Page 20 of 26

Re: Scripting demo release candidate

PostPosted: 13 May 2013, 19:18
by zaamoot
Alright after playing a game again I noticed that the spirit in the armor workshop with snow is not working properly.
There will be a block around the spirit.

Don't need to be fixed soon if it was me ;-).

Re: Scripting demo release candidate

PostPosted: 13 May 2013, 19:23
by dicsoupcan
Alright after playing a game again I noticed that the spirit in the armor workshop with snow is not working properly.
There will be a block around the spirit.

Don't need to be fixed soon if it was me ;-).
same, but sometimes it happens for me and sometimes it does not.

Re: Scripting demo release candidate

PostPosted: 14 May 2013, 05:12
by Lewin
Alright after playing a game again I noticed that the spirit in the armor workshop with snow is not working properly.
There will be a block around the spirit.

Don't need to be fixed soon if it was me ;-).
same, but sometimes it happens for me and sometimes it does not.
Thanks for reporting. In some houses the animation of the occupant working overlays on top of the snow and covers it. So when the occupant is working you might see a block around it. We're going to fix these issues by removing the bits of the house from the animations.

Re: Scripting demo release candidate

PostPosted: 15 May 2013, 05:36
by Galahad
Cant recall it being mentioned here before:

The new message icon does its job at telling me that houses are being unoccupied. It does not, however, remove the line once the house in question becomes filled again. For me this is very annoying because every time I check the message box I first need to check which of those messages are obsolete now. My suggestion is to remove lines as they become obsolete if this is not the way it was intended.

Re: Scripting demo release candidate

PostPosted: 15 May 2013, 06:20
by Krom
@Galahad: We thought about such feature, but that requires a lot more coding and we decided to test the new UI layout first. Surprise there are no complaints about it )

Re: Scripting demo release candidate

PostPosted: 18 May 2013, 22:59
by dicsoupcan
First of all i want to report a strange bug that occured after a rehost. i crashed right after pt (report has been sent) but when we rehosted we could not select or move our troops on the first autosave. We had to load the second autosave from before we recruited soldiers.

Second of all, players are starting to agree that horses are too cheap in the market concerning trading with weapons. Especially later in the game it is very easy to mass knights now since it is only 4 wooden weapons for one horse.

Re: Scripting demo release candidate

PostPosted: 18 May 2013, 23:39
by Lewin
First of all i want to report a strange bug that occured after a rehost. i crashed right after pt (report has been sent) but when we rehosted we could not select or move our troops on the first autosave. We had to load the second autosave from before we recruited soldiers.
Soldiers not being selectable after loading a save is known and fixed, they don't get added to a group if they're walking out of the barracks at the time of the save. I'll take a look at the crash report soon, I think it's one we haven't fixed yet.
Second of all, players are starting to agree that horses are too cheap in the market concerning trading with weapons. Especially later in the game it is very easy to mass knights now since it is only 4 wooden weapons for one horse.
Well producing weapons to trade for horses takes a long supply chain:
3x Woodcutter -> Sawmill -> Weapon workshop -> Market
Compare that with a similar supply chain for making horses the normal way:
4x Farm -> 2x Stable
I bet the second way will produce horses much much faster (once the farms have been sown), and it's about the same cost to construct. The only advantage of the first is that players will often have excess wood or weapons (not enough leather to use them all) so this is a nice way to consume the excess. But if you made a wooden weapons production chain JUST to trade to horses, I think you'd find the direct method far more effective.

Re: Scripting demo release candidate

PostPosted: 18 May 2013, 23:58
by thunder
Second of all, players are starting to agree that horses are too cheap in the market concerning trading with weapons. Especially later in the game it is very easy to mass knights now since it is only 4 wooden weapons for one horse.
Hm..
I think the market's prices are constant in the time. But the prices of the wares arent! This is the reason why seems some trading to cheap or expensive....

I dont think need to change the horse prices... I like better when was cheaper...(2ironbar for 1 horse)
(because scouts in the PT)...
(Anyway still i have to say make mass scouts as same amount needs larger intelligance than mass knights....)

Not easier to make mass horse with market....
With market possible to abuse everything...if would like to make one type of unit...

Old Market-various games.
Expensive trading--->no market using--->no built market--->why is it in game?


Now the market basicly good for Wood. But if you trade the all wood, can trade everything in infinity mode...never ending.
The old market was good for iron gold and coal, but those resources after 1,5-2 exhaust so the trading with them after be harder. Old market was bad, because modified/changed the building mechanism....
But the original building mechanism out of the game (and dont need to defend it more, most people would like faster games), so why not try to REINTALL the old market values???
Once in the past i compared the two type of the market (Romek did also and presented his result also), and that market gave 5-10minutes developing time at middle of the games. But good infinity trading arent there in the old market.

Anyway possible to scripting price of the market values?
Or generate values in time?- under the time the prices are changing. Then the market "abusing" will be really hard...

;)

GG

Re: Scripting demo release candidate

PostPosted: 19 May 2013, 02:54
by Ben
Personally, I like how the marketplace works right now. We just need to find the proper values; which is turning into a very tedious project.

I really don't want it to be possible to use scripts to change the marketplace values for individual missions/maps. If this does become possible, it will be very annoying to get used to the marketplace, and you'd have to be double checking your trades a lot to make sure they are working in the current map the player is playing on.

Like Lewin has said many times: The maps must be made to work with the game. Not vise versa ;)

Re: Scripting demo release candidate

PostPosted: 19 May 2013, 02:58
by Lewin
Like Lewin has said many times: The maps must be made to work with the game. Not vise versa ;)
That's correct, we don't want to let scripts change stuff like unit statistics, market trade rates, house production rates, etc. The core game mechanics must be consistent between maps otherwise the game will feel very inconsistent because every map will have a different set of game rules that you must get used to.

Re: Scripting demo release candidate

PostPosted: 21 May 2013, 12:29
by dicsoupcan
Ok i get your point,i will expore the market further though.

Another thing, in the map editor i cannot see a toggle option for can build gold or can build iron, is this removed on purpoe or just forgotten? Or am i too oblivious to see it? :P

Re: Scripting demo release candidate

PostPosted: 21 May 2013, 12:38
by Krom
You are right, we have removed these two modes when optimizing the Terrain code. Looks like we need these two modes readded for MapEd, I'll make a note to myself. Thx )

Re: Scripting demo release candidate

PostPosted: 21 May 2013, 15:06
by sado1
Well, one could argue that you can just take a building and try if it's possible to make one there, but I'm not against re-adding that option.

Re: Scripting demo release candidate

PostPosted: 21 May 2013, 15:16
by Ben
I doubt it's worth the effort because, as Sado said, it is very easy to see for oneself.

Re: Scripting demo release candidate

PostPosted: 14 Jun 2013, 07:49
by Siegfried
Look at any statistics screen, like the last one from the replay-thread:

Image

How is the scaling of the bar chart calculated?

I mean, the 'buildings lost' seems to have a maximum at 100 or so. So the 3 actual lost buildings make only a tiny little green pixel on the very left.
Whereas if you look at the 'weapons produced' it's maximum is the maximum gained value.

Why not scale all bars to the maximum of reached values? Would look nicer and easier to read.