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[Edain] General Suggestions / Re: Ring maps
« Letzter Beitrag von FG15 am 15. Mai 2022, 23:57 »Really like the idea. But if there should be more than one of those maps, further twists of the standard rules are necessary, as Necro said.
CommandButton Command_ConstructElvenMirkwoodArcherHorde
Command = UNIT_BUILD
Object = ElvenMirkwoodArcherHorde
TextLabel = CONTROLBAR:ConstructElvenMirkwoodArcherHordeMod
ButtonImage = BEElvenBarracks_MirkwoodArcher
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildElvenMirkwoodArcherHordeMod
Radial = Yes
InPalantir = Yes
IsClickable = Yes
Options = CANCELABLE NEED_UPGRADE
ShowProductionCount = Yes
NeededUpgrade = Upgrade_MountAI Upgrade_TechnologyLothlorienLongBows Upgrade_TechnologyElvenSilverthornArrows
DisableOnModelCondition = RUBBLE POST_RUBBLE
End
CommandButton Command_SelectRevivablesMirkwoodCampKeepHeroes
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesMirkwoodCampKeepHeroes
ButtonImage = UCCommon_GoodHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipSelectRevivablesMirkwoodCampKeepHeroes
Radial = Yes
CommandRangeStart = 10
CommandRangeCount = 13
Options = HIDE_WHILE_DISABLED
DisableOnModelCondition = RUBBLE POST_RUBBLE
End
CommandButton Command_SelectRevivablesMirkwoodCampKeepHeroes_MapMirkwood
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesMirkwoodCampKeepHeroes
ButtonImage = UCCommon_GoodHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipSelectRevivablesMirkwoodCampKeepHeroes
Radial = Yes
CommandRangeStart = 10
CommandRangeCount = 14
Options = HIDE_WHILE_DISABLED
DisableOnModelCondition = RUBBLE POST_RUBBLE
End
CommandSet MirkwoodCampKeepCommandSet
InitialVisible = 10
1 = Command_ConstructLothlorienMirkwoodFighterHorde
2 = Command_ConstructLothlorienMirkwoodArcherHorde
3 = Command_ConstructLothlorienMirkwoodSpearmenHorde
4 = Command_ConstructLothlorienMirkwoodElkriderHorde
5 = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
6 = Command_ConstructElvenMirkwoodArcherHorde
7 = Command_SpecialAbilityMobilisierungsbefehl
8 = Command_Sell
9 = Command_SelectRevivablesMirkwoodCampKeepHeroes
10 = Command_StartCitadelSelfRepair
11 = Command_InfoButtonMirkwoodHeroes
12 = Command_FakeRingHeroReviveSlot
13 = Command_FakeCreateAHeroReviveSlot
14 = Command_FakeHeroReviveSlot1
15 = Command_FakeHeroReviveSlot2
16 = Command_FakeHeroReviveSlot3
17 = Command_FakeHeroReviveSlot4
18 = Command_FakeHeroReviveSlot5
19 = Command_FakeHeroReviveSlot6
20 = Command_FakeHeroReviveSlot7
21 = Command_FakeHeroReviveSlot8
22 = Command_FakeHeroReviveSlot9
23 = Command_RadialBack
End
CommandSet MirkwoodCampKeepCommandSet_GdK
InitialVisible = 10
1 = Command_ConstructLothlorienMirkwoodFighterHorde
2 = Command_ConstructLothlorienMirkwoodArcherHorde
3 = Command_ConstructLothlorienMirkwoodSpearmenHorde
4 = Command_ConstructLothlorienMirkwoodElkriderHorde
5 = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
6 = Command_ConstructElvenMirkwoodArcherHorde
7 = Command_SpecialAbilityMobilisierungsbefehl
8 = Command_Sell
9 = Command_SelectRevivablesMirkwoodCampKeepHeroes
10 = Command_StartCitadelSelfRepair
;11 = Command_InfoButtonMirkwoodHeroes
12 = Command_FakeRingHeroReviveSlot
13 = Command_FakeCreateAHeroReviveSlot
14 = Command_FakeHeroReviveSlot1
15 = Command_FakeHeroReviveSlot2
16 = Command_FakeHeroReviveSlot3
17 = Command_FakeHeroReviveSlot4
18 = Command_FakeHeroReviveSlot5
19 = Command_FakeHeroReviveSlot6
20 = Command_GenericReviveSlot7
21 = Command_GenericReviveSlot8
22 = Command_FakeHeroReviveSlot9
23 = Command_RadialBack
End
CommandSet MirkwoodCampKeepCommandSet_ForAI
InitialVisible = 10
1 = Command_ConstructLothlorienMirkwoodFighterHorde_ForAI
2 = Command_ConstructLothlorienMirkwoodArcherHorde_ForAI
3 = Command_ConstructLothlorienMirkwoodSpearmenHorde_ForAI
4 = Command_ConstructLothlorienMirkwoodElkriderHorde_ForAI
5 = Command_ConstructLothlorienMirkwoodPalaceGuardHorde_ForAI
6 = Command_ConstructElvenMirkwoodArcherHorde
7 = Command_SpecialAbilityMobilisierungsbefehl
8 = Command_Sell
9 = Command_SelectRevivablesMirkwoodCampKeepHeroes
10 = Command_StartCitadelSelfRepair
;11 = Command_InfoButtonMirkwoodHeroes
12 = Command_FakeRingHeroReviveSlot
13 = Command_FakeCreateAHeroReviveSlot
14 = Command_FakeHeroReviveSlot1
15 = Command_FakeHeroReviveSlot2
16 = Command_FakeHeroReviveSlot3
17 = Command_FakeHeroReviveSlot4
18 = Command_FakeHeroReviveSlot5
19 = Command_FakeHeroReviveSlot6
20 = Command_FakeHeroReviveSlot7
21 = Command_FakeHeroReviveSlot8
22 = Command_FakeHeroReviveSlot9
23 = Command_RadialBack
End
CommandSet MirkwoodCampKeepCommandSet_MapMirkwood
InitialVisible = 10
1 = Command_ConstructLothlorienMirkwoodFighterHorde
2 = Command_ConstructLothlorienMirkwoodArcherHorde
3 = Command_ConstructLothlorienMirkwoodSpearmenHorde
4 = Command_ConstructLothlorienMirkwoodElkriderHorde
5 = Command_ConstructLothlorienMirkwoodPalaceGuardHorde
6 = Command_ConstructElvenMirkwoodArcherHorde
7 = Command_SpecialAbilityMobilisierungsbefehl
8 = Command_Sell
9 = Command_SelectRevivablesMirkwoodCampKeepHeroes_MapMirkwood
10 = Command_StartCitadelSelfRepair
;11 = Command_InfoButtonMirkwoodHeroes
12 = Command_FakeRingHeroReviveSlot
13 = Command_FakeCreateAHeroReviveSlot
14 = Command_FakeHeroReviveSlot1
15 = Command_FakeHeroReviveSlot2
16 = Command_FakeHeroReviveSlot3
17 = Command_FakeHeroReviveSlot4
18 = Command_FakeHeroReviveSlot5
19 = Command_FakeHeroReviveSlot6
20 = Command_GenericReviveSlot7
21 = Command_GenericReviveSlot8
22 = Command_GenericReviveSlot9
23 = Command_FakeHeroReviveSlot10
24 = Command_RadialBack
End
The only idea that would in my opinion promote both siege technique and map control would be to introduce a gradation in the final result.
Instead of having 2 possible results : victory or defeat, there would be 4 different possibilites : victory, total victory, defeat and retreat
If that is technically possible, then my idea would be to introduce a new option in the citadel of the starting castle which would read "Organizing the retreat"
By this ability, the player would almost renonce the victory, but after some time after activation of this ability, if he has not been defeated, he will not loose completely the battle and get the final result "retreat" instead of "defeat", and his opponent will not enjoy the final result "total victory" but a simple "victory".
The effect of that ability could be something like that "in a perimeter around the citadel (which would include walls and the battlefield near the castle) units, heroes and building deal 10 % more damage and have 10 % more armor. Outside this perimeter, units, heroes and buildings will deal 75 % less damage and have 75 % less armor" After some time, if the defender is not defeated, the game will end".