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The Dark Lord's multiplayer maps

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The Dark Lord

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Post 24 Aug 2012, 22:05

Re: The Dark Lord's multiplayer maps

I just updated Paradise Island. Thanks for the feedback on map and balance issues, I really appreciate it. If it weren't for you this map wouldn't have been updated.
Downloadl ink: http://www.2shared.com/file/492NvJ40/Pa ... sland.html

Changes:
-Added 5 stone, 5 sausages, 10 bread and 10 wine to every storehouse
-Rebalanced gold mountains: player 1, 2, 3, 4, 5 and 6 can now all mine 180 gold ore. Every team has one 'spare' mountain with 320 more gold ore. Player 7 and 8 are (too) far away for those mountains, they can build all the way to the mountain between them. Because this mountain is closer to player 7, player 7 can mine 200 gold ore and player 8 250 gold ore
-Added some trees to loc 1, loc 5 and added few trees to loc 6
-Added a little more fish to the sea
-Added one tile of buildable land for player 5, so he can build an additional quarry under the stone mountain without having to build a road around the water
-Updated description



Edit:
I also updated Warfare in the Wilderness now. Not much changes though:
-Added 10 sausages, 15 bread and 25 wine to every storehouse
-Some resources rebalanced
-Elevation fixed (unbuildable terrain et cetera...)

Download link:
http://www.2shared.com/file/bQPPa8O_/Wa ... rness.html

Pfew, finally it's done. Lewin, I beg you, please NEVER update Remake's elevation again. :P
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Lewin

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Post 25 Aug 2012, 03:57

Re: The Dark Lord's multiplayer maps

Pfew, finally it's done. Lewin, I beg you, please NEVER update Remake's elevation again. :P
Haha we'll try not to :P
I've updated both maps ready for the 2nd RC. By the way, what about Warfare in the Wilderness 8P? I've updated the .map file because they're both the same AFAIK, but do you want to change the food there too? I can copy the wares sections over from the 4P version if you like.
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The Dark Lord

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Post 25 Aug 2012, 09:47

Re: The Dark Lord's multiplayer maps

Oh... I forgot about the 8P version. Yes, you could easily swap the map files. And I would really appreciate it if you would copy the wares. :)
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Lewin

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Post 25 Aug 2012, 11:34

Re: The Dark Lord's multiplayer maps

Oh... I forgot about the 8P version. Yes, you could easily swap the map files. And I would really appreciate it if you would copy the wares. :)
Done :)
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The Dark Lord

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Post 02 Sep 2012, 15:20

Re: The Dark Lord's multiplayer maps

Image

So this is what it looks like at the moment. Unfortunately there is still a lot to do. :(
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Da Revolution

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Post 02 Sep 2012, 15:28

Re: The Dark Lord's multiplayer maps

Place the stuff thats needed to make it playable ASAP so we can try it sometime. Looks interesting so far, but whats up with the town in the middle? :D
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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The Dark Lord

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Post 02 Sep 2012, 15:39

Re: The Dark Lord's multiplayer maps

Ah, yes, it's a destroyed village belonging to the 'royal family' from the storyline. But I will probably remove it or make it much smaller, because player 2 and 5 can connect to it and then practically build in each other's towns. :lol:
The storyline used to be different, the village had its place in it but I changed it so it doesn't make much sense anymore. I'll see what I'll do with it, it's not very important for now.
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pawel95

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Post 03 Sep 2012, 11:48

Re: The Dark Lord's multiplayer maps

Ah, yes, it's a destroyed village belonging to the 'royal family' from the storyline. But I will probably remove it or make it much smaller, because player 2 and 5 can connect to it and then practically build in each other's towns. :lol:
Really nice idea (H) TDL.
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The Dark Lord

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Post 09 Sep 2012, 11:43

Re: The Dark Lord's multiplayer maps

Thanks. ;)
Meanwhile I have given up on Majestic Waters, I won't be able to finish it before the next release, especially because from tuesday on I will be away for a week. I will finish it some time and provide a download link, so people can download it and play it. I think it's much better this way, I don't like to rush anyway and it gives me plenty time to think about certain things again.
Meanwhile I've been working on my tower defence idea. I'm really looking forward to script it. :P But unfortunately I have to make a map first. This is what it looks like now:
Image
What do you think? Criticism is welcome. :)

Difficulties I might/will come across:
- I would like to use a watchtower as the AI's target. This means it should be used in a !ADD_GOAL script command, but currently there is no GOAL that targets a specific building. I could use a storehouse, a school or a barracks and use GOAL 3, I could use a weapons production facility and use GOAL 6 (?), or a unit and use GOAL 4, but those buildings have too much hp and a unit dies too quickly. 250 hp seems perfect. I could use a building with more hp and let it start with 250 hp, but that would look weird in my opinion because of the flames.
- As far as I know, Remake ignores alliances and goals. I will likely need alliances to make sure everything works fine. I'm not sure if Remake ignores goals but I will certainly need those.
- I am planning to inform the players about the situation through messages. For example, after an attack a player should receive a message that says how many new resources he got for defeating that attack wave. I will need a new trigger for this. I could also 'guess', but then messages may be received too early or too late. I hope you (Lewin and Krom) can implement such a trigger (it will also be required for adding resources). :)
- Amount of units: I can only put a limited amount of units in the center of the map. I do not yet know if it will be enough; eventually it might be nice to 'create' a new army at a certain time with a script, but that is for later concern. If it's really necessairy I could give the AI players a barracks and have them train new units, although that would make things unnecessarily complicated.
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Shadaoe

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Post 09 Sep 2012, 12:27

Re: The Dark Lord's multiplayer maps

The terrain looks great ! I'm sure you'll create a nice TD !

It's good to see some ideas for different maps, I'm sure it'll be fun :P If these triggers are created, it would extend the mapmaking possibilities in a good way imo.
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GreatWhiteBear

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Post 09 Sep 2012, 12:52

Re: The Dark Lord's multiplayer maps

looks awesome.
1 suggestion, how about changing the top rock to stone, this way you can also use towers.
Unless you are planning on stuffing the storage with "unlimited" stone.
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The Dark Lord

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Post 09 Sep 2012, 13:45

Re: The Dark Lord's multiplayer maps

Thanks Shad :)

@GWB: In this topic (http://knightsandmerchants.net/forum/vi ... f=5&t=1118) I explained my idea. Players can't build quarries and woodcutters, building materials will be added to storehouses after they successfully stopped an attack wave. This way they don't have infinite resources and they will have to choose between different strategies (E.g.: will I make an iron mine so I can make new weapons soon, or will I make a watchtower?).
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Lewin

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Post 10 Sep 2012, 02:08

Re: The Dark Lord's multiplayer maps

We'll help you with the scripting side by adding the commands/triggers to our events system (.evt files) and sending you unofficial builds to test them on. For example there is already a trigger that happens at a certain time, and we can add an action that gives you food or spawns more enemies or something. There could be a trigger for killing a certain number of units which should allow you to make things happen after each wave (assuming you know exactly how big each wave is) We could also make it so goals are done through events, so when the watch tower is destroyed you lose (the trigger could be "first (in order they were built/scripted) watch tower of player X is lost" so it doesn't effect towers the player builds himself). Fitting this all into 8 players might be difficult, although we do plan to start supporting more.

Please remind me or Krom about this after the release is done so we don't forget. We always planned to expand our events system and this seems like a great use for it :)
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sado1

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Post 01 Oct 2012, 21:34

Re: The Dark Lord's multiplayer maps

Paradise Island loc 3 (see the picture) has a problem with stone. Your stonemasons won't work in a quick while, if you build them at right. Loc 7 has a similar problem. To fix it, the stone mountains could get divided (just like at DoW).
Image
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Lewin

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Post 02 Oct 2012, 02:15

Re: The Dark Lord's multiplayer maps

Paradise Island loc 3 (see the picture) has a problem with stone. Your stonemasons won't work in a quick while, if you build them at right. Loc 7 has a similar problem. To fix it, the stone mountains could get divided (just like at DoW).
This usually only happens when the hill is "too high" overall. When the hill is mined the heights end up kind of averaged, so if the hill is really high overall it will end up with a high mound of grass afterwards, which results in some unwalkable tiles. Another cause can be if the bottom tiles of the hill are already very steep.

Someone from the Russian was making animations for the stonemason mining from the side, and this would solve this problem almost completely, because usually at least one side is not too steep.

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