niektb Posted January 16, 2015 Author Report Share Posted January 16, 2015 [...]EDIT:How do you get to see the trigger stuff?Not sure what you mean with that question... Do you mean the trigger code? Look in ./maps/scenarios/A_Silent_Day_In_Gaul.js 1 Quote Link to comment Share on other sites More sharing options...
fabio Posted January 16, 2015 Report Share Posted January 16, 2015 I got a couple of warnings while playing it:WARNING: 6WARNING: 8Probably unrelated to this map commands.txt which can reproduce them is attached anyway.commands.txt Quote Link to comment Share on other sites More sharing options...
niektb Posted January 16, 2015 Author Report Share Posted January 16, 2015 No, it is actually related. I forgot to remove a debug warning I will fix it ASAP and re-upload a new version! (If you're up to some code yourselves, remove line 597 in A_Silent_Day_In_Gaul.js) Quote Link to comment Share on other sites More sharing options...
niektb Posted January 16, 2015 Author Report Share Posted January 16, 2015 (edited) v1.4 is out!Changelog: - remove a debug warningSee the topic start for a download link. Edited January 20, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
fabio Posted January 16, 2015 Report Share Posted January 16, 2015 Ticket #3013: this type of map should need an improved match setup interface, where the player cannot change the AI, the player, disable it on multiplayer and maybe also disable some other settings. Currently one can also play with the Bandits and other player . Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 16, 2015 Report Share Posted January 16, 2015 Not sure what you mean with that question... Do you mean the trigger code? Look in ./maps/scenarios/A_Silent_Day_In_Gaul.jsThat one! Thanks! Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 17, 2015 Report Share Posted January 17, 2015 Where to put the files to play it? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 17, 2015 Author Report Share Posted January 17, 2015 Depends a bit on your OS. For Windows, extract it and put the files in C:\Users\JohnDoe\Documents\My Games\0ad\modsBut be warned, it requires SVN. (It doesn't work with Alpha 17) Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 where to put the files proper to play it? Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 18, 2015 Report Share Posted January 18, 2015 It must be like this C:\0AD\binaries\data\mods\map_A_Silent_Day_In_Gaul Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 i cant find 0ad in the C:/ Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 oh i found it now thanks! Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 i can't start it i get errors :/ Quote Link to comment Share on other sites More sharing options...
feneur Posted January 18, 2015 Report Share Posted January 18, 2015 i can't start it i get errors :/Are you using the SVN version? Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 sorry i dont know what the SVN version is? i can see the mod in the mod selection. and i can find the map but it gets error when i try to start Quote Link to comment Share on other sites More sharing options...
feneur Posted January 18, 2015 Report Share Posted January 18, 2015 sorry i dont know what the SVN version is? i can see the mod in the mod selection. and i can find the map but it gets error when i try to startThen you don't have it, and then you will get those errors, as niektb said in the post above. You can however get it, and since you are on Windows it's really not that much more difficult than installing a normal version of the game. Please see: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for how to get it, but in short, download the TortoiseSVN application, "checkout" the 0 A.D. SVN (that is basically downloading the development version). I'm not 100% sure, but I think the game should look for mods in e.g. C:\Users\JohnDoe\Documents\My Games\0ad\mods otherwise just put it in the mods folder inside the 0 A.D. SVN folder. To run this copy of 0 A.D. just double click the pyrogenesis.exe inside the binaries/system folder in your SVN folder (or you can create a shortcut and put on e.g. the desktop or taskbar or start menu). Quote Link to comment Share on other sites More sharing options...
Gussebb Posted January 18, 2015 Report Share Posted January 18, 2015 Ok thanks alot! Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 27, 2015 Report Share Posted January 27, 2015 Niek, I remember reading that you asked if ever someone beat the map in Easy. I did. Although I was hoping for a little more fight - since the periodic barbarian attacks made me think of a barbarian horde, I gathered quite a lot of units, only to well, feel underwhelmed with the opposition of the barbarian camp. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 27, 2015 Author Report Share Posted January 27, 2015 I can grow the number of soldiers in the camp of course Anyway, do you think the difficulty is appropriate for easy or is it more suited for intermediate? Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted January 28, 2015 Report Share Posted January 28, 2015 Easy is easy, actually. It's the intermediate that made me reload a lot of times. As to number of soldiers, can you make it so that the barbarian AI detects the number of military units the player has, and in turn, have maybe 50% to 75% of that number as defending their camp? Quote Link to comment Share on other sites More sharing options...
niektb Posted January 31, 2015 Author Report Share Posted January 31, 2015 Is there anything else that I should implement into the next version? Quote Link to comment Share on other sites More sharing options...
niektb Posted February 5, 2015 Author Report Share Posted February 5, 2015 v1.5 is out!Changelog: - implement Shieldwolf's suggestion about the more challenging endgame - update the visibility flag to svn's latest changesSee topicstart for a download link. Quote Link to comment Share on other sites More sharing options...
Yves Posted February 8, 2015 Report Share Posted February 8, 2015 I've tested your scenario today and liked it a lot. Here's some feedback regarding the gameplay.I've played in the intermediate difficulty. First, I scouted the barbarian camp and thought it's quite small. I killed most of the soldiers there and then went back to build up the base. It took some time to realize that the waves of attackers are getting bigger and bigger and at some point I lost after killing around 200 enemies. In the second game (also intermediate difficulty) I killed all soldiers in the barbarian camp and destroyed it just with my initial group of 5 longswordsmen. I think it's not optimal that it's so easy to win when rushing early and so hard when trying to build up the base. My suggestion is that you reduce the number and/or frequency of units spawning and increase the camp size and the number of soldiers there. Maybe you could also spawn some reinforcements if you destroy certain buildings in the camp. Also it would be nice to make it more clear what you have to prepare for (increasing numbers of enemies spawning regularly).I didn't quite understand what purpose the question of the elder has (seeking to increase combat skills or wisdom). I could figure out by playing again or looking in the scripts but wouldn't it be better if the player knew what impact the decision has? Quote Link to comment Share on other sites More sharing options...
niektb Posted February 8, 2015 Author Report Share Posted February 8, 2015 (edited) I've tested your scenario today and liked it a lot. Here's some feedback regarding the gameplay.[...]I didn't quite understand what purpose the question of the elder has (seeking to increase combat skills or wisdom). I could figure out by playing again or looking in the scripts but wouldn't it be better if the player knew what impact the decision has?Thank you! The question has no purpose (other than showcasing dialogs) in the end since the druid gets killed after performing the preliminary quest. Edited February 8, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
Yves Posted February 8, 2015 Report Share Posted February 8, 2015 I did a quick review, but I'm not yet confident enough to commit it today. Not because of issues, but because I didn't have enough time to check everything carefully and it would be rushed a bit. That's a bit too close to feature freeze for me, but maybe someone else has time.The Void bot should be set to hidden in data.json to hide it from the selection for other maps. Check tutorial AI.Some functions could be moved to TriggerHelper.js when it's not a mod anymore.I'm not sure if the flag template is right in "structures". There seem to be only civ specific structures. "Other" seems to be better.As others said, we also need a way to handle scenarios that require a special match setup (players, AIs etc.). Anyway, this can be done later because it's a general problem and doesn't affect the other maps. Quote Link to comment Share on other sites More sharing options...
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