It's certainly tedious to work with those triggers - and harder for you since the trigger structure is a mess. I started out with clear sections in mind, but it takes so long to move triggers around when adding/fixing things later. (Yes, you do need to move it up 300+ times manually!) Also...
I doubt you would be able to auto generate a complete scenario so easily, though certain sections such as the mass of triggers which set up variables you could probably do.
My hope is that eventually xs scripting for rms will eventually allow me to create these as map scripts instead of...
Hey :)
BoarKills is a variable I created - it works by detecting the number of boars on the map, and is used for changing the villager distribution from sheep to boar on the side panel, and for reminding the player when to lure the second boar for example.
I have some arena scenarios to be added...
Cavalier gives +20 HP and +2 attack. So Cavalier in Castle shouldn't be a problem without bloodlines - they are just knights with +2 attack, and Lithuanians can already do better than that. And Burgundians would have the awkwardness of having no bloodlines on scouts and weaker knights until they...
What a final. Usually, I'm not the most fussed about who wins as I just enjoy seeing great games. But this one was special - was really happy to see DauT win :)
Make one of these for each player:
Condition: Player defeated - source player: [1-8]
Effect 1: Kill object - object type: Building
Effect 2: Kill object - object type: Civilian
Effect 3: Kill object - object type: Military
Sounds like a hotkey conflict. The game gives higher priority to hotkeys/buttons when they display on the bottom panel (which is something I sometimes use to my advantage in the case of building hotkeys, to have for example, Q as both build barracks and go to barracks - which works since I use...
Infantry being viable in late game (as they already are) is good - they contribute to the richness of the game strategy wise.
Infantry are not much fun in castle though, when you have relatively fewer units to manage - they have neither range nor mobility to play with. They also have no real...
On a side note, the insane elevation on DE maps is due to an until-recently unknown bug in all the older versions which meant elevation wasn't scaling to the map size. This bug was unknowingly fixed in DE, meaning larger maps are now generating massively more elevation on larger map sizes...
Generally its better to make balance decisions that are more targeted - else you may end up tipping the balance in other unexpected and unwanted ways. In this case:
1) Assuming this refers to Nomad, you could delay the extra resources for Persians until they build the TC for a similar effect...
As far as I know, this error only happens on the MS store version? It seems to be a bug introduced by the February patch.
I thought I'd guessed a workaround, and that my update would fix it, but since I don't have the error myself I couldn't be sure. If it still doesn't work, I don't really...
I think direct_placement can be a great tool in map design. Without it you can't have asymmetric maps like 'pants', where you have water on one side of the map and gold on the other, since one player will (nearly) always be closer to one and vice versa. Without it, fixed elements in maps need to...
I thought I'd collect all my RM scripts in one place to make things easier for anyone who might be interested in them. A fairly diverse collection, but most are designed to be suited to competitive play. All maps are for DE.
I'll continue to update this with any maps I create in future as well...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.