You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by Yeebaagooon, nottud

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: How to make a balanced RPG (guide)
posted 09 March 2006 12:47 PM EDT (US)   
How many times have you not seen that your RPG hero simply crushes (or gets crushed by) the enemy units. Specially when it is an army 30 minutes away from your starting point. You can really get an headache from such things espacially in a MP scen.

1. The enemy units
First we will classify all enemy units on the map into different groups depending on their strength. These groups will all get assigned a different amount of gold.
exemple
Let`s say we want our hero to attack armies of Hoplites and Einerjhar.


TRIGGER 1


  • active

Condition


  • always

Effects


  • Moddify protounit

    1. unit=Hoplite
    2. moddify=unit cost food
    3. delta=-50

  • Moddify protounit

    1. unit=hoplite
    2. moddify=unit cost gold
    3. delta=-39

  • Moddify protounit

    1. unit=Einerjhar
    2. moddify=unit cost favor
    3. delta=-15

  • Moddify protounit

    1. unit=Einerjhar
    2. moddify=unit cost gold
    3. delta=-173

What you`ve done now is changed the cost of a Hoplite to 1 gold and the cost of a Einerjhar has been decreased too 2 gold.
NOTE: it is important to make the units cost of food/wood/favor EXACTLY 0.

2. The quest var


Trigger 2


  • active

Condition OR
  • Units killed cost player 1

    1. value=0

  • Units killed cost player 2

    1. value=0

  • Units killed cost player 3

    1. value=0

  • Units killed cost player 4

    1. value=0


effects:

  • quest var set

    1. value 0
    2. var name=Unit


This is your starting setting

When you have killed some units your quest var should be different so:

Trigger 2B


  • active

Condition


  • Units killed cost player 1
    1. value=4

  • Units killed cost player 2
    1. value=4

  • Units killed cost player 3
    1. value=4

  • Units killed cost player 4
    1. value=4

Effects


  • Quest var modify

  1. QV=Unit
  2. Operator=+
  3. value=1

With trigger 2B you made the questvar set go from 0 too 1 because you have killed more units now.

3. The enemy Armys
This is the hard part. We will now combine these two factors too select the enemy units. I`ve made a pictuire for the example.


Trigger 3


  • active

Conditions


  • Quest var check

    1. QV=Unit
    2. operator ==
    3. value=0

  • units in the area (center unit is the Cinematic block closest too Arkantos)

    1. player 1
    2. unit (because in most RPG`s the character changes appearance)
    3. amount=10 (or whatever you want)


    Effects

  • army deploy (at the left cinematic block)

    1. player 2 (or other player depending on you scenario)
    2. hoplite
    3. amount 3

  • army deploy (at the right cinematic block)

    1. player 2 (or other player depending on you scenario)
    2. hoplite
    3. amount 3

  • Change unit type (I usually add these effects so it looks better but it is not necessary)

    1. left cinematic block
    2. change in (for example) forest fire SFX

  • Change unit type (I usually add these effects so it looks better but it is not necessary)

    1. right cinematic block
    2. change in (for example) forest fire SFX


Trigger 3B

  • active

    Conditions

  • Quest var check

    1. QV=Unit
    2. operator ==
    3. value=1

  • units in the area (center unit is the Cinematic block closest too Arkantos)

    1. player 1
    2. unit (because in most RPG`s the character changes appearance)
    3. 10 (or whatever you want)

    Effects
  • army deploy (at the left cinematic block)

    1. player 2 (or other player depending on you scenario)
    2. Einerjahr
    3. amount 3[/uo]
    4. army deploy (at the right cinematic block)[ol]
    5. player 2 (or other player depending on you scenario)
    6. Einerjahr
    7. amount 3

  • Change unit type (I usually add these effects so it looks better but it is not necessary)

    1. left cinematic block
    2. change in (for example) forest fire SFX

  • Change unit type (I usually add these effects so it looks better but it is not necessary)

    1. right cinematic block
    2. change in (for example) forest fire SFX


What you now have done is simple when your hero has killed enough units he will face better enemies.

4. Other uses of this tirgger

when you are too lazy to make different army`s you can also make the enemy troops stronger! You can also use this one together with the army trigger.


Trigger 4B (optional)

  • active

    Conditions

  • Quest var check

    1. QV=Unit
    2. operator ==
    3. value=1

    Effects
  • set tech status

    1. player 2 (or other player depending on you scenario)
    2. Monstreus Rage (assuming you are fighting against MU`s)
    3. available

  • Set tech status

    1. player 2 (or other player depending on you scenario)
    2. Medium all(assuming you are fighting against humans)
    3. available

    this is what you ment Nottud, issn`t it


Offcourse you can also use moddify protounit

NOTE: For multiplayer RPG`s You have to deploy the army to a player, like for exemple player 1 and than convert the army to the enemy computer player. Because Army deploy will NOT work for cpu players in multiplayer. Of course you can also just insurt a lot of cinematic blocks or other invisseble items.

Questions are welcome!



Desinger of Kalos Design Studios

Creator of: Ilums Mythodea.
Currently working on: Generals of Osiris (MP-RPG)54%

[This message has been edited by Ilum Tupac (edited 03-31-2006 @ 11:20 AM).]

Replies:
posted 09 March 2006 04:10 PM EDT (US)     1 / 19  
lol im confused

xx_blaze_xx
turn up the heat !!!
Designer in KDS
my website.
posted 09 March 2006 05:10 PM EDT (US)     2 / 19  
Sounds like a good (though very trigger-intensive) way of keeping a scenario exciting.

I personally prefer not too change enemy unit types, but to give them better technology with Set Tech Status, as the work involved in your method seems quite a load. And, of course, you have the disadvantage of the AI actually being able of producing hoplites/Einherjar for a mere 1 or 2 gold - which could pose problems if you allow the computer to build units to its heart's contempt.

Still, haven't seen it before myself, nice discovery. I had to read it a couple of times before I understood though; perhaps it's better to use some BB Code so that we can immediately distinguish trigger from condition from effect, etc.

posted 09 March 2006 05:37 PM EDT (US)     3 / 19  
you`re right sorry i will make it less confusing. No the AI cannot build units for less gold if you don`t give him that gold + I don`t use an AI :P

I will BB encode it tonight for a little and tomorow the last part.



Desinger of Kalos Design Studios

Creator of: Ilums Mythodea.
Currently working on: Generals of Osiris (MP-RPG)54%

[This message has been edited by Ilum Tupac (edited 03-09-2006 @ 06:23 PM).]

posted 09 March 2006 05:38 PM EDT (US)     4 / 19  
Very good guide, Ilum. Please, keep up the good work!

oh you can wait for what I can give
you know what I am so you know how I live
try to look proud but you’re not in the slightest
its happening now and it’s always been like this.
posted 09 March 2006 09:21 PM EDT (US)     5 / 19  
hey neat guide Ilum (have I seen you somewhere at BFME II heaven?), although some of the proto modifying was unecessary and could provide some errors to less updated and modernized computers; It is a good guide nonetheless...

SANDRO THE WICKE
/\/}{The Broken One}{\/\
A Mind Shattered Upon Time As The Fragments Of Sharpened Stone Upon Darkened Void
{|What Is Wisdom Not But What We Make It To Be|}...
TTWDD|Current Sites|PSD
Shot 1 Shot 2 Shot 3|Best Eyecandy Shots|Shot 4 Shot 5 Shot 6
posted 10 March 2006 11:10 AM EDT (US)     6 / 19  
Thanks form all the positive comments. I hope it is now clearer too all o[f you, with BB code.

@sandro
yes that can be I`ve seen you too I think I love LOTR



Desinger of Kalos Design Studios

Creator of: Ilums Mythodea.
Currently working on: Generals of Osiris (MP-RPG)54%
posted 10 March 2006 03:51 PM EDT (US)     7 / 19  
Sounds great!

It's just sparked off an idear of mine:

Using quest vars, you could make it so that the stats of enemies increase by every unit you can kill.

that way, the more you kill, the harder it gets! What do you say everyone?


The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
posted 12 March 2006 03:55 AM EDT (US)     8 / 19  
Yes that was first my plan: with lets say with evry X kills the enemy researches monstreus rage and medium all for example


Desinger of Kalos Design Studios

Creator of: Ilums Mythodea.
Currently working on: Generals of Osiris (MP-RPG)54%
posted 12 March 2006 07:54 PM EDT (US)     9 / 19  
same here i was going to test it once i started designing a rpg

Yeah.... I need a better signature
  • City Under Siege
  • Help9113's Cat and mice
  • Random Myth Wars
    AomT name: Help9113 or Quicksilver
    Senario Design team: None (After about 20....)
  • posted 13 March 2006 10:47 AM EDT (US)     10 / 19  
    ... That would make the entire point of levelling up destroyed. If the computer keeps up with you rather than you having to keep up with it, then you might as well run to the end killing as little as possible and thus saving HP.
    posted 13 March 2006 12:36 PM EDT (US)     11 / 19  
    No it won`t

    Because you will have to follow a certain path so the units WILL appear if you want it or not.

    + if you can find a way too get past the armys without fighting you will get slaughtered by the boss! so there is no way that leveling issn`t neccesary.

    EDIT: o wait you mean run to the end without stoping. well i tried it but it won`t work because you will face a (inviseble) wall or an boss you have to beat to burn a fores or whatever you WILL get slaughtered.



    Desinger of Kalos Design Studios

    Creator of: Ilums Mythodea.
    Currently working on: Generals of Osiris (MP-RPG)54%

    [This message has been edited by Ilum Tupac (edited 03-13-2006 @ 12:40 PM).]

    posted 13 March 2006 12:42 PM EDT (US)     12 / 19  
    Hany guide, but i don't think anyone will use it though!

    MEPH
    [Insert amazingly witty signature here.]

    Me and Yeebaagooon's scenarios | Download The Corruptor
    posted 13 March 2006 01:03 PM EDT (US)     13 / 19  
    Well, You could make it so the boss doesn't get better when you kill enemies so the more you kill, the easier the boss gets.

    The boy with the mad imagination
    Prepare for the ultimate duel!
    Learn to use all my triggers and what you can do with them. Visit here.
    Find out and download the transform trigger here.
    Play some minigames I have created outside AOM including some 3D games here.
    posted 15 March 2006 04:45 PM EDT (US)     14 / 19  
    Nottud understands what i mean!


    why wouldn`t anybody read this



    Desinger of Kalos Design Studios

    Creator of: Ilums Mythodea.
    Currently working on: Generals of Osiris (MP-RPG)54%
    posted 15 March 2006 05:14 PM EDT (US)     15 / 19  
    hey I read it and gave one line of feedback in my previous post, but other then that, most forummers these days are just n00bs, but there are 2 or 3 oldies every now and then, like me for example

    SANDRO THE WICKE
    /\/}{The Broken One}{\/\
    A Mind Shattered Upon Time As The Fragments Of Sharpened Stone Upon Darkened Void
    {|What Is Wisdom Not But What We Make It To Be|}...
    TTWDD|Current Sites|PSD
    Shot 1 Shot 2 Shot 3|Best Eyecandy Shots|Shot 4 Shot 5 Shot 6
    posted 29 March 2006 01:18 PM EDT (US)     16 / 19  
    Soooo... where's your cane mr.italics? Anywhoo he's right,

    it seems self esteem is low today so no0bs want to be a

    god against an ape, so they win...it would be HILARIOUS if

    the ape won....


    '~SwordStorm's Accomplishments~'
    '~The Vandhaal's Monkey Boy[?]~'
    '~Owner of Papaya's 3,333rd Post~'
    '~Owner of 666 post in Communitity RPG~'
    '~Owner of 99,999 post in Scenario Discussion~'
    '~Owner of Three Signatures in PF's Signature~'
    posted 30 March 2006 10:58 AM EDT (US)     17 / 19  
    You aren't that much of an oldie.

    Oldies are about 2 years. You're like 10 months.

    posted 31 March 2006 11:22 AM EDT (US)     18 / 19  
    I saw a mistake in this guide. The army deploy doesn`t work in multiplayer for CPU players I have made a note with an explenation how to make it work.


    Desinger of Kalos Design Studios

    Creator of: Ilums Mythodea.
    Currently working on: Generals of Osiris (MP-RPG)54%
    posted 31 March 2006 12:45 PM EDT (US)     19 / 19  
    Ok, could you post it in KDS too?

    MEPH
    [Insert amazingly witty signature here.]

    Me and Yeebaagooon's scenarios | Download The Corruptor
    Age of Mythology Heaven » Forums » Scenario Design » How to make a balanced RPG (guide)
    Top
    You must be logged in to post messages.
    Please login or register
    Hop to:    
    Age of Mythology Heaven | HeavenGames