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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sat Jun 23, 2018 5:22 pm
by Cablenexus
harry_vdk wrote:Hi,

I dont have time for testing this mod but if you like i can take a look and make a installer for this mod.

Harry
Thank you for your offer, as Pavel said this will be automated in the future.
At the moment you can read all instructions in the mod [release] thread in the forums. Those are all the steps needed to make the scenario being able to play by the testers now.
Is that possible to do for you in a single step? I can provide you the dropbox link in a PM

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sat Jun 23, 2018 5:25 pm
by Cablenexus
pavelk wrote:
Cablenexus wrote:Well I have to think about it. Why they should? As said I think they had to struggle as well in the first moments of occupation?
Well they have a strong empire behind them.
That make sense. Some granted every turn and if they do badly they get a lower grant...
Well I like to have that script anyway ;-)

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sat Jun 23, 2018 5:43 pm
by harry_vdk
Cablenexus wrote:
harry_vdk wrote:Hi,

I dont have time for testing this mod but if you like i can take a look and make a installer for this mod.

Harry
Thank you for your offer, as Pavel said this will be automated in the future.
At the moment you can read all instructions in the mod [release] thread in the forums. Those are all the steps needed to make the scenario being able to play by the testers now.
Is that possible to do for you in a single step? I can provide you the dropbox link in a PM
I can do this with a single step, there is a other reason for testing this mod. I am currenly investigating a low spec bug with hapent on my (old) laptop and not on other machines with Pavel and when we have nale this bug i will test the solution on your Holland mod also as a dubble check.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sat Jun 23, 2018 6:09 pm
by pavelk
Cablenexus wrote:Well I like to have that script anyway ;-)
Add this to the end of the MoveEvents.cs file

Code: Select all

public class ExtraResourcesForRomans : PlayerYearMoveEvent
{
    public override void RunMoveEvent(Move move, State state)
    {
        Player me = move.PlayerFrom;

        PlayerResourcesCollection addedResources = new PlayerResourcesCollection();

        GameResource goldResource = state.Resources.GetGameResourceById(1);
        if (goldResource != null)
        {            
            PlayerResource addedGoldResource = goldResource.CreatePlayerResource(100);
            addedResources.Add(addedGoldResource);         
        }

        //similarly you can add any resource you want, just specify the ID on first line and value on fourth line
        //GameResource stonesResource = state.Resources.GetGameResourceById(3);
        //if (stonesResource != null)
        //{
        //    PlayerResource addedStonesResource = stonesResource.CreatePlayerResource(100);
        //    addedResources.Add(addedStonesResource);
        //}

        me.AddResources(addedResources, StateChanged);
    }

    public override bool IsConditionMet(State state)
    {
        //set the player ID for which you want to add resources
        if (state.ActualPlayer.Id == 24
            && state.ActualPlayer.IsAlive)
            return true;
        else return false;
    }
}
Just specify - player ID you want him to add resources, resource ID you want to add (or a set of resources), amount of resources you want to add (follow instructions in the code).

Add this to your scenario file (to moveEvents collection)

Code: Select all

<MoveEventMemento scripting="ExtraResourcesForRomans" id="13" isRandomEvent="false">
</MoveEventMemento>
If you havent added new move events, the ID of moveEvent 13 should be available.

It is tested. Enjoy:)

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 8:29 am
by gwgardner
The country colors for Nervii and Frisiavones are almost the same pinkish. Very hard to distinguish when country coloring is on without moving the slider all the way up, and they are adjacent countries.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 9:04 am
by gwgardner
I tried 'tribal meeting' and it worked well. Gained maps. Nice immersive concept.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 9:32 am
by Cablenexus
gwgardner wrote:The country colors for Nervii and Frisiavones are almost the same pinkish. Very hard to distinguish when country coloring is on without moving the slider all the way up, and they are adjacent countries.
I think you mean the difference between the Menapii and the Frisiavones (both lower left side of the map). Indeed. I don't get some colors right. I will make the Menapii color darker.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 9:33 am
by Cablenexus
gwgardner wrote:I tried 'tribal meeting' and it worked well. Gained maps. Nice immersive concept.
This is a main game feature. Good it works with the scenario so well.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 9:35 am
by pavelk
Cablenexus wrote:
gwgardner wrote:I tried 'tribal meeting' and it worked well. Gained maps. Nice immersive concept.
This is a main game feature. Good it works with the scenario so well.
Really? You consider the State decision a main game feature? We were actually thinking about changing the concept considerably (but probably not for the vanilla release)

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 9:36 am
by Cablenexus
pavelk wrote:
Cablenexus wrote:
gwgardner wrote:I tried 'tribal meeting' and it worked well. Gained maps. Nice immersive concept.
This is a main game feature. Good it works with the scenario so well.
Really? You consider the State decision a main game feature? We were actually thinking about changing the concept considerably (but probably not for the vanilla release)
It's not something I added to my scenario specifically. That's what I stated since Garry mentioned it in the scenario thread.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 10:06 am
by Cablenexus
harry_vdk wrote: I can do this with a single step, there is a other reason for testing this mod. I am currenly investigating a low spec bug with hapent on my (old) laptop and not on other machines with Pavel and when we have nale this bug i will test the solution on your Holland mod also as a dubble check.
Yes I read about it, I wish I could help, but I understand you already speak with Pavel about it.
What issues you experience?

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 10:08 am
by pavelk
Cablenexus wrote:What issues you experience?
http://www.slitherine.com/forum/viewtop ... 85#p729985

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 3:22 pm
by gwgardner
I generally use 25% saturation, so have to up it considerably with these countries:

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 3:33 pm
by Cablenexus
gwgardner wrote:I generally use 25% saturation, so have to up it considerably with these countries:
I see now.
I have color overlay set to 90% so that's already a big difference.
It's also hard to find the right colors since I want to add my tribes at a later time to the list (instead of overwriting vnialla ones) so I don't want to use their colors either.
Together with the saturation slider and the overlay slider there are now millions of combinations of colors.

I will see what I can do to distinct them better on low saturation levels.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 3:43 pm
by gwgardner
Not really necessary to do anything about it. You can't really please all the players all the time. It should be like 999th on your to-do list.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 3:56 pm
by Cablenexus
Still no performance issues? Amount of cows? too much, good? trees amount?
What do you think of the army names? (they all refer to something that happens with the tribe, a forest where was a battle, a name of a god they pray to etc).

Thank you btw very much for trying it.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 4:04 pm
by gwgardner
no performance issues.

I haven't noticed any cows, ever. I can now see three countries and no cows anywhere. Is there an animation button I should turn on or something?

I like all the names I've seen. Quite immersive.

I sometimes find the trees too much, and the busy-ness of it is sometimes increased by the addition of the orange-colored trees. I have the trees setting on medium.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Sun Jun 24, 2018 4:12 pm
by gwgardner
'enable ambient animations'

I had it off. I'll pay attention to the cows now.

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Mon Jun 25, 2018 6:43 pm
by Cablenexus
I released a new Alpha version of the Holland scenario v.065
(refer to first post of this thread for instructions how to install this scenario).

Changes include:

- Brightened the Holland flag used as loading bar so text is (better) visible on top of it.

- Implemented script to Romans get every year 25 wood and 25 stone. (condition not work yet, surplus of resources already works).

- Player get message about the resource from the Empire.

- Have mountains and hills now, with a hill patern that looks like the mountain pattern but with a different texture and the stats of a hill.

- Changed the hill pattern on the map (more depth).

- Recolored the dirt roads so they are visible on ALL terrain. (they were barely visible on grass).

- Removed the test units from Roman Empire (I used Hoplites there, garry noticed it thank you) and replaced them by militia.

- Made the country borders better visible also at lower saturation you can distinct them now.

- Borders are fully visible at coasts now.

- Removed empty spaces from fort "walls" in Roman Empire.

- Added a very slight transparancy to city lables (only about 10%) without making the text hard to read. (It's actually better to read since the transperancy smooth the font so longer names are better readable).

- I made the tree shadows more black and made only one of the trees darker.

- Added tech to Roman to start with. Settler and fields.

- The drain ability is now only available if you research fields.

- Changed tree pattern and texture on swamp tiles.

Known issues:

Change some of the overlay colors to distinct different tribes better.
Graph not shown correctly when timeleft is set higher then timerequired for techs. (graph will be fixed by Pavel, I will balance starting techs in next version).
Everything else ;-)

Send me a PM for the droplink (I can't publice it yet since NDA).

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Posted: Tue Jun 26, 2018 8:18 am
by gwgardner
I have conquered maybe 10 cities during the scenario, and all of them immediately have 100% loyalty to me. As designed?