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Re: Event-based difficulty



On 03.04.2004 20:20, Chang wrote:
> On Saturday, 2004-04-03 01:04, Jens Granseuer wrote :
> > In particular, there is a new 'handicap' trigger which usually
> > executes right before a game starts, and the 'createunit' event
> > now allows placing units at arbitrary locations on the map.

[...]

> Maybe more infantrys in map "Operation Anthill" coming from 
> all directions, and almost surround the base which the player 
> is ordered to protecte from being captured by the enemy?

My first idea for Anthill was to simply remove one of the
artilleries as a P1 handicap. That might already be too much
of a change, though. Haven't tested. Just experiment a bit to
see what works.

> > Suggestions on what to change for a particular map are welcome,
> > and of course everyone is encouraged to update their own maps
> > themselves.
> 
> How? That is what you haven`t said :p
> If you wish someone to do something, you would have to explain
> how to do it, doesn`t it?

Hm, I thought it was clear if you followed the traffic here.
Anyway, if you ask this nicely, how could I not give a few more
details ;-)

We are going to have difficulty levels in the next release. To
support these there's a new event trigger called 'handicap' which
triggers before the game starts if the difficulty level (or
handicap) is set to a certain value.

So, to support different difficulty levels, a map should have
a 'normal' setup, which is what we already have, and a number
of 'handicap'-triggered events to make the map a bit harder or
easier (most often those will be 'createunit' and 'mining'
events, I suppose). Both CoMET and cfed support the new trigger,
and the cfed manpage should have all you need to know about
using it (if not that's a bug, so let me know if it is lacking
something).

See? Only had to ask ;-)

Jens