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Post by gp1628 on Mar 22, 2012 17:35:00 GMT -5
Here is an image of this map in the map editor www.coe-3.com/~gandalf/CoE3/Simple_Large.JPGAnd here is a link to the map www.coe-3.com/~gandalf/CoE3/Simple_Large.coemSome of the few things that the game is not willing to place at the moment is coast lines and impassable mountains. So that is all this map provides. When the game is started, the game will replace all of the white question marks with terrains (forest, mountain, plains, etc) and then it will convert some of them into basic game needs (farm, town, swamp, ancient forest, mines, etc). Then it will do the same to the red question marks that are near the center of the map but for those it also increases the chance of getting a rare site. So you can see how this map is designed to be highly replayable. It will be different every time.
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Post by gp1628 on Mar 23, 2012 12:38:57 GMT -5
So... what can you do with a Basic Large Map? Its only a text file. Open it up in an editor. Notepad maybe, or Wordpad even better.
For one thing there is that addfancyterrain command at the end. That tells the game to sprinkle resources. If you take it out then the game will be very light in resources. And if you add another so that it does it twice then its very rich. Personally I like doing that with this map. It makes the peninsulas very rich and worthy of their defensiblity
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Post by gp1628 on Mar 23, 2012 15:54:11 GMT -5
If you add these lines to the end of the Simple_Large.coem file then you can get a boosted start. In this case it gives player 0 (the green player) a 99 in all resources.
startevent 10 0 99 startevent 11 0 99 startevent 12 0 99 startevent 13 0 99 startevent 14 0 99 startevent 15 0 99 startevent 16 0 99 startevent 17 0 99 startevent 18 0 99 startevent 19 0 99 startevent 20 0 99
Of course you will only see the ones in your treasury that you can use. But if you get someone later who can use a new resource then it will also start at 99. Change the 0 to a different player number if you want. Or even give it to all of them. And of course you can change the 99 to almost any number you want.
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Post by gp1628 on Mar 24, 2012 11:29:30 GMT -5
OK now what about getting MORE MAGIC ITEMS? Well one way would be to have using the code 9 to drop a random magic item into a spot on the map. Since code 9 is for a "found" item then someone must be there to find it. And since it must have an X Y spot to drop it, you would need a lot of them. What event to trigger the code? Many to choose from. For example, if you use a bunch of starteven then it would happen at the beginning of the game. If you use maybestartevent then you can set a percentage chance of it happening at the start of the game. You could use turnevent to make them all happen at a point in late game like on turn 100. Or recurringevent to have it happen every x number of turns. But lets not get crazy. Personally I like "maybe start event" with a 33% chance for most spots on the map to get a magic item dropped on it. EDIT: Here is a ready made file that does that. www.coe-3.com/~gandalf/CoE3/addfancygiftsLarge.txt So everything X=10-40 and Y=10-25 (skips the outter edges of the map for 10 tiles in) has a 33% chance of getting a magic item found IF someone is there on the first turn to find it. And since the placement of monsters at the start is random, and its a 33% chance to even try, that means the results should be fairly different each time
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Post by gp1628 on Mar 26, 2012 21:09:53 GMT -5
Copy this code to the end of the map. The location of 25 18 is the center of this map. These commands setup a quest location of the long lost Elven Forest which will reward the person with magical Elven Armor.
startevent 8 25 18 4 squarename 25 18 "Secret Forest" startevent 2 25 18 9 "Ent" startevent 3 "Guardian Tree" startevent 4 "Magic Acorns" startevent 4 "Magic Acorns" startevent 2 25 18 9 "Shadow Tree" startevent 2 25 18 9 "Shadow Tree" comlocevent 25 18 -1 2 "" 7 -2 "THE LEGENDARY ELVEN FOREST HAS BEEN DISCOVERED.^^THEIR MAGIC ARMOR MIGHT SOON BE CLAIMED." comlocevent 25 18 -1 2 "" 7 -1 "You have discovered the legendary Elven Forest.^^If you can defeat the guardian then their magic armor could be yours." comlocevent 25 18 -1 1 "" 8 25 18 127 ownslocevent 25 18 -1 9 25 18 "Elven Armor"
startevent 8 25 18 4 at the start of the game, convert location 25 18 to tile 4 (Ancient Forest)
squarename 25 18 "Secret Forest" then immediately name that location so that instead of saying "Ancient Forest" it calls it "Secret Forest"
startevent 2 25 18 9 "Ent" also as a start event place at 25 18 and give to player 9 (independents) an Ent
startevent 3 "Guardian Tree" immediately give the Ent the name of Guardian Tree
startevent 4 "Magic Acorns" startevent 4 "Magic Acorns" give the last mentioned person (the Ent) two Magic Acorns
startevent 2 25 18 9 "Shadow Tree" startevent 2 25 18 9 "Shadow Tree" still operating as all start of the game settings, add 2 Shadow Trees as player 9 (independents) to help guard
We are done with the beginning of the game setup. And now into the quest portion.
comlocevent 25 18 -1 2 "" 7 -2 "THE LEGENDARY ELVEN FOREST HAS BEEN DISCOVERED.^^THEIR MAGIC ARMOR MIGHT SOON BE CLAIMED." This is a COMmander LOCation event. At 25 18 if a commander belonging to -1 (anyone) is within 2 tiles with the name "" (any name) then send a message to -2 (everyone).
comlocevent 25 18 -1 2 "" 7 -1 "You have discovered the legendary Elven Forest.^^If you can defeat the guardian then their magic armor could be yours." This is a COMmander LOCation event. At 25 18 if a commander belonging to -1 (anyone) is within 2 tiles with the name "" (any name) then send a message to -1 (anyone who is that close I think).
(by the way ^ counts as a carriage return to break the message into two lines)
comlocevent 25 18 -1 1 "" 8 25 18 127 COMmander LOCation event at 25 18 when -1 (anyone) is within 1 and named "" (any name) then convert the location 25 18 to the tile of 127 (that location suddenly changes from Ancient Forest to the Elven Forest tile)
ownslocevent 25 18 -1 9 25 18 "Elven Armor" OWNS LOCation event for location 25 18 when it is owned by -1 (anyone is sitting there) then (9) drop item of "Elven Armor". This happens one time only.
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Post by gp1628 on Apr 4, 2012 9:56:24 GMT -5
Another quest that will work if pasted onto the above map. Simply open the Simple_Large.coem file in a word editor and paste this to the end of it. startevent 8 15 18 70 create Hoburg Village squarename 15 18 "the Shire" startevent 5 15 18 9 9 "Soultorn" ownslocevent 15 18 -1 7 -1 "You must gain the ring from Gollums Lair and deliver it to Mount Doom in the East"
startevent 8 25 18 29 create cave squarename 25 18 "Gollum's Lair" startevent 2 25 18 9 "Cavern Wight" #startevent 2 25 18 9 "Ancient Pale One" startevent 3 "Gollum" startevent 4 "Precious"
startevent 8 32 19 103 place volcanic cave squarename 32 19 "Mount Doom"
itemlocevent 32 19 -1 "Precious" 2 32 19 -1 "White Wizard" itemlocevent 32 19 -1 "Precious" 3 "Gandalf" comlocevent 32 19 -1 1 "Gandalf" 4 "Staff of Power"
You find a Hobbit village named Shire being ravaged by 9 Soultorn. If you fight them then its supposed to tell you that there is a ring nearby. You go to Gollums Cave and fight Gollum, then you get the Precious ring which gives you invisibility but it is also cursed. You are told to deliver it to Mount Doom. You should rush to do that because swarms of Horrors could attack you on the way there. Once you get to Mt Doom a White Wizard with a Staff of Power named "Gandalf" joins your party. Yeah I know its kludgy and not quite by the book. Feel free to improve it. Think of it as an obvious nudge "hell I can do better than that" example
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Post by gp1628 on Apr 4, 2012 15:50:44 GMT -5
OK here is a biggie. A standard "rescue the princess from the dragon" quest for lots of prizes.
invisibleflags startevent 1 15 18 #startevent 1 25 18 startevent 1 32 19
squareflag 15 18 272 (256 plus 16 to make the indepts immobile) squareflag 32 19 272 (256 plus 16 to make the indepts immobile)
startevent 1 15 18 (kill all here) startevent 8 15 18 169 (Tower Bridge) squarename 15 18 "Beseiged Castle" startevent 5 15 18 8 5 "Dragon Hatchling"
ownslocevent 15 18 -1 7 -1 "We are indebted and willingly join your kingdom oh wonderful one." ownslocevent 15 18 -1 7 -1 But the Elder Dragon has taken our beloved Princess bubblegum to his lair in the east. Return her to us and we shall reward you greatly." ownslocevent 15 18 -1 2 15 18 -1 "King" ownslocevent 15 18 -1 3 "Vashlosh" ownslocevent 15 18 -1 2 15 18 -1 "Queen" ownslocevent 15 18 -1 5 15 18 -1 20 "Levy" ownslocevent 15 18 -1 5 15 18 -1 5 "Marksman" ownslocevent 15 18 -1 5 15 18 -1 5 "War Elephant"
startevent 1 32 19 (kill all here) startevent 8 32 19 71 (impassable mountain) squarename 32 19 "the Unexplored Mountains"
hasmonevent 1 1 -1 "King" 8 32 19 103 cave hasmonevent 1 1 -1 "King" 2 32 19 8 "Elder Dragon" squarename 32 19 "the Dragons Lair"
ownslocevent 32 19 -1 2 32 19 -1 "Princess" ownslocevent 32 19 -1 3 "Bubblegum" ownslocevent 32 19 -1 7 -1 "You have claimed the Dragon's Hoard" ownslocevent 32 19 -1 10 -1 99 ownslocevent 32 19 -1 11 -1 55 ownslocevent 32 19 -1 17 -1 50 ownslocevent 32 19 -1 18 -1 50 ownslocevent 32 19 -1 19 -1 50 ownslocevent 32 19 -1 20 -1 50 ownslocevent 32 19 -1 7 -1 "Princess Bubblegum is embarrassingly grateful to the one she calls her Knight in Shining Armor." ownslocevent 32 19 -1 7 -1 "She says that if you return her to her fathers castle in the west that you will be rewarded greatly."
comlocevent 4 5 -1 1 "Bubblegum" 7 -1 "Princess Bubblegum brings from hiding magical items as befits her white knight." comlocevent 4 5 -1 1 "Bubblegum" 9 4 5 "Mirror Armor" comlocevent 4 5 -1 1 "Bubblegum" 9 4 5 "Sword of Heroes" comlocevent 4 5 -1 1 "Bubblegum" 9 4 5 "Gauntlets of Knighthood"
In the west there is a castle being ravaged by Dragon Hatchlings. Kill them and the king with his army will join you. But he tells you that the Elder Dragon has taken his beloved daughter Princess Bubblegum to its lair in the far east. (until that moment it wasnt there but now it will appear giving you a chance to go get it before someone else does).
Anyone killing the Elder Dragon will get its treasure hoard. Also Princess Bubblegum will appear saying that if she is returned to her home castle in the east that there will be a great reward.
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Post by hunter on Apr 4, 2012 17:30:28 GMT -5
Nice work gp. I have tried some similar things but it is tricky to get them working. I think the chain events will help a lot.
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Post by gp1628 on Apr 4, 2012 17:37:45 GMT -5
My next project is a way to "purchase" units. Im close. The chain events might make it happen.
I seem to have discovered a magic "Johan" formula. Post something interesting that "almost worked"
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Post by hunter on Apr 4, 2012 18:17:37 GMT -5
OK, this sometimes works, and sometimes does not, which confuses me. A two part quest. Part 1, kill the Hydra and make its skin into armor. Part 2, sell it for profit. Part 1: #Put an Ancient Hydra into the Old Castle near the Witch (and Hydra Skin armour) startevent 1 22 3 startevent 5 22 3 9 1 "Ancient Hydra" comlocevent 22 3 -1 2 "" 7 -1 "Beware of the Hydra that has taken over the old castle. However, the local witches can fashion great armor using a dead Hydra." ownslocevent 22 3 -1 9 22 3 "Hydra Skin Armor" I have tested this a couple of times. The first time, I got the warning message, killed the Hydra, got the armor. All good. Second time, I didn't get the warning message, killed the Hydra, didn't get the armor. Part 2: #Tell players that the Wizards want to buy Hydra Skin Armor, set up a trade at Serton village turnevent 10 7 -2 "The Old Wizard on the island SE of the Barony want to purchase a Hydra Skin Armor if somebody can provide it. Bring the item to the wizards guild in the village of Serton" turnevent 12 7 -2 "Oh yes, the wizards remind you that no one can leave from Serton village, so send the Hydra Skin Armor with a messenger that is not TOO important" I need to make the messages shorter, they don't fit. I couldn't figure out a way to do the trade without killing the envoy. So the plan is you get money but lose the commander and the item. I am also trying to make sure the wizards in the adjacent square GET the Hydra Skin Armor when they buy it from you (thus allowing a nice 3rd part where you attack and kill them, taking your armor back again). I am still testing this bit. startevent 1 48 26 itemlocevent 48 26 -1 "Hydra Skin Armor" 10 -1 1000 itemlocevent 48 26 -1 "Hydra Skin Armor" 1 48 26 itemlocevent 48 26 -1 "Hydra Skin Armor" 7 -1 "Thanks for the Armor, that will be very handy. Sorry about your guy" itemlocevent 48 26 -1 "Hydra Skin Armor" 9 48 27 "Hydra Skin Armor" p.s. I made a map. Do you want to try it, should I post it? Given the above, I consider it beta at best
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Post by gp1628 on Apr 4, 2012 18:57:55 GMT -5
The first problem is that all events are one-shot only unless otherwise stated. So the message can fire for anyone, then not be available to others.
The second problem is that setting a creature as player 9 does trigger -1 events. player 8 does not, but player 9 does. Johan just gave me a fix for this. If you set a flag, then add 16 to it, then the creatures will be immobile. So try invisibleflags squareflag 22 3 272 then set the Hydra to player 8 instead of player 9
Was this designed as an addon for this map?
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Post by hunter on Apr 4, 2012 20:46:21 GMT -5
Er, no. It was for my own map (Large, 8 players, etc).
Will try that fix.
The last trial I did, I killed the Hydra and was given...Gauntlets. wtf?
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Post by gp1628 on Apr 14, 2012 16:45:25 GMT -5
Here is code to attach to the Basic (Large) Map in order to give every AI an immobile guardian statue at the start of the game. This is help insure that they dont die to independents too soon when you are playing the AIs at low levels.
startevent 5 -4 0 0 1 "Guardian" startevent 5 -4 1 1 1 "Guardian" startevent 5 -4 2 2 1 "Guardian" startevent 5 -4 3 3 1 "Guardian" startevent 5 -4 4 4 1 "Guardian" startevent 5 -4 5 5 1 "Guardian" startevent 5 -4 6 6 1 "Guardian" startevent 5 -4 7 7 1 "Guardian"
Of course "Guardian" can be changed to anything unit you want them to have at start
ByTheWay this code is non-specific. It will work just as well on any map
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Post by gp1628 on Apr 14, 2012 17:18:32 GMT -5
more More MORE MAGIC ITEMS!
OK add this code to the map
startevent 9 -4 0 startevent 9 -4 1 startevent 9 -4 2 startevent 9 -4 3 startevent 9 -4 4 startevent 9 -4 5 startevent 9 -4 6 startevent 9 -4 7
maybestartevent 15 9 -4 0 maybestartevent 15 9 -4 1 maybestartevent 15 9 -4 2 maybestartevent 15 9 -4 3 maybestartevent 15 9 -4 4 maybestartevent 15 9 -4 5 maybestartevent 15 9 -4 6 maybestartevent 15 9 -4 7
recurringevent 1 9 -2 -2 recurringevent 2 9 -2 -2 recurringevent 3 9 -2 -2 recurringevent 4 9 -2 -2 recurringevent 5 9 -2 -2 recurringevent 6 9 -2 -2
What it does is... at the start of the game, every player will get a magic item. Then.. with the maybe events, every player MIGHT get another item also at start And then.. with the recurring events, on a regular basis random items will get found on random locations of the map (if there is someone there to find it). So beware because as the game progresses there is more and more of a chance that independents will have a magic item. Even animals.
By The Way, this code is non-specific. It will work just as well on any map.
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Post by gp1628 on Jan 3, 2013 9:32:41 GMT -5
Here is some code that I use because I play this map a lot, and I get tired of selecting the same things over and over and over. fixedplayer <player> <class> <team> <controller> <ai level>
# setting up the 4 teams, 1 for human, and 3 AI teams fixedplayer 0 -1 1 0 3 fixedplayer 1 -1 2 1 3 fixedplayer 2 -1 3 1 3 fixedplayer 3 -1 2 1 3 fixedplayer 4 -1 3 1 3 fixedplayer 5 -1 4 1 3 fixedplayer 6 -1 1 0 3 fixedplayer 7 -1 4 1 3
clusteredstart 1 "on" commoncause 0 "off" scoregraphs 1 "on"
What it does is pre-select a lot of the settings I use often. Like the team settings. It leaves them open for change (like I often set my partner to AI but then that is just one click to get into the game fast). Many people might not prefer to play with GREEN and be partnered with BROWN but that is just my druidical tendencies. Other than that it color-groups the teams to make it easier to remember who will or will not attack each other when I see them together on the screen. Of course feel free to make changes to fit your own gaming. But this way you can see a working example and how simple it would be to change it for yourself. From the Manual_MapEditor.pdf
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