Hi,
I don't think it's ugly, but there are some improvements that could be made. I think the elevation could be worked on a bit. Not the hills, they're fine (I especially like the bottom left one). I mean the ground. Above, to the right and below the stone mountain is pretty much all the same height. Remember when you were making The Valley of Dangers 2 and I said that the elevation should be continuously changing? Try applying some of that here. Don't just raise a few bumps out of the flat terrain, raise entire sections slightly then elevate them up and down so you get more control. You've done this nicely in the bottom right corner which is higher than the rest of the map. I realise you want this to be a fairly flat field, so you only need to do it slightly. The trouble is now that it looks like the entire field was made at the default height (0) and then a few patches were elevated to make it more interesting. The grass in the middle at the bottom is also fairly dull and undecorated. Maybe add a few more objects all around.
You're right the bottom part isn't interesting, I'll also try to make the top of the fighting area better looking and at the same time more open to avoid too much camping for the north team. I'll work on that later today.
- Good for a first script
Thanks :p It's a quite simple one but it was quite good to train on overlay and player (alliances) control.
- Actions.PlayerWin automatically defeats the other players, so there's no need to run Actions.PlayerDefeat after it
Oh, thanks, I'll remove the useless part, this is also what caused the problem on the first version I uploaded then :p
- Was there a reason for making the global variables playerNames and playerColors? You could replace them with States.PlayerName and States.PlayerColor at every place where you use them. Your method is probably slightly more efficient (caching the values), but in a battle mission efficiency is not very important (the engine can comfortably run the game at 300x speed on most maps)
Well I thought it'd be better since it uses it every tick, but indeed it doesn't change much :p It is also clearer (short names) for the overlay call and more consistent with PlayerKills.
- There's no need to change PlayerShareFog. By default fog sharing follows alliances. PlayerShareFog allows you to make allies NOT share fog, that's really the only use for it. The condition the game uses for "Should Player A share his vision with Player B" is: "Are the players allied?" AND "Is fog share enabled between these players" (true by default, can be set false by script)
Ok thanks, I thought it'd be messed up with the alliance changes.
- The way you output the kills display won't work if there are less than 8 players (the map could be played 3vs3 or 2vs2 or even 1vs1). To fix that, use a for-loop and the Append command, something like this:
Well it works if there are less than 8 players but it is really a bad way to do it indeed since it adds "AI Player" as a name for an empty slot, which looks odd to the player.
I'll implement the script you gave, will be much better ! And it'll also be better for the libx file wich won't be only one odd line anymore.
By the way, speaking of translation, I got a problem when I run the translation manager and try to rename the entries of the libx file, there is an access violation error and it changes the name with the beginning of the entry. It's not a big deal but I wonder if it was already reported (or if I did something wrong :p). Also is it normal that when I delete an entry, it actually only deletes the text and not the entry itself ?
I'll upload the fixed version of the map later, with an improved terrain and the fixed script.
Thanks for your comment and help
Can't wait to do more complicated things with dynamic scripts !
Edit :
Here's the updated version, now with german translation of the few words :p (thanks pawel), an improved terrain, and a fixed script.
https://www.dropbox.com/s/06lzcht4pt8p8 ... 20Field.7z