130
p.s. strange that Lewin still did not comment this crazy map

Re: The Maze - Scripted coop map
PostPosted: 13 May 2014, 22:04
by dicsoupcan
oh your post reminded me of something, while playing i noticed the enemy ranged units not attacking properly, i suggets reading lewin and krom their replies on this issue on this topic:
viewtopic.php?f=27&t=2068&start=45
Re: The Maze - Scripted coop map
PostPosted: 14 May 2014, 01:44
by Lewin
p.s. strange that Lewin still did not comment this crazy map

Why? I don't comment on maps very often these days

I played an early version of this map as part of the competition (which Ben and TDL need to finish judging!), I haven't really looked at the new features you added. But yes, it's good to see more scripted maps
Be aware that AI changes since r6157 may give you some issues... so when the next nightly comes out (will be before RC testing starts), you might like to test it (I'll be making a post about this to help all map authors though).
Re: The Maze - Scripted coop map
PostPosted: 21 May 2014, 18:19
by andreus
it's good to see more scripted maps

thanks
Be aware that AI changes since r6157 may give you some issues... so when the next nightly comes out (will be before RC testing starts), you might like to test it (I'll be making a post about this to help all map authors though).
yep... there were some problems with AI on some of my maps. The Siege is fixed already...
More bugs fixed (thanks Tiank, TRB and Pauline again

)
+ reinforcement on ships appeared in reverse

+ fixed bugs when units/houses, killed or destroyed by AI, did not count for tasks...
+ some attacks did not work
kamrepos/map.php?id=130
it's not final version anyway. a lot of things will be simplified later with new scripts, like
- Code:
NoMilitaryLeft := States.StatHouseTypeCount(7, 2) + States.StatHouseTypeCount(7, 10) + States.StatHouseTypeCount(7, 13) + States.StatHouseTypeCount(7, 19) + States.StatHouseTypeCount(7, 20) + States.StatHouseTypeCount(7, 21) = 0;
- Code:
NoMilitaryLeft := States.StatHouseMultipleTypesCount(7, [2, 10, 13, 19, 20, 21]) = 0;
Re: The Maze - Scripted coop map
PostPosted: 13 Jun 2014, 12:58
by TaBull
I'm very interested by this map, but it seems the map is not working. I downloaded the "Final version: kamrepos/map.php?id=130"
I put the map to MapsMP folder, should I move "data" folder inside to somewhere else? Or do I have to activate the script somehow?
Only message I get in game is "[Error] (1253:17): Unknown identifier 'GROUPHUNGERSET'" and there is no reinforcements of teleport. Or even that text box in left side of the screen what is on screenshots.
So do anyone got any idea how to make things work?