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  • #61
    MC: Thanks, I've always enjoyed playing as those snazzy-dressed axis, and Stalingrad seemed so good for play as the Germans as well. Practically all the units are from various Nemo masterpieces, so you'll recognize nearly everything. But some are together in the scenario for the first time. I think the units, will be a strong suit of the scenario. (pretty much thanks to Nemo and Alex )
    BTW, I'm going to finish, don't you worry. But you can kill me if I don't. I'll agree to that.

    As a general update, things are going well. Heavy into trials of stats for units. Because one has nothing to base one's numbers on properly, I have to test many a combination of units with only sligh variations in stats. On a side note, this is one thing I hope does not frustrate the player...the number of simminlar-type units. I've noticed that mentioned in other threads regarding unit confusion. Hopefully that will all be aleviated via the Civlopedia entries.
    WV: Good thinking, I'll burn me up a few copies onto CD.

    The real meat of the scenario, which is the Stailingrad campaign in its various stages is generated soley by the events. This, at the moment doesn't exist. I've taken this point to hold up and tidy certain things up in the labels, game and rules.txt.
    I have yet to decide the scope of the scenario. I don't know how long I will be able to keep the player's interest. There are 4 or 5 (can't remember, too late, too induced) stages to be played through, but as of yet, I don't know if they will require their own rules and events and units files. I don't know how big I want to make this yet. I've come to appriciate just how much work it is to have multiple files via a bat program. I may just want to get the scen out, and do the multiple event things for v1.1?

    But alot of cool things have been done, and stuff is moving along nicely.
    One thing that I don't understand is how to set time. There is a way to use a multiple I guess, because I've seen scenarios with months followed by a year. How do you guys suggest that I time a scenario that takes place over the course of say... Aug-Sept.'42 through Jan-Feb.'43? I think individual days might be too long. I suppose it has to do with unit movement values as well, because most of the infantry are move 1, very slow. It will depend on proper unit generation to not be cumbersome.
    Any suggestions?


    [This message has been edited by Field Marshal Klesh (edited May 04, 2001).]

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    • #62
      Okay guys, here's another question.

      I am wondering if tech obsolescence affects event-generation. I'll explain further by example:


      Tech A- Given to the Germans at the start. In the events, if Germans have tech A then create units... let's say 20 miles outside the city.

      I want the Germans to continue to recieve units every turn via having this tech, untill they earn another tech by capturing something. This new tech would be Tech B, and it would make tech A obsolete. Could I then make an event to move the unit generation spots to.. say 10 miles outside the city? I would of course want the units to no longer be generated at the 20 mile point.

      Basically I want to be able to move the generation points closer to the city as the player succeedes in certain missions etc. I don't know if the events that create units from Tech A would stop once Tech B is given.

      Could this be taken care of by adding another 'if' to the code? Somehow possibly asking for the presence of Tech B before the generation of Tech A units?

      I haven't had any experience with this language...or any computer language for that matter, so excuse the base qualities of the proposition.

      So would all that stuff up there work?
      Any ideas as to how I can get that 'closer to the city' effct from my unit creation? Thanks.

      FMK

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      • #63
        When tech B is aquired you could make the space where tech a placed units ocean, that way no more units would be generated there, this I am afraid is the only way atleast whitout multiple event files.
        No Fighting here, this is the war room!

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        • #64
          Hey fellas,

          Its been awhile since I've posted about my progress. Slowly but surely I have been tinkering on this thing, and it is really starting to take shape nicely. The AI has had no problems with some of the more odd things I am having it do.

          I still have this annoying dither effect going on... small bits of ocean and also the white cursor get stuck on certain graphics. Once the screen shifts it goes back to normal, so its no big deal. Hopefully you guys can spot the problem during playtesting.

          She is almost ready to be tested, at least the opening stages that is. I still have a few things to decide about and then implement. I am not sure just how I want to cover reinforcements. Should they be based on merit or turn #? By merit, I mean that you kill this or that unit, and then are given some reinforcements depending on what you killed. But beyond that, I still have to figure a way to keep the reinforcements semi close to the front. I don't wanna give you an infantryman and make you move him across the whole map in order to get in the fray.

          So we aren't too far away from the opening stages of testing, though I won't ask for people just yet. But jsut know that it is comming...

          FMK.

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          • #65
            I'm not sure if this will work, but here is a screenshot of elements of the 112th Inf.Div. and the 16th Pz. as they move behind the Orklova salient and begin their assault on the northern industrial section of the city. Their first objective is the suburb of Spartakova.

            PS. I think the quality of the shot isn't that good because I had to make it a jpeg. I'm no good at this sorta thing.
            Enjoy,

            FMK
            Attached Files

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            • #66
              You could make it into a gif file. that doesnt take up too much room and it is much better in quality. but i know what you mean you have to have something that could save it as gif. so mspaint dont work on another note i would be very happy to playtest this when you allow playtesting
              Maps, Maps, MORE MAPS!!!!

              "You can't make an omelette without breaking eggs but it's amazing how many eggs you can break without making a decent omelette"

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              • #67
                Originally posted by Field Marshal Klesh
                I still have this annoying dither effect going on... small bits of ocean and also the white cursor get stuck on certain graphics. Once the screen shifts it goes back to normal, so its no big deal. Hopefully you guys can spot the problem during playtesting.
                That's becouse some parts of a basic terrain is transperent, when that happens the effects is that the cursor/terrain you clicked erlier/etc will fill up the space that's transperent.
                Just mnake sure you haven't got any transperent (pink) in the main diamond.

                Atleast that's the problem I had when making terrains for the scenario I am making (the symptoms of the problem where the same ones).
                No Fighting here, this is the war room!

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                • #68
                  Originally posted by Field Marshal Klesh
                  I still have to figure a way to keep the reinforcements semi close to the front. I don't wanna give you an infantryman and make you move him across the whole map in order to get in the fray.
                  Easy one
                  Just make the list of coordinates where the unit will be placed begin in the "city" fartest from where the civ receiving the unit "starts".

                  That way it will allways be placed in the "city" fartest away (nearer the front).

                  Then again if you are not using cities (I am not sure you are) you could do the same thing but whit the coordinates of imobile units, which once they are destroyed will serve as the new renforcement arival points.
                  No Fighting here, this is the war room!

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                  • #69
                    Henrik,

                    I looked for you on AIM, but you aren't signed on as you are posting.

                    I have scoured my terrain1 and 2 files up and down to find the problem. I have sent it to some other guys who looked at it...all to no avail. Do you care to take a crack at it? I can email the files to you whenever.


                    And, thank you for those unit generation suggestions. They are both ideas that I had yet to think of. Good show old chap!


                    FMK.

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                    • #70
                      Originally posted by Henrik
                      Just make the list of coordinates where the unit will be placed begin in the "city" farthest from where the civ receiving the unit "starts".
                      In my experiance, if you use events to create units in cities, the AI never moves them out. However, using imobile units as Henrik suggested works very well (as Captain Nemo demonstrated in the first part of Red Front )
                      'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
                      - Neal Stephenson, Cryptonomicon

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                      • #71
                        Either one of those techniques will work nicely. I may have to use both. The units generated in cities can be for the human controlled Germans, as he will move them out without a problem. The Soviets can have all their guys generated on the banks of the Volga, and will naturally move west to face the Germans. Yes, these will work nicely....MUAHAHAHAHAHA!!!!

                        FMK.

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                        • #72
                          Originally posted by Grothgar
                          You could make it into a gif file. that doesnt take up too much room and it is much better in quality. but i know what you mean you have to have something that could save it as gif. so mspaint dont work.
                          No, it's possible to save BMP files as GIF files with MSpaint.
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                          • #73
                            Not with mine. You pull down the 'save as type:' menu and everything is listed EXCEPT .gif.

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                            • #74
                              really...?

                              I convert stuff to .gif all the time with Paint.
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                              Visit the forums!
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                              • #75
                                what windows version you have master on high?
                                Maps, Maps, MORE MAPS!!!!

                                "You can't make an omelette without breaking eggs but it's amazing how many eggs you can break without making a decent omelette"

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