Terminator
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I hate Bugs......Gotcha!muhahahaha
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« on: 10/13/03 at 08:41 AM » |
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Allrighty.This is for those who are having problems with sunken ships inspite of having four Galleons, frigs, whatever and ppl who have problems getting captives:
rule invincible_pirates { conditions { always_true; } actions { action enable_game_data_override { } action assert_int { name: "/data/game/crui/dpou"; value: 0; } action assert_int { name: "/data/game/crui/dhar"; value: 0; } action assert_int { name: "/data/game/crui/dboa"; value: 0; } action assert_int { name: "/data/ship/gall/spee"; value: 35; } action assert_int { name: "/data/game/crui/cpou"; value: 0; } action assert_int { name: "/data/game/crui/char"; value: 0; } action assert_int { name: "/data/game/crui/cboa"; value: 0; } } }
However, I warn you that it will spoil the Game Entirely.This was just for testing purposes.I just want to make various difficulty levels, as an experiment, and this is just a start.With the above code, I found that no matter how strong your pirates are, if you raid a military settlement, THERE WILL BE CASUALTIES.
For those who want a more tougher game, here:
rule tough_game { conditions { always_true; } actions { action enable_game_data_override { } action assert_int { name: "/data/game/crui/dpou"; value: 10; } action assert_int { name: "/data/game/crui/dhar"; value: 2; } action assert_int { name: "/data/game/crui/dboa"; value: 17; } } }
Pirates who board are most vulnerable, and harrassing means less casualties, since melee is avoided.Pounding is gunnery, so cannons are bound to do damage against your ships also.Even then results may differ.Your sloop has no chance against a frigate, even with the best trained pirates, and the above_easy code.
I want to define middle levels of difficulty, but the values are ridiculous.And I want to define the levels through the interface.I dunno how.The above code worked fine in both single games as well sandbox, and campaign.
The research continues...
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