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Gary Thomas
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New Zealand
Mar 2001 time: 17:34
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Much of my recent posting, scattered around a number of threads, actually relates to Scenarios, their perceived deficiencies, and their relationship to the Clash game.
The first point I would like to make is that Clash has scenarios and nothing else. It differs from other similar games, and in particular Civilization, in that there is no underlying game, there are only scenarios. Of course it is certainly our intention to eventually have the kind of games available in Civilization as scenarios.
Thus the whole world, whole of history game will be presented as a scenario. Because the Clash game is in a relatively early stage of development, this particular scenario has not been written.
In passing, I wrote the basic data for the Dawn, Jericho, Delenda and Atilla scenarios, to give some variety.
The original Dawn scenario did not allow the messages that it now has. When adding the message system, I had to write an events handler. Not a hugely sophisticated one, but it does allow quite a bit of variety in the way in which a scenario develops.
In order that Mark and Laurent could modify the Dawn scenario (and the others), I wrote a sort of reference manual on how to write scenarios. I think that that manual is still around somewhere. Perhaps it could be made available to everyone. This would allow people with their own idea of how a scenario should work to write their own scenario. After all, a scenario is just a couple of text files (map, and scenario).
That way, people who insist on having the Indus Valley, or China adjacent to the Dead sea could do so.
Cheers
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vampiloup
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I hope for a "manual of the creator of scenarios", too. For the moment, it's very difficult too understand the game mechanic, for me.
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vampiloup
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Abdul : No no. I, i "work" in the "Syzygie" project. But it's a "in hiatus" project for the moment (i have a lot of work, sorry).
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Gary Thomas
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New Zealand
Mar 2001 time: 17:34
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Quoted from another thread:
quote: Or you could use random (or not quite random) groups of syllables. This gets interesting, because you could possibly program in a certain style for each language. For example the XacTec culture might name it's cities similarly (DacPak, LacPak, MoomPak, etc.), it's provinces another way (XacLos, XacMoom, XaxDac, etc.), and it's characters in another manner (Blort dos MoomPak, Port dos LacPak, etc.). This could get quite complicated- both a plus for immersion (in some ways) and a difficulty for coding... |
Names are another form of eye- candy, but I like them. I already have code that generates names which have the flavour of various existing languages. You do, however, run the risk of offending people who are native speakers of the language by producing names that, to a non-speaker seem reasonable, but to a native-speaker are nonsensical or offensive.
A better approach is to completely make up the language flavour. I have had some fun with this in the past.
Cheers
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Stormbeard
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quote: Originally posted by Gary Thomas
Names are another form of eye- candy, but I like them. I already have code that generates names which have the flavour of various existing languages. You do, however, run the risk of offending people who are native speakers of the language by producing names that, to a non-speaker seem reasonable, but to a native-speaker are nonsensical or offensive.
A better approach is to completely make up the language flavour. I have had some fun with this in the past.
Cheers |
Well, My Idea was in fact to have random cultures; no actual "french" or "russian" cultures. For real languages one could just use the set of actual city names (Moskva, Sankt Peterburg, Tver', Kiev, etc.).
As a side note, in Freeciv they appear to have made code that makes the RL city names appear in semi-appropriate terrain.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:34
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Can we please try to keep the threads on-topic? This one's about scenarios, I miss the relation of the last posts with the subject.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:34
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I'm not sure many informations which should be available to the player are the same as those in the xml files. For instance, a military element will have a few values that are the result of the model vlaues (base attack, attack bonus per tech level) and the tech level, which is variable and not needed in the scenario editor when designing a new unit. A player would probably want to see the final attack value an element has in order to know which one to build, while this info is rather meaningless in the scenario editor (ok it may be useful for starting units, but is meaningless for units which won't be available before a long while).
So if you want to make them in-game panels too, you'll have to add more data, in addition to preventing people from editing the values.
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alms66
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Louisiana
Oct 1999 time: 23:34
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quote: Originally posted by Gary Thomas
The scenario editor progresses apace. There is a very good chance that it will be finished by the end of this decade...
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I was just curious as to the state of the editor. Namely, is the map editing (as for laying tiles at least) code and the scenario saving (that is, saves the scenario/map in a clash usable format) completed?
I'd be willing to do some scenario creation for the team as long as I don't have to write the 2d arrays using characters.... though I guess for a small map it would be ok, but what I'd really like to do is a full Earth Map, which I think alot of people have come in and asked about. It's the next logical step, to me at least, that is, to get a full world map going, especially since it appears Laurent has nearly got the gov't, riot and social stuff ready. With that in place, we can begin to see how different civs might appear in different locales of the world.
If it seems like a good idea to everyone, I can begin designing that. Or if someone has a better idea, speak up. Whatever needs to be done on this front, let me know. I'm in.
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alms66
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Louisiana
Oct 1999 time: 23:34
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After making the above post I ended up re-reading the tech model and ultimately decided that would be the best place to start for the world scenario. So I set about to create a list of Level 1 techs, including those in the model. After what seemed like hours, of rearranging the techs in all manner of configurations, dropping here and adding there, I decided that perhaps top-down was not the best way to approach this. These level one techs are just too broad and too arbitrary to be of any real value, to me at least, in building the tech tree. So I’m going to tackle it with a bottom-up approach. I’m going to build a list of every invention, idea, thing and “science” that was used in ancient times (up until about 1 AD). This way, even if it is decided that a world scenario isn’t the best option right now, the list will still be available.
Last edited by alms66 on 25-05-2004 at 23:12
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:34
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The only good thing I'd see in campaigns is if you can keep your units, techs, etc. from one scenario to the next. Otherwies I think it's mostly crap. A good example of such a scenario was Civ2's Spartacus scenario, where you changed the files defining units and events from time to time. It was a bit painful to have to save, switch text files and run civ again, but it was good. I'd like to have something where you have a map that grows as the game progresses (i.e. you start in Greece, then get a map of the Mediterranean, then Europe/Eastern Asia up to India/Northern Africa, then the whole world), maybe grouping squares together as upi grow the map (actually Greece would shrink from a 50 square area in teh beginning to a 4 square area in the end game, but retain population, units, etc.). If you can get something like that, then I'll be very excited about it.
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