2P Minotaur Battlefield

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Lord-Knightmare
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2P Minotaur Battlefield

Post by Lord-Knightmare » February 2nd, 2014, 4:28 pm

After the devastating failure of my previous MP scenario, Fast Strike, I went to make a new and better one. This is way better and is based on one of my most favourite factions: The Minotaurs.
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2P_Minotaur_Battlefield.cfg
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War of Legends is required as a dependency. There is also a special feature that reanimates the Minotaurs of Rilend Ironfist, but I'm still working on that.

Velensk
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Re: 2P Minotaur Battlefield

Post by Velensk » February 2nd, 2014, 4:41 pm

When designing any multiplayer map always check for player 1s village stealing potential.

I'm not sure what you mean by reanimating minotaurs but that sounds like an imbalance due to favoring one faction just because.

For mainline though: There's a lot of drake abusable terrain here. The village position will force players to fight in an area unfavorable to loyalists. The cramped nature of the fronts looks like it'd be hard on northerners. Of course, none of this will really matter until you resolve village stealing potential.
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Re: 2P Minotaur Battlefield

Post by Lord-Knightmare » February 2nd, 2014, 4:52 pm

Velensk wrote:When designing any multiplayer map always check for player 1s village stealing potential.

I'm not sure what you mean by reanimating minotaurs but that sounds like an imbalance due to favoring one faction just because.

For mainline though: There's a lot of drake abusable terrain here. The village position will force players to fight in an area unfavorable to loyalists. The cramped nature of the fronts looks like it'd be **** northerners. Of course, none of this will really matter until you resolve village stealing potential.
Acknowledged. I shall make alterations then.

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Re: 2P Minotaur Battlefield

Post by Lord-Knightmare » February 7th, 2014, 6:38 am

New and Improved v2.
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2P_Minotaur_Battlefield.cfg
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I still need someone to check the codes on the pertrification/unpetrification features. Any help here?

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Re: 2P Minotaur Battlefield

Post by Velensk » February 7th, 2014, 12:18 pm

Just look at how the mainline maps do it. Caves of the Baskalisk/Sulla's Ruins can show you how it's done.

You still have a problem with first player village stealing. P1 can reach both villages in the center before player 2 can get there. If a rebel player gets a fast scout he can even do it with one unit. I didn't check but I suspect that bats might be able to reach other villages too fast as well.
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Re: 2P Minotaur Battlefield

Post by Lord-Knightmare » February 14th, 2014, 9:11 am

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Version 3...
2P_Minotaur_Battlefield v0.3.cfg
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This should fix that 'first player village grab' problem. Now, I still need to work on the macros that would enable the Minotaurs to be reanimated. :hmm:

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Re: 2P Minotaur Battlefield

Post by The_Gnat » December 6th, 2016, 7:29 pm

Hi, since you mentioned this addon I decided to download it and try it out. I really like the map, but unfortunately I played until turn 8 defeating the enemy, andd no minotaurs unpetrified. Did I just not wait long enough? The objectives seemed to say the minotaurs would attack on turn 6 did I misunderstand?

Thank you!

(EDIT) :lol: after looking i realized i had waited a single turn too short because the Minotaurs unpetrify on the next nighttime turn after turn 6... It might be good to clarify more in the description but overall i really enjoyed the scenario! Thanks. :D

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Re: 2P Minotaur Battlefield

Post by Lord-Knightmare » December 7th, 2016, 3:35 pm

Hi, since you mentioned this addon I decided to download it and try it out. I really like the map, but unfortunately I played until turn 8 defeating the enemy, andd no minotaurs unpetrified. Did I just not wait long enough? The objectives seemed to say the minotaurs would attack on turn 6 did I misunderstand?

Thank you!

(EDIT) :lol: after looking i realized i had waited a single turn too short because the Minotaurs unpetrify on the next nighttime turn after turn 6... It might be good to clarify more in the description but overall i really enjoyed the scenario! Thanks. :D
Hi, Thank for your feedback. The scenario is due for a update anyway, so I will make the minotaurs un-petrified at any night time turn. I am surprised that it took you ONLY 8 turns... :shock:

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Re: 2P Minotaur Battlefield

Post by The_Gnat » December 7th, 2016, 7:37 pm

Lord-Knightmare wrote: Hi, Thank for your feedback. The scenario is due for a update anyway, so I will make the minotaurs un-petrified at any night time turn. I am surprised that it took you ONLY 8 turns... :shock:
Hi , I personally think the minotaurs should be delayed a little (but it should be clear in the objective description). As for winning in 8 turns: I was testing out expirimental ai and where a human would have easily beaten me the ai forgot to protect their leader (who being a certain windsong from war of legends with no melee) was annihilated by my dark legions riders. :D as it happens though it was bad luck because then I didnt realize the minotaurs unpetrified.

I really liked 2p minotaur battlefield and if a new version is released I request a 3p and even 4p variation be included!

Thank you for responding!

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Re: 2P Minotaur Battlefield

Post by Lord-Knightmare » December 8th, 2016, 10:11 am

I really liked 2p minotaur battlefield and if a new version is released I request a 3p and even 4p variation be included!
Let my semester exams end and I will resurrect the project for 1.13.x.

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