Changes to [side]s

Discussion and development of scenarios and campaigns for the game.

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Dave
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Changes to [side]s

Post by Dave »

I have made some changes to the way [side] tags are done to represent different sides in a scenario.

One change is that if you are doing a multiplayer scenario, and you want standard multiplayer configurable sides, you can omit the [side] tags altogether, and they will be automatically generated based on how many sides the map supports.

Another change is the way alliances are represented. Previously you had to put something like,

enemy=1,2,4

to show the side is an enemy of sides 1, 2, and 4. However this was frustrating and error prone, especially since enemy relationships were not guaranteed to be reciprocal.

I have made this obsolete, and from now on, you can place a 'team_name' tag:

team_name=good_guys

this will make the side a friend of any other side that has 'team_name' of 'good_guys' and an enemy of any other side.

If team_name is omitted, then it will be assumed to be equal to the 'side' tag.

Hopefully these changes should make things a little easier!

Making a multiplayer scenario will now consist of doing the map, and not much else.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Lysander
Posts: 56
Joined: December 6th, 2003, 4:31 pm
Location: Trondheim, Norway

'team_name' and 'enemy' tags diagree

Post by Lysander »

When assigning to AI players to the same team in multiplayer, savegame file says side="2", enemy="1,3", team_name="2" and side="3", enemy="1,2", team_name="2" for the bad guys. It seems a bit confusing that allies have an enemy tag with wrong info. Or is there a reason for this?
--Lysander--
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

The enemy attribute is deprecated and should be removed.
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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