OFFLINE QUESTS

Discussion in 'Suggestions' started by Exclusive0r, Jun 21, 2020.

  1. Exclusive0r

    Exclusive0r Immortal

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    UPDATE:
    All sorted : Just for Testing, You can ignore this Load .Quest files to test
    and it's flakey

    I wonder if any of the talented people here could go into a bit more detail on how to make a quest ?
    Ardeshir has made a great vid on the Scenario editor

    Scenario editor - 3+ team and FFA, Triggers, Objectives, AI

    Then we have quests, which as I understand we can use characters and gear up ;););) :




    Just if you want to see what your quest will look like
    Anyway I have a lot of time on my hands .. since getting out of hospital I walked into lockdown and now I am redundant . So if anyone want to share I will try to turn it into a guide :D:D:D
     
    #1 Exclusive0r, Jun 21, 2020 at 7:17 PM
    Last edited: Jun 28, 2020
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  3. Ardeshir

    Ardeshir Immortal

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    No need to worry about character files for scenarios, only the ai for whichever enemy/ally units you want to be active. I'm not sure if you can use it to add gear/vanity to units or not though, but that could be cool to look into.
     
  4. Exclusive0r

    Exclusive0r Immortal

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    Im going to mess with this until I gettit :):):) or go nuts o_Oo_Oo_O:eek:
     
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  5. Exclusive0r

    Exclusive0r Immortal

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    So far I think the load Quest in the editor is just for testing, That's my theory I see it changes the scenario file to add the human
     
  6. Exclusive0r

    Exclusive0r Immortal

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    So with help of the forum members who wrote tutorials I have 2 working simple quests o_Oo_O:):)
    I need to flesh them out a bit.
    So what learned - that load quest stuff is only for testing
    Quest are written by copying other peoples xml and merging them LoL
    Scenario "New" maps using the Argos maps have built in triggers .. very interesting
    Scenario "New" maps using skirmish maps are not having those triggers
    To make quests civ independat use the XML file to load Human player not scenario
    Use the XML to trigger the start/win for quests
     
  7. Ardeshir

    Ardeshir Immortal

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    Kire, TheAce9, Coolblade, and the devs are prob the best bet for more knowledge on writing quests (though I'd be hesitant to ask devs about it :D )
     
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  8. Exclusive0r

    Exclusive0r Immortal

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    Thanks mate :
    my quest beat me :eek::eek: on rush heavy with the built in level 40 civ and with a max civ (all leg gear) it's too easy
    So Im going to build a charset with rare/epic not leg gear or turn into a leg version too :cool::cool: or both
    we'll see
     
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  9. Ardeshir

    Ardeshir Immortal

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    Hahaha, good luck with it! Keen to see it :)
     
  10. Exclusive0r

    Exclusive0r Immortal

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    ... of course you'll get all my attempts so you'll see how much of a beginner I am :D:D
    no where near the level of you guys.... It was your YouTube to blame :p:p
     
  11. Exclusive0r

    Exclusive0r Immortal

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    Things I know I don't know :
    The core AI dificulty
    How to set loose in objectives
    How to get an army to attack a TC

    and lots lost more

    What I do know now is how to make a quest civ independant but I only know what I snipped :
    This puts a civ of yoir choice with gear of your choice <use OTHER> in the area you painted in yr scenario. It inserts a TC , Barracks 3 lowest army units and 5 vills

    Code:
    <grouping>
                <cooponly>false</cooponly> /* no co op for offline */
                <forcetocenter>false</forcetocenter> /*  ???? */
                <name>PlayerStart1</name> /* human /? */
                <count>1</count> /* ??? */
                <team>1</team>
                <area>Player1</area> /* set in scenario editor */
                <groupfilename>Shared_Player1_Age2_Barracks</groupfilename> /* Seems to set a civ base */
                <rottype>Rotate0</rottype> /*  ??? */
                <rotateunitorientations>false</rotateunitorientations> /* ??? ?*?
    </grouping>
    Prolly more than "Shared_Player1_Age2_Barracks" can't find 'em :confused::confused::confused: But this set up a civ base depending on what Char you hoose. If you put it in the scenario then you have to use the char for the civ you built. e.g. if you built a norse base in the scenarion you can only play it with a norse civ and then do not use this as you will get all kinds of dupe probs (I know by trial an error )

    also what does <count>1</count> do ??? next experiment :eek::eek:

    If some one much smarter than me can give me a few quest xml files I read the code and learn
     
    #10 Exclusive0r, Jun 24, 2020 at 10:17 PM
    Last edited: Jun 25, 2020
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  12. Exclusive0r

    Exclusive0r Immortal

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    Hi guys some questions for the Quest-Wise ;);):

    Code:
        <playersettings id="2">         <!--   This is from Scenario Player Data  -->     
            <team>2</team>                            
            <color>2</color>
            <tributablebehavior>Default</tributablebehavior>  <!--   Anyone know what this is ??  -->
            <playertype>Computer</playertype>
            <personality>$$2243$$</personality>   <!--   Anyone know what this is ??  -->
            <script>CORE\Rush_Heavy</script>
            <dataset>C01\C01_SeaPeople_T4</dataset>   <!--   Anyone know what this is ??  -->
            <cooponly>false</cooponly>
            <startingfood>300</startingfood>
            <startingwood>300</startingwood>
            <startinggold>300</startinggold>
            <startingstone>300</startingstone>
            <aislidervariables/>
            <aiflagvariables/>
        </playersettings>
    Things Im try to work out :

    tributablebehavior

    personality

    <dataset>C01\C01_SeaPeople_T4</dataset>

    SORTED BELOW
     
    #11 Exclusive0r, Jun 26, 2020 at 11:42 AM
    Last edited: Jun 28, 2020
  13. Kire

    Kire Game Developer

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    not quite sure about tributable behavior & personality as i havent realy messed around with that yet, but the dataset sets all the gear & units/buildings allowed for the AI to make
     
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  14. Exclusive0r

    Exclusive0r Immortal

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    Thanks

    I found these so far that make a quest Civ independant, ie you just paint plyr 1 and let the Ai insert them depending on which civ you pick:

    Code:
    <groupfilename>Shared_Player1_Age2_Barracks</groupfilename>   
    
    <groupfilename>shared_player1_age2_barrackstowers</groupfilename> 
    
    <groupfilename>Shared_Start_B01</groupfilename> 
    
    <groupfilename>Shared_Player1_Age3_Fortress</groupfilename> 
    
     
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  15. Exclusive0r

    Exclusive0r Immortal

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    <playersettings id="2"> This is Comp plyr 2
    <dataset>C01\C01_SeaPeople_T4</dataset>

    Found out what these are for : The appearance and gear of the computer players so you can increase the gear level to make the enemy harder used in combo with

    <script>CORE\Rush_Heavy</script> which tells the AI how to react with human

    Ima getting there :cool::cool::cool:

    Just 1 annoying thing really delays me

    It's about the architecture.... It appears I cannot change ".quest" xml files on the fly ???? Just a hunch, but after the game is in offline mode it appears to need the server. and if I add a quest file I cannot see it and have to re-start - what am I doing wrong ???:(:(o_Oo_O or is it my naming ?? could be that ??
     
    #14 Exclusive0r, Jun 28, 2020 at 3:00 PM
    Last edited: Jun 28, 2020
  16. Exclusive0r

    Exclusive0r Immortal

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    Major leap forward ...
    I got : Visual Studio Code
    to highlight quest files much easier than Notepad :D:D:D
     
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