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Post by Saint_Fork_Silver on Jul 26, 2007 23:50:55 GMT -5
I have gotten a lot of mixed reviews about the aztec conversion thing, and I have now decided to remove it. This is why I like to ask a bunch of people on their opinions of things. Hunter, you weren't the only person to give mixed reviews on the Aztec thing, I got similar opinions from 3 others as well. I will be keeping the 2200 castle hp boost upon imp cuz aztecs don't get any castle hp boosts even after imp and univ. Franks get 7000 castle HP and they are way better than Aztecs, so I figure it is the least I can do to balance it a little.
As for map updates, I have completed all kill rewards, I am just doing touch ups, like inserting a few extra sounds, and adjusting the messages for rewards. I also still need to do the HP equal for all heroes at start(if any of you have noticed on maps like excal, some heroes start with 320 hp, others with 300). Also I still need to have one house deleted for spans, kors, pers, and turks. It doesn't do a lot to weaken these civs, and once they get three castles, they will have 95 pop anyways, so I think it is fair to do.
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Post by Hunter on Jul 27, 2007 1:30:21 GMT -5
I am glad with the conversion final decision. I also fully agree on adding hp to the aztec castle because they really dont have anything good going for denfese there.
I think that the houses are good the way you are doing it too, but why for korea? After all saracens own them and you arent doing it for saracens.
Im not sure if you know this or not (you probably do), but the hero hp differences are due to whether or not the civ has that "bloodline" (i think it is bloodline) technology or not, which adds 20 hp to mounted units.
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Post by Saint_Fork_Silver on Jul 27, 2007 6:30:20 GMT -5
your right, I won't do it to kors, as they aren't as strong as the other civs I mentioned. And yes Hunter I know that the 20hp issue is from bloodlines. Using some triggers, I can arrange so that all non bloodline civs get an automatic +20hp on their hero to balance it. In fact, I will actually have it work for both the original hero and the back up hero. For updates, kill rewards are completely complete. Convert Rewards are complete. Raze rewards are complete. Game over triggers are complete. Game messages, hints, scouts, victory and loss messages are complete. Raze counter is nearly complete(similar to excal's counter, but it loops). 1 house penalty is just almost complete.
all heroes start with same hp is pretty much the only thing I still have some serious work to do on.
I estimate that the map is about 2 hours of work from completion. However it is nearly 7am as I edit this post, so I will have to finish the map after I wake up. Of course plz realize that even though the map is complete, it isn't a final version. It is theoretically complete, but still needs serious testing, as I haven't done any testing with anyone other than computer players. Also the best way to make a great map is to listen to suggestions after players play the map. I am counting on you guys evaluating my map once I complete it and host. I would predict me hosting at about 7-9pm eastern time. If I can't host it then, I will host it at about 3-6 am eastern time.
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Post by Saint_Fork_Silver on Jul 27, 2007 21:11:05 GMT -5
Well due to things like hanging out with friends and things of that sort, I won't be hosting the map for a couple days. I ran a very short test run, and ran into a problem. I have to figure out how to fix it. The problem didn't arise in testing with the computer, but for some reason, it is causing problems in multiplayer. This is a serious issue, and I haven't developed a way to solve it yet, but I will figure it out soon enough.
Update: I figured out the problem and found a work around. Sadly I will have to edit 500-600 triggers to fix it. Also the Kill counter still works perfectly, but in the achievements page after the game the kills will show in the Relic count on the economy page. It will say something like 386 Relics, when really it is your kills. Nothing can be done about that, but it is worth having a perfect kill counter in my opinion. Map will probably undergo testing sunday night, maybe monday.
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Post by Saint_Fork_Silver on Jul 28, 2007 7:30:59 GMT -5
Well I did some late night testing after fixing 350 of the 500 or so trigs that needed fixing. I stumbled across a new problem involving the early imp triggers, but it appears easy to fix, but it will be another 150 trigs that need repair. Anyways tommorrow I am taking a day off from aoe and map making, but sunday or monday I will be back for more testing.
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Post by Saint_Trample on Jul 28, 2007 20:39:05 GMT -5
First off Fork very good jon it sounds greatv...keep up the excellent work, glad to ahve u as a SAint ^__^, but if there were no converts for eairly imp that would make it best fair i think.
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Post by Saint_Fork_Silver on Jul 29, 2007 20:16:56 GMT -5
well I was thinking the same, but all the other players are obsessed with having converts for early imp. It isn't so unfair, you just have to imp early with the weaker civs and then make sure u kill the enemy when you rush on the first try.
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Post by Saint_Crusader on Jul 30, 2007 11:21:16 GMT -5
Wow, looking good. I just came back from vacation and I can see that you have gotten busy. I can't wait to try it out and see for myself. ~Good Luck~
Deus Volt!
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Post by Hunter on Jul 30, 2007 12:36:04 GMT -5
perhaps eliminating the monk from the store would satisfy trample.
but you have to remember that there is no hp and ap power ups, so it is not like you can get imp then completely own with a range civ.
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Post by Saint_Fork_Silver on Jul 30, 2007 16:16:33 GMT -5
Well, it has no wandering monks. But I modified the monk path, so it isn't stuck behind the castle, but it isn't far on the path like excal. It is somewhere inbetween. Also the 1500 hp monks on the path upgrade their hp at a fast rate, that way heroes won't be able to easily kill them. I am just trying to fix crashing issues at the moment and I think I have the solution. The issue involves the words that show up when u achieve any bonuses. It doesn't take effect every time, but after so many kill announcements, it will eventually crash. I just need to modify the locations of each reward and all should be good.
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Post by Saint_Fork_Silver on Jul 30, 2007 20:03:23 GMT -5
Well the map is complete, name is Crusades of Mini CB 2-0. I use the x-x system to show which version is the newest. I am sure I will have to make a few changes when people point things out, so I use this numbering system to keep track of what versions are the newest. Since I have never actually played the map to all the kill counts, I can't be sure they all work properly, but from what I can tell, all should be fine. Right now, dizzy and skirmy are playing my map, I am not though as I got stuff I have to do online and can't play. You can ask either DizzyTheHun or SkirmyTheHun for the map, and both should gladly host it for you as they really like the map as well. I will try to get on some time around 4 am eastern time and pass the map along to some people. I fixed all the crashing problems. Dizzy and I played a 1v1 with viks and we got to around 300 kills each and I eventually lost lol. Anyways I got to go now, so that is all I will type for now.
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Post by Saint_Fork_Silver on Jul 31, 2007 5:41:36 GMT -5
Well I found a small bug and also changed the store stats a little to balance the store better. I had a really good game my last time with Crusades of Mini CB 2-1, no problems at all.
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Post by Saint_Fork_Silver on Jul 31, 2007 9:08:32 GMT -5
Download Crusades of Mini CB 2-4.scxThat is the latest file. The only changes involved in the last few versions is monk removal upon losing castles, and also removing the store disactivator sheep upon store activation. To host this file, u must first put it in your aoe scenario folder. I won't be playing as much as I would like since my little sis is really into her own online gaming site now as well as my dad and his poker playing. Plz download and host the map; so far I have gotten nothing but good reviews from everyone.
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Post by Saint_Fork_Silver on Jul 31, 2007 20:08:24 GMT -5
well now the latest file is 2-7 lol. So much bug testing to do.
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Post by Saint_Fork_Silver on Jul 31, 2007 22:29:10 GMT -5
woot for multi posting. The latest version 3-0 has no crashes in it. This was a problem in previous ones due to the cool sound effects from obtaining certain special units and such. I had to remove those sounds, but now the map is crash free.
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