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[Scenario] A Silent Day In Gaul


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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 Gaul

x8jyTOi.jpg

OhbootB.jpg
I 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 changes

v1.4:
- Remove a debug warning

v1.3:
- decreased the difficulty further by shortening the waiting time and giving additional resources

v1.2:
- Decreased the difficulty (I found it pretty hard even on easy difficulty)
- Added details to the road
- Repainted the river
- Added support for repeating objectives

v1.1:
- Added player names
- Fixed a warning

v1.0:
- Initial release

map_A_Silent_Day_In_Gaulv1.6 - Alpha 18.zip

map_A_Silent_Day_In_Gaulv1.6.zip

Edited by niektb
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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

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

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

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 :).

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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.

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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.

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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.)

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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.

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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 objectives

See the topicstart for a download link. (http://www.wildfiregames.com/forum/index.php?showtopic=19552&p=302462)

Edited by niektb
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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. :)

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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 by shieldwolf23
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