Elf Alpha
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...I think.
Basically, I've made a map where I want a Makrura pooldweller to spawn at some random point in the map every nine minutes - just to give players a little bit something more to worry about. Nothing major - a group of gold-harvesting peasants briefly converted to militia could deal with the problem. Anyhow, in the first half of the games (when I playtest it) all seems well, there's one here, one there, it's fun. But in the latter half of the games, it seems like they're everydamnwhere! Seriously, every thirty seconds "Our town is under attack!" or some such, and it's always one of these little dudes. Could it be that the trigger is generating them exponentially? Here's what I've got:
Events:
Map Initialization
Actions:
For each integer 1 to 10, do Actions:
Loop - Actions
Wait 540 seconds
Unit - create one Makarura pooldweller for neutral hostile at Random point in playable map bla bla bla
Unit - add wander (Neutral) to last created unit
Trigger - Run this trigger (checking conditions)*
*(I put that last line in 'cos at first it seemed like it would only do it once.)
Like I said, it it something wrong with my trigger? Or is it just that by that time, there are less "other" units (defeated players and so on) running around to take care of the others, and less expanses of trees for them to be hiding in? Is there way to set a maximum number of them to be alive, and if they all are the trigger stops working temporarily?
-- From,
Creeped Out!
Basically, I've made a map where I want a Makrura pooldweller to spawn at some random point in the map every nine minutes - just to give players a little bit something more to worry about. Nothing major - a group of gold-harvesting peasants briefly converted to militia could deal with the problem. Anyhow, in the first half of the games (when I playtest it) all seems well, there's one here, one there, it's fun. But in the latter half of the games, it seems like they're everydamnwhere! Seriously, every thirty seconds "Our town is under attack!" or some such, and it's always one of these little dudes. Could it be that the trigger is generating them exponentially? Here's what I've got:
Events:
Map Initialization
Actions:
For each integer 1 to 10, do Actions:
Loop - Actions
Wait 540 seconds
Unit - create one Makarura pooldweller for neutral hostile at Random point in playable map bla bla bla
Unit - add wander (Neutral) to last created unit
Trigger - Run this trigger (checking conditions)*
*(I put that last line in 'cos at first it seemed like it would only do it once.)
Like I said, it it something wrong with my trigger? Or is it just that by that time, there are less "other" units (defeated players and so on) running around to take care of the others, and less expanses of trees for them to be hiding in? Is there way to set a maximum number of them to be alive, and if they all are the trigger stops working temporarily?
-- From,
Creeped Out!