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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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Post your creations here! I´ll start:
I have altered the Dawn technology so that it is much easier to research all techs, and especially Chariots. This unit now comes at knowledge 1 instead of 3. I also altered the events that tell about the chariots, so that they match the new progression. In addition, I altered the chariot element and unit. Previously, it was less expensive than warriors but not much more powerful. I made them a little more expensive and a lot more powerful, and made a unit consist of 500 elements rather than 2500, so the player can actually build several, as the tutorial suggests.
Finally, I gave the player ten more turns between chariot discovery and the arrival of the huge tribe, and bumped the size of each horde unit down to 750 warrios so the player can actually win, if a couple chariots have been built.
I also made combat less deadly and added a small amount if unit healing, so most fights take 2 turns now instead of happening instantly.
Finally, the population requirement is now 10,000 so the player wins the scenario around turn 60 to 70 by following the instructions. I have playtested it several times, and it is fairly easy to win, although some of the fights can be close calls. I may have missed something, however, so try it out and tell me what you think.
The new file is moddawn1.xml. The enclosed zip file contains this in a folder, as well as a new scenarios.xml that includes a reference to it. Unzip this file in the scenarios folder and let it overwrite the existing scenarios.xml
Attachment: moddawn1.zip
This has been downloaded 3 time(s).
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I have been trying to get all of the earth history scenarios to read all of their military, technology, and activity data from the default resource files. That way the game would use consistent data instead of having differrent things in each scenario.
However, I have been comepletely unable to get any of these scenarios to run. There is no error file; the game simply starts loading the scenario but never finishes, no matter how long I wait. I have meticulously checked all of the altered files for missing or erroneous tags, but cannot find anything wrong with the files. I have also made sure that all build orders and unit placements are updated to the new files.
SiegeWars still runs properly, and it even uses the changes I made to the images.xml file. But if I add the:
code:
<files>
<all/>
</files>
tag to the start of it, then it too will not load, so there must be something wrong in one of those three altered files.
I already discovered that the game does not want to let technology alter the Movement and Mobility numbers of any element. When I tried that I got an error message. I also got error messages if I made mistakes like mismatched image names. But I am not getting anything now, and I can´t find out why.
Can seomebody tell me what is wrong here? I have attached all the altered files, and the problem should reproduce itself if you use these to replace the existing ones.
Attachment: newfiles.zip
This has been downloaded 1 time(s).
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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Yes, I should have thought of that sooner. The default file I built already has an extended tech tree, so I will try moving all those new files into one scenario.xml file and seeing if they work. But first:
I got tired of seeing huge numbers attached to all of the military units, so I decided to try and see what combat would be like if thery were all smaller. I started altering the Jericho scenario, giving each element fractional values so that the units were given progressively smaller and smaller values. I wanted to see what happened to combat as a result of this. To keep things as simple as possible, I took away their distance attack and got rid of technology effects.
To make a long story short, I could not tell any difference in the combat system once I balanced the numbers right. If I hadn´t been looking at the numbers, I wouldn´t have known whether my units had 10,000 attack or 1 attack. And the numbers are much easier to read when they are smaller. I think that we should consider making these smaller numbers the standard for Clash in the future.
Take a look at the attached scenario file to see for yourself. Just replace the standard Jericho with it. Or if you want to make the changes yourself, do the following:
Change the warrior element so it has an attack value of 0.001, a defense of 1, armor of 1, no distance attack, and a health of 0.001. Get rid of the tech effects if you want the numbers to look cleaner.
Change its cost to 0.01 food, 0.02 production, and 0.01 services.
Change the Warriors unit so there are 1000 elements in a unit.
Add the MilitaryConstants to the jericho.xml file and change healAfterFight to zero and damageDivider to 10.
Finally, change the powercircle value at the top to 750 so they are the right size.
Attachment: smallnumbers.zip
This has been downloaded 4 time(s).
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I fixed the xml files; they all load up properly now. The problem was due to a cut and paste error in the Mangonel unit.
The way I discovered this was to add a series of tags with names like <Marker7></Marker7>and look at the messages about "uninteresting tags" as the program loaded up. When it froze between Markers 7 and 8, I knew it was something in the units list. But even then, I was not able to see the error until I had put an unintersting tag between each unit.
Of course, this does not mean I am finished. I still need to do a lot of playtesting and balancing to make the new tech tree work with everything. But there is a problem with that. Neither the requirement nor the obsolete tags seem to be working, which means that every unit in the tech tree shows up on the econ GUI on the second turn, once all the techs become active. Since I am on 600x800 computers and there is no way to scroll the GUI, it is impossible to invest in roads and walls, and anything else in the middle of the GUI list (Reordering gives me all the infrastructure investments at the bottom.)
The attached file contains the Jericho scenario, modified with the new tech tree and units. All you have to do is replace the jericho file, no other changes to the testbed are needed.
Mark, I don´t like any situation where the GUI shows something different than what is actually three. Altering the system wasn´t much effort, and coder time is IMO better spent on other things. Now that everything is all in one file, I can easily change them around so they all show up as small numbers.
Attachment: newjericho.zip
This has been downloaded 3 time(s).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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Attack values could be divided by 500 or 1000 without problem in the files. The figures were initially for 500-man elements, and now they are for 1-man, thus the scale problem. Fixing them in the xml files is the way to go.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I thought I was actually slowing down the attack. Originally, the babarians appeared right after discovering the chariots, but now they come ten turns later. If the player doesn not research Domestication, then the big tribe does not come.
It should be easy to have the player decide the pace of the scenario. Just tell them that discovering horses will trigger all the battles, so if they want to take their time then they can stay away from horses, and if they want to finish fast then they can grab them early. There is currently one only one barb attack that depends on the turn, not the horses.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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quote: Originally posted by Mark_Everson
Hi Richard, I checked out the new Jericho. I haven't gotten far enough along to see much tech action yet, I'm looking forward to it. |
Sorry for the confusion, but the scenario I posted is meant primarily to be looked at, not played. It is not really balanced for tech growth and a proper game. I am still working on a single tech tree where growth is balanced across all the scenarios without artificially altering the growth rate for each civ. I am almost there, but there will probably be no way to avoid making Dawn tech growth artificially faster.
quote: But the fights with all those mobs take Forever. It really detracts from the game. One problem is that a mob shows up basically every turn. So by the time you have reduced the defenders another is bound to be produced, leading to very extended slogging conquest. Of course I am running lean on forces so as to put most of the resources into tech, so that might be part of it. |
This is what is supposed to happen IMO. In order to take out a province capital, you should have to to conquer most of the rest of the province, and then strike with overwhelming force. I never had problems in conquest once I got a good army.
I made the mobs small so that even the smallest civ should be able to build one. They should become obsolete quickly, once the AI learns enough to invest in tech and build Warriors. But I have bumped up the cost and upkeep of units since then.
quote: I am puzzled about your comment about not being able to give orders. When I give orders in Jericho there are only twelve total choices in the econ menu. What am I missing? |
Your computer must be acting very differently than mine. When I play this scenario, I get orders to build every single unit in the tech tree, which takes up all of the GUI window at 600x800 resolution. When I hit reorder, I get the orders for technology, education, all of the infrastructure investment, and finally road and wall building. If I add any Activities that the user can invest in, it becomes impossible to invest in roads and walls, no matter how the window is ordered. So I had to take out all the Activities.
But I got the requirements tags working properly, so part of the problem is solved. But playing as Romans gives the same problem, since stuff does not go obsolete. I will add Activites once the GUI and obsolescence are fixed.
As hinted at before, I am in the process of a major reorganization of the files and scenarios. In a few days I will finish, zip up the entire testbed, call it Clash 7.6, and upload it to my website.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:25
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quote: Originally posted by Richard Bruns
quote: I am puzzled about your comment about not being able to give orders. When I give orders in Jericho there are only twelve total choices in the econ menu. What am I missing? |
Your computer must be acting very differently than mine. When I play this scenario, I get orders to build every single unit in the tech tree, which takes up all of the GUI window at 600x800 resolution. When I hit reorder, I get the orders for technology, education, all of the infrastructure investment, and finally road and wall building. If I add any Activities that the user can invest in, it becomes impossible to invest in roads and walls, no matter how the window is ordered. So I had to take out all the Activities. |
I think the difference may be that I grabbed Only the scenario file, not your technology.xml file. Would this explain the difference?
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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That scenario doesn´t reference the technology file; it has a copy of it, which is about ten revisions out of date by now. But the difference is probably due to the fact that I gave Jericho tech of 1 in everything. This meant that they could make warriors, so they could make everything. If you are playing any other civ, they won´t have that tech, so all they make is mobs.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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What do you mean by unitmoveevent? I will try to check the delay stuff, but if you need another event, it'd be well to code it. Can you elaborate a bit?
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:25
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Ok Here is my attempt at a Dawn scenario, there are still a few isues that I would have liked to cover in the scenario, but either the events model does not allow it or I'm to dumb to figure out how to achieve what I want.
What I have changed is as follows:
Victory condition now requires a pop of 15 k, this should be achieveable around the same time as the major northern barbarians arrive.
The personell requirements for all units have been reduced , so Wariors are now 250, BarbarianArmy (the northern barbarian units) are 500, and Chariots are 1000. To keep the balance I have changed the costs and strengths as well.
Chariots are available at Tech 2, and research is speeded a little to make it all doable in ~80 turns.
Finally I have moved the hint about horses to a little later in the game, and changed most of the events, so now there is mostly only one message per turn. Furthermore I have tried to avoid long stretches without events.
Unfortunately I have not been able to add the events I wanted for the late game. I would have liked to add a few extra econ-instructions to the late game, but I have not been able to come up with any sensible things to tell the player so that'll be my next project.
Please let me know what you think.
Attachment: dawn2.zip
This has been downloaded 2 time(s).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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I just downloaded the new dawn scenario.
I checked the events and am a bit surprised by what you said, Martin. The buildunitevent data is normally reset every turn, and the destroyarmies event looks at all units present at a given time. This means destroyarmies is true when there are no armies, not when they have just been destroyed. Making a conditional event (spawning of barbarian units AND destroyarmies -> save a condition) should work for that one.
I'll check more in depth, but the buildunitevent should work the way you want.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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Martin, the scenario plays well and is easy enough to complete by following the steps.
I found a few things which may need correction:
One is a title for a panel: Horses is confusing. "Horses rumours" or something like that might be better. When I saw "horses", I thought I had found them even though it was not the case.
Another point is my unit stopped 3 squares from its start position after the second move when I gave it the order to move 2 squares NW. The message didn't fit the situation well. Also, the direction in which the squares expand is random, so the target square (2 squares NW) may not be in the black, depending on which area the population would expand.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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I corrected the bug for buildunitevent. The correct code was not called because the superclass method wasn't called by the subclass... I sent a new code bunch to Mark, so this should be fixed soon.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:25
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I have just sent out a Testbed V7.6! Here is the new stuff from the readme. Please be sure to look over the bold parts of my post. We need to take action soon on unifying the various scenario approaches or we'll have a train wreck!
As usual if someone else wants it other than Richard and Martin, just email me and I'll send you a copy. I will send off the new unified codebase to the programmers in a few minutes.
Good work Everyone! 
Clash Testbed 7.6 (post-Demo 7.2.1 code) Feb 16, 2003
Please delete the entire old version of the clash testbed (if applicable) before installing this one.
New info:
v. 7.6 Is the post-Demo 7.2.1 code made available so that Richard, Martin, and others can mess with the scenario files. This version has bug fixes and new small features. Also Laurent is making good progress on the real AI, and some small improvements from that are starting to make it into the game.
IMPORTANT: This version of the testbed uses the old-style (before Richard's recent changes) scenario files. It does have Martin's new version of Dawn.
We need to figure out our new scenario standard and come up with a merged version soon, before drift between them causes wasted effort! I suggest that be a priority for the immediate future.
For now, to use Richard's scenario versions, just replace everything in the class subdirectory of this zip EXCEPT class\game with the equivalent from the Testbed 7.5.1.
New features:
1. Laurent has been charging ahead with the new AI. In this version enemies don't make boneheaded attacks. Sometimes unfortunately when they are stymied they just sit there though. Hopefully that can be remedied soon.
2. Owen has done a number of fixes involving colonization. The most noticeable are that colonies next to existing provinces are added to that province, and that you can now form colonies by disbanding military units.
3. I have gotten the econ orders working more-or-less properly for military unit obsolescence now. When Cohorts replace Legions the Legion order disappears and an equivalent Cohort one takes its place. For now you lose any Legion investment that remains, I'll fix that soon.
4. Laurent put in fixes for builtunitevent for Martin.
Thanks for all the hard work! I'm hoping we can get Demo 7.3 out in a few weeks. If Laurent can get the AI significantly better soon, I think between the tech advancements and AI we could just call it Demo 8.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:25
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Hi Martin, I finally had time to check out the new Dawn scenario. It seems pretty good overall. You have certainly included a bunch of things that we didn't have in there before that should help out newbies. You had said in your post that you are looking for other Econ items to include later in the tutorial. One idea I had is that if we can get an event to turn on ROI in the Econ GUI, going over how ROI works would be a useful thing. One thing we could demonstrate that with is to have a chariot production automatically turn off as Army supplies gets above 80% of taxes or so. There is already a right up of how ROI works in the economy section of the demo 6 manual.
Some other comments...
You did a good job on thinning out the bulletins, but it seems there are still an awful lot of turns where two come up at once. It may be that I did things in a slightly different order from you, and so things that were spaced evenly for you became bunched up for me. A long time ago I requested Gary to make an event class that was turn-based but fuzzy, such that if another event were fired that turn it would wait up to a turn or two before firing. Unfortunately he never got around to it.
There were an awful lot of grammar errors, and I realize that part may be hard for you because you're not a native speaker. There is certainly no point in you spending large amounts of time getting the grammar right when someone else can fix it fairly quickly. But lets see if we can get any volunteers to do it! 
I thought the first barbarian attack was too soon. I had just started building roads, and then needed to switch off the road-building orders to make military units to fight off the invasion. It seems to me if that attack were delayed by five turns or so things would be much smoother.
I may be wrong about this, but I didn't notice an instruction that says about the tech button to see where technological knowledge is. If the comment isn't in their we should have that.
Population growth is much slower now then he used to be in the original version of Dawn. I think that is because the amount of Army supplies needed changed, and Army supplies pull food from the economy. You might want to try starting out with extra people, something like 8000, and see if the whole thing doesn't work better. That would also allow us to have a higher population target for winning than the fairly measly 15,000.
I got the "We Survived" bulletin more than once during the game. You might want to look into that.
Another bit of instruction you can give late in the game, is after all the barbarians are dead and you are trying to maximize population growth, you can suggest investing in Food Tech, which makes the farming sector more productive and therefore population grows faster.
I really appreciate all the work you put into this, and am looking forward to seeing the next version.
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