Forte, fort mode

3 replies [Last post]
julijan
User offline. Last seen 4 years 28 weeks ago. Offline
Joined: 2011-01-20
Posts: 8

Hi Guys,

here is a mode which I've put together the other day and the players seem to like it and asked me to share it, so yeah, here it is.

Scheme:
10\name=Forte
10\fortsmode=true
10\divteams=true
10\solidland=false
10\border=false
10\lowgrav=false
10\laser=false
10\invulnerability=false
10\resethealth=false
10\vampiric=false
10\karma=false
10\artillery=false
10\randomorder=false
10\king=false
10\placehog=false
10\sharedammo=false
10\disablegirders=false
10\disablelandobjects=false
10\aisurvival=false
10\infattack=true
10\resetweps=true
10\perhogammo=false
10\disablewind=false
10\morewind=false
10\tagteam=false
10\bottomborder=false
10\damagefactor=100
10\turntime=45
10\health=100
10\suddendeath=12
10\caseprobability=2
10\minestime=3
10\minesnum=4
10\minedudpct=10
10\explosives=0
10\healthprobability=20
10\healthcaseamount=25
10\waterrise=37
10\healthdecrease=5
10\ropepct=100
10\getawaytime=100

Weapons:
Forte=222011900101001001200200000010010000000000000000001090111201000310000110201000011220002041200300001010110000000000000000000000000000000000000000000000000000000000111111021211111111211111111111111111111110010111111101

Let me know if you have any suggestions, and have fun Smile

Peace.

claymore
User offline. Last seen 24 weeks 5 hours ago. Offline
Joined: 2009-06-12
Posts: 306

Thanks for sharing, but could you describe it as well?

DumbBongChow
User offline. Last seen 12 years 18 weeks ago. Offline
Joined: 2012-07-26
Posts: 2

So yea. This is basically a superior port for my Blitz Fort scheme made initially for Worms Armageddon. The WA scheme version is in our forum website, mainly run by pigstah and me.
http://z13.invisionfree.com/WoSC/
(Sorry about earlier link if they got lame ad redirect; .tk site is rather problematic, so I changed the link.)

I've worked with good help from oinky initially porting to this game. Due to exclusive scheme setting reset weapons, the scheme could work out much better for this game without unnecessary crate collecting.

I'm very thankful on julijan for furthered renovating this scheme to fit in with this game better: changing turn time, removing switch worm, and etc. It's real nice to see him starting this forum topic for this scheme.

Basic Rules and Settings of this Scheme Are

- No invading opponent fort!

- Ideally 6 worms total in each fort.

- Firing weapons don't end turn.

- Weapons Reset Every Turn

- Crates contain more powerful weapons.

- Try mirror fort for more balanced game.

Note that many starter forts are weak. (Example: Earth)

[Btw rename this forum topic and name of that code to Blitz Fort. ;)]

DumbBongChow
User offline. Last seen 12 years 18 weeks ago. Offline
Joined: 2012-07-26
Posts: 2

I've checked the entire scheme settings, and my only major concern is major randomness of the crate that is different from my version. Many of the crates you've put seems to be not suited for scheme especially ones like Resurrector and Dynamite. On the other hand, I don't like Watermelon Bomb and Hellish hand-grenade as that can really disrupt game-balance. Even with a missed shot, those stuff can still really destroy fort defense easily. I've decide to take out switch Hedgehog because it's useless when there's only one hog in the team.

So here is the Modified Weapon Code:

Blitz%20Fort=222011900101001001200200000010010000000000000000001090000400000000000020400000000300002010200300004000030000000000000000000000000000000000000000000000000000000000000200000000000010200000000100001010100200002000010000

Btw, I'm don't mind people not playing by settings I prefer, but I do want this setting to be default one for this scheme as of now.

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