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 Post subject: Re: Story/Campaign mode
 Post Posted: Mon Mar 15, 2010 2:05 am 
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Joined: Fri May 01, 2009 9:17 pm
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Location: behind you eating your cookies...
the story of flux is actually really good


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 Post subject: Re: Story/Campaign mode
 Post Posted: Tue Mar 16, 2010 2:23 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Some improvments I would like to see with the AI in the campaign mode:

1. Don't let it cast another domain building when it already got what it needs.
2. Don't let it cast training on a healthy creature.
3. Don't let it cast mountainous blessing on an undammaged creature.
4. Don't let the undamaged treents be intimidated by on lonely tistle falcon hovering above them (I think the old aggressive mode AI had was working better, even if it often resulted in it suiciding it's troops. Now it's often too passive).
5. Don't let it cast attrittion unless there are some dimmed creatures in its zone of controll.

I'm really looking forward to the campaign. think it is a great ide. Gl!


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 Post subject: Re: Story/Campaign mode
 Post Posted: Tue Mar 16, 2010 3:54 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
I created a scripting forum and posted the link so you can make your own scenarios:
viewtopic.php?f=14&t=1736
Still need to add a lot of functionality.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Wed Mar 17, 2010 10:44 pm 
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Joined: Thu Dec 11, 2008 3:00 pm
Posts: 124
jed wrote:
Still need to add a lot of functionality.


Besides that, I am really hoping you will release some form of a dedicated Map Maker. (just for the terrain). Them maps can get big.

For Ai and player decks you could use the standard "share a deck" button and use that data.
In game script triggers, Ai mods and various other things can also be usefull but are not important right now.

Later the Map Makers utility should be increased with being able to place Entities as well.



By the way, hope this new development helps TFW get a second life and a breath of fresh air. Great move CodeCollective.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Thu Mar 18, 2010 1:16 am 
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Joined: Mon Mar 02, 2009 11:00 am
Posts: 150
Its now not too difficult to create maps with certain themes, Try out different map seeds until you get a map close to one that you like, then change around individual spaces with the setTerrain function. Its not too difficult to make a map with lots of forests or mountains this way. It is difficult to make a map with a pretty picture but unless you really know what you're doing I doubt it would be much fun to play on.

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 Post subject: Re: Story/Campaign mode
 Post Posted: Thu Mar 18, 2010 7:21 pm 
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Joined: Thu Dec 11, 2008 3:00 pm
Posts: 124
Themed random map? yes.
Standard maps with tactical opportunities? Not so much.
An island map with a lush mountain in the centre and tactically sweet desert beaches (fast movement but beware the boats!)... at least fifty start/resigns and then gazzilion manual lines of script. And thats being generous.

And then campaign maps sorta need to be huge 2v2 huge...

And good luck and patience to someone making a mirror map so that Themist wont grumble about terrain screw :) (actually a whole bunch of randomly chosen mirror maps should be tournament standard. Grand Clash comes to mind)

Current map functionality is really mostly good for making cosmetic changes if needed and making sure any spawns dont start in water. Just not worth the effort really.
Any kind of jury-rigged map maker or at least some sort of parser is sorely needed.


Anyway very nice to see that a whole bunch of new stuff has been snuck in (that webpage isnt something i check often). Yay finally custom decks and seed maps. Hopefully I'll have some time later today and make some scripts. Didnt look too deeply but is it already possible to make multiplayer maps? If so TFWChess here i come :)


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 Post subject: Re: Story/Campaign mode
 Post Posted: Thu Mar 18, 2010 8:12 pm 
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Joined: Mon Mar 02, 2009 11:00 am
Posts: 150
Being able to create mirror maps would be nice, however even if you want to create a themed map I think randomness is important since it makes the map look more natural. I think a good function to adress some of these problems would be adjustTerrain(string keyword, int range, location loc) which would apply one of raised/lowered/greened/dried to all spaces within a certain radius of a point. this would help keep the maps looking natual but make it easy to have large areas of a certain terrain type.
Also it is possible to make multiplayer maps, i created and tested out a 2 player reserves game.

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 Post subject: Re: Story/Campaign mode
 Post Posted: Mon Mar 22, 2010 9:47 am 
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Joined: Sat Oct 24, 2009 12:11 pm
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i had yet to participate on this so i just wanted to say i really liked all of atheists ideas....i like the puzzle idea and how it is sort of like a tutorial in itself.....i also expect that it will feature a story....a deep and interesting story that i am impressed by.....sorry if thats asking for too much but i just think it would bring alot to the world of TFW. I shall say tho...the most important thing i would like to see in campaign mode is....Replayability. I really hope its not just something i play once or a couple times and im done with it....Almost like playing AI....playing AI is almost pointless for me......It doesnt actually test a deck at all and the phantoms arent really worth playing AI in my opinion. Sure new players will wanna play and get cards....im just saying that i expect some sort of replayability....

i like the idea of rewards....maybe something like a fourth default deck like was suggested by atheist....kinda a cool idea....or even a PERSONALIZED default deck...how cool is that idea. so everyones deck can be selected from a pool of cards but each will be unique. sorta like....u can either have this rare or u can have this rare....each player would have the same options but we might pick different cards. well this is all i got for now.

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