Re: Regarding siege workshop and town hall

Before all siege fans make their own agree posts, I hurry to explain that dynamic scripts are something that doesn't break normal maps, and normal gameplay.
And they are magical but they cannot be seen, unlike the "nobody moves the catapult" issue.
tldr; leave my scripts alone siege people ;o
Dynamic Scripts are there to be used by mapmakers. How they use them - is their choice. One can make a script where making a barrel of Wine blows up neighbor village and selecting a house summons 10000 barbarians. (should I remind you about scripting maps competitions with RPG maps?). That however does not justify introduction of atomic bombs or cloning into standard "tech-tree"
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Dynamic Scripts are there to be used by mapmakers. How they use them - is their choice. One can make a script where making a barrel of Wine blows up neighbor village and selecting a house summons 10000 barbarians. (should I remind you about scripting maps competitions with RPG maps?). That however does not justify introduction of atomic bombs or cloning into standard "tech-tree"
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What if we would have a unit (recruit or something) just walk behind the catapult?
We wouldn't have to redraw a ton of sprites, and the illusion would be created it is pushed. Also nerfs the food problem, since you need to feed the unit walking behind it.
Problem here is: is it possible to do this code wise?
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It's been suggested many times. Whether we need 10,000 images or 100, we still need something drawn, and as far as I know, we have no active members on this forum right now who can draw KaM sprites.
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Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I keep wondering... WHY?!Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I don't know ANY game where singleplayer and multiplayer are exactly the same! And what about the difference between town hall units and siege equipment? Why add the town hall units without the town hall, but not the siege weapons without siege workshop? What's opposed to that?
Maybe we should start a poll to see how people think about it.
I can understand that balance is a thing here (someone can tell that town hall units are not that powerfull as machines) and it needs time to make it balanced. Anyway I can't understand why machines can't be implemented in dynamic scripts after those balance changes.I keep wondering... WHY?!Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I don't know ANY game where singleplayer and multiplayer are exactly the same! And what about the difference between town hall units and siege equipment? Why add the town hall units without the town hall, but not the siege weapons without siege workshop? What's opposed to that?
Maybe we should start a poll to see how people think about it.
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