Author Topic: [UPDATED (1.3)] 2 simple but funny scenarios  (Read 5564 times)

titi_son

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[UPDATED (1.3)] 2 simple but funny scenarios
« on: 26 June 2011, 18:07:52 »
I made 2 simple scenarios for mg-mod-section
THEY ARE REALLY SIMPLE BUT FUNNY. If something is wrong with my english in the scenarios or in the Descriptions please report that.
I am waiting for feedback...

(click to show/hide)

First one: Time is the enemy UPDATED AGAIN THE THIRD TIME ( OK version numbers now: this is 1.3 ):
Download:http://www.titusgames.de/scenarios/time_is_the_enemy/time_is_the_enemy.7z

Changelog:
-Counter is in min and sec now
-Your Units can't hide anymore after GameEnd

-set fog of war to explored (is that needed?)
thanks to filux for this 3 ones

Description:
Story:
The King has "a small Problem" with the norsemen and you have to work on it.
You have 8 min to do that or the enemy gods are coming ...
A scenario where you play vs the time.

(click to show/hide)

Second one: Where are the units:
Download:http://www.titusgames.de/scenarios/where_are_the_units/where_are_the_units.7z

Description:
Story:
The King has a Problem and you have to work on it.
You and your enemy ( which is a cpu-mega )
have got all Buildings but only the normal units at start.

(click to show/hide)
« Last Edit: 12 June 2013, 17:47:11 by PT »
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ElimiNator

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Re: 2 simple but funny scenarios
« Reply #1 on: 21 July 2011, 17:37:34 »
Thees look interesting.  :)
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titi_son

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Re: 2 simple but funny scenarios
« Reply #2 on: 17 September 2012, 19:16:02 »
Update!
See first Post!
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Re: 2 simple but funny scenarios
« Reply #3 on: 18 September 2012, 00:31:07 »
"Time is the enemy" is fun - it actually took me three attempts until I had finally found a way to win. I always attacked too late...
Thanks for the fun time!
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titi_son

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Re: 2 simple but funny scenarios
« Reply #4 on: 19 September 2012, 19:46:59 »
"Time is the enemy" is fun - it actually took me three attempts until I had finally found a way to win. I always attacked too late...
Yeah me too. I thinks its much better now. It was too easy before.
Thanks for the fun time!
Thank you for playing!
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titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #5 on: 18 March 2013, 09:17:26 »
Time is the enemy has been updated again.

I added Description
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filux

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #6 on: 27 April 2013, 21:35:48 »
I like the scenario "Time is the enemy" and I am voting in favor of placing it into the "mods' center".
I decided to add Polish translation but at the same time I introduced some changes:
- I corrected countdown message on possible to translate,
- I divided the "gods' army" into two parts, to decrease the chance of possibility to win when time expires,
- I changed fog of war to the explored, to allow to faster findings the enemy position.

scenario: time_is_the_enemy
Code: [Select]
====== Finished Validation ======
CRC value for scenario [time_is_the_enemy] is [2184171522]
____________________________________________________________________________________
For the second scenario I propose to change:
Code: [Select]
<difficulty value="4"/>   =>   <difficulty value="2"/>Polish translation:
Code: [Select]
;message headers
captain=Król

;message strings
Welcome=Witaj. Czy mógłbyś mi pomóc? Na północy pojawił się nasz wspólny wróg.
Info=Zmieć go z powierzchni ziemi.
____________________________________________________________________________________

I leave my corrections to author's decision. ;)

titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #7 on: 30 April 2013, 17:46:13 »
Thanks for your feedback and correcting!

At the time i made the scenario there were no "DisplayFormattedLangText" that was added to mg after i build my scenario.
And i would have asked titi about the mod centre but i got no feedback :(
So now it will mabe get in mod centre.

One more thing before i make a new version with your corrections:
Do you think the time is too long/ too short?
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filux

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #8 on: 30 April 2013, 18:36:37 »
I think for the current "difficulty value" time is ok or close to ok.
... but in the future we could do a similar scenario based on a different map with less difficulty for warm up. :)

Still for scenario:
I think it is worth add to "Time is the enemy" a few cows together with "gods' army", because it happened to me two times to saw that they began to die of starvation before they found my last sheep :).
... and it is worth add to lng file the key enabling a translation of the title. In Polish it is:
Code: [Select]
SCENARIO_NAME=Czas jest wrogiem

titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #9 on: 1 May 2013, 00:30:05 »
:D ok

i didn't tried "dying" very often :)
but its too late for me today to fix that

EDIT: Thank you for the translation of the scenario name but i think i dont translate the name at the moment because the scenarios are sorted by their original name and that always confuse me...

EDIT2: I dont need cows. I just use disableConsume(1)
« Last Edit: 1 May 2013, 10:42:15 by PT »
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titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #10 on: 1 May 2013, 11:42:44 »
UPDATED

see first post

please test one more time and give feedback then it will be added to mod center
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filux

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #11 on: 7 May 2013, 19:09:11 »
I tested a lot and I got the idea how implement countdown in minutes and implement better than default victory conditions which removes that annoying issues that occur close to the expiry of the time such as:
- winning, despite elapsed time
- the appearance of the gods, despite winning
- the long time for gods seeking sheeps and other units on the edges of the map
etc.

With this occasion for the future I added "SCENARIO_NAME =" to all language files allowing full support for translating when the queue willing translators would want to easily add full support for other languages.  ;D

scenario: time_is_the_enemy

Code: [Select]
====== Finished Validation ======
CRC value for scenario [time_is_the_enemy] is [2011431360]

I leave my corrections to author's decision. ;)
« Last Edit: 7 May 2013, 19:36:42 by filux »

titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #12 on: 13 May 2013, 14:06:17 »
Haha i dont loose if i have lost all my buildings.

I know you can do it like you but then you have to kill all units of the enemy. And thats really annoying if you have only a limited time.I want that you only have to kill the buildings. Like this the scenario is harder. For example a enemy cow hides in the trees and you dont find the cow, then you loose.

And what is the timer_event3 for? why does the game need to wait 3 seconds?
and I am not sure but i think timer_event1 is the same as timer_event2

Thanks for helping me. I think i will include the improved clock, the other stuff is not good enough yet.
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filux

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #13 on: 13 May 2013, 18:33:01 »
 :look: Hmm, I thought this scenario has an interesting simple story, but now I'm not so sure.

Haha i dont loose if i have lost all my buildings.
Yes because now your mission is: "defeat the enemy before time is up"
If even you lost all your buildings and you still have warriors, then you of course still have chance complete your mission successfully :D.

If mission will be: "defeat and survive" then you are right.
That was your intention?
If yes, then I think maybe some messages need changes.

I know you can do it like you but then you have to kill all units of the enemy. And thats really annoying if you have only a limited time.I want that you only have to kill the buildings. Like this the scenario is harder. For example a enemy cow hides in the trees and you dont find the cow, then you loose.
Hmm. If you only destroy the buildings, the enemy will not be able to summon the gods? :|
In my opinion units pray for gods arrival so they are more important. I'm wrong?  :-[
(again - If yes, then I think maybe some messages need changes.)

By the way. I always killed everything when I had won. :)
In this scenario I like send all warriors unattended to attack ("a" key) and then manually catch only "escapers".

And what is the timer_event3 for? why does the game need to wait 3 seconds?
This timer performs the function like: "soft end" :).
When the end occurs immediately at the precise moment when some unit dying (animation is still going, etc.) that it looks worse.
In default victory conditions is here more time than 3  ;).

and I am not sure but i think timer_event1 is the same as timer_event2
These clocks complement each other. Both are needed :).

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titi_son

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #14 on: 13 May 2013, 18:51:59 »
Hm okay.
But in normal games the Player dont have to kill all the units and that may confuse them. So if i implement this i have to change the message so that this is clear.

I have to think about this...
I think i will first ask for a place in the mod-center and then ....

But i will include the clock you made before i ask :)
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Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

filux

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Re: [UPDATED] 2 simple but funny scenarios
« Reply #15 on: 13 May 2013, 19:12:52 »
But in normal games the Player dont have to kill all the units and that may confuse them. So if i implement this i have to change the message so that this is clear.
You are right.
Maybe new message with condition like this:
"if last dead unit... castle" -> "they still pray ... stop it before it's too late"


titi_son

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Re: [UPDATED (1.3)] 2 simple but funny scenarios
« Reply #16 on: 12 June 2013, 17:48:10 »
UPDATED

Version 1.3

Changelog:
-Counter is in min and sec now
-Your Units can't hide anymore after GameEnd
My first Tilseset: SPRING :) (included in Megaglest )

Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

 

anything