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Meph

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Posts posted by Meph

  1. [*] Multiple players (In multiplayer scenarios, you can only have a pre-set amount of players that can never be changed. However, what if you could have a scenario where you can choose two number of players. For example, a map might be able to support either having 4 players or 6 players.) Please explain further. I am confused. I think you could already do that with triggers. If 4 players, then kill players 5 and 6. Something like that.

    Sorry. When I was compiling the list, I was copying and pasting other people's words, so some aren't explained clearly.

    What I mean by multiple players is that... well... lets say I'm making a capture the flag scenario for multiplayer. It would be one team verses another team, wouldn't it? Now, usually, I would have a pre-set amount of players able to join (e.g. 4 players in a 2v2 match). However, what if I was able to choose whether I wanted by play with 6 players in a 3v3 match or 2 players in a 1v1 match? Do you see what I mean? :)

  2. Last year in AoMH, I asked everyone to make a suggestions for how to improve future games created by Ensemble Studios. We ended up with a large list of features and we received a positive reply from ES. However, since they have now disbanded (and reformed as Robot Entertainment), I thought I'd give the list to you guys, to see whether you all might find it useful.

    Engine suggestions:

    • Passible object areas (Usual objects are in their own square or rectangle and nothing can walk inside it. What if units could walk in some areas?)
    • Passible data. (In a campaign, data such as quest vars can be sent from one scenario to another. For example, in a campaign, if you kill a character called "the general", a quest var is set to '1', but if you kill a character called "the dictator", the quest var is set to "2". In the next scenario of the campaign, it will be effected by the quest var. This is only an example of how this effect can be achieved.)

    Editor suggestions:

    • Password protection for scenarios. (One must type in a password to edit a map.)
    • Anti-rehosting for multiplayer playtesting. (When hosting a map to playtest, all players but the host have the map file deleted to prevent them from hosting it.)
    • Equally sized. (You can change the size of an object by pressing "K", but you can't get objects the same size as eachother. There needs to be a way of doing this.)
    • Scenario file XML editor. (The file can also be edited manually via its XML code aswell as using the editor tools.)
    • Visible LOS and Range. (A ring appears around a unit in the editor. It would show a units range. Another would how its LOS.)
    • Copy and paste triggers. (The ability to copy and paste triggers from one map to another.)
    • Copy and paste overlapping objects. (When this is attempted, one of the objects gets deleted to make room. This should not happen.)
    • Converting units. (If someone places a unit with the wrong player, he can change it without deleting it and placing it again.)
    • Compatibility with mods. (For example, if someone makes a new unit, he or she can still use multiplayer etc.)
    • Download custom music with scenarios. (When a map is being downloaded, the music for it is too.)
    • Make sure we are aware of what triggers do not work online. (Some triggers do not work online and cause Sync errors. We don'yt know which ones do that.)
    • Object flipping tool. (A tool that lets one flip any object. This is not a rotate tool.)
    • Custom special attacks. (A tool that lets one make his or her own special attacks for units.)
    • Support for "if{} else{}" in triggers.
    • Copy and pasted flipped units. (When copying and pasting a unit, it will also copy its size that it might have been enlarged at and digrees that it's flipped.)
    • Enlarging units (By pressing a button or pressing a key on the keyboard, all units selected can be enlarged or shrank.)
    • Multiple players (In multiplayer scenarios, you can only have a pre-set amount of players that can never be changed. However, what if you could have a scenario where you can choose two number of players. For example, a map might be able to support either having 4 players or 6 players.)
    • Controling resigned players. (If a player resigns in a multiplayer map, an allied player could be able to control his or her units. This could be switched on or off with a trigger effect.)
    • AI is set by a scenario. (In multiplayer, A map maker has the option of having the AI pre-set father than leting the host of the map chose what and how many AIs there will be.)
    • Setting the Z axis of some objects. (Objects can be placed anywhere on the map but up. Not all objects should be allowed to levitate however. For example, units (i.e. infantry, villagers, etc). Units should also be able to walk under the raised objects if they're high enough.)
    • Stretch objects. (A feature where if an object is clicked on, there is a tool that can stretch it.)
    • Complete support for modifications.
    • Search box. (When a drop down list with a lot of items such as fire event appears, there should be a search box to narrow down the results to find the item being searched for easier.)
    • Random Map Editor. (A tool that allows someone with little or no experience of code to create a random map.)

    Trigger suggestions:

    • Modify Selected Unit. (An effect similar to modify protounit, but will edit the stats of a selected unit rather than the protunit. For example: I could selected an archer belonging to player 4 and increased it's hitpoints. In Age of Mythology and Age of Empires III, you can't do that. You have to select the archer from a list and all of the units for that player will be edited (i.e. modify protounit). Modify protounit should still be kept.)
    • Quest Var versions of effects. (Versions of triggers that use quest vars. For example, a "fake counter" effect might say "You have killed X units", with X being the number of units killed.)
    • Player Change Major. God (An effect that changes a players God.)
    • Player Change Color. (An effect that changes a player's colour.)
    • Teleport Unit supports online (The "teleport unit" effect doesn't work online. Please change it so that it does.)
    • Player Kill One God Power. (e.g. Kill the rain god power but don't destroy any others.)

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