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Posted: Sun Jan 02, 2005 12:10 pm
by Sam The Butcher
Is there anyway to have unit trading in a solo game? Thanks
Posted: Tue Jan 04, 2005 7:36 pm
by Liu Xuande
Uhhh....Trade units to yourself? Whatever helps you fight...
Posted: Tue Jan 04, 2005 7:49 pm
by iron
It could be really nice to have actually. Imagine a solo level where the designer allowed you to choose different balances of unit types to tackle the level with. Could really add to interest and replayability.
That said, no you can't have unit trading the same as you do in multiplayer. You could script it though ... for instance imagine 3 (blue) armies and a green warrior at the start. You walk your warrior towards the army of choice, it turns green and the other two armies march away.
Posted: Tue Jan 04, 2005 9:05 pm
by :) Da Cid (: McCl
Yeah Liu, I think you missed the point.
I thought of doing a map where you can choose to train troops in a baracks a while back. Like you have a hero unit, and he can walk up to the building that, say, makes Warriors or Archers, and taunts in front of it. *pop!* Done! New troop. Have 20 second gaps between training or something.
But me? Script it? Jeeze, keep dreaming, I can't script for my life. Although it wouldn't be too hard, just tedious.
Posted: Wed Jan 05, 2005 9:36 am
by mauglir
A variation on this was done in Rohan's Myth Warrior conversion. At the beginning of the solo, you used one unit to shoot and blow up one of three things on the mesh -- depending on what you destroyed, you got additional units of a specific type.
Posted: Thu Jan 06, 2005 10:53 am
by William Wallet
Was it GHOST who did a Gimble level where a warrior taunt at the start dictated where the enemy would come from or something?
And what's GHOST Up to nowadays, it's been yonks since he haunted us.
Posted: Thu Jan 06, 2005 9:19 pm
by ChrisP
Yeah, GHOST is the master of innovative taunt based scripts, like in Scourge of Belial, where if you taunt in the beginning, the units get automatically distributed based on how many teammates you have - a lazy captain's dream. Or Requiem, where if you don't have enough players to manage the huge army you start with, you can taunt away units you don't want, and the difficulty of the map is adjusted accordingly.
GHOST moved in late August / early September and planned to come back after settling into his new haunt. Guess it takes a while to hang the cobwebs just so and get the floorboards creaking at the right pitch.
Posted: Fri Jan 07, 2005 6:33 am
by sillek
What about adding planning time for co-op so we don't die at start because of a slow captain ?
Posted: Fri Jan 07, 2005 11:14 am
by William Wallet
Yeah I reckon that'd work. Have the entire script delayed a bit (by means of an Action List or something?) and the units uncontrollable for a minute, while the punk of a captain figures out his game plan.
Posted: Fri Jan 07, 2005 12:38 pm
by TarousZars
What if you just made the map so the script didn't start till a unit taunted? Should work, so long as you have dialog at beginning of map state what they must do.
Or maybe have it start after a minute, or a unit taunt whichever comes first.