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  • #91
    Re: Re: Technical question + update

    Originally posted by Cyrion

    quote:
    Originally posted by Cyrion
    Can I modify / suppress the message telling me that "civ X has discovered tech Y"? Where, how?
    No answer? I'll ask it again in a thread with more visibility
    Vincent: I've done a bit of checking into your question, and here is my theory:

    In the Game file is the message you receive when YOUR CIV researches a new tech is:

    @CIVADVANCE
    @title=Civilization Advance
    @width=320
    %STRING0 %STRING1 discover the secret of %STRING2.

    There is no corresponding message in the Game file for the message you get when ANOTHER CIV (that you have an embassy with) researches a new tech.

    However, in the Labels file, there is a line with the word "develop". As far as I can determine, when another civ researches a new tech, the game uses the same message in the Game file, but replaces "discover the secret of" with "develop", from the Labels file.

    You might be able to remove the popup message for new techs if you delete the text of one or both files. If not, you're probably stuck with it.

    BTW, this is probably too obvious, but if you don't have an embassy with another civ, you don't get popups when it discovers a new tech.
    Tecumseh's Village, Home of Fine Civilization Scenarios

    www.tecumseh.150m.com

    Comment


    • #92
      Thanks for the answers, Techumseh!

      The more obvious one (removing the embassy) might well be enough in that particular instance, IF I can still keep an alliance between the 2 civs!

      And I'll try fiddling with the game and label files too, as it might be useful on other occasions (or maybe even on this one!)
      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

      Comment


      • #93
        Snails race...

        Originally posted by Cyrion
        What I hope to do this week-end:
        - write the last 10 (?) messages
        - test the whole thing before I release the playtest files!
        Luckily (for my boss and my "career"), I am much better at respecting deadlines at work than at civ...

        With the beginning of soccer training for the new season + the Montreux Jazz Festival, I am not really spending my evenings behind my computer...

        Hopefully I'll find the time to play it through over the week-end, correct a few bugs (which are due to appear ) and post the new files next week (damn, another deadline!! Let's try to respect it this time...).

        And on the positive side: I found a nice graphic for the waterhole, I hope it'll blend nicely in the terrain graphics!
        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

        Comment


        • #94
          Tech is on target, but I doubt that blank lines in Game.txt will work. I came up with this in EA.



          When the Allies capture Bardia, the Italians (an AI civ) receive a tech ("CSIC near Bardia") via GiveTechnology.

          Teach the rookies a thing or two, and enjoy the festival!
          El Aurens v2 Beta!

          Comment


          • #95
            Alphatest completed

            Originally posted by Boco
            Teach the rookies a thing or two, and enjoy the festival!
            Done, and done! But the 1st one is getting harder every year...


            OK, I have finished my own playtest and am rather happy with it!

            Ok, I got slaughtered, but that was a close thing!

            So I just need to adjust a few timers according to my observations (yes, this time I took notes while testing: I'm getting REAL professional about it ), and then we're ready to roll for the true playtest!

            For a linear kind of play, it seems to be working quite well and as intended!

            Of course, I can only wonder what an exotic and über-efficient gameplay "à la Agricola" would do to the game...
            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

            Comment


            • #96
              Good to hear of your progress! Can't make it Agri-proof without a playtest!
              El Aurens v2 Beta!

              Comment


              • #97
                Some questions and comments...

                1. Tech discovery messages

                @Boco and Techumseh

                I have tried modifying the suggested files (game.txt abd label.txt), and nothing (at all!) happened!

                Might it be that those files must be modified in the main directory instead of being added in the dedicated "scenario" directory as I did?

                Boco, where did you put the labels file containing your "deploy" modification?

                And the easy way suggested (i.e. removing embassy) doesn't work: there is no embassy, but as I am allied to the civ, I get an information when a tech is discovered...

                If there is no other way around it, I can modify which civ gets the Trigger techs so that it's no longer an allied civ, but I would prefer a solution which would give me less work...


                2. Graphical questions

                I have a problem with some units graphics: when I use civsprite to remove the health bar from some units, the darker "transparent" colour (in the corners of the unit, used to show where the unit stands in the square, and where the signature is usually displayed) isn't transparent any longer on those unit!

                This means that to avoid that problem I use only 1 transparent colour on those units, which has the sad side effect that the signature don't appear on the unit file!

                Any way around this?

                And would the creators allow me to use their units (not all of them, only the ones where I don't want the health bar to be visible) without the signatures?
                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

                Comment


                • #98
                  Ready for Playtest

                  Everything is ready for the second playtest!

                  Here is what changed since the first one:
                  - new graphics
                  - new events (adjusted some barbarian creation + added a lot of "atmosphere" messages!)
                  - new features (waterholes + barbarian camps)
                  - sounds

                  The graphics are nearly the final ones: what should still be changed is the 2 kind of rocks! And maybe something else, I'll trust Fairline on that! And the darker "transparent" colour (magenta?) on some moving units (for instance the rafts) will be removed!

                  The tech discovery by Nature civ messages will be removed: sorry about that (I know they will bore you), but I'm still looking for the best way to remove them!

                  So here is what I would like you to comment on:
                  - playability (of course!): is it enjoyable? hard enough? easy enough? not boring?
                  - messages: are there enough of them? is their timing not too off course? spelling/grammar (as you noticed, I am no native english speaker...)?
                  - is everything clear (what to do, and how to do it)?
                  - any other comments and suggestion are more than welcome!!

                  Recommended level is King!

                  And here are the links to the files, enjoy!

                  Game files
                  Sound files
                  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

                  Comment


                  • #99
                    Will start my playtest this afternoon. I have taken a quick look and my initial impressions are:

                    - Much better unit graphics make a big difference
                    - Terrain looks more varied with landmarks breaking up the plains a bit
                    - Waterholes will give damaged stragglers a chance of survival
                    - More messages add a sense of urgency and give guidance

                    I look forward to playing this, especially after the disaster that befell Iorus in the first playtest!
                    SCENARIO LEAGUE FORUM
                    SCENARIO LEAGUE WIKI SITE
                    SL INFORMATION THREAD
                    CIV WEBRING MULTIPLAYER FORUM

                    Comment


                    • Seems quite interesting. Much better infantry graphics, perfect for "Gaulish but Roman".

                      Some notes on events/messages (I played for a couple minutes and then realized I wasn't in the mood, so I'm going over the various text files to pick at them)

                      Original text is in bold, my suggestion italics.

                      @CASUALTIES
                      @width=400
                      @title=%STRING0 %STRING1
                      @button=Casualty Timeline
                      ^^It is our turn to move.
                      ^^Casualties have been reported
                      ^^by the Defense Minister.
                      ^^%NUMBER0 units lost.


                      It is our turn to move. Our losses have been recorded by the centurions. %NUMBER0 men lost.

                      Same with if you've only lost one unit.

                      @MULTIPLEWIN
                      @width=300
                      @title=Defense Minister
                      %NUMBER0 units destroyed.


                      @MULTIPLEWIN
                      @width=300
                      @title=Defense Minister
                      Roman tactics prevail over the barbarians.
                      %NUMBER0 enemies slain.


                      @MULTIPLELOSE
                      @width=300
                      @title=Defense Minister
                      %NUMBER0 units were lost.


                      @MULTIPLELOSE
                      @width=300
                      @title=Defense Minister
                      %NUMBER0 of our units were massacred.


                      "Defense minister" doesn't sound right. "Centurion/s" or "Captain" or something like that.

                      @FATIGUE
                      @title=Fatigue
                      These men are tired, Sire. If we force
                      them to attack this turn, they will fight at
                      %NUMBER0/%NUMBER1 strength.

                      "Charge!"
                      "Then let them rest."


                      @FATIGUE
                      @title=Fatigue
                      A reckless attack may well prevail, but the men are exhausted. They will attack with only %NUMBER0/%NUMBER1 of their full strength.

                      "Forward!"
                      "Very well, let them rest this day."


                      @LANDFALL
                      @title=Disembark
                      Shall we disembark, Sire,
                      and leave the ships behind?

                      Stay With Ships
                      Make Landfall


                      @LANDFALL
                      @title=Disembark
                      Is it time to resume the march, once more on dry land?

                      Wait.
                      Move ashore.


                      @NOLANDFALL
                      @title=Disembark
                      Our ship cannot enter a land square, and
                      all of the ground units on board have already
                      moved this turn.


                      @NOLANDFALL
                      @title=Disembark
                      The men are too tired to do more than rest, general. You must wait before leading them onto dry land again


                      If necessary, also alter any special message for air to air combat and anything else I forgot or overlooked.

                      Seems very solid, but these kind of tweaks should add a bit more flavor.

                      I wish there was a way to drop the number of units, though. Its not unplayable, don't get me wrong. But the mental image still is "horde", not "refugees".

                      Werd, any other testers, do you have any thoughts?

                      I think this will be an excellent scenario, though I might do more with "Scouts report" events. Maybe not. It seems good enough to ensure you eventually realize it.

                      What would be an interestingievent, if you could find a way to set it...

                      If you stay too long in the plains, your units get attacked by somekind of hyperpowered missile type unit. Call it "Famine". : )

                      Its not necessary at all, but it just strikes me as a cool touch if it could be added without too much hassle.
                      I don't think ToT has the triggers to handle it, though.

                      Balance of power unitwise seems pretty nice.

                      Comment


                      • PLAYTEST PART 1

                        Wow, this is good. I have been playing most of the morning despite being nagged by the wife! Extremely addictive.

                        Some obvious observations but I will post them anyway!
                        -Need good title screen to set the scene.
                        -Intro screen should have a breif story to set the scene. Why are they there etc... You can add a scroll down box inside the main box, just copy and edit another scenarios intro.

                        -WEEK 6 CAVALRY STRAGGLER LOST

                        -I like the watering holes. They give a focal point and give the damaged cavalry a fighting chance of survival. Just setting them to sleep is next to useless.
                        -I also really like the farmland terrain, patches of roads and small villages. The map still looks inhospitable but there are some patches of hope. The player has to avoid lingering too long around the watering holes!
                        -The trees look ace and the ? look right now.

                        -AMMEND TEXT TO:
                        You have to bring them to the river fast and hope the water will stop the barbarian raiders!

                        -All the graphics are brilliant but I really like the engineers and the sound they make cutting trees
                        -I may be wrong but I think one raft did not appear after tree was cut down. Not a problem as there was enough space on rest of rafts. Purple triangles need fixing but I think you mentioned that already.

                        -Good directions for use of rafts and direction to head in. In fact the messages are very good at guiding and adding pressure to move quickly!

                        -WEEK 15 ANOTHER CAVALRY STRAGGLER LOST
                        By this point in my first test I had lost more cavalry!

                        -WEEK 18 IORUS AMBUSHED AND SLAIN...OOPS!

                        -WEEK 20 ANOTHER CAVALRY STRAGGLER LOST

                        -Got to go out now but will carry on later. All my units bar two stragglers are on the rafts. The civilians have reached the rapids and disembarked and are at the second question mark. Hopefully the two stragglers will make it to the rafts before the Skythians.

                        So far I would say the first (Skythian) section is perfected and ready to be released! Bring on the Dacians!
                        SCENARIO LEAGUE FORUM
                        SCENARIO LEAGUE WIKI SITE
                        SL INFORMATION THREAD
                        CIV WEBRING MULTIPLAYER FORUM

                        Comment


                        • Originally posted by Elensar
                          Some notes on events/messages (I played for a couple minutes and then realized I wasn't in the mood, so I'm going over the various text files to pick at them)
                          All your suggestions have been implemented, thanks!

                          If necessary, also alter any special message for air to air combat and anything else I forgot or overlooked.
                          That one was already in place!

                          I wish there was a way to drop the number of units, though. Its not unplayable, don't get me wrong. But the mental image still is "horde", not "refugees".
                          Well, less units to move would make it a little bit more "dynamic" to play, which I wouldn't mind, but then if you lose a few units due to bad luck, it might then have dire consequences...

                          And I would have to rethink the whole balance of units (lazyness striking back )

                          But if other testers agree with you that there are too many units, then I'll for sure modify it!

                          I think this will be an excellent scenario, though I might do more with "Scouts report" events. Maybe not. It seems good enough to ensure you eventually realize it.
                          If when you play it you have additional ideas for new messages, please tell me: I will gladly try to implement them!

                          For the first part (until after the Dacians), I think there are enough messages, but afterwards they get less numerous, so...

                          What would be an interestingievent, if you could find a way to set it...

                          If you stay too long in the plains, your units get attacked by somekind of hyperpowered missile type unit. Call it "Famine". : )

                          Its not necessary at all, but it just strikes me as a cool touch if it could be added without too much hassle.
                          I don't think ToT has the triggers to handle it, though.
                          It could certainly be implemented, but that would require some work!

                          If playtest shows that it would bring something, then I will work on it, but I really believe that if you stay too long on the plains, the barbarians will get you...

                          Balance of power unitwise seems pretty nice.
                          Thanks! It seems to be working as I intended it to!

                          And thanks for your help, keep on commenting!
                          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

                          Comment


                          • Re: PLAYTEST PART 1

                            Originally posted by Werd100
                            Wow, this is good. I have been playing most of the morning despite being nagged by the wife! Extremely addictive.
                            Thank you, it's the nicest compliment a designer can get!

                            But I think it came a long way since the 1st playtest, thanks to your and Elensar's help! (and Fairline's graphics, of course! )

                            Some obvious observations but I will post them anyway!
                            -Need good title screen to set the scene.
                            Of course! I more or less know what I want, I just need to install my new scanner which has been sleeping in his box for nearly a year...

                            -Intro screen should have a breif story to set the scene. Why are they there etc... You can add a scroll down box inside the main box, just copy and edit another scenarios intro.
                            Same as Title: I was keeping it for the end! And I already did the "scroll down box" thing in Pomarj, so I should be able to find a way of doing it again.

                            --AMMEND TEXT TO:
                            You have to bring them to the river fast and hope the water will stop the barbarian raiders!
                            Done, thanks!

                            -All the graphics are brilliant but I really like the engineers and the sound they make cutting trees
                            The engineers (I love them too!) are Fairline's (who else...) and I "stole" the sound in a Curtsibling's scen!

                            -I may be wrong but I think one raft did not appear after tree was cut down. Not a problem as there was enough space on rest of rafts. Purple triangles need fixing but I think you mentioned that already.
                            I think you're wrong: they either all appear or none! And if one is missing, then the remaining ones get crowded...

                            -Good directions for use of rafts and direction to head in. In fact the messages are very good at guiding and adding pressure to move quickly!
                            Good!

                            -So far I would say the first (Skythian) section is perfected and ready to be released! Bring on the Dacians!
                            Yes, I think the Skythian part is ready, and hopefully the Dacian one isn't too bad either!

                            Thanks for your help!
                            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

                            Comment


                            • I played the next three sections this evening. I really like what you have done but for me personally it got a bit too hard and I got wiped out on turn 69.

                              There is always the possibility that I am just a bit rubbish! The way I see it, an average player would enjoy playing the game through once and just scraping though by the skin of their teeth. If they had to start over most of the surprises are already known and it is not as much fun.

                              The way it is set up at the moment would only be playable for the very best players. I think cutting down the numbers of enemy slightly and adding some waterholes (or equivalent) in the animal infested woods would sort it!

                              I do not want to spoil the story for those who have not played it yet so if you can PM me your e-mail address I will send a full report and some suggestions. I don't think it will take much work to sort out though!

                              Almost there
                              SCENARIO LEAGUE FORUM
                              SCENARIO LEAGUE WIKI SITE
                              SL INFORMATION THREAD
                              CIV WEBRING MULTIPLAYER FORUM

                              Comment


                              • Originally posted by Werd100
                                I played the next three sections this evening. I really like what you have done but for me personally it got a bit too hard and I got wiped out on turn 69.

                                There is always the possibility that I am just a bit rubbish! The way I see it, an average player would enjoy playing the game through once and just scraping though by the skin of their teeth. If they had to start over most of the surprises are already known and it is not as much fun.

                                The way it is set up at the moment would only be playable for the very best players. I think cutting down the numbers of enemy slightly and adding some waterholes (or equivalent) in the animal infested woods would sort it!

                                I do not want to spoil the story for those who have not played it yet so if you can PM me your e-mail address I will send a full report and some suggestions. I don't think it will take much work to sort out though!

                                Almost there
                                Thanks for your comments!

                                Getting slaughtered around turn 70 is what I managed in my last playtest too, but I know I can do much better!

                                I sent you a pm with my e-mail!

                                Reducing the number of appearing barbarians is easy, as is adding some waterholes!

                                Now the question is: is it better that it's winnable by most players on the first try, or should a second one be necessary for all except the "more gifted / luckiest" ones?
                                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

                                Comment

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