another campaign

Discussion and development of scenarios and campaigns for the game.

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Civhai
Posts: 74
Joined: November 5th, 2006, 9:35 am

another campaign

Post by Civhai »

I started do create a campaign with my brother. Nothing new, just another human campaign like 100 others. We're German and so maybe my English is not always very good. ;-)

I just have two problems:

1. One scenario looks about like this:


_______________________________
wall with enemy leader
_______________________________
water
_______________________________
starting island

Of course, its a little more complicated and has some villages.
Now the enemy has to defend the wall, but if I test it, he sometimes goes into the water and tries to attack me and then he's very easy to defeat.
Do you know how I can make an enemy just defend it's wall without attacking to early?

2. How can Iet the player win, if he's defeated all enemies exept "enemy x"?
Working on the Era of Ilthan
skullman
Posts: 18
Joined: August 29th, 2005, 5:59 am
Location: austrlia

Post by skullman »

Ey, im brand new at this too, and when ive come arcross this in my story/campaigns, the best thing to do is swicth the roll lol. make it so you have to defend it, not the computer. sory im [censored] at this too

best of luck
SkullMan
Taurus
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Joined: May 4th, 2005, 8:16 pm
Location: Canada

Post by Taurus »

There is certain AI commands that you can use that try to make the AI do things like that but I haven't found them to be very successfull. What I do on my scenarios when i want the AI to deffend soemthing, is one, or both of two things. Either I place a bunch of enemy units on the map in the "start" event with the "ai_special=guardian" command, or I make an event where the AI doesen't start recruiting untill you pass a certian point. For example, as soon as one of your units crosses the water, give the AI about 200 gold, which will trigger off a massive recruitment.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
martenzo
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Location: Northern Europe, Estonia, Kardla

Post by martenzo »

The other thing he wants, is, (if I understood correctly) that he wants to trigger a victory event if only the leader (unit x) is the only enemy unit alive.
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Civhai
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Joined: November 5th, 2006, 9:35 am

Post by Civhai »

martenzo wrote:The other thing he wants, is, (if I understood correctly) that he wants to trigger a victory event if only the leader (unit x) is the only enemy unit alive.
I think, you understood it wrong.
There are 4 enemy leaders, 3 in front of the player, one behind him.
The enemy behind the player ("enemy x") is very strong and the player has to defeat the three other enemies while he defends himself the attaks of "enemy x".
And now the player should win, if he defeats all the leaders exept "enemy x".
Working on the Era of Ilthan
joshudson
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Post by joshudson »

Something like this might do it:

Code: Select all

 [event]
  name=die
  first_time_only=0
  [if]
   [not]
    [have_unit]
     side=2
     canrecruit=1
    [/have_unit]
    [have_unit]
     side=3
     canrecruit=1
    [/have_unit]
    [have_unit]
     side=4
     canrecruit=1
    [/have_unit]
   [/not]
  [then]
   [endlevel]
    result=victory
   [/endlevel]
  [/then]
  [/if]
 [/event]
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Chris NS
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Post by Chris NS »

You mean to say you haven't played every single scenario from every single mainline and user-made campaign and studied the WML in every one? Honestly, some people.

Here's what I use in my campaign to cause six named poachers to stand their ground (zookeeper's idea):
[event]
name=ai turn
first_time_only=no

{MODIFY_UNIT description=Roeben moves 0}
{MODIFY_UNIT description=Caran moves 0}
{MODIFY_UNIT description=Ronry moves 0}
{MODIFY_UNIT description=Jan moves 0}
{MODIFY_UNIT description=Owar moves 0}
{MODIFY_UNIT description=Connyc moves 0}
[/event]
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