
Scripting demo release candidate
You are also able to skip your first stonemasons Bloodtree. You can build those while building the sawmill, so probably more than 2 min and 40 sec can be used for trees. It's also possible making two fast woodcutters instead of the one you are talking about.
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Re: Scripting demo release candidate
I am only one who did test!
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Re: Scripting demo release candidate
In 2min and 40 sec he plants 10 trees is he running when he do that?
And what if he have to cut trees before he can plant them or doing it at same time.
I am only one who did test!
Re: Scripting demo release candidate
Maps where are only 10 trees for each loc will look good?
Re: Scripting demo release candidate
Has anyone tried rebalancing a map with new unlock order, what is the EXACT equivalent amount of wood/stone to be removed to match the difficulty?

With the old build-order you could have you first two woodcutters after somewhen around 9 minutes. Now you can have them already around 5 min , what means that they have around 4 minutes more to plant. 4 minutes planting for two woodcutters are like 16-20 trees depending on timing and space ( small space gives the woodcutters less possibilitys to go far away from their house -> this results in faster planting of trees caused by shorter ways to walk ). So you will need around 20 less trees to balance the treeproblem for the earlygame. I would change the trees by taking some of the trees around the base and also taking some timber away from the storehouse. Like that it won´t be likely to run out of timber too early and also the map hasn´t to suffer too much in his look.
Also you need to go for less pt because most buildings come earlier, what means that you are able to make more weapons , so 55 pt should be one good way to go.
Depending Stone at the beginning im not really sure because you need loads of stone for the way earlier upcomming buildings . So it might be that the stone in storehouse for the old RC´s could also be balanced for this RC but i think that needs more testing.
Also food has to be changed because the foodproduction will also be earlier , what means that with the current food in storage you dont really have to worry that much about foodproblems. But to find the right balance it needs also definatly more testing because different strats need different foodsupplies to be more or less effective.
Border rivers should have a very very hard time now to be balanced. The map has big distances to resources like gold on some locs while other locs have smaller distances. Because of the earlier unlock of the mines ( earlier woodcutters-> earlier sawmills -> earlier mines ) those locs will have an easier job getting early to the mines than the locs with high distances have. With the old build order you had more time to get to the far away located resources because the minesunlock would come later. But however this map was campy anyway so maybe it just needed this to get a complete remake

Maybe we should have something like "oldschool-maps" so just a selection of good old maps to keep some maps with the old buildorder , so that people who like the original building can play those oldschool-maps. Ofcourse there could be also rebalanced versions of those maps that allow people also to play with the new build-order so you can also play those maps without being forced to use the old build-order. This few "oldschool-maps" can be created with the use of the scripts.
New maps shouldn´t be with the old build-order imo because you can balance them from the beginning on for the new build-order, which is really usefull and was a great idea because it makes the game faster and more interesting in the start , the only problem with it is that old maps can´t adust that easy to the new build-order.
Re: Scripting demo release candidate
In 2min and 40 sec he plants 10 trees is he running when he do that?
And what if he have to cut trees before he can plant them or doing it at same time.
Really do the test and then speak this crap.
And speaking of about this in witch maps need less trees and why.
as proven by Pizzaisgood

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Re: Scripting demo release candidate
To win a game you have to win your opponent who have same opportunities as you do. Where is part in that what makes it easy?
Easy vs easy is same as hard vs hard.
Can any one explain to me why is bad to have large army or good city?
Easy vs easy is same as hard vs hard.
Can any one explain to me why is bad to have large army or good city?
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Re: Scripting demo release candidate
Easy vs easy is same as hard vs hard.
Re: Scripting demo release candidate
To win a game you have to win your opponent who have same opportunities as you do. Where is part in that what makes it easy?
Easy vs easy is same as hard vs hard.
Can any one explain to me why is bad to have large army or good city?

I played many strategy games in my life (that's my base experience).
The main target complain now, seems to be that "running out of wood" has less probabilities now. This is true.
Even if start phase is easier, there will be always small details which will make certain players get an advantage (pro tips), over those who waste lot of tiles placing bad their buildings, forget of empty mines to be quickly replaced, etc.
Then about buildings competition... what do you say about a base made by 25 labourers vs 40 labourers, the "new balance" allows to play with many builders again, because you can now build more stuff, thus play with 40 labourers again as in the past, and compete wilder IMO.
At the end of 60 PT every player will certainly have an army, but the production rate to replenish lost soldiers will be the focus of competition.
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Re: Scripting demo release candidate
To win a game you have to win your opponent who have same opportunities as you do. Where is part in that what makes it easy?

Easy vs easy is same as hard vs hard.

And the same applies to KaM . In easy games you can do everything you want and you´ll be fine. You won´t have any challenges so the game will get boring. In hard games you will always get new challenges . For example every game there can be new gaps in your town which could mess up your town and you need to fix them. Like that you can never say what awaits you in the next game because the building gives new traps and people might mess up or can play very good . Thats why i play golden cliffs very often and never get sick of it because its a hard map and it is different every single game. Even today i can say that there are still some locs on golden , which are quite challenging for me and even on the locs that i know very good i might still step into some traps. This hard map keeps challenging me and like that the building is really much fun for me and the time after pt is even more interesting because you never know how your enemy performed.
In easy games only a really few things are challenging and you know that everyone will have a good army after pt so there aren´t any surprises.
So really : easy vs easy and hard vs hard are not the same
Can any one explain to me why is bad to have large army or good city?

With smaller armys there are much more possibilities and things you have to watch for. Even small things can really get to your disadvantage . One knight flanking you can be really gg sometimes because you dont have enough soldiers to protect your rangeunits or you didn´t pay enough attention. Now if you caught this knight after he killed some units it might be ok with the large armys but with the small armys it can be very devastating for you because every unit counts. Also flanking with 10 militia can be very good because the other guy has to send meleeunits to protect that flank against the militia while he normally badly needs those troops to hold the frontline.
There won´t be big pileups with troops and like that every unit counts, every decision has to be made wisely and mistakes can mess the fight much more up as they could in fights with large armys.
So again here is the challange which makes playing with small armys much more interesting.
And regarding the way you got the large army or good city is also very important.
It´s exampletime again

The selfmade pizza was quite a hard job and demanded some skills from you . But somehow the pizza was just ok. The frozen Pizza needed no skills ( maybe using the oven

So now the question : What are you prouder of ? The frozen pizza or the selfmade one ? And which one made more fun to do ?
The answer is quite obvious . Ofcourse you are prouder of the selfmade one even though it wasn´t as good but it was fun to make the pizza. The frozen pizza was just easy and didn´t demand anything from you. You hadn´t any fun at making it ( maybe you watched a funny clip on youtube while you were waiting but that doesn´t count

This example might be a bit extreme but it fits. You can make big armys but if you had no challenge at making them where was the fun there? Better have a smaller army while having a challenge making it ( making a large army with big challenge is even more fun ) . So this is why big armys and big citys are bad when you have no challenge building them and with the easy unbalanced maps at the moment there won´t be that challenge.
Re: Scripting demo release candidate
I like your kind 
Do you ever hear that game has nothing to do with real life?
If you want harder map then play harder map its simple as it is.
Why other players have to do same as you?
There is no need to edit old maps for your style.
Make new maps for hardcore players or edit old ones for special version for hardcore players. But don`t ask now remake all maps coz its too easy for you.
If you don`t see that there is not just good players who now need hardcore maps there is still new players who are not yet that good. There is so many reasons why maps should stay as it is. What if in futures update will need remake maps again and again... Need to adapt not remake all what you don`t like.
I am sure that devs can make somethig like that:
Building Map
HC Building Map
Fight Map
Co_operative map
Save game map

Do you ever hear that game has nothing to do with real life?
If you want harder map then play harder map its simple as it is.
Why other players have to do same as you?
There is no need to edit old maps for your style.
Make new maps for hardcore players or edit old ones for special version for hardcore players. But don`t ask now remake all maps coz its too easy for you.
If you don`t see that there is not just good players who now need hardcore maps there is still new players who are not yet that good. There is so many reasons why maps should stay as it is. What if in futures update will need remake maps again and again... Need to adapt not remake all what you don`t like.
I am sure that devs can make somethig like that:
Building Map
HC Building Map
Fight Map
Co_operative map
Save game map
Re: Scripting demo release candidate
Do you ever hear that game has nothing to do with real life?
If you want harder map then play harder map its simple as it is.
Why other players have to do same as you?
And how should we play harder maps if there are no harder maps now? In fact it isn´t as simple as it is .
There is no need to edit old maps for your style.
Make new maps for hardcore players or edit old ones for special version for hardcore players. But don`t ask now remake all maps coz its too easy for you.
And also the original versions are the "hardcore" versions how you call them. We just want them to stay as they were created because they need that buildorder . And ofcourse other players can play the new version with the new buildorder.
We just want to have the possibility to play those maps as they were created ( We can use the scripted version. ) .
Noone want to remake all maps and noone said it. There are just some ( 3-5 ) maps which need to be rebalanced because of the new changes on which everyone except you here can agree.
If you don`t see that there is not just good players who now need hardcore maps there is still new players who are not yet that good. There is so many reasons why maps should stay as it is.
What if in futures update will need remake maps again and again... Need to adapt not remake all what you don`t like.
And concerning the part in your quote after " ... " i can just say that i couldn´t understand anything at all...

So please do me a favor and read my posts more accurately and then you will see about what im writing because im trying to explain the side of the "hardcore-players" by also trying to find solutions for both veterans and beginners.
You are writing about me having oppinions that i never had... that is most of the time a sign of a lack of arguments.
Re: Scripting demo release candidate
I think no one yet wrote about it. Open any map and try to count fish.

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Re: Scripting demo release candidate
I think no one yet wrote about it. Open any map and try to count fish.
Re: Scripting demo release candidate
@Pizza: You was very convincing with last few posts. Thank you for sharing your opinion.
So it looks like there's more to the building order than it seems. Certain maps (CR, GC, BR) became a de-facto standard for skirmish battles (like a DeDust for CS or a Deck17 for UT). Any change to those is greatly undesirable. Looks like we can apply new build order en mass, but provide dynamic script templates for mapmakers to keep special maps as they were.
So it looks like there's more to the building order than it seems. Certain maps (CR, GC, BR) became a de-facto standard for skirmish battles (like a DeDust for CS or a Deck17 for UT). Any change to those is greatly undesirable. Looks like we can apply new build order en mass, but provide dynamic script templates for mapmakers to keep special maps as they were.
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