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Chieftain
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Dec 2005 time: 12:02
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When I designed my Fantastic Worlds scenario, Trakoria – The Rise of the Clavian Empire, back in the day, I found that some of the event triggers simply didn't work for me. So I had to work around those, leaving me without any real victory objectives as a result.
Thus my question is: Are these bugs fixed in MGE and could I make a new and improved version of the scenario as it was originally intended?
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Chieftain
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Dec 2005 time: 12:02
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Ok, I actually looked this one up last night. What happens is that the island realm of Stegos is an ally of the religious Clavian break-away state of Kishati (the Clavians have all but left the stage by now). The religion is the cult of the God of Truth, Shamasm, and the Stegosi nation has pledged to defend the religious capital of Albarunzia from the Ice Barbarians of Trinsmyra. In the face of an all-out invasion the Stegosi decide to plunder the holy city themselves, before the barbarian invasion force arrives. Thus they bring down the wrath of Shamash upon themselves. (It's all very Old Testament, let me assure you.)
As a result the island of Stegos is covered in darkness for countless years, as the inhabitants lament and repent. They are almost forgotten (even though the reside pretty much in the center of the scenario map) when they finally manage to break the curse (an even longer story...) and arrive once again on the world stage. During this time the Kishati theocracy has become dogmatic and decadent, so the God Shamash appoints the pale faced Stegosi to be his chosen people, who worship him as "White Shamash" (as opposed to the boring and stringent Old Shamash). The Kishati nation crumbles and most of the old Clavian heartland pledge allegiance to this new power.
The interesting part is how this affects the protagonist of this proposed scenario, namely the Trakorian Empire. (A godless and arrogant merchant empire comprising of opportunistic former Clavian colonists.) A prophecy foretells the end of an decadent empire, and both the Trakorians and the Kishati have been betting their money on the other one. (Both empires should pretty much be at war with each other by this point.) Now all bets are off and its time for the end game! (And that's not even about what you all would think it is.)
Dare I tell more?
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Chieftain
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Dec 2005 time: 12:02
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Here's a map of the Trakorian era:
http://www.erebaltor.se/wiki/images/Trakorien.jpg
Stegos would be the largest and southernmost island in the three-island-chain off the coast of the city of Albarunzia, so it stands pretty dead center on the map.
The holy land of Kishati is therefore the land between, roughly, Albarunzia and Frand (the birthplace of the Shamash cult).
The Trakorian homeland is the island of Paratorna - the eastern main island - and the Imperial Capitol is Tricilve. Most of the civilized regions of the map are Trakorian vassal states, protectorates or under military occupation in the year 610 aO.
A Trakoria II scenario would start with the Clavian Empire on the ropes after some ill-fated wars with neighboring peoples. On the island of Palamux (the western one) the Kishati appear from the chaos, while the Clavian colonists of Paratorna (see above) declare independence from the Clavian motherland. From there on its a continuous power struggle between these homegrown nations, with a healthy dose of intervention from continental neighbors (east and south-east of the map).
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Chieftain
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Dec 2005 time: 12:02
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Getting back to the original subject of this thread...
It seems that the following wasn't really working for me designing my scenario in Fantastic Worlds, way back when:
- the MoveUnit action
- the TurnInterval trigger
- the Objectives system (Cities/Wonders)
All this left me a bit crippled as to my scenario design. My question to you all is thus:
1. Do you remember having these same issues with FW?
2. Is there anything one could do in order to get these features to work properly?
3. Are these bugs fixed in Multiplayer Gold Edition?
Thanks in advance!
ps The "get Tot instead" answer really isn't gonna do it for me since I'm looking to fix my scenario, not port it to another game altogether.
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Chieftain
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Dec 2005 time: 12:02
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I have yet another question, regarding the KillUnit trigger:
If my memory serves me right, the values "attacker" and "defender" work if fact as they were the "victorious" and the "vanquished" respectively. Am I correct when I recall that it really doesn't matter who actually attacks, only who wins the battle?
While on this very subject, I also wonder if someone knows if the UnitKilled trigger is triggered by a unit being defeated as part of a stack. ("3 enemy units were killed", you know.)
Furthermore, could anybody confirm whether UnitKilled is triggered for a unit loaded onto a ship, when the ship is being destroyed.
Also, what happens if a unit is disbanded, and there's an event triggered by that unit being killed. Could the player simply avoid loosing an important scenario unit by simply disbanding it? (Like a unit that he can't loose, or he would loose the scenario.)
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Chieftain
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Dec 2005 time: 12:02
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So, where would one get the latest MGE patch? And how does one go about ensuring that anyone playing the scenario has the right patch?
Also, in the Cheat menu in MGE, I don't get the option to toggle a city Objective (1p) or not. (It just stays "0") The 3p Objective option is also stuck on a value of "2". This would be a bug, right?
I already asked this in another thread, but how large can the Events.txt file get in MGE? (And how large can it be in FW?)
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The most recent patch can be found here.
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