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Age of Empires Heaven » Forums » Scenario Design and Modding » The Fruktfisk Campaign (Nubia)
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Topic Subject:The Fruktfisk Campaign (Nubia)
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Fisk
Champion of AoEH
(id: Fruktfisk)
posted 08-02-11 11:38 AM ET (US)         
Since the Designers board isn't being updated anymore, I decided to make an own thread to keep people updated on the progress of my upcoming Campaign about Nubia, or Kush, whatever you like to call it. I think all people who are actively designing might start an own thread as well, as I don't think we're risking to have the forum overflowed with them.

SCENARIO I:
Origin
Status: Done

This Scenario depicts the birth of the Nubian Civilization, it takes place between the years 8000-3000 BC, and focuses on not getting killed by wild animals and paying tribute to the Mountain Priests. It requires the player to manage his economy properly, but is largely free, and encourages the player to explore a fair bit. It's controlled by a timer so there is still some pressure.

The stones at Nabta, which predate Stonehenge by about 1000 years, is one of the worlds oldest astronomically aligned sites, and an objective in this scenario

The latest addition to this scenario was a collective of Mountain Priests, which will ask tribute periodically. This adds a bit more pressure, as it requires the player to find the Market within the first 10 minutes, and keep a steady flow of gold. Also it adds the opportunity for a fun challenge, where you have to complete the map without doing so, and destroy the priests temple.


SCENARIO II:
Rulers of the Curved Land
Status: Minor Balancing left

This Scenario is set sometime between 1600 and 1500 BC, as it includes the Nubian attack on Elkab during Egypts 17th Dynasty.

The player has an ally in the kingdom of Punt (teal), which makes the scenario slightly easier

The Gameplay idea for this scenario changed a lot during development. It started out as a pretty standard B&D supremacy scenario, with an interesting limitation as the player could advance to the Bronze Age, but the only available units from that age would be Broad Swordsmen and Priests, while keeping all Tool Age units available. Later I got the idea of changing it, so that the player would control a small group of Bronze age units, while fighting respawning hordes of weak Tool Age units. However this idea went really bad, as I changed the players colour to player 8, and this messed up all the civilization settings. I then changed it to be more of a DM style scenario, but keeping the original unit restrictions.

What is still needed to be done is some eye-candy as parts of the scenario are kind of bland. Also it needs some serious balancing, to keep the Computer players from destroying each other.


SCENARIO III:
Dynasty of the Black Pharaohs
Status: Like, half done?

It will be a Diplomatic scenario, in which the player must Conquer Egypt from the Egyptians, rebuild Egypt to it's former Glory, and at last Defend it from the Assyrians. (They will have Stone Throwers!) This will probably be the greatest scenario of the Campaign. I can't give too much information as a lot of things will be implemented and cut out during the development process, but ideas include Greek Mercenaries, which can be tributed instead of being fought, having Egypt Ally you as you conquer the capital, having to raze decadent buildings only to replace them with your own, and fighting the Assyrian invasion. (Which is awesome) The scenario should have some pretty impressive dynamics to support some very innovative gameplay.


SCENARIO IV:

The Warring Queen
Status: Planned

It is a puzzle scenario with a cat (Tame Lion), a Queen (some ranged hero) and some royal gold (War Chest). The Roman Army has been advancing South, but the Queen is stuck in Thebes, which is already occupied. With the help of her faithful Mau she must escape and return to Napata to lead her army against the Romans. Deni-historically accurate.

The scenario follows the same formula as the 5:th scenario in Triumph and Tragedy of the Etruscans, ruler must escape occupied city, find army, and return to take over the city. (What can I say, it's a successful formula. Never gets old, really.) I think the puzzling factor included is good enough to make this a unique experience though.


SCENARIO V:
(No title yet, I'm thinking of making it something ridiculous though.)
Status: Planned
The fifth scenario depicts the decline of Nubia, and the rise of Christianity in Africa. You control a city (or base/whatever) which has allied with the Christian kingdom of Aksum. You must help spread Christianity to Nubia, and convince the king of Meroe to renounce his old faith. A conversion themed B&D scenario with limited resources, including a slight puzzle.


Questions:

Is there anything I need help with?
Right now I'll be looking for a playtester, as scenarios 2 and three are some of the heaviest to balance.

When am I expecting to finish this?
Okay, I seriously think there's a decent chance that the end of summer 2015 is going to work as a preliminary release date. But after all this time, why do you even trust anything I'm saying?

I said I would let it go if it takes more than 6 years, and I'm seriously worried that more than half of this time has passed now, and I'm like less than half done. I'm sorry if you're actually waiting for this thing, but it is still probably going to happen.

More information will follow.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 01-05-2015 @ 04:28 PM).]

AuthorReplies:
chab
Clubman
posted 09-26-14 12:53 PM ET (US)     26 / 97       
I didn't read everything but if you send me the scenario I may collect more information about your players' in-game AI.
At least I can give it a try.

Did you try to take control of the computer players with the improved "gaia" cheat code (using binary patcher) ?
Maybe you will see something weird that explains that.

You can also set higher speed than 2* (but I don't recommend too high values, not sure the behaviour will be the same, I think the computer will skip events if it is too fast)
PhatFish
Mr. Beta
posted 09-27-14 07:59 AM ET (US)     27 / 97       
It's been a while since I've seen any significant releases, I am thinking of getting into some designing myself again. Though like with Dub, progress would be tediously slow I think. I was thinking of trying some new ideas last night.
Suppiluliuma
AoEH Seraph
posted 09-30-14 07:23 AM ET (US)     28 / 97       
I always have nice ideas, after all we have real history and then fictional history, so the ideas could be infinite, sadly I do lack the will to make them happen lol.
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 11-22-14 02:23 PM ET (US)     29 / 97       
Okay, so I finally got the decency to upload the file, hope the people who offered to take a look at it are still around. http://www.filedropper.com/scn3

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
chab
Clubman
posted 11-23-14 06:22 AM ET (US)     30 / 97       
I had a look and computer players seem to develop normally...
I confirm that all players have your custom AI loaded and is using it, except players #4 and #8 that have no strategy at all (is this normal?)

Can you tell exactly which AI lines work / don't work ?

There's something weird with researches though in in-game AI.
Maybe it's not working well because your .ai files have strange names (I'm not sure whether it's important or not)

Normal (from a standard AI file):
U37 Soldier-Cavalry1 4 101

Yours:
U37 Cavalry____ 1 101


Maybe there's a problem with game initialization. When game starts, it normally tries to detect the town center and the 3 initial villagers (even in scenarios) so it's marked as "done" in in-game strategy (and store the unit id).
In your scenario, it looks like this is being done on researches (normally this does not happen) and a unit ID is stored for researches (nonsense) !!!

If I create a blank scenario using just 1 of your AI files, I also have the strange thing about researches in in-game AI.
You could try using clean AI files.
Suppiluliuma
AoEH Seraph
posted 11-23-14 07:05 AM ET (US)     31 / 97       
Would it be up in the granary someday?
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 11-25-14 04:11 PM ET (US)     32 / 97       
The fact that some AI files are missing is normal, as I said the scenario is in development.

The thing is precisely, that if I create a blank scenario, the same files will work just fine.

AI files start developing normally, but always get stuck since they're unable to research a specific technology. Player 7 never researches Sc. Armor for Cav/Archers, player 5 doesn't research Sc. Armor for Cav, etc.

The simplest file in the bunch would be that of player 2, which only has a few lines, but still won't research Iron shield. Do any of these things work for you?

I tried adding starting villagers to the map, didn't make a diff.

edit: The names are the ones put there by Stoyan Ratchev's AI editor. The program has never caused me any problems before, and names should be relaitvely unimportant, so I don't think it's that. If my lines don't have the same number of elements that would be a problem though.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 11-25-2014 @ 04:19 PM).]

aoe_scout
Clubman
posted 11-25-14 04:19 PM ET (US)     33 / 97       
It looks very much like what chab described, for some reason the game doesn't read the ai files properly. I doubt you can get a better explanation.

Edit: Just try recreating the files with default names, your files seems to be the problem. AI Edit also has few bugs and it's not perfect (despite being very good).

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 11-25-2014 @ 04:25 PM).]

PhatFish
Mr. Beta
posted 11-26-14 06:58 AM ET (US)     34 / 97       
I had similar problems once though that was due to AI needing to be in specific order (see the first few paragraphs of http://aoe.heavengames.com/siegeworkshop/ai/), though if your custom AI files work normally on a blank map it would be really really strange. Maybe a different version could be the cause? Just trying to exclude some things here.
chab
Clubman
posted 11-26-14 02:15 PM ET (US)     35 / 97       
I think you should change SN161 (required first building) in players PERsonality because the current value automatically adds Granary/storage pit in strategy but the player can't build it.
But it is NOT the cause of the problem.
You may also want to remove the auto build houses thing (and add them in your AI files).

There is a bug in the game when it tries to scan existing units at scenario startup (the goal is to update strategy: do not build a town center again if one already exists - this doesnt work for dynamic buildings like granary).

The game does not compare element type (building ? Living unit ? research ?).
So there is a confusion between iron shield (id=117) and medium wall (id=117).
The game believes iron shield is already OK and never tries to run the research.

It's not easy to fix because that needs additional code (no room for that) and because that code would be complex (there is no easy way to check because we don't have all information at the right place, maybe that explains why the developer forgot to do it.

I'll try to find a solution if I have time for it and if it's not too complex.


The bug also impacts iron age (that's critical) but we're lucky, AI have the good idea to research ages even if they're marked as done in strategy. Maybe developers encountered the bug (when starting at iron age) and added a workaround, there's no way to know.
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 11-27-14 03:41 PM ET (US)     36 / 97       
I have no idea how you did it Chab, but you just cracked the case. I replaced the medium wall with a small wall, and player 2 now researches Iron shield properly. Even though this isn't a fix, it's enough for me to work around the bug in some cases, which should be enough to get me going once I find the time again.

Thank you very much for your help.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
Suppiluliuma
AoEH Seraph
posted 11-29-14 07:41 PM ET (US)     37 / 97       
Well it is funny how unrelated stuff affect each other in this game. AI can be everything but intelligent :P.
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 01-05-15 04:42 PM ET (US)     38 / 97       
As all active designers, I'm only making some minor progress during the holidays. I've updated the title post to reflect this fact. To show this off, here's a badly merged screenshot of an unfinished area. Imagine that I added some trees and shit to the river banks. Do you guys feel like these cities are a little bland? I feel particularly dissatisfied with the right one, as if I tried to force too many buildings into it and they're just gridlocked. I should probably move the market outside, change the temple location to the current market location and do some open surface in front. Whatever, comment if you like.

Ballista Island - Where all the ballistas go for their vacation. Ballistas are totally not an anachronism in this scenario.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
aoe_scout
Clubman
posted 01-06-15 09:16 AM ET (US)     39 / 97       
The cities seem a little crowded and small, but it depends on the scale of the whole scenario and what you want to show. I think it looks nice overall. On the right, may be you can switch the Temple and Market and move the Town Center slightly away from the water.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 01-06-2015 @ 09:24 AM).]

local boi
Clubman
(id: dragon14)
posted 01-06-15 04:32 PM ET (US)     40 / 97       
Could use some rocks along the beach. Looks kinda weird right now. Oh hey, Maybe a black sand beach would be nice, haven't seen one in game yet

USA
katsup or mustard
PhatFish
Mr. Beta
posted 01-13-15 06:59 AM ET (US)     41 / 97       
I guess the upper part would become the Nile Delta? I have to agree with local boi, I'm missing some rocks, maybe a small cliff. Try to mix some different building sets, unless that is not what you are aiming for. Looking good though!
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 01-13-15 07:30 AM ET (US)     42 / 97       
Thank you all for your comments.

This is a gigantic map (that was my first, grave mistake) which covers like present-day Egypt or something similar, although the area west of the Nile is largely unused. I personally think it makes great sense for urban centers to be crowded.

Black sand beaches, while they would be cool, are a no-go for this historical campaign.

About the rocks, I definitely think you have a point, they would especially make sense where the delta branches out. However, it's hard to fit them on land, where the cacti which make up the fertile plains of the Nile block them.

About the building placement, you just pointed out the two buildings which I'm most satisfied with. I think the market portal makes good sense right after the city gates, and the priest standing on the temple stairs is actually a kill objective here, so he can't be too close to the opening. I might move the northwest wall to add some space to the city.

About mixing tilesets, it's complicated due to the diplomatic character of the scenario and the Sumerian civ's reliance on catapults. I'm pretty much restricted to Orange bronze palmy buildings unless I can guarantee that the main player's units won't move near them.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 01-13-2015 @ 07:31 AM).]

John the Late
Scout
posted 01-15-15 11:28 AM ET (US)     43 / 97       
Nice, I barely know any custom scenarios in AoE, and those I know don't have any special designing. Those dunes are awesome!

I like the city quite as it is with market and temple in their current positions.
Suppiluliuma
AoEH Seraph
posted 01-16-15 01:12 PM ET (US)     44 / 97       
Nice, I barely know any custom scenarios in AoE
Feel free to visit the granary, we got plenty of surprises there.
TheDumbLegionary
Clubman
posted 01-19-15 08:01 PM ET (US)     45 / 97       
Looks like an awesome campaign!
John the Late
Scout
posted 01-22-15 11:09 PM ET (US)     46 / 97       
PhatFish
Mr. Beta
posted 01-23-15 08:24 AM ET (US)     47 / 97       
Anything by Ingo van Thiel or Andrea Rosa are a must. Personal favorite is Tai Gun II.
John the Late
Scout
posted 01-26-15 09:00 PM ET (US)     48 / 97       
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 01-30-15 04:11 PM ET (US)     49 / 97       
Well, Ingo is nice, but I would have to say his map design is a little bit dated by present day standards. A Short History of Lost Sumeria still holds my place as the awesomest campaign ever. Firelegion_56 and Gumble (damn do I miss him) are also some of my favorites.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
Basse
Clubman
posted 01-31-15 10:40 AM ET (US)     50 / 97       
Oh yes, Gumble was brilliant when it comes to map design
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