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France? nah I can do France any day.
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back! holiday was good.
the trigger editor really REALLY is a pain. apparently there was something called 'trigger studio' that allowed you to edit outside the game and supported copying triggers a lot more easily. there isn't a DE version out though!
I started on copying my triggers to finish P1 and saw a potential way to save myself heaps of copying. My P1 rng triggers involved the chance condition setting p1's uu variable to X with increasing fractional chances /36 (eg unique unit 1 on my list has a 1/36 chance, unique unit 2 has a 2/36 chance) with 36 triggers in order, disabling all other triggers. However, you can't reference a trigger that doesn't exist with the activate/deactivate trigger effect so for each player I would have to make new triggers and each of those deactivate trigger effects had to reference all 36 new triggers per player.
basically - fuck that. so instead I'm making just one rng trigger system of 36, which sets the variable 'rng value' to a random number. Then the separate player check triggers can change things depending on that value, and those triggers are activated by separate triggers when needed, but none of them have the boatload of rng triggers in them which will save me a lot of time!
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finished p1 triggers, but the rng is fucky. you get a random of about 10 numbers based on how long you make the timer. turns out the yt video on rng was wrong and I should just have equal chance and loops maybe.
also getting missionaries is weird! converted units become more missionaries, and they seem to do damage to buildings on right click somehow.
lastly my laptop got knocked around a bit and 1/3rd of the keys don't work, fn key I have cellotaped down..
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fuck me, not only was my huge trigger matrix pointless, but the chance condition is inherently bugged and won't give certain numbers it seems. out of 5 seems to work ok but out of 36 is just too much for it to deal with or something. so I could do two rolls of 6 and it checks two variables to get the unit haha. I'll have to redo all my setter triggers.
enough for one day I'm really tilted now.
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neat! this is good progress
also now the upsidedown text works on mobile which is also something to be excited about
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now next to the randomise is a button that cycles through players 1-8. I'm going to copy 36x2 triggers for player 2 and then lets do a test!
Also the map gen is gold rush but I'm thinking arena will be better . since the map isn't random always having walls would be nice.
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thanks for helping test! 2 player is working minus a few exceptions with missionaries and konniks. its a bit weird changing the gold cost of fishing ships didn't work before but I'll try again soon..
progress!
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oh oh oh!
so I was using 'modify attribute' to change the fishing ship costs, which doesn't work if it never required that resource in the first place apparently. Using the specific "change object cost" trigger I can make fishing ships cost gold after all!
I'm even using "change object cost" elsewhere so a bit of a durrr moment for me.
working on p3 atm.