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King of Turrets I Demo Discussion


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Hey buddy, 20 triggers in each scenario is nothing!

 

That is bantha fodder!

 

An RPG scenario I am making for AOK at the moment...long time in development ;)... has 53 triggers and I have only just started my hero's quest.

 

You are obviously a newbie to Scneario design. Give Vampire Slayer some credit. 2000 triggers - phew!

 

The best designers are members of SCN Punk. A lot of the guys on this forum are too overconfident about Scenario designing, as I was when I started out. I will not flame you for you scenario, until it is downloadable...all I'm saying is - "20 triggers a scenario is not 'great' "

 

Vampire Slayer obviously put alot of time into KOT (2000 triggers) so don't be so cocky.

 

<Gungan_Architect>

 

PS - Sorry 'm so harsh...I'm pi**ed off at the moment - not a flame ;)

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Guest Stan|SCN Punk

Well, with 2nd place in the Age of Kings Heaven "Destiny of a Dynasty" contest and honorable mention in Ensemble Studios' "Heroes of the Ages" contest, I guess I will say a few words.

 

A scenario does not need 2000 triggers to be enjoyable. Moreover, 300 triggers is about the top amount that you should use. Usually, keep it under 150. There are several reasons for that. I am talking about single player here, so TVS, don't be offended ;).

 

1) Bugs. The more triggers you have the more bugs you have. That is guranteed. The more bugs you have, the crappier your scenario is. The only way to eliminate bugs is to playtest, and playtesting, although EXTREMELY important, gets very boring after you've played the scenario 100 times. So to keep it simple for yourself, keep the trigger count low.

 

2) Lack of control. The more triggers you have (I don't see how else you need more than 150 triggers unless you have ALOT of cutscenes), the less control the player has. The more cutscenes he sees, the more control loses. Most gamers who play custom scenarios are casual gamers. That means they usually don't take more than 30 minutes to play a scenario. Sure a couple of cutscenes is fine, but cluttering the whole scenario with them is stupid.

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I don't think KOT will have any bugs, even with 2000 triggers. I have everything catorized very well and I made myself a manual on how everthing needs to be set up so I don't forget. Right now I'm at 784 triggers and I'll be releasing the new demo soon. In some cases, having lots of triggers is required to fullfill complicated features. In this case, being able to select any civilization. The Shogun also has lots of triggers, but that's because I made a set of triggers for every villager and guard in the map. But if you played my Swamps of Naboo scenario that I just released for SWGB, I kept is down to around 100 triggers, which is mostly because there aren't many people to talk to.

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I tried to download, but found an encryption device, so I was unable. Well, I would think no different of your scenario than KoT because it is the same as KoT. And out of 5 for Kotowers, I would give it a 3. I have played it MP, not SP, you and a bunch of other people hate me, so I guess my opinions mean jack s**t, right Vamp and stan?

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WC_Heavyarms, you have to have winzip to unzip it. And its not the same as KOT for AoK, so don't judge it from the AoK version. KOT for AoK sucks compared to it. It's very different in a few ways. Stan is very strict when it comes to reviewing and he never likes giving good scores. He gave one of the AoK King of Towers a 3.2 and yet he thinks KOT for SWGB deserves a 4.4 (or was it 4.6?). BTW, I never said I hate you, I just think you have a crappy attitude.

 

Anyway, here's what I came here to say...

 

You can now play King of Turrets I Demo v4. It includes 3 players now and some improvements to some of the features. You can download the update here... http://swgb.heavengames.com/downloads/list.php?type=Multi.

 

Enjoy the new demo! :D

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I'm loosing interrest in all the repeated trigger work and not too many people are even giving the scenario a chance, so for now. I will release one more King of Turrets I Demo thats 4 players and quit working on it until I'm ready to finish the last 4 players, which will maybe be after my The Phantom Menace campaign. I released one scenario from the campaign already, you can download it here... Swamps of Naboo, which has a score of 4.7 at the moment. ;)

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WC_heavyarms, I'll help figure out what the problem is with you not being able to download KOT. Ok first of all, (which I think the problem is) do you have winzip? All files at HG have to be in a zipped file, so you need to be able to unzip it to get the files included in the zip. You can download Winzip here, its a very usefull program that compresses files to be a smaller size inside the zip, then when you unzip, it restores the file. Once you have winzip, you can download any scenario off of HG and unzip them. If you do have a working zip program, then do you have a Download Accelerator program? Cause they don't work on HG and you need to turn the browser intergration off. Hope that helps.

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I played it, I told you my one thing I think you should do, and here is another: make it so as you kill more, you can upgrade and get better things in the turrets, like another one appears to get you a new type of enemy, while giving you the ability to use the old ones.

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Actually, that pop limit idea wont work. Since Jedi don't count as Military, I can't make a one pop limit system for all units. If I made 2 conditions, 1 for Jedi and 1 for Military, that would make it so if you mad all military, you could start making Jedi up to a certian pop limit, which totally ruins the balance. I tried setting it without all the specific settings and only setting the player, but then it doesn't work at all.

 

As for your Kill idea, I refuse to use a kill system. I absolutely hate it. I already have an upgrade system and its by far superior to the kill system. For one thing, the Kill system is overused too often and it doesn't allow you to bounce back. As soon as you're behind, you're as good as dead anyway. My monument system works like playing King of the Hill except making upgrades when owning the monument, which is alot better because its easier to gain control or loose control and you can bounce back just fine.

 

Anyway, King of Turrets is canceled. I'll be releasing my last 3 player version, for now anyway. I don't have time to work on it and not many people give it the time of day to play it anyway. Its not worth making 1500 more triggers for such a minority group of people. Possibly some time in the future when I have time, I'll add one last player for my own enjoyment of the game so I can play 2 vs 2 sometime. The only way I'll reopen the project is if by chance, I see the game being played on its own quite often.

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*Wacks WC_Heavyarms in the stomach with a baseball bat* :p

 

Its not like King of Turrets is dead. Its just never going to be more than 3 players, unless I decide if I want to continue it some day. I released a final version for now and I don't have time to finish it. I'd rather spend my time on my TPM campaign.

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