Papaya Posted March 11, 2006 Report Share Posted March 11, 2006 Ever since I got AoM, there has always been one feature that I wanted included; the ability to store data outside of a scenario. A trigger that can save a string of data to the users computer, that can be used in a later scenario. When making campaigns, each map is almost like its own game; you start with full health, regular attack, etc. What if it was possible to have data carry over from one scenario to another, to make campaigns more realistic. Sounds kinda like Quest Vars, right? Well how about Quest Vars, stored outside of a scenario.Another one of my wishes is the ability to store text in game; not only numbers. With other games, AoM, AoE3, etc, you only have the ability to store strings of numbers using Quest Var triggers. What if you included similar triggers, but they could store text as well. An example of what I mean is when a user plays a scenario, they can pick their own name. They type in their name, and it is stored and used throughout the whole scenario. This would be a very neat effect.Finally, my last complaint is about Quest Vars by themselves. The extra zeros included (ex: 4.000000). If you include some sort of Variable triggers, will you include the 6 zeros? I can't think of any logical use for them.Discuss. Quote Link to comment Share on other sites More sharing options...
Aeros Posted March 11, 2006 Report Share Posted March 11, 2006 About your first suggestion to be able to store data from a scenario outside of a scenario - I already thought about this about a year and a half ago and planned it extensively. It works similarly to how quest vars in AoM work, just that these values which you can assign to anything will be called Logs and and you can call on them in any scenario to compare their value.Additionally I'm thinking of having some other event that can export all map statistics, like completed objectives, resource pool, population data, etc and assign them values that can be called upon on another scenario. We even had talks about saving an entire map state and being able to transfer it to the next scenario...It was rather complicated and I'm not sure if we'll see it happen, though with enough effort it probably could be done...#2...calling strings instead of integers...this is something inherently easy in programming so It shouldn't be too hard to do. #3 this is AoM and thats AoM's way of doing things, you don't have to worry By the way, I'm glad to see you here papaya! Quote Link to comment Share on other sites More sharing options...
Papaya Posted March 12, 2006 Author Report Share Posted March 12, 2006 About your first suggestion to be able to store data from a scenario outside of a scenario - I already thought about this about a year and a half ago and planned it extensively.Great minds think alike I always say. you can assign to anythingYou mean like Reyks extra triggers for AoM, with many more QV options?will be called LogsNice name you can call on them in any scenario to compare their value.Yes, just my idea. This could open up many new possibility’s. For example, if the player’s strength is incredibly strong in the first scenario; maybe the strength should carry over, but maybe the enemies should get stronger as well.Additionally I'm thinking of having some other event that can export all map statisticsThat sounds awesome.We even had talks about saving an entire map state and being able to transfer it to the next scenarioThat sounds complicated, but useful.One other idea I have had, is how about a trigger like Choice Dialog, but with more options. Instead of having two, how about four or five options. With only two options available, freedom is very restricted. But knowing you, you have probably already thought of this. By the way, I'm glad to see you here papaya!Thanks, nice talking to you again. Quote Link to comment Share on other sites More sharing options...
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