Re: Mini Games
I have begun studying the original script, and I have added a clock for starters (in hours:minuts:seconds). The line of text that I have to display the clock (along with the wave number and number of points) is:
Actions.OverlayTextSet (-1, 'Points: '+IntToStr(nPoints0)+'|Wave '+IntToStr(nWave+1)+'|Time: '+IntToStr(States.GameTime DIV 36000)+':'+IntToStr((States.GameTime DIV 600)-60*(States.GameTime DIV 36000))+':'+IntToStr((States.GameTime DIV 10)-60*(States.GameTime DIV 600)));
If you need a tool to help you convert States.GameTime to hours, minutes, seconds, if you have Mathematica, then this is the code I wrote:
x = 900 (n); Print[
StringJoin["Time: ", ToString[Floor[x/36000]], ":",
ToString[Floor[x/600] - 60*Floor[x/36000]], ":",
ToString[Floor[x/10] - 60*Floor[x/600]]]]
, where n is >=1.
OR, you can use this link to get the time in list form {hours,minutes,seconds} if you don't have Mathematica.
I substitute 1 for n in this example
http://www.wolframalpha.com/input/?i={F ... 00*%281%29
so you can use that to translate the exact time enemy troops are created for any point in the script.
I must reemphasize that I am studying the original file version, but you made a big mistake in both the new version and the original one (DON'T DELETE THE ORIGINAL VERSION!...just upload a new one).
Most but not all crossbowman enemy groups starting from wave 040 onward do not get created because you passed 16 as the argument for the facing direction (as you know, the range is from 0-7). Since you passed 4 for all other groups (so that they face the south), I passed 4 for these crossbowmen groups so that they would be created. So for those who beat passed the 40th wave, you haven't actually seen all of the troops Skyyper meant to put in!
The following analysis includes these ungenerated groups of crossbowmen...when I replaced the argument 16 with 4.
Again, for the original version (which I am going to attempt to win the SP), I have done some analysis on the total number of troops and the total number of possible points (assuming you kill all troops without letting them die from hunger).
To be absolutely sure that these results were correct, I wrote a program in Mathematica to help me.
Total: 9669 enemy troops, 45773 possible points
Next to each troop type below is (total number)(number of points each are worth)
Militia(39)(1)
Axefighters(110)(2)
Swordfighters(2030)(5)
Bowman(98)(1)
Crossbowman(1417)(3)
Lancecarriers(30)(2)
Pikemen(2075)(3)
Scouts(190)(3)
Knights(2080)(7)
Barbarians(1460)(6)
Warriors(140)(6)
I have also kept up with the number of points comes from all 59 (remember I am studying the version without the 26th wave, but I don't see how it would affect the difficulty that much despite that it's not there).
Here is a graph I made in Microsoft Excel which displays the difficulty based solely on the number of points the generated enemy troops are worth in each and every wave.
Those are the facts.
I am going to also see how many weapons are given to me and the number of recruits (I have already documented them, but I haven't finished it yet).
Despite how TDL said that the difficulty increases too fast (with the original version), you can see from the graph above, you did OK). Perhaps wave 29 is an outlier, but it's interesting that wave 60 (2380 points) is almost twice as hard as wave 45 (1265 points)!
What makes me an Expert isn't my skill in of itself but my desire to win big.