[Script] Battalion

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Anachron
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I've moved my Battalion script development and README here: https://github.com/Anachron/hw-battalion.

There is also a wiki page about it: http://hedgewars.org/node/6598

Wuzzy
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Anachron allegedly wrote:

TODO:
- Use fake crates for more weapons per turn / utilities / hitpoints
- Mines based on mapsize
- Barrels based on mapsize
- Configuration per parameter
- Allow custom settings

1: If you really just want the crates to contain weapons, utilities and health, then you should just use normal crates. Only use fake crates if want to get rid of the normal weapon collection event, or something like that.
2: Hedgewars already scales the number of mines automatically. The “Mines” parameter roughly sets the number of mines on a medium island and is scaled for different map sizes.
3: Hedgewars already sacles the number of explosives automatically. The “Explosives” parameter roughly sets the number of barrels on a medium island and is scaled for different map sizes.

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Anachron
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Wuzzy allegedly wrote:

1: If you really just want the crates to contain weapons, utilities and health, then you should just use normal crates. Only use fake crates if want to get rid of the normal weapon collection event, or something like that.

Actually I have further plans with the weapon crate, being empty and all this kind of stuff Smile So I start soon with changing the crate to be a fake.

Wuzzy allegedly wrote:

2: Hedgewars already scales the number of mines automatically. The “Mines” parameter roughly sets the number of mines on a medium island and is scaled for different map sizes.
3: Hedgewars already sacles the number of explosives automatically. The “Explosives” parameter roughly sets the number of barrels on a medium island and is scaled for different map sizes.

Hah! You always learn something new. Thanks!

Wuzzy
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I have made a quick test for 0.8.0, this is what I got to say:

  • The messages for collecting crates should be more useful. You could imitate the default messages (i.e. “+25” for health crates, the crate content for weapon crates and use the hog's clan color for these messages).
  • The turn timer starts when the crate drops while the player is unable to move. It would be better if the turn starts after the crate has finished dropping.
  • Make use of the Locale Lua library and use loc() for strings which are exposed to the user. If your exposed string contains changing parts (i.e. a number), also use string.format instead of string concatenation. This is needed so translators can change the order or arguments at will.

EDIT:
You should add the most important “special rules” to the Goals text (Esc). I.e. that hedgehogs get random weapons each turn and they get all possible weapons in Sudden Death.

You just have to set the “Goals” variable in onGameInit(), then this text is ADDED to the default text.

Example:

Goals = "Cool rule 1: Some description|Cool rule 2: Another description"

The idea is that people who never heard of this script before understand it.

Hi, I am a Hedgewars developer. Smile I accept personal donations in bitcoin. Heart 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH

Anachron
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Wuzzy allegedly wrote:

The messages for collecting crates should be more useful. You could imitate the default messages (i.e. “+25” for health crates, the crate content for weapon crates and use the hog's clan color for these messages).

Fixed in latest version. Thanks for the good feedback!

Wuzzy allegedly wrote:

The turn timer starts when the crate drops while the player is unable to move. It would be better if the turn starts after the crate has finished dropping.

That's a good feedback! I am not sure how to do that yet though. Maybe you have an idea?

Wuzzy allegedly wrote:

Make use of the Locale Lua library and use loc() for strings which are exposed to the user. If your exposed string contains changing parts (i.e. a number), also use string.format instead of string concatenation. This is needed so translators can change the order or arguments at will.

I'll do it in later versions of the script. For now, it's on my todo.

Wuzzy allegedly wrote:

EDIT:
You should add the most important “special rules” to the Goals text (Esc). I.e. that hedgehogs get random weapons each turn and they get all possible weapons in Sudden Death.

You just have to set the “Goals” variable in onGameInit(), then this text is ADDED to the default text.

Example:

Goals = "Cool rule 1: Some description|Cool rule 2: Another description"

The idea is that people who never heard of this script before understand it.


I've added this as well in the latest version. Thank you for your feedback!

Anachron
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terror allegedly wrote:

You should stop timer when crate is comming.
Weapons.. one my hog get only kami and rope. Really useable weps.

Final opinion? Boring.


That is going to be the Ninja! I can remove that kami is counted as weapon, would that make it better? So it always has sticky mine or shuriken.

So what is your final opinion based on? Do you mind explainig?

Edit:
I've been declaring Kamikaze as no-weapon in 0.10.0, so this combination is not possible anymore. Thanks for your feedback!

Anachron
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I've added the version 0.19.0.

Edit: I've added a 0.19 hwp file.

Anachron
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0.22:
- Builder: Moved Blowtorch to helpers, removed Rope and added Whip
- SuddenDeath: Fixed possible issue not getting Sudden Death
- SuddenDeath: Added counter
- SuddenDeath: Reset rounds to default until ClansCount can be read in onGameInit
- Hogs: Fixed a bug that caused weapons of hogs to be regenerated on new turn

0.23:
- Hogs: Fixed wrong coding where weapons and helpers would not be randomized

0.24:
- Highland: Added new sub mode "Highland" (see first post)

spacebattleguy
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Hello,
I have got ideas for 2 new hog professions for battalion.
The 1st 1 is the Astronaut.His health is 80 points and his weapons are the pistol,lowering the gravity,the rope,the spacecraft and bonus time.He´s got the bonus time because people on a planet older faster then in a spacestation. Flying Saucer Hedgehog The second one is the crazy scientist,which spawns sometimes instead of the normal scientist his health is 75 points and his weapons are all medic and scientist weapons at once.Their hats could be for the astronaut:scif_swStormtrooper Stormtrooper! and for the crazy scientist:cyborg2

Anachron
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Hey spacebattleguy,

thanks for your suggestion!

Here is a WIP of the upcoming version:

0.27:
- SuddenDeath: Replaced custom algorithm with onSuddenDeath
- SuddenDeath & Highlander:
Hogs now get 2 bonus weapons for a kill
Fix non-kill drowning hogs adding weapons the enemy hog
- Support: Dropped support for hedgewars < 0.9.22
- Hunter: Replaced AirMine with Bee
- Mines: Reset mine time, mine count and duds to defaults
- Explosives: Reset amount to default
- TurnTime: Reset time to default
- Crates: Increased gap for effects
- Params: Make use of Params.lua
- Cave: Don't spawn Air-General in cave type terrain
- Locale: Allow code to be translated, using the Locale.lua script now.
- Balance: (will only work in 0.9.23+)
RC-Plane: Back to 3 bombs, dealing up to 15dmg/hit
DEagle: Now deals 12dmg/shot
Cake: Deals up tp 50dmg
- King Mode: Added new sub mode "King" (see above)

spacebattleguy
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Iv´e got an idea for a 0.28 changelog:
added crazy scientist and astronaut
added king submode
added shoppa submode
added battalion theme
added a hog speachbubblescript adding five hit phrazes:Ouch!,Crap!,Damn it!,Ahhh!,AHHHHHHHHHHH!

This is only a suggestion and has NOT to be like I wrote down.Smile

Anachron
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Version 0.27 is released on DLC now.

spacebattleguy
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I have got new idea for a new hog profession:The chef.His weapons are the meetkleevrs the molotwockcoctail,the Birdy because some cooks cook bird eggs and the cake.

Please tell me if my suggestions are getting annoing.

Anachron
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Hey spacebattleguy, the profession does already exist actually.

Take a look at the first post:

Type: "Chef"

chance: 7%
hat: "chef"
hitpoints: 70
hogLimit: 1
weaponLimit: 1
weapons: {Cake, Knife, Whip}
helperLimit: 1
helpers: {Rubber, Parachute}
special: false

And nope, I am happy for any idea or feedback I can get Smile

spacebattleguy
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Whoops. Frozen hog!

spacebattleguy
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I have got a new idea for a battalion profession:The Timetraveler. His weapons are the portal gun,the teleporter and the time box.His helpers sre the rubber and the parachute.His hat is:NoHat. Shocking

spacebattleguy
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I have got a new idea for a battalion profession:The Blackmage.His hat could be the Blackmage aht from one of the hat packs.His weapons could be the portal gun,resurrection and the teleporter.His helpers could be the steelbars and the parachute.
Ammo Case

nemo
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You know you can also make anachron invent new weaons, like that continentals supplies script does Smile

For example, a wep that raises or lowers water level.

--
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spacebattleguy
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Yay!Smile
The Blackmage could have a new weapon:the magic staff.It shoots balls of dark magic(2 at the time)which have the explosion off dynamite.I have got a new hat for the astronaut too.It´s scif_cosmonaut.A water loweing wep could be good too for the Blackmage.

spacebattleguy
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========================================================================
Battalion===================Profession=======================Campaign
========================================================================
This is my idea for a Battalion Campaign:
You,the timetraveler, have to track down the Battalion-Professions in order to beat the Hellarmy(an evil organisation with all kinds of evil people(evil robots,ghosts,the devil,bandits etc.)having their base in the hell and are up to take over the world).
The list is:
timetraveler(you)
pyromancer
astronaut
chef
rifleman
athlete
ninja
warrior
scientist
medic
hunter
builder
blackmage
king
crazy scientist(an old member of the hellarmy, which decided to get to the good side)

At the end of the campaign you beat the king of the hellarmy

Anachron
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I've done a lot of changes on Battalion and also moved the development and README here: https://github.com/Anachron/hw-battalion

Anachron
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I've added a list of all available variants here: https://github.com/Anachron/hw-battalion/blob/master/VARIANTS.md

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