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SciGuy42

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Posts posted by SciGuy42

  1. Carthage 4: The Island of the Palace-builders

    After securing blessing at Kition, you continue to sail West, in search of new lands to settle. As supplies run low, you make a stop at Crete, the island of the palace-builders. You remember the lessons from childhood, about a great people who lived on the island, their palaces and wall paintings. All of that is history is gone though, Dorians from the North have been raiding the islands for centuries and there is little left of the palace-builders.

    You have dispatched two of your most loyal servants with a small contingent to secure food supplies. The hills nearby are inhabited by herders -- we must capture their corrals and secure a total of 650 animals for the journey ahead. To the West, lies a small Minoan settlement that we can trade with. Further to the North is a Dorrian city, well fortified and protected -- we must beware! We are likely to face attacks both on land and sea so build up your forces fast! News of our arrival has spread and we can expect a much larger Dorian army to arrive within 2 weeks time (~50 minutes game play) -- we must secure the animals by then!

    AI Settings:

    Dorians and Minoans should be set to Petra with a difficulty of your choice. All others should be Sandbox

    screenshot0077.thumb.png.31aecb00157067a3d846e156f21499ee.png

     

    Spoiler

    Long story short, you must capture as many corrals as possible and secure the animals. Good luck!

    screenshot0039.thumb.png.74a3fbbc2f131e7d90f558b957ce0a2f.png

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    • Like 4
  2. Chapter 3: Blessings

    You have finally arrived in Kition, a Tyrian colony in Cyprus where your husband's brother is the head priest of Astarte. You grieve your husband's death together. But work is to be done. The priest is ready to provide Astarte's blessing for your journey but there is trouble that needs to be dealt with first. News of your assault on the Assyrian fortress has reached these lands and the general in the Assyrian colony to the West of us has vowed revenge. To the north east, a band of Greeks live in the hills and have decided that now is the time to plunder. You must help Kition defend itself. Defeat the Assyrians and the Greeks!

    Your scouts report that there are friendly traders in the area -- we should search by boat and within land. We do not have the resources to establish a settlement and will need to rely on trade to support our forces.

    Directly to the north, our scouts report the presence of barbarians -- they may have useful loot and perhaps even weapons that will be helpful to us.

    AI Settings: Greek Traders should be set to Sandbox. Everyone else, Petra with a difficulty of your choice.

    Note: any buildings you capture will not decay due to lack of culture influence.

    screenshot0028.thumb.png.1999efdeb0a07ab86dd1fc6b5234554b.png

     

    • Like 2
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  3. Chapter 2: Revenge

    You have had to flee Tyre, along with your most loyal supporters and adventurers seeking glory in battle. Stricken by grief due to the murder of your husband, you decide to pay a visit to an Assyrian fort on the way to Cyprus - and not just any fort, one that currently hosts the general Abibaal as an ambassador, who is (secretly) your brother's lover. You will have your revenge!

    Your objectives are to establish a settlement and raise an army to kill or capture Abibaal. Abibaal is bound to be located in one of the civil centres in the Assyrian fortress. You must search for him and have your revenge!

    screenshot0018.thumb.png.4fc5d4e19b5e5f55f2e57d5b376b948b.png

    Screenshots from game play and a view of enemy fortress:

    Spoiler

    screenshot0019.thumb.png.df913bc7b357377f36c0d21e953d1dac.png

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    screenshot0015.thumb.png.301d4cb74efcd9c4b0beca573468fa90.png

     

    There are multiple ways to win, some smarter than others :)

     

     

    • Like 3
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  4. On 20/03/2024 at 10:26 PM, ShadowOfHassen said:

    Two things?

    1. Could we set it up that you lose if Phillip/Alexander dies? If I remember I had him die and I could still play

    2. Do you think some sort of dialog could be added in game? When I tried a play through, I found it somewhat difficult (I kept forgetting what to do) furthermore it was somewhat bland on the story side of things, which is what I think is necessary for a campaign. I am more than willing to add the dialog, myself, if it's possible.

    I'd also like to take a swing at the in between level descriptions to try to get them in a more narrative tone. If you'd like, I can show you what I mean.

    Do you have github? I am more than happy to add you as collaborator.

    Of course, the player should lose if the hero dies, I just didn't get around to it.

    If you want to just edit the writing, maybe join the github and start a new document with your versions, I am sure they could be better than mine.

    About forgetting what to do, I've asked in another thread to see if anyone can point me to an example code for messages, similar to the ones that appear when a player has advanced to the next phase, etc. Then, I think it would help to periodically state the current objectives, similar to how it works in the C&C series.

  5. On 07/02/2022 at 5:40 AM, alre said:

    @Yavin another thing you could do if you want to, is embellishing some of the maps in the Macedonia campaign, which is going to be included in the next versions of the game. The creator asked for some help on that side, for the city of Thebes, and it seems you are the best man here. What do you think?

     

    If anyone wants to embellish my maps, please do! But before you do, let me know which ones so I can tell you which buildings cannot just be deleted due to scripts that refer to their IDs, and generally, let you know if there is stuff that absolutely should stay as it is.

    • Like 1
  6. This map looks like really cool!

    If you'd like to be a contributor to my Carthage campaign, I could use a map like this. Let me know and I'll add you in the list of contributors after I make the scenario with it, I have a number of ideas just looking at it.

  7. 45 minutes ago, vpereira said:

    Hey, yes.. i will take a look what are the merge conflicts in the PR that I opened.. My kids played a lot it and they couldnt find any error, i.e error messages popping up while playing.. however I think we should change the AI in some cases, for instance first mission, the enemies could do more.. what do you think?

     

    Glad your kids had fun with it! I will test loading each mission to see if there are errors, currently using your fork. You may as well merge that into main since it's the most recent.

    I didn't know the API all that well when  making the first few missions so the AI doesn't do all that much beyond what Petra does. I have a created a wiki page in the github for suggestions for improvement, if you have any specifics, share there.

  8. I am happy to present the start of a new single player campaign called "Carthage: New Beginnings". The campaign will cover Dido's departure from Tyre up to the founding of Carthage. This campaign will be fairly short, about 6 or so scenarios. They are mostly done and I will be porting each one to the current version of 0ad and provide an update every few days.

    Chapter 1: In the beginning

    You are Elissa -- the sister of the tyrant of Tyre, King Pumayyaton. All your life, you have dreamed of glory but lately, your brother has been increasingly pushing you out of power and out of influence. You sense that is the time to make a move. And what better way to show your abilities to the citizens of Tyre than to raid a band of Celts who have recently moved in and established a small fishing town on the mainland.

    But first, you must figure out how to get your elephants across the sea as to take down the settlement's fortifications. Your husband, Acerbas, the High Priest of Melqart, has an idea. A band of pirates holding out on an island to the north-west, has stolen an ancient relic. Should you be able to return it, he will secure enough money to purchase you a ship that will be able to carry the elephants across the water. But you must be careful - our current ships are weak and can only be used to ferry our soldiers but not for battle.

    AI Settings: Player 5 should be on Petra with a difficulty of your choice (the hardest for best experience). All  others should be set to Sandbox.

    Note: you may need to know a tiny bit about the geography of Tyre to know which was is North :)

    screenshot0008.thumb.png.9c7c85c10d94e9cf8e52cbe5cbfb4862.png

    Where to get the scenarios:

    https://github.com/SciGuy42/Carthage_BeginningsGloryAndDemise/archive/refs/heads/main.zip

    You should extract the files in your /mods/user/ folder. On Linux, that is typically located in /home/.local/share/0ad/mods/user/. Note that the repository contains additional scenarios but I haven't tested them yet and they most certainly need fixes and a play test. But coming soon!

    I play tested on the following build: Mar 22, 2022 (25860-release), which is the default version on Liniux when installing from the "universe". There are probably issues with newer versions if the javascript API is not backwards compatible or if template names changed.

    A few screen shots from the game play:

    Spoiler

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    screenshot0004.thumb.png.f1059a5dfc54c425a7b0fd3f7c5e1b8f.png

    screenshot0007.thumb.png.59f3d248fc5df729dc73d9dfa525f927.png

     

     

    Some questions for developers:

    1. Can some point me to the function I need to call to display text in the same place where we see notifications, like when a players enters a new phase? Since the objectives change throughout the game based on events, I would like to periodically print the current objectives to remind the player.

    2. Similarly, is there an example of a dialog box but no so much a dialogue with 2 options but just 1 option? I found the example with two buttons and am currently using that but I don't actually need two buttons and which button is pressed is irrelevant.

    Observed issues:

    1. One of the docks that the AI build rotated the wrong way by 90 degrees, instead of the dock facing the sea, it was oriented parallel to the shore.

    2. The first time I used catapults, I gave them the command to attack a fortress while the catapults were packed. The moved closer to the fortress, unpacked but were still outside of range. I had to pack them, move them closer, then unpack and then they worked fine.

    Want to help?

    While I am quite proud of my Tyre, it can use a round of, let's say, "beautification". If you like that sort of thing, let me know, I can give you permissions in the repository. The only constraint is that I'd rather not move the docks and also the passages to the harbors should probably not get smaller. Eventually I may need an "early" Carthage but probably not for the first few missions. If you want to help there, I am already thinking of one possible scenario that would take place in Carthage, let's say, 10-15 years after it was founded.

    I also need a mod file but I don't know how to do that.

    The other way to help, of course, is to play it and write back with how it went.

    Enjoy!

     

     

     

     

     

     

     

    • Like 4
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  9. On 07/11/2023 at 8:52 AM, vpereira said:

    I was able to merge the a25 branch into the master branch. Looks like the author pushed twice the updates for mission 8 and 12 to a25: https://github.com/vpereira/Macedonia_0ad. Now its fixed.

    I have invited you to collaborate, if you'd like, free to push any fixes you've made while I was inactive.

    I just installed the latest 0ad from the universe, and am checking which missions give errors upon load. Hopefully I can fix those in the next week or two.

  10. I am working on a scenario and as a way of boosting the AI a bit, I periodically spawn some random citizen soldiers by their civic centre. To my surprise, the AI wasn't using them to do any work and they just keep standing where they were spawned.

    Then, I decided to try something different - I spawn the same units as Gaia entities and change their ownership to the player through code. Now, the AI immediately puts them to work! My guess is that the latter method trigger some function similar to what happens when the AI produces a worker through its building, while simply spawning the units for the AI to use them as it sees fit, does not.

    • Like 1
  11. On 05/03/2023 at 11:20 AM, skillfulhacks said:

    I am working on a modified version of Survival of the Fittest in which I want the attacker to gain upgrades as time passes.  Is this possible?

    Thanks
    SkillfulHacks

    Here:

    https://github.com/SciGuy42/Macedonia_0ad/blob/a25/maps/scenarios/Macedonia_45.js

    Starts at line 2637. In this example, all players get the techs to advance to the latest phase and player 1 also gets the line of sight with allies tech.

  12. I have now finished the port to a25! Sorry it took a while, with the war going on and all, my open source development time had to be spent elsewhere.

    What's next? I can try to install the latest version and start that port. It took me a while because I had to play every mission mostly from start to finish to make sure there are no bugs. Can someone point me to the list of major changes in the latest version relative to a25 so I can estimate what it would take to convert? Thanks!

    • Like 1
  13. 20 hours ago, Stan` said:

    If you have an entity id you can get it's cmpPosition and move the unit to x,y coordinates. This way you don't have to recreate it.

    I know how to get an entity's cmpPosition but will simply changing the x and y coordinates actually teleport it? The other issue with this is that I only know the entity ID of the destination, currently I use the spawn units function to spawn a "copy" at that destination which automatically figures out the actual x,y position.

  14. Mission 39 is now also converted to a25. Yay.

    For the next mission, I need to figure out how to properly teleport units (basically, you have dug tunnels into the city that needs to be conquered :). The previous attempt worked but it was very hacky and not every type of unit could be teleported. Ideally, what I need is a function that given the entity ID, it tells me the template of the entity so I can spawn that exact template. Does such a function exist? Thanks!

    • Like 1
  15. 12 hours ago, Stan` said:

    @SciGuy42 Do you need help making it available on 0ad.mod.io so everyone can download it from the game?

    Sure, it'd appreciate it. Currently up to mission 36 work on a25.

    I am still hesitant about it being a finished campaign in the sense that I want people to be able to skip ahead if needed. There may still be bugs in victory conditions that I haven't encountered, the order certainly isn't balanced for difficulty. So ideally, people should be able to play any mission even if they haven't finished the previous one. On the other hand, requiring the missions to be played in order will probably let us know what bugs need to be fixed.

    If you need github access to the repo, let me know and I can give permissions.

  16. Up to and including mission 34 are now converted to a25. I had to take a break for a bit but now I'll try to finish the rest of them soon.

    As for making this part of the game, sounds good in theory but it looks like there are just way too many changes that happen from release to release. Unless each new version comes with a good automated conversion tool, I won't have the bandwidth to do the conversion to newer versions.

  17. Up to mission 32 are now converted to a25 and can be downloaded here:

    https://github.com/SciGuy42/Macedonia_0ad/tree/a25

    Just a few more to go! Most of the effort in converting goes into changing some function calls that changed as well as renaming the templates. I do test each mission once before I commit to the github and since I usually play on slow and turtle to micromanage better, that part can take a while.

    • Like 3
  18. On 13/06/2022 at 11:36 PM, Langbart said:

    As I played the campaign, I truly enjoy 0ad's single-player experience. The use of trigger scripts always makes the missions exciting and a real struggle to complete, but all the more rewarding when you actually win them. Favourite single-player mod to date.

    Thanks so much! I love single player RTS games, so I am mostly drawing on my years of playing AoE I and II, Starcraft I, C&C series, etc. The trigger API also helps a lot, so many things you can do with code!

    • Like 1
  19. 4 hours ago, Stan` said:

    Hey we try to write scripts to do those things, but sometimes we forget, you can also get in touch with us on IRC (Or me on Discord if you need help or assistance) Usually the breaking changes are here 
    Alpha26 – Wildfire Games
    And the way to update is there

    PortA25ToA26 – Wildfire Games

    Get in touch :) I'd really like to have your campaign someday :) 

    Also thorough testing and usage of triggers is definitely wanted. There is so much possible it would be a shame not to do it :) The tutorials could probably benefit from it as well.

    Thanks for the info! Can you try to see if the first mission runs fine on a27? I will need to stick to a25 until I have converted all of them, so maybe a month or two more.

  20. On 30/04/2022 at 3:46 AM, nwtour said:

    Couldn't complete the first mission. There is a green player somewhere but I don't see him

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    Thanks for catching this. I add a script now that periodically checks if the enemy has any civil centers -- if not, then you win!

    edit: this is only implemented in the a25 branch of the github which is the one you should be using

    • Like 1
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  21. On 20/05/2022 at 12:28 PM, smiley said:

    What is the current progress of this project? There have been recent commits to the repo so seems pretty active.

    Merging this into A27 would be nice. With a nicer level selection interface the maps could be committed as the inaugural campaign.

    I am currently in the process of converting the scenarios to a25. As long as a27 is backwards compatible with a25, it should work. If it's not, I probably won't have the patience to the conversions, there were so many changes going to a25. Ideally, there either should be backwards compatibility or scripts to convert scenarios (I have written a .sh script to convert the xml files by remapping the templates but it's not perfect). Someone already converted the .pmp files. I have no scripts to convert the .js files automatically and since this is a trigger heavy campaign, most of the time in conversion goes to editing the .js files.

    If you do want to help in any way, let me know! Someone still needs to work on the mod .json files to get it to work as a campaign. And it's obviously not difficulty balanced so for the time being I would like folks to be able to play any mission they want in any order.

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