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TL wrote:Something odd I've noticed. How come the AI behavior for The Last Stand has changed in the last few versions?
[side]
side=9
canrecruit=0
controller=null
allow_player=no
no_leader=yes
team_name=1
income=0
village_gold=0
team_lock=yes
gold_lock=yes
income_lock=yes
allow_player=no
[ai]
ai_algorithm=idle_ai
[/ai]
[/side]
[unit]
side=5
type="Giant Spider"
ai_special=guardian
x=29
y=13
hitpoints=4
[/unit]
TL wrote:I was playing a game a while ago and someone (I think it was jb or Mythological) suggested that since the scenario is so easy it should have a more climactic ending, with each leader spawning one last super-powerful wave of level 3 enemies at turn 25 and rushing at the players with them, so that all those defenses the players spent 25 turns building up actually get a serious test. I would also knock down some of the cave walls at this point too.
governor wrote:Kernigh, there was a very important reason that resource farming was changed to the current style. I am assuming that you are using the side_turn event, this was particularly notorious for causing OOS problems. Just a heads up.
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