[Modding] Creating my first scenario

Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Thank you, everything is working as intended now. They speak, they have music, the cows have Boohoo's.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Can I simply add humans29, humans30 etc etc? And give them the next free ID? 728, 729 etc etc
Absolutely. Add lines line this

Code: Select all

<GameSoundMemento folder="Sounds" file="XXX.wav" id="YYY" length="ZZZ"/>
add add this line to <GameSoundGroupMemento id="11">

Code: Select all

<GameGroupedSoundMemento id="WWW" gameSoundId="YYY" />
this WWW is bound to <ActionGameSoundMemento gameSoundGroupId="
where are specified modelIds for which it is valid
I added:

<GameSoundMemento folder="Sounds" file="humans29.wav" id="728" length="0.783"/>
<GameSoundMemento folder="Sounds" file="humans30.wav" id="729" length="0.966"/>
<GameSoundMemento folder="Sounds" file="humans31.wav" id="730" length="1.018"/>
<GameSoundMemento folder="Sounds" file="humans32.wav" id="731" length="0.613"/>
<GameSoundMemento folder="Sounds" file="humans33.wav" id="732" length="0.781"/>

And this:

<GameSoundGroupMemento id="10">
<gameGroupedSounds>
<gameGroupedSounds>
<GameGroupedSoundMemento id="1" gameSoundId="700" />
<GameGroupedSoundMemento id="2" gameSoundId="701" />
<GameGroupedSoundMemento id="3" gameSoundId="702" />
<GameGroupedSoundMemento id="4" gameSoundId="705" />
<GameGroupedSoundMemento id="5" gameSoundId="708" />
<GameGroupedSoundMemento id="6" gameSoundId="709" />
<GameGroupedSoundMemento id="7" gameSoundId="710" />
<GameGroupedSoundMemento id="8" gameSoundId="728" />
<GameGroupedSoundMemento id="9" gameSoundId="729" />
<GameGroupedSoundMemento id="10" gameSoundId="730" />
<GameGroupedSoundMemento id="11" gameSoundId="731" />
<GameGroupedSoundMemento id="12" gameSoundId="732" />
</gameGroupedSounds>
</gameGroupedSounds>
</GameSoundGroupMemento>
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Hi,

- I balanced some more starting positions and made all fortifications. (without empty spaces).

- I lowered the consume of wood and stone for forts from 0.5 to 0.3

- I give tribes with starting forts more wood and stone resources to start with. This is not enough, but Romans allies start with a trade agreement with them so they get some resources extra.

- Made a concept for the intro screen so you can see clearly which mod is loaded.

- Anthem of the Netherlands patriot edition orchestra is playing intro music now.

- Units speak in Dutch and German when select them (some of them, those are extra lines) and cows make BOOHOO (every few minutes only on grass).

I feel it's getting into shape now. I played a long Rome (I find out everyone like to play Rome, I was not expecting that) scenario myself and it was fun.
Attachments
intro.jpg
intro.jpg (235.18 KiB) Viewed 2391 times
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

There are a few parts that needs change when loading/unloading a mod and the available scenario options for the player.

For example if the Holland mod is loaded, the custom mode and ancient med scenario is still visible in the list, while they are both unplayable. This can cause confusion.

On the other hand, I would like to be able to play a custom world with the holland mod enabled.

So which part is up to the modder to make this transition smoothless?
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:For example if the Holland mod is loaded, the custom mode and ancient med scenario is still visible in the list, while they are both unplayable. This can cause confusion.
In V5, there is no reason to change Mod by selecting "load mod" option. You can directly select your load/scenario and it will reset the game to the correct scenario
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:For example if the Holland mod is loaded, the custom mode and ancient med scenario is still visible in the list, while they are both unplayable. This can cause confusion.
In V5, there is no reason to change Mod by selecting "load mod" option. You can directly select your load/scenario and it will reset the game to the correct scenario
Even better. (except that my intro anthem on mod loading now is useless ;-p)
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Even better. (except that my intro anthem on mod loading now is useless ;-p)
Not really. Once player starts your scenario, default loaded mod will be yours, so next time they start the game (or go to menu) the stage is yours;)
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Even better. (except that my intro anthem on mod loading now is useless ;-p)
Not really. Once player starts your scenario, default loaded mod will be yours, so next time they start the game (or go to menu) the stage is yours;)
It's very usual developers provide new version to mod makers before official release of new version.

HINT HINT, give me V5 !!! ;-))))
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:HINT HINT, give me V5 !!! ;-))))
I would but the build hasnt passed the build test and my colleague is on vacation. V5 should be ready next Friday.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm using the visibility layer in the ingame editor now and I don't know how to solve this issue.

The image shows the unitmemento from a simple stone mine owned by Chatti, player 8.

So far this is correct.

But it's shows it's visible for player 1 (Rome) as well.
This is not correct since I set the visibility to none with the layer in the ingame editor.
Attachments
stonemine.jpg
stonemine.jpg (102.1 KiB) Viewed 2368 times
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:This is not correct since I set the visibility to none with the layer in the ingame editor.
What exactly is the problem? I would like to know what issue you actually have and not the fact that you found this line in the file:)
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:This is not correct since I set the visibility to none with the layer in the ingame editor.
What exactly is the problem? I would like to know what issue you actually have and not the fact that you found this line in the file:)
The problem is:

Rome have ZERO connection with this nation, no relation, cannot see them on the map, should not see this stonemine (and around 100 other units) on the map.

So I took the approach to set everything to invisible NONE and it's still there on the map.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:So I took the approach to set everything to invisible NONE and it's still there on the map.
I understand now. So the Roman empires sees the mine even it is in invisible fog?
Change it to v="0"
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:So I took the approach to set everything to invisible NONE and it's still there on the map.
I understand now. So the Roman empires sees the mine even it is in invisible fog?
Change it to v="0"
Please do not understand me wrong. I don't want to look up this lines in notepad at all. What I can do in the editor I do in the editor.

But when I use the editor to create invisible fog for all 20 nations and I also have to manually edit 100's objects per players to make units they are not supposed to see invisible in FOG and I also don't know why I have to put 0 there instead of -1 like all others, I start to loose grip on my own scenario. That's how it feels at least.

This is not writing an advanced script or anything else. It's a simple change in my scenario AG file. Rome was set to see Chatti tribe before, now I don't want them to see them anymore.
Result, edit the map again and edit 100+ objects manually (I have to find by coordinates or number only visible without fog in editor mode).

I know I'm stubborn, I know I try all kind of experiments you don't even have to give support for etc etc, this is really no problem for me.
I want the game be good and I want my scenario be good (perfect actually).

But in editor mode, I really believe, it should be more easy to alter those visibility settings. That's all.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm curious with what kind of solution you had in mind for this. I understand also the point if once it was visible it influence other aspects of the game as well and you cannot simply undo it.
An extra button?

I have another question.

If I want to set a trade route at start of scenario. Even if I set mutual trade routes, map visibilty for both parties involved, I can't make a trade yet since there is no trade route.
Is there a way to force this traderoute?

At least I get the starting positions and map visibitliy right now.
Attachments
visi2.jpg
visi2.jpg (391.64 KiB) Viewed 2350 times
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I'm curious with what kind of solution you had in mind for this. I understand also the point if once it was visible it influence other aspects of the game as well and you cannot simply undo it.
An extra button?
Probably and extra button in the actions bar (right now there are two admin buttons - delete unit, unit properties).
Cablenexus wrote:If I want to set a trade route at start of scenario. Even if I set mutual trade routes, map visibilty for both parties involved, I can't make a trade yet since there is no trade route.
Is there a way to force this traderoute?
No, it is currently not possible to set it up in editor.
Despite the fact that I think it should be there (so it is not an excuse) the trade would have a short life span in most cases. The AI evaluates the trades basically every turn. If it finds out that it is not beneficial (for whatever reason), it cancels the trade. Therefore no matter what trade you set up, AI will make it his way.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Today I was out of office ;-) all day, but I made a lot of progress yesterday.

I make a list (also for myself to keep track on everything and to use for the guide I plan to write after finishing).

- All tribes have visibility set now at start of scenario. It's very diverse so I won't go into detail but the smallest tribes at least see two other tribes (they have some connection with) always at scenario start.

- I added unit sound files in German and Dutch and the national Anthem of Holland for intro (and intro screen change concept). I'm not sure if I like the Anthem, since it's not ancient, but it gives an extra immersion I think.

- I give all tribes the mosty basic techs they need at least to survive the very first turns. That means that some can build fields from start now and some can build army/settler from start now.
Also it's very diverse so I won't go into detail yet. There will be a full tribe list in the end with all the pro's and cons per tribe. (there is much that can still change).

- I made some units economic units to reduce food usage. I did not alter very much more since it all works, but you really have to use all details. I make hints later in the ingame hints anyway.
There can be random events and you have to make use of birthrate and all other details (depotism, monarchy makes a huge difference), so I'm afraid to edit too much atm

- I definitly not edited the food waste, instead I set the starting food much lower so the waste is less ;-)

- Added some fields on places that really struggle.

- Balanced all starting army types and set all techs per player that can be researched and which can not. No more hoplites anymore in Rome.

- Rome have tech to produce milit, settler and field at start. They also can view almost everything on the map.

- Added some trade routes (manually) at start game from Rome to their allies (in form of stones and gold in exchange for manpower). They won't probably last very long (if Rome don't see profit for it anymore) but I think it's a great way to introduce the player with the possibility in the scenario.

I plan to release the first balanced version of the scenario start of next week and will call it beta ;-)

Special thanks to Gary since he made some great suggestions and also was the first who tried the scenario!
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I would like the DELETE button on my keyboard function as remove units in editor.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- I would like the DELETE button on my keyboard function as remove units in editor.
Yes my lord. Will be done!
n0kn0k
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 325
Joined: Wed Oct 22, 2014 8:13 pm

Re: [Modding] Creating my first scenario

Post by n0kn0k »

pavelk wrote:
Cablenexus wrote:- I would like the DELETE button on my keyboard function as remove units in editor.
Yes my lord. Will be done!
Hahaha. And while you're at it...
I would like the repair costs lowered in Legendary mode. :mrgreen: :lol: :lol:
Post Reply

Return to “Aggressors Modding”