Gold carry-over
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Gold carry-over
Is there any (relatively simple) way to leave the player with 100% of his left-over gold from scenario to scenario, rather than the current 80%? The 20% tax makes sense for most scenarios, but on, for example, side-quests, it really makes no sense. You should keep all of your original gold.
I know that I COULD just add back the missing gold at the start of the next scenario, but then the previous scenario ends up deceiving the player as to how much gold they have. And I COULD make the scenario end with a continue rather than a victory, but that doesn't make sense, since they wom the scenario.
Any ideas? I personally think it would be a good idea to have an additional tax= attribute in the endlevel tag... so you would just say
The default would be 20.
I know that I COULD just add back the missing gold at the start of the next scenario, but then the previous scenario ends up deceiving the player as to how much gold they have. And I COULD make the scenario end with a continue rather than a victory, but that doesn't make sense, since they wom the scenario.
Any ideas? I personally think it would be a good idea to have an additional tax= attribute in the endlevel tag... so you would just say
Code: Select all
[endlevel]
result=victory
bonus=yes
tax=0
[/endlevel]
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
- Aethaeryn
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I agree with this. On some scenarios, which are in essence just a continue of the previous scenario where you don't even recruit anyone else, it makes sense to carry over gold. For instance, your units carry over on each of the last two scenarios in Scepter of Fire. Why can't your gold?
This could allow some challenging campaigns - where you're in the "wilderness" between forts/cities/camps and you must go several scenarios with just your army and gold as it gradually wears away.
On the other side, there should be some maps where you start with 0 gold regardless of what you have had before for the same reason - more freedom in a UMC. Would it be hard? Yes, but I'd hope that the campaign developer would take that into account and have some way to get gold. It could make some sense story-wise - you just got robbed or captured (e.g. EI's level Captured).
This could allow some challenging campaigns - where you're in the "wilderness" between forts/cities/camps and you must go several scenarios with just your army and gold as it gradually wears away.
On the other side, there should be some maps where you start with 0 gold regardless of what you have had before for the same reason - more freedom in a UMC. Would it be hard? Yes, but I'd hope that the campaign developer would take that into account and have some way to get gold. It could make some sense story-wise - you just got robbed or captured (e.g. EI's level Captured).
I guess that'd work. Of course, the way it's presented to the user is still far from ideal...Weeksy wrote:a temporary hack would be to multiply gold by 1.25 before you trigger victory...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
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Maybe the amount of gold carryover can be adjusted based on the campaign challenge level. For example to ensure that Hard (a level the player chose, after all) is actually challenging to play, you could set all scenarios starting gold to minimum. Alternatively, improve the enemies commensurate with the amount of carryover. This could be justified in-game with dialogue about higher payments to the crown or with increasing enmity based on your wealth, respectively.
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Zookeeper filed a FR [1] and I hope to implement it rather soon.
[1] https://gna.org/bugs/index.php?10144
[1] https://gna.org/bugs/index.php?10144