Apart from quite a few historical inaccuracies (no one seems to be able to make an historically accurate game these days anyway) Sparta looked as if it would be loads of fun and fill in where RaF failed. It would really be a shame if Sparta ended up another RaF. That last thing the Historical RTS community needs is another game that dies less than a year after it's release. With no community or support as possibilities for Sparta, it's beginning to sound quite familiar to Rise and Fall. It's two weeks before release and no demo! When we all thought they would actually rev-up on advertising and start some kind of community for the game, all we get is silence. Sparta does look very promising, or at least it did, until about recently (IMO). I like this tricks potential for a lot of other applications. When player 1 gets 1500 kills, green is set to 0, making text red, till 2000 kills, then trigger 6 kicks in and player 1 WINS!!! That means the chat tutorial will be green when player 1 has 500 to 999 kills, at which trigger 4 comes on, and makes red 255, green stays at 255, and blue stays at 0, which makes player 1's kill's 1000 to 1499 appear yellow. At that point, trigger 3 will fire and change player attributs for player 1's player variable's for red and blue to be set to 0 so only green is 255. So.Ī tutorial box at top right screen will read: "You Have x# Kills that is white text until player has 500 kills. With /#PA0004 as the dynamic and changing number of units player 1 has killed. That means dynamic numbers: /r/#PA0001/g/#PA0002/b/#PA0003 translates to: /r255/g255/b255(the highest degree for each color), which means the color of the text will be WHITE in color. Player 1's player variables 1-2-and 3 are all set to 255.
condition player 1 has attribute kills > = 2000 effect set player attribute level player 1 variable 2 to exactly 0. condition player 1 has attribute kills > = 1500 condition player 1 has attribute kills > = 1000 effect set player attribute level player 1 variable 3 to exactly 0. effect set player attribute level player 1 variable 1 to exactly 0. condition player 1 has attribute kills > = 500 effect send chat player 1, tutorial box checked, duration 0, chat says: /r/#PA0001/g/#PA0002/b/#PA0003/#PA0004 Kills. effect set player attribute level player 1 variable 3 to exactly 255. effect set player attribute level player 1 variable 2 to exactly 255. effect set player attribute level player 1 variable 1 to exactly 255. This means you can have a repeating message in a myriad of changing colors without making a separate chat for each one.įor example, you want to make a kills counter that changes color for different levels of kills. Since 0-255 is not used and is substituted with "/PA0001", PA is player attribute dynamic number(in this case is a player variable) that can be changed simply by setting player attribute level with triggers. And the "/r/#PA0001/g/#PA0002/b/#PA0003" is represented as text formatting for setting the color of the message in terms of: /r#(0-255)= red, /g#(0-255)= green, and /b#(0-255)= blue, as the degree of colors for each red green and blue to make in combination to make any color. "You Have 0 Kills"(at the start with # of kills player 1 has, updated every half second in a tutorial box at the top right corner of the screen). In this case it will be for player 1 units killed, so the text will read:
Loop a chat message with tutorial box checked and the following text: In a scenario I also found a way to combine text formatting with dynamic numbers. Has an add-on - "Great War Nations: The Spartans".Meaning formatting for names and game descriptions. Unhide.Īncient Wars: Sparta Īncient Wars: Sparta is a RTS which takes place during 500-450 BC period, which recreates the battles of Spartans, Persians and Egyptians for Little Asia, Europe and North Africa. You can't invite this user because you have blocked him. You can't chat with this user because you have blocked him. You can't chat with this user due to their or your privacy settings.
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