Topic: Empire Mission 4
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-09, 23:41 UTC+2.0
Hi everybody,
Sorry for beeing quiet. Had to support my national football team abroad ;-). still any suggestions are welcome. Especially I think Lutius is somewhat quiet. any ideas for relevant diary entries? @ Nordfriese: the port is only there to trick the player to spent valuable resources in a useless port and ship industry regards ![]() ![]() |
stdh![]() |
Posted at:
2017-10-13, 00:16 UTC+2.0
With the new version loaded, I tested your scenario again - it took me 6.5 hours with some aggressive expansion. I have some remarks/suggestions: Dismantling defective buildings to get your first building materials: great idea. For the quarries and fishers it's clear why they should be demolished, but for the wells/lumberjack's houses Amalea could explain that they're inefficient? That would make the objective look less random. Reduced productivity (percentage shown on building) is only clear after a few minutes, and there's also enough building space available, so maybe you could remove the farms from this objective (and from the numerous initial talks)? By the way, dismantling a custom lumberjack's house still returns an ax, that looks a bit weird. For the farm plans: you could scroll to the artifact before you remove it. The road network: it's certainly not as crappy as what the AI sometimes comes up with in a long game, but I understand it's not easy to invent something worse. For some time, I missed the start for the 'heroes' objective because I just continued using the low-capacity training camp. The new enemy_seen function gave an error: "scroll_to_field(en_see) Expected a userdata, but got something else.". I had a look at the code but I didn't understand what's wrong. After a goal is cleared, let character specify which one is done. That would help (at least for me) to keep track of objectives. Difficulty depends on AI indeed. You could help the poor Barbarians a little bit by disabling shipyard/weaving mill for them. About the narrative: In the beginning someone remarks it's "great to see the city walls again", but city walls are entirely alien to Widelands... Change to "the great mother city" or "the industrial core of the Empire" or something? Furthermore, as of now our heroes re-enter their homeland, but there's no context. Maybe introduce a new character, a servant/governor that bids them welcome and explains something about the situation - without revealing all there is to know? That could tie in with some of Nordfriese's suggestions. I was thinking of an evil usurpator, only interested in short term riches, that struck a dishonourable deal with the Barbarians: a part of Fremil in exchange for (temporary) peace. Maybe he banished the Vestal priestesses? This usurpator flees the scene when Lutius arrives, of course, so maybe they could meet later on. Suddenly I think of something: where's the Emperor in all this? Extra talk for Lutius: he could recognise certain landmarks near Barbarians, or maybe a captured Imperial fortress. On religion: Maybe you could use different names for the gods? So they could be not exactly Roman, but inspired by history, as the imperial tribe in Widelands very much is. Vesta's punishment: burning lumberjack's homes is a nuissance rather than a pain. You could set fire to an armour smithie for a change. Last remark: in your scripts, you're mixing tabs and spaces. Could you stick to only spaces? Whoa, what a wall of text... Anyway, your scenario is really innovative, thank you for it! ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-13, 08:27 UTC+2.0
Hi Alain Thanks for the feedback ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-14, 00:35 UTC+2.0
ok started fixing the things vesta now really burns only medium sized buildings still to do: ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-10-14, 17:39 UTC+2.0
That can easily be fixed by running Busy indexing nil values ![]() ![]() |
stdh![]() |
Posted at:
2017-10-26, 12:34 UTC+2.0
With some delay... I had another look at enemy_seen, I'll attach a savegame to the bug. With a (somewhat) clearer mind I noticed: if you haven't seen the enemy border yet, this function returns an empty table which is True, booleanly speaking. Do you have some code locally that you haven't yet uploaded to the repo? Your story idea sounds good. But I can't draw a portrait for the new characters that looks remotely human. Regarding the cluttered road network, maybe you could be explicit in both objective and story, and say that the dead ends must be removed? And a suggestion for Vesta's monastery: if handled peacefully, it would be best to avoid the yellow refugees on the map. Maybe that could be achieved by removing personnel from the buildings before removing them? ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-26, 23:13 UTC+2.0
hi, thanks stdh for the savegame and the hint with the table. I thought I had the thing working but missed this part obviously. now the helper function has an else branch delivering a "false" avoiding the crash. Still need to check whether it still wil work if enemy is really seen. By the way moved the check for enemy in seperate function which gives more freedom when to start the checks. will upload new revision after successful test. BTW sorry for the delay but was to busy with real life. thanks for the feed back and the savegame again best regards hessenfarmer ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2017-10-30, 23:28 UTC+1.0
hi everybody, thanks to the leisure time at the weekend and an intensive test game I finished the fixes that stdh suggested. Still looking for feedback before doing a merge request. ![]() ![]() |
Ex-Member![]() |
Posted at:
2017-10-31, 10:29 UTC+1.0
I would like to help but due to life problems I no longer have access to a decent machine to do much on, I cannot even get the basic game to load and run so I cannot even test it. ![]() ![]() |
kaputtnik![]() |
Posted at:
2017-10-31, 21:08 UTC+1.0
I played the campaign but when i should build a new trainingscamp and have to upgrade the colloseum, the game begins to stutter. Every 2 to 3 seconds the Game stops (all workers are standing still for a short time). Maybe some scripting takes to many cpu? ![]() ![]() |