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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I have produced Clash Testbed 7.6.1 and uploaded it to:
http://paws.wcu.edu/rb22393/clash/Clash_7-6-1.asp
This version includes both Martin´s new Dawn scenario and the modifications made by Richard to all of the other scenarios. Since Dawn includes all data as part of the xml file, these do not conflict in any way. Nothing has been changed, except that the unit pictures in Dawn now work with the new images.xml file.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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One thing that is in the new package, and that you can see in the Carthado delenda scenario I put in is the ability to change an ai (in fact, you can also change the player's) build orders. So Carthage can switch production to elephants or siege engines based on some event. I don't remember who asked for that, but someone did.
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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 (re) read Rodrigo's paper on military history on the web page, and here are a few thoughts about military units that could become available with the corresponding techs, some techs coresponding to culture things:
Warrior (club/spearmen) no prereq
Archer (small prereq)
Chariot - horses, bronze working (metallurgy) - horses knowledge should come from contact with nomadic civs, or a civ should be nomadic in order to learn horses tech in the first place. There could be a simple duality between agriculture and horses as a starting tech. Nomad units can move population around anyway.
Phalanx - bronze working (metallurgy), mortal combat - mortal combat would be active only for certain civs, and spread as fights against these are fought. For instance, aztecs wouldn't know that tech (they just make prisoners, which they later sacrifice)
Mounted archer - horses
Legion - metallurgy, military tactics, mortal combat
Heavy cavalry - horses, metallurgy, mortal combat
Catapults/siege engines - masonry, enables siege tactics
Cannons - gunpowder, siege tactics - siege tactics is a big helper of early gunpowder, enables cannon making
Muskets - gunpowder, cannon making - you can't make muskets if you can't make cannons?
(Modern units)
Our scenarios don't go that far, but I thought it worth to pop that up as scenarios rely on the tech tree and units.
In particular, we could maybe see by events (like losing one city to an adversary who has one tech enabling that tech) we can simulate some of these unit progressions? Ultimately enabling a tech by contact with another civ should be coded, not scripted, but I am not there yet.
I'd also like to point out that in the original military.xml file, there are skirmisher elements in almost all units, which have the skirmish order available. They do make a difference in fights, as they allow better manoeuvering. The units shouldn't be rid of them simply because they have less punch than other elements.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I will certainly try to take advantage of the ability to change build orders. Mostly these will be techevents, so the AI builds new units if it gets them.
My tech tree is quite close to that list of prerequisites and helper techs.
The only reason skirmishers are left out is that I don't have any pictures for them. I had already coded tham and added them to the xml before I realized the lack of pictures, and I had to take them out again. I'll hunt for pictures and add them back in if I find anything I can use.
Martin, Clash 7.5.1 had a version of Dawn that used the standard units, and was balanced properly with those units. Do you want me to send that file to you? By the way, it is not necessary to have barbarian versions of the units, as that file shows. The barbarians can simply have the standard units.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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quote: The only reason skirmishers are left out is that I don't have any pictures for them. I had already coded tham and added them to the xml before I realized the lack of pictures, and I had to take them out again. I'll hunt for pictures and add them back in if I find anything I can use. |
You can put skirmisher elements in a unit. A unit doesn't have to be made of a single type of elements. There should be some scouts in almost all armies. That way, you don't need an image.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I wanted combined arms decisions to be the player´s choice, not the scenario designer´s. Eventually we should have something like a unit building workshop, where the player builds up army units from elements. That way there wouldn´t need to be any units defined in the files, except a few defaults.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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Do we have any world maps for Clash? I tried to make one of my own, but it was absolutely horrible.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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I tried to make a map of (just) Europe, and it really has to be very big in order to show details like the English Channel... The file might even clutter one zip or another (Europe.xml). We'd better see how the game scales AND make a map editor before tackling real world map. I love vi, but drawing the map by hand and populating it by hand is really not user-friendly.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:25
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I have never seen any europe map in any testbeds I have. I´d like to use it, if you could upload it somewhere or e-mail it to me.
That sounds great, Mark. I´ll experiment with it, if it is well documented. But I´m not sure how much I want to mess with it; the economics.xml file is complicated and scary and I don´t know much about the model. Before I dig into it, could you point me to a good, concise summary and explanation of the current economics model?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:25
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I see where this population bug comes from and will fix it.
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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 Martin the Dane
I jus noticed another pequliar thing, when population is added in the scenario-file the number of farms changes to a number relative to the population added. |
Hi Martin, yes you have found a kludge I put in to get the delenda scenario to work. Otherwise the standard numbers of farm sites, combined with the population levels Gary put in the scenario, would result in calamatous population decline. It will work mostly as you say it should in the future.
One thing I should make clear. Farm sites = Land. Whereas building farms with the economy is investing in Improving the farms on that land. Improving means everything from making/buying tools, to ensuring proper field care and drainage, etc. At a given tech level there is only so much improvement you can make before diminishing returns sets in. Farm productivity is a function of all of: arable land (farm sites); investment (Build farm); and Labor. Look at "production function" on the econ page on the web site if you want more details.
Unfortunately setting it as it should be right now will ruin the Delenda and Attila scenarios. One thing I could do is put in a special tag that says to cheat on the farm sites, and use that for only those scenarios where the effect is necessary.
How does that sound?
Last edited by Mark_Everson on 23-02-2003 at 04:39
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