Topic: Empire Mission 4
Tibor |
Posted at:
2017-10-02, 07:51 UTC+2.0
What do you mean with this? ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-02, 11:34 UTC+2.0
Sorry What I need is the possibility to check if the player sees the enemy. This means that at least one field owned by the computer player (AI) is visible to the player. regards hessenfsarmer ![]() ![]() |
WorldSavior![]() |
Posted at:
2017-10-02, 19:18 UTC+2.0
I'm waiting until the scenario is a part of the game, then I would like to outplay you Wanted to save the world, then I got widetracked ![]() ![]() |
kaputtnik![]() |
Posted at:
2017-10-02, 19:51 UTC+2.0
This should be doable with player:reveal_fields Search the files of scenarios to find examples ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-02, 20:43 UTC+2.0
As far as I know reveal_fields does exactly this revealing fields to the player. But that is not what I am searching for I need to have a function to determine when and where on the map the player made first contact withg the enemy. ![]() ![]() |
stdh![]() |
Posted at:
2017-10-02, 22:29 UTC+2.0
The documentation mentions a function Player:seen_field, and also sees_field. That should be useful. I tried your scenario and I think it's very nice. Maybe I'll give more detailed feedback later. ![]() ![]() |
kaputtnik![]() |
Posted at:
2017-10-02, 22:37 UTC+2.0
Yes, in combination with field:owner this might do the trick. ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-10-03, 21:59 UTC+2.0
Yep, those 2 functions should do it. Busy indexing nil values ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-03, 22:06 UTC+2.0
Thanks I scripted a little helper function using this two properties. Need to fix only a small bug will upload the solution then. ![]() ![]() |
Nordfriese![]() |
Posted at:
2017-10-04, 22:40 UTC+2.0
I played the scenario now. It took me 9½ hours (having read the script before, so I knew what was about to happen and made no mistakes). The first objective was to dismantle some buildings. I immediately built new buildings and the game didn´t go forward. Only a look in the script told me I had to dismantle my newly built quarries to complete the objective. This should be fixed. The road system of the monastry is the least efficient I have ever seen, including all the stuff the AI ever came up with during my training rounds and in all my years of playing Widelands. Your initial-roads-algorithm could take a leaf out of Vesta´s book When I conquered the monastry, I was warned that bad things might be about to happen. On the contrary – my economy flourished (I found the whole scenario quite easy, perhaps a bit too easy What is the point of seafaring here? I found a port space, but I had no reason to build a port and couldn´t build a shipyard. The AI did build a shipyard and a weaving mill, but I don´t know what for. You asked for ideas about the reason for all this mess. Here are some random ideas for concepts:
My summary after actually playing: It wouldn´t hurt for the scenario to be more difficult, but the challenges, ideas and storyline are the most interesting in all the campaigns. It was more fun to play than any other scenario, mainly because of the objectives which can´t be found in start-from-scratch missions. An excellent scenario ![]() ![]() |