A Vision Blinded (15 scenarios, all complete and working)
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Re: A Vision Blinded (15 scenarios, all complete and working)
To be fair, the majority of players wouldn't know the old version and it's hard to notice something when everything is as it should be.
To answer your real question: I don't think anyone will. But I also don't think that an improvement has to be (very) noticeable to be justified (as long it's low on the priority list).
To answer your real question: I don't think anyone will. But I also don't think that an improvement has to be (very) noticeable to be justified (as long it's low on the priority list).
Re: A Vision Blinded (15 scenarios, all complete and working)
I am grateful for your help in finding bugs and things that don't fit. AVB is an old campaign, made by LemmonTea, and it is worth to keep it alive. But I work on different things, and so I think I leave it as it is right now. Maybe someday when I have a little more free time, maybe the I will come back to this.
Other things you might notice, I will try to fix quickest possible.
Thanks for the idea anyway.
Other things you might notice, I will try to fix quickest possible.
Thanks for the idea anyway.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
Even if I contribute the (working) code?
(Do you have this campaign on github?)
(Do you have this campaign on github?)
Re: A Vision Blinded (15 scenarios, all complete and working)
If you really do that effort, then of course I will add the code.Konrad2 wrote: Even if I contribute the (working) code?
It seems really very important for you.
No.Konrad2 wrote: (Do you have this campaign on github?)
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
I wonder if you've read this one? ^^Konrad2 wrote: ↑July 25th, 2018, 12:20 pm Certainly not enough damage in my opinion. For one, you have a healer. For two, ...they are not that incompetent.
If you must have a surprise, go to 'Narrow Encounter'. Kruurg has two troll whelps with him, right? Add them to the players side (recall list). And they can advance to Troll Heroes. (You'd have to change parts of the 'Notes' in Sc6 back though.)
Re: A Vision Blinded (15 scenarios, all complete and working)
I did, but mind, Kruug is not the main character, why should we give him two loyals?Konrad2 wrote:I wonder if you've read this one? ^^Konrad2 wrote: If you must have a surprise, go to 'Narrow Encounter'. Kruurg has two troll whelps with him, right? Add them to the players side (recall list). And they can advance to Troll Heroes. (You'd have to change parts of the 'Notes' in Sc6 back though.)
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
Why should they be loyals? ._. (I really mean for it to be an easter egg, so the player doesn't get any hint that they can advance to troll heroes. Who knows, the player might even dismiss them from his recall list. xD)
Last edited by Konrad2 on July 25th, 2018, 5:31 pm, edited 2 times in total.
Re: A Vision Blinded (15 scenarios, all complete and working)
That will really confuse the player, when one Troll has this (regular) advancement, and another Troll, has a different.
Especially without any hint.
Especially without any hint.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
I finally noticed that this campaign is still using the old map (1.10-ish) instead of the new one. ^^
You could add an explanation (maybe Kruurg praising his children?) that appears if the player does manage to level up one of those two special trolls. (And I do think the (restored) Notes in Sc6 would be a hint.)
You could add an explanation (maybe Kruurg praising his children?) that appears if the player does manage to level up one of those two special trolls. (And I do think the (restored) Notes in Sc6 would be a hint.)
Re: A Vision Blinded (15 scenarios, all complete and working)
I added your idea. Still without a hint.
One of the welps will become a Troll Hero, and the other a Great Troll.
Available on the server.
EDIT: What is wrong with the maps ?
One of the welps will become a Troll Hero, and the other a Great Troll.
Available on the server.
EDIT: What is wrong with the maps ?
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
Code: Select all
#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
[animate_unit]
[filter]
id={ATTACKER}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON}
[/primary_attack]
[facing]
id={ATTACKER2}
[/facing]
[/animate_unit]
[harm_unit]
[filter]
id={ATTACKER2}
[/filter]
[filter_second]
id={ATTACKER}
[/filter_second]
amount={A}
damage_type={WEAPON}
alignment=ATTACKER2.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[animate_unit]
[filter]
id={ATTACKER2}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON2}
[/primary_attack]
[facing]
id={ATTACKER}
[/facing]
[/animate_unit]
[harm_unit]
[filter]
id={ATTACKER}
[/filter]
[filter_second]
id={ATTACKER2}
[/filter_second]
amount={A2}
damage_type={WEAPON2}
alignment=ATTACKER.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[redraw]
side=1
[/redraw]
#enddef
(...I guess the alignment entry does not exist?)
Regarding the map: I'm looking it up, so I can show it to you.
EDIT:
Adamant14 wrote: What is wrong with the maps ?
Spoiler:
Re: A Vision Blinded (15 scenarios, all complete and working)
Code: Select all
#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
[animate_unit]
[filter]
id={ATTACKER}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON}
[/primary_attack]
[facing]
[filter] # filter
id={ATTACKER2}
[/filter] # filter
[/facing]
[/animate_unit]
[harm_unit]
[filter]
id={ATTACKER2}
[/filter]
[filter_second]
id={ATTACKER}
[/filter_second]
amount={A}
damage_type={WEAPON}
alignment=ATTACKER2.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[animate_unit]
[filter]
id={ATTACKER2}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON2}
[/primary_attack]
[facing]
[filter] # filter
id={ATTACKER}
[/filter] # filter
[/facing]
[/animate_unit]
[harm_unit]
[filter]
id={ATTACKER}
[/filter]
[filter_second]
id={ATTACKER2}
[/filter_second]
amount={A2}
damage_type={WEAPON2}
alignment=ATTACKER.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[redraw]
side=1
[/redraw]
#enddef
Give it a try.
----------
The aliment you set is not valid. I think it is necessary to store to unit to get the variable.
I guess it is not $unit.aligment and $second_unit.aligment, but I am not sure here.
Ah, you mean the bigmap
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: A Vision Blinded (15 scenarios, all complete and working)
Thanks, it works now as intended. My first code contribution is ready to go.
Just be careful to delete the right event at the end of the scenario.
Also, each side get's only one attack. First number is the dmg the dwarf does. The event simulates an attack + counterattack, so fire it only one time each. (Storing one of the units for the harming had the sideeffect that they get only xp once, which I had planned to implement anyway.)
Btw, what does '$' do? (Thanks for all that help.)
Code: Select all
#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
[animate_unit]
[filter]
id={ATTACKER}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON}
[/primary_attack]
[facing]
[filter]
id={ATTACKER2}
[/filter]
[/facing]
[/animate_unit]
[store_unit]
[filter]
id={ATTACKER}
[/filter]
variable=stored_attacker
[/store_unit]
[harm_unit]
[filter]
id={ATTACKER2}
[/filter]
[filter_second]
id={ATTACKER}
[/filter_second]
amount={A}
damage_type={WEAPON}
alignment=$stored_attacker.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[unstore_unit]
variable=stored_attacker
find_vacant=no
[/unstore_unit]
[animate_unit]
[filter]
id={ATTACKER2}
[/filter]
flag=attack
hits=yes
with_bars=yes
[primary_attack]
name={WEAPON2}
[/primary_attack]
[facing]
[filter]
id={ATTACKER}
[/filter]
[/facing]
[/animate_unit]
[store_unit]
[filter]
id={ATTACKER2}
[/filter]
variable=stored_attacker2
[/store_unit]
[harm_unit]
[filter]
id={ATTACKER}
[/filter]
[filter_second]
id={ATTACKER2}
[/filter_second]
amount={A2}
damage_type={WEAPON2}
alignment=$stored_attacker2.alignment
fire_event=yes
animate=yes
experience=yes
[/harm_unit]
[unstore_unit]
variable=stored_attacker2
find_vacant=no
[/unstore_unit]
[redraw]
side=1
[/redraw]
{CLEAR_VARIABLE stored_attacker}
{CLEAR_VARIABLE stored_attacker2}
#enddef
Also, each side get's only one attack. First number is the dmg the dwarf does. The event simulates an attack + counterattack, so fire it only one time each. (Storing one of the units for the harming had the sideeffect that they get only xp once, which I had planned to implement anyway.)
Btw, what does '$' do? (Thanks for all that help.)
Re: A Vision Blinded (15 scenarios, all complete and working)
A new update is available, your code included. (again not marked as updatable)
--------------
You don't know the alignment of the stored attacker, so you write $attacker.alignment, and then the engine replaces $attacker with the right alignment.
see wiki for more
--------------
You don't know the alignment of the stored attacker, so you write $attacker.alignment, and then the engine replaces $attacker with the right alignment.
see wiki for more
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR