niektb Posted January 13, 2015 Report Share Posted January 13, 2015 (edited) You probably already had seen me releasing this map in the Athens Triumphant a couple of weeks ago. It turned out to be the ultimate trigger sandbox for me so I continued its development and today it is finished! I hereby proudly present the first ever(!) storyline-driven scenario for 0 A.D.:A Silent Day In GaulI don't want to spoil all the fun by giving a full overview of the map so I'll stick to sightseeing some of the nature that you can see in this map. Read this if you're having trouble with the scenario. SPOILER ALERT!!!- Make sure you quickly start building your CC as soon as you get they chance. The Bandits won't wait till you have finished it!- You can defeat the first wave easily using your Champion Infantry.- Scout the map between the first and the second wave. You might find things that could become useful.Compatible with Alpha 18? Yes, it is! Just download the appropriate version. Changelog:v1.6:- Strengthen the bandit camp to prevent (too) early rushes.- Adapt to A18 balance changes.- Add some additional information for the player.- fix crash on SVN. (separate version for A18)v1.5: - implement Shieldwolf's suggestion about the more challenging endgame - update the visibility flag to svn's latest changesv1.4: - Remove a debug warningv1.3: - decreased the difficulty further by shortening the waiting time and giving additional resourcesv1.2:- Decreased the difficulty (I found it pretty hard even on easy difficulty)- Added details to the road- Repainted the river- Added support for repeating objectivesv1.1:- Added player names- Fixed a warningv1.0: - Initial releasemap_A_Silent_Day_In_Gaulv1.6 - Alpha 18.zipmap_A_Silent_Day_In_Gaulv1.6.zip Edited March 22, 2015 by niektb 4 Quote Link to comment Share on other sites More sharing options...
niektb Posted January 13, 2015 Author Report Share Posted January 13, 2015 I fixed a warning Quote Link to comment Share on other sites More sharing options...
fabio Posted January 13, 2015 Report Share Posted January 13, 2015 Map is looking really good and fun. Here is some notes of minor issues while playing, already discussed with niektb on IRC (which already fixed a couple other suggestions, thanks ):fixed in 1.2: the current objective text should always be shown to avoid missing or forgetting it (IIRC the tutorial map does this);eventually there should be a visible sign for objective place (for example the trigger actor available in atlas on the terrain, as well as something on the minimap) that disappear when reached;ticket #3007: when defeated my unit starts attaching the farmstead, maybe it should be neutral (as explained by niektb this is currently not possible since Gaia has no diplomacy);fixed in 1.2: Player 2,3,4 should be changed and have a proper name.Nice work . 2 Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 13, 2015 Report Share Posted January 13, 2015 Agree on Fabio. There are points in the scenario where I didn't know where to go and what objective is next. I had to reload to know where to build the outpost, and now, I'm at the farmer's place not knowing what to do next. Help? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 13, 2015 Author Report Share Posted January 13, 2015 Ultimately we should have an objective screen for that but I could look into repeating objectives as a workaround.Depends a bit on what you already did. The farmer is just a 'hidden' world object that doesn't participate in the storyline itself. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 13, 2015 Report Share Posted January 13, 2015 (edited) I have a question , why these maps aren't propose to embed with vanilla game? or added as extra pack of map you now a kind of bundle? Edited January 13, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 13, 2015 Report Share Posted January 13, 2015 That picture bugs me... It lacks something... Variation of texture maybe ? We really need decals like this : Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 Lion, I wouldn't have any problems with this map landing in the official game, but I'm pretty sure that it needs to be fully finished first.Stan, I must say that it looked simply epic on my 1080p IPS screen but now that I look at it from my notebook I must indeed say that it doesn't look very cool. It looks fine in-game though. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2015 Report Share Posted January 14, 2015 Lion, I wouldn't have any problems with this map landing in the official game, but I'm pretty sure that it needs to be fully finished first.Stan, I must say that it looked simply epic on my 1080p IPS screen but now that I look at it from my notebook I must indeed say that it doesn't look very cool. It looks fine in-game though.That's weird. I was thinking I could do some plants, maybe Enrique would accept to get in the game. Do you have anything you'd need ? (I don't know reed, corn etc.) Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 Unless I misunderstood what you're pointing at, I don't think corn or reed could enhance the the looks of the Stone and the grass around it. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2015 Report Share Posted January 14, 2015 Unless I misunderstood what you're pointing at, I don't think corn or reed could enhance the the looks of the Stone and the grass around it.I meant for the riverbed ? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 Stan, you should've stated that. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2015 Report Share Posted January 14, 2015 Stan, you should've stated that. So what kind of plants would you need ? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 (edited) Let me first try with what is already available (reeds f.e. are already available, see the other screenshot) before giving (possibly unnecessary) work to you. Edited January 14, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2015 Report Share Posted January 14, 2015 Okay =) Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 Is this already better?SPOILER ALERT!!! Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2015 Report Share Posted January 14, 2015 Maybe a more muddy riverside Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 14, 2015 Report Share Posted January 14, 2015 Ultimately we should have an objective screen for that but I could look into repeating objectives as a workaround.Depends a bit on what you already did. The farmer is just a 'hidden' world object that doesn't participate in the storyline itself.This is where the villagers are already killed, and I "fled" to the west, thereby meeting the farmer. After that, I don't know what to do. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 14, 2015 Author Report Share Posted January 14, 2015 Eh, I think you rotated the map accidentally. (Since West is (should be) in the direction of the position you started). But I clarified that for the next version! Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 14, 2015 Report Share Posted January 14, 2015 Oh... I'll wait for the next version then. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 15, 2015 Author Report Share Posted January 15, 2015 (edited) v1.2 is out!Changelog: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectivesSee the topicstart for a download link. (http://www.wildfiregames.com/forum/index.php?showtopic=19552&p=302462) Edited January 15, 2015 by niektb 1 Quote Link to comment Share on other sites More sharing options...
fabio Posted January 15, 2015 Report Share Posted January 15, 2015 Good! I updated the third post with my suggestions! Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 15, 2015 Report Share Posted January 15, 2015 My comments:- After heading west, player should be given more civilians to fast track creation of civic center (to avoid too much wait time)- After civic center is created, a few hundred resources should be given to at least create a defensive line against the bandits.As it stands, it is still hard, Niek. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 16, 2015 Author Report Share Posted January 16, 2015 (edited) v1.3 is out!Changelog: - decreased the difficulty further by shortening the waiting time and giving additional resources.See the Topic start for a download. Edited January 16, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 16, 2015 Report Share Posted January 16, 2015 (edited) Definitely a must download. Now, only remaining I believe is for me to actually defeat it. I thought the AI will be a push-over once I have my economy up and running, but alas! I misjudged. EDIT:How do you get to see the trigger stuff? Edited January 16, 2015 by shieldwolf23 Quote Link to comment Share on other sites More sharing options...
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