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Caravel Forum : Other Boards : Crystal Shard Games : Hard mode vs Easy Mode (Testing problems)
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Celtic Minstrel
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icon Hard mode vs Easy Mode (0)  
I've noticed that it's quite possible in SubTerra 2 to create a level in which the hard mode solution cannot be accessed when playing the level in easy mode, because of a shop where you must buy something after attaining the easy gem quota. The problem is, this makes testing the hard mode impossible. So, I wonder if you could add an option or something to the editor to test in hard mode? Or perhaps simply not close shops until the hard mode quota is achieved, even in easy mode.

[Last edited by Celtic Minstrel at 06-17-2009 08:13 PM]
06-17-2009 at 08:12 PM
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The Stew Boy
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icon Re: Hard mode vs Easy Mode (0)  
Or remember the easy gem quota, then change it to the hard gem quota and test, then change it back.
06-17-2009 at 10:09 PM
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Celtic Minstrel
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icon Re: Hard mode vs Easy Mode (0)  
And then it'll fail when you press replay, because the shops are closed. Right?

Yes, that's the workaround I use, but it's just that – a workaround. It'd be better if a workaround was not needed.


This could probably also affect the original SubTerra with toll gates, actually. I didn't mention that because it's not what made me think of it...
06-18-2009 at 01:12 AM
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The Stew Boy
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icon Re: Hard mode vs Easy Mode (0)  
Celtic Minstrel wrote:
And then it'll fail when you press replay, because the shops are closed. Right?
Oh. Didn't think of that.
06-18-2009 at 07:04 AM
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wonkyth
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icon Re: Hard mode vs Easy Mode (0)  
I've encountered this problem a few times.
One problem with making it so that shops close at the hard quota is that some levels (e.g. the Munchkin Stock Exchange)sort of need it the way it is.

It has been discussed several times, and the best way that has been mentioned has been the separate difficulty mode testing.

If that were ever implemented, it would also be nice to make it so that it's possible to have the hard gem-quota lower than the easy.
it would make a few things tricky, but it would open up more frontiers on the alternative level front.

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06-20-2009 at 06:39 AM
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Celtic Minstrel
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icon Re: Hard mode vs Easy Mode (0)  
I thought that was possible, at least in the level settings...
06-20-2009 at 02:06 PM
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wonkyth
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icon Re: Hard mode vs Easy Mode (0)  
I'm pretty sure that it will just open at the lowest score if the hard quota is lower.

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06-21-2009 at 01:12 PM
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Celtic Minstrel
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icon Re: Hard mode vs Easy Mode (0)  
I also discovered another problem with this: when testing, it seems that the behaviour of some creatures (poltergeists) depends on the gem quota, because I had the easy gem quota equal to the hard and recorded a solution, but then it didn't work once the gem quota was put back to the easy gem quota that I wanted, because the potergeists behaved differently. (The player gets to the exit, but without an "excellent".)


Wonkyth: Indeed – this is even documented!

[Last edited by Celtic Minstrel at 06-21-2009 08:48 PM]
06-21-2009 at 08:48 PM
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Radiant
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icon Re: Hard mode vs Easy Mode (0)  
Celtic Minstrel wrote:
it seems that the behaviour of some creatures (poltergeists) depends on the gem quota

Let me assure you that it does not.

However, you may encounter timing artifacts as described in the Unofficial Object Behavior Thread. Putting in a horde of poltergeists tends to make the timing finicky.

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06-21-2009 at 11:01 PM
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Celtic Minstrel
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There were only six or so poltergeists... there's a small chance that they may have been cloned though... but unlikely, since the cloners are nowhere near the walls, and two poltergeists would be needed to activate them.

It's just odd that the recorded solution worked when recording it but not when playing it back.
06-22-2009 at 04:26 AM
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