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Seeking advice for El Aurens v2

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  • Seems the question was lost in the joke. I'll post a new thread.
    El Aurens v2 Beta!

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    • BUMP

      Boco, how si it going?

      I (shamefully) admit I didn't try EA1 (for my defence: I didn't own ToT at the time ), and now I'm wondering wether I should keep on waiting for v2, or dive into v1! The problem being that, not having much civ time, diving into v1 now would probably mean not doing so with v2...

      So please tell me to wait as it won't be long till v2 release...
      Ankh-Morpork, we have an orangutan...
      Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
      POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
      LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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      • I'll give an update on Sunday.
        El Aurens v2 Beta!

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        • Okay, I finally figured a way around a problem with reinforcements. At this point I need to make some repetitive edits in Events.txt and then alpha test. Hard to say how close, but I'm aiming for an April beta release.

          Read on only if you're a masochist.

          In El Aurens, almost all reinforcements start the scenario on sentry in isolated island cities. Events trigger two actions to allow reinforcements to enter the game: (1) their home city, in which they are sleeping, is linked to the main map, (2) the unit is supposed to be 'wakened' by the creation of an enemy unit in an adjacent square. Great in theory...but only #1 works reliably. #2 has a high failure rate. The enemy unit is created, but the reinforcements continue sleeping. So most of the time the player is left without a clue that new reinforcements are available. The failure to wake up is not random. The same units wake up or stay asleep in repeated tests. The failure does not seem to be linked to unit stats or geography.

          After much , it was time to come up with an alternative. So I used CreateUnit to create a unit in excess of a city's capacity. The resulting squawk dialog (@Support) contains text to explain where the reinforcements are arriving and a reminder to wake them up. This helps the player with reinforcements, and allows me to maintain the framework for a simple and flexible replacement scheme (for eliminated units, but that's another story). I'm not wild about forcing a player to manually wake up the reinforcements (usually around 3 or 4 per event), but it works.

          El Aurens v2 Beta!

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          • Boco - Looks great, as ever!

            You indeed are the wizard of manipulation the CIV2 mechanics to create alternate ways of presenting data!



            PS
            I am going to PM you about spaceship screens today, if that is OK?

            http://sleague.apolyton.net/index.php?title=Home
            http://totalfear.blogspot.com/

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            • I'm glad to hear the spaceship component of this project is proceeding along. I'd be glad to help out in any way I can my friend!

              Was I already ask or did I already offer to make up a title a while back? I can't remember either way.

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              • Yeah, I kinda botched following up on that. Your offer of help is now officially offered and accepted. It is certainly welcome news!

                My excuse for not following up is that I don't want you (or Fairline with his promised units) to expend any labor on this until I can give a firm beta release date. I think it will be in April, but I can't make promises yet. How about if I take up your offer when I have a firmer idea of the release date?

                I've tested several turns involving the building of the spaceship. The player can pursue building the spaceship at the 'historical pace'. The maps on the spaceship screen will then present the correct fronts and battles on the Western Front at the appropriate times. The player is not limited to that pace, but it gives an idea of what's needed.

                I haven't tested the turns following the launch and landing of the spaceship. Undoubtedly some timing in the sequence of events at that point needs to be tweaked.
                El Aurens v2 Beta!

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                • That makes sense I think, waiting until you have a firm release date to officially green light the title graphic. Until then I'll brainstorm afew concept ideas. Did you have any thoughts on what the title graphic can or should look like?

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                  • I'll send you a PM with my email. If you reply with yours, I'll give you the current artistically-impaired versions of all. Thanks!
                    El Aurens v2 Beta!

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                    • More screenies!

                      Starting what I hope will be a big civathon weekend.

                      This dialog (@GAPE) frequentally pops up after the capture of Romani, the first Turk city encountered in Sinai.

                      El Aurens v2 Beta!

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                      • Impressive.
                        Tecumseh's Village, Home of Fine Civilization Scenarios

                        www.tecumseh.150m.com

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                        • Indeed

                          Btw, sorry for this OT rambling, has anyone written a guide on how to use that Space Ship feature for some different purposes?

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                          • This someone hasn't. Give me a day or two to work on EA, then I'll start.
                            El Aurens v2 Beta!

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                            • That would be awesome, thanks a lot

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                              • Very cool!
                                STDs are like pokemon... you gotta catch them ALL!!!

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