OFFLINE QUESTS

Exclusive0r

Immortal
Nov 5, 2018
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Munich Germany
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
 
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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.
 
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
 
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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... 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
 
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
 
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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
 
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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
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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<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 ??
 
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