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Version 3 Ready! Capture The Fuel Depot

Posted: Sun Mar 31, 2013 6:09 pm
by jcb989
Goto this post for Version 3, the final version of the Play Test phase:
viewtopic.php?f=105&t=41687&p=396264#p396264



=============================================================================================================================================
So I've started working on a stand-alone multiplayer scenario, I hope I can finish it to my satisfaction, not being a code guy more of a hardware guy lol.
I'm starting with an existing map though to make things easier on myself, something from the original Bulge maps, something that felt lacking over there ha ha.
Some classic movie moments to be sure can be captured, or, at least, poorly replicated by your truly.

So this thread will be where I post all my problems with script editing, map editing, and gameplay balance etc problems.
And! I already have a few problems to figure out, such as

(1) there are pre-determined units on that ole map I copied. I can't seem to delete them from inside the editor.. manual says, hold cursor over them in unit mode and press delete, but they just won't go away? Help!

(2) I can't find a way to expand the map fighting area beyond the original defaults. I can expand the map sure, but I can't extend the fighting zone for some reason.. anybody know how?

(3) I want to combine some fixed units, some force selection, and also some reinforcement script. How do I do all that? I hope it is described in a manual I've not found yet?

Thanks guys.. wish me luck!

Re: Scenario In Development: Capture The Fuel Depot

Posted: Sun Mar 31, 2013 10:28 pm
by jcb989
Well I have my map just how I want it now, and I have my ideas formulated as to how the scenario will unfold.
Just need some help with achieving those goals, I am not above groveling for assistance if that is what it will take lol...

Re: Scenario In Development: Capture The Fuel Depot

Posted: Tue Apr 02, 2013 3:45 pm
by random27
I ve seen your game in the list is it ready to be tested?

Re: Scenario In Development: Capture The Fuel Depot

Posted: Tue Apr 02, 2013 5:04 pm
by jcb989
Hi Random
That is just me setting the hook, heh heh.
I am doing some hot-seat testing against myself, and left one game hanging out there to tantilize folks and get someone to comment on my thread =)

I have everything all set but I need to add two important features to the scenario to get it to what I envision. Also I am still playing with different squad.csv file choices, too, I was testing with original BA, enric version, and some others trying to see how they balance the game differently. I was thinking to stay true to original BA on the first version of Fule Depot, unless I can find a compeling reason otherwise. I was thinking I might release a GJS44 squad version of the game, too, along with some deployment versions, but that will all come later. Baby steps I guess.

I think maybe it might be ready for play testing sometime this coming weeknd, unless I get stuck, or some hoped-for helpers can't get to me in such short timeframes. I also do not know yet how to host files as I have no accounts anywhere for that, but hopefully that will not be a major issue.

Cheers,

Re: Scenario In Development: Capture The Fuel Depot

Posted: Tue Apr 02, 2013 6:29 pm
by kingt
I spotted the MP game and was wondering what's up with it. Count me among the interested testers, if you need more.

Re: Scenario In Development: Capture The Fuel Depot

Posted: Tue Apr 02, 2013 9:12 pm
by jcb989
thanks kingt. you guys will be the first to know. soon I hope.

Re: Scenario In Development: Capture The Fuel Depot

Posted: Sat Apr 06, 2013 10:39 pm
by jcb989
Well I am THAT close to releasing something for play testing.
Just have to figure out some script lol. Should be easy right?
Needless to say it is going to be a learning experience for sure.

Re: Scenario In Development: Capture The Fuel Depot

Posted: Sat Apr 06, 2013 10:45 pm
by jcb989
By the way. GL88 was right; editing is as much fun as playing is!

Re: Scenario In Development: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 9:33 am
by Amaris
jcb989 wrote:By the way. GL88 was right; editing is as much fun as playing is!
No best is scripting. :P

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 9:00 pm
by jcb989
Well well....

I have successfully completed the reinforcement scripts generously started for me by Amaris!

THE SCENARIO IS NOW AVAILABLE FOR ALPHA PLAY-TESTING,
TO HELP DETERMINE FINAL GAME BALANCE, I NEED YOUR ASSISTANCE

Here the URL to copy the zip file from, to unzip into "Multiplayer":
https://www.dropbox.com/l/5wSDeWO4t36lqJ8XUYIrff

I hope that link works. Forgive me if it does not work at first,
let me know and I will come back and correct it. This is my first time.
I will learn how to link a URL for community in-game download for final release.

***BE ADVISED***
My victory conditions are weak and stupid right now, and also conclude in reverse (it tells Germans they lost, if they win :roll: )
Also, I hope to get some additional special code from Amaris to add some gameplay feature of interest here.
We will see what he may do. :D


***SPOILERS ALERT***

US side scenario notes
===================
The Germans are coming with a heavy tank force. But! You can defeat them if you plan a good defense.
There are many narrow pathways they must navigate to get to the fuel depots of Honsfeld.
You must decide when is a good time to fall back and give up flags, each flag they get gives them more
over-powering forces of evil to attack you. Your reinforcements will also prove useful.

German side scenario notes
========================
Even though you have the big boys, they are not as invincible as you might think. cover your flanks wisely
or you could be in for a log jam. Also be careful to not waste your Volksgrenadier support units too badly,
as you may need them to secure the fuel depot proper. Note that all those empty trucks for carrying fuel
will come into play in the final version of the game. You might want to practice not getting them shot full of holes...



*** As I think of more notes I will come back and update here.
Enjoy,

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 9:01 pm
by jcb989
I have posted two games, mirrored as it were, with no passwords...

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 10:20 pm
by kingt
The link won't work on for iPad though. You need to make an lst file for iPad uploads.

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 10:44 pm
by jcb989
I'll go read up how, but in the meantime, is there someone who can convert and create new link from what I have posted?

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:07 pm
by kingt
You need to make a .lst file in a word editor, I think that Notepad on Windows or Textedit on Mac would work.

The contents of the .lst file for City River 2 made by Enric looks like this (what's bold is what's in the .lst file, everything added after -> is written by me to explain it):
FILENAME CR2.lst -> name of file

[0]
NAME CityRiver2.CPF
-> campaign file from your PC
SHOWNAME CityRiver2
DESC CITY_RIVER_2.CPF
-> description
MAKER Enric -> game author
TYPE 1 -> 1 is for multiplayer
SIZE 1 -> size of file in MB
#URL https://dl.dropbox.com/u/36194263/CITY_RIVER_2.CPF?dl=1 -> download link from where the iPad actually downloads the file. Make sure you put "?dl=1" after the Dropbox link that you generate so the scenario can be downloaded on iPads.
Once you have the .lst file saved, you should also upload it to Dropbox and give us that link, which is what we're going to use to download the file

In case I missed anything (I'm not making any scenarios after all) I'm sure there are plenty of map makers that can help out with creating the .lst file.

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:22 pm
by jcb989
I have a few minutes, let me give this a try. thanks for digging up the enric post,

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:28 pm
by jcb989
Okay give the same link above another try. There is a .lst file there now.

If that doesn't work, I may be at the mercy of assistance..

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:31 pm
by kingt
I think it won't work, the link has to go straight to the .lst file, no middleman, in order to download on the iPad, because everything is done from inside the game.

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:37 pm
by jcb989
You mean like this?
<<link removed>>

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:50 pm
by kingt
To use the same example from Enric, I mean like this: https://dl.dropbox.com/u/36194263/CR2.lst. Click on it to see how it looks like. That's what the iPad uses.

Clicking on yours gets me to another file, so what will happen on the iPad is for it to crash while trying to download it.

Re: Play Test Ready: Capture The Fuel Depot

Posted: Sun Apr 07, 2013 11:59 pm
by jcb989
try try again. Thanks for your patience, this is my first time trying to make content available and I am rushing I guess.