Galactic Empires (Wesnoth in Space)
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Re: Galactic Empires (MP Sci-fi Scenario)
Use the Galactic Empires ERA along with the map, else it will not work.
(Perhaps BOB could edit the first post with all relevant informations how to use the ADD-ON, some trailer pics and whatnot )
(Perhaps BOB could edit the first post with all relevant informations how to use the ADD-ON, some trailer pics and whatnot )
The best bet is your own, good Taste.
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Re: Galactic Empires (MP Sci-fi Scenario)
Thanks, it is now working!Mabuse wrote:Use the Galactic Empires ERA along with the map, else it will not work.
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- Posts: 13
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Re: Galactic Empires (MP Sci-fi Scenario)
The concept is nice and interesting. It is apparently designed for multiplayer.
Is there any plan to teach the AI to deal with this mod? (stupid I attacks neutral planets instead of colonizing them and probably more issues)
Is there any plan to teach the AI to deal with this mod? (stupid I attacks neutral planets instead of colonizing them and probably more issues)
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- Multiplayer Moderator
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- Joined: March 16th, 2008, 6:39 am
Re: Galactic Empires (MP Sci-fi Scenario)
So. 1.12.
I tried to play Galactic Empires Era on 1.12, however I ran into some bugs:
1. The GE theme doesn't work. Icons on the top aren't replaced, etc.
2. The HQ sidebar info doesn't appear (it just displays food dmg/ strike.
3. The tile working info doesn't appear
4. The floating numbers don't appear (food/ research /gold)
5. There is a LUA Error displayed (something about an invalid backslash?)
Everything else seems to work fine.
Replay attached.
I tried to play Galactic Empires Era on 1.12, however I ran into some bugs:
1. The GE theme doesn't work. Icons on the top aren't replaced, etc.
2. The HQ sidebar info doesn't appear (it just displays food dmg/ strike.
3. The tile working info doesn't appear
4. The floating numbers don't appear (food/ research /gold)
5. There is a LUA Error displayed (something about an invalid backslash?)
Everything else seems to work fine.
Replay attached.
- Attachments
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- 2p_-_GE_Alpha_Quadrant_replay.gz
- (40.29 KiB) Downloaded 545 times
Re: Galactic Empires (MP Sci-fi Scenario)
Code: Select all
<Lua error> ...snoth_1.12/data/add-ons/Galactic_Empires/theme_items.lua:55: invalid escape sequence near '\^'
stack traceback:
[C]: in function 'dofile'
[string '' args = ......":2: in function 'bytecode'
.../Wesnoth.app/Contents/Resources/.//data/lua/wml-tags.lua:277: in function 'cmd'
.../Wesnoth.app/Contents/Resources/.//data/lua/wml-tags.lua:320: in function
<.../Wesnoth.app/Contents/Resources/.//data/lua/wml-tags.lua:284>
Open Wesnoth_1.12/data/add-ons/Galactic_Empires/theme_items.lua. Find a line
Code: Select all
local starred_code = string.gsub(terrain_code, '([^\^]+)', '*', 1)
Code: Select all
local starred_code = string.gsub(terrain_code, '([^\\^]+)', '*', 1)
you have to prequel it with a backslash: write \\ here instead of just \ . After fixing it, you could see more HQ stats
Last edited by Generous on January 31st, 2015, 12:00 am, edited 4 times in total.
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Galactic Empires (MP Sci-fi Scenario)
Is this add on still being maintained? Bob_the_Mighty's last post was early in November last year.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Galactic Empires (MP Sci-fi Scenario)
Actually his last message at Wesnoth forums was 17th January, one week ago. I think he's busy with Bob's RPG era,Tom_Of_Wesnoth wrote:Is this add on still being maintained? Bob_the_Mighty's last post was early in November last year.
hope he's still interested at improving/fixing Galactic Empires. Really awesome era which brings a new flavor to Wesnoth!
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Galactic Empires (MP Sci-fi Scenario)
What I meant was his last post in this thread.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Galactic Empires (MP Sci-fi Scenario)
deleted post
Last edited by Generous on January 31st, 2015, 12:01 am, edited 6 times in total.
Re: Galactic Empires (MP Sci-fi Scenario)
Probably this could be done through Micro AI technology, which have been implemented recently to Wesnoth 1.12ichbinsehselber wrote:The concept is nice and interesting. It is apparently designed for multiplayer.
Is there any plan to teach the AI to deal with this mod? (stupid I attacks neutral planets instead of colonizing them and probably more issues)
http://wiki.wesnoth.org/Micro_AIs
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Galactic Empires (MP Sci-fi Scenario)
Hi Generous, thanks for alerting me to the bugs and for chasing them down yourself, that was very... generous.
I've just uploaded a new version to the add-ons list. In 2.9.4 I've fixed that line in the theme_items.lua file and removed the macro include in the other theme file. It seems to work for me, but I've not got 1.12.1 yet.
You should be able to see what food/gold is produced by each terrain type when you mouse over a tile. This is shown after the name of the terrain type under the mini-map. I've to had truncate it cos some long names were pushing it off the side of the screen. So where mousing over a forest hex used to show "(1 food, 1 gold)" it now shows "(1f, 1g)". It's still readable, if a little small.
I'm happy to incorporate any other changes you make as your suggestions above all sound sensible (especially the overcrowding). If you could post or send me your patch, I'll include it. If you're planning lots of changes, best to send it all in one go as I've not much time for Wesnoth at the moment and won't be checking so regularly. Thanks again.
I've just uploaded a new version to the add-ons list. In 2.9.4 I've fixed that line in the theme_items.lua file and removed the macro include in the other theme file. It seems to work for me, but I've not got 1.12.1 yet.
You should be able to see what food/gold is produced by each terrain type when you mouse over a tile. This is shown after the name of the terrain type under the mini-map. I've to had truncate it cos some long names were pushing it off the side of the screen. So where mousing over a forest hex used to show "(1 food, 1 gold)" it now shows "(1f, 1g)". It's still readable, if a little small.
I'm happy to incorporate any other changes you make as your suggestions above all sound sensible (especially the overcrowding). If you could post or send me your patch, I'll include it. If you're planning lots of changes, best to send it all in one go as I've not much time for Wesnoth at the moment and won't be checking so regularly. Thanks again.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Galactic Empires (MP Sci-fi Scenario)
That update has helped a lot, thanks.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
GE_Patch-1.1 : install it on top of Galactic Empires 2.9.4
GE_PATCH-1.1 : Changelog
Need to think about...
Currently, that anti-overcrowding protection will not allow to land to over-crowded enemy's planet at all. If there would have been a possibility to land there with an automatic killing of weaker units : replacement of enemy's 0 lvl workers & scientists by your higher lvl units and/or soldiers : in my opinion that would really improve a game play, because players would introduce new strategies: just imagine, 3 transporters filled with soldiers , accompanied by an escort, are trying to invade a homeworld of player - who tries to shoot down those transporters. However we need to carefully think, how to implement it properly, so that this improvement will not be abused
- science.cfg :
When the scientists fully complete a 4th (final) stage of research, they will switch to a next area of research (according to a list) - with a user notification - beaming.cfg :
When a player lands his units on a fogged/not-discovered-yet area of planet, the fog-of-war/shroud will be automatically cleared (without having to move a unit)
Now its much more convenient to play with a shroud turned on (e.g. to hide the artifacts)
Anti-overcrowding protection while beaming down - smart notifications included! - planets.cfg :
Anti-overcrowding protection while teleporting, with a notification - headquarters.cfg :
Anti-overcrowding protection while over-producing the units by HQ (food will not be spend when can't create) - notification could be annoying here, decided not to add - scenarios :
When a player selects an empire size with more than one planet, the fog/shroud will be cleared on extra planets
(minor edit for all the scenarios, except 1p_GE_Tutorial.cfg and 4p_GE_Epsilon.cfg - because they dont have an empire size selection)
- Download & unpack an attached GE_Patch-1.1.zip . You will get a "Galactic_Empires" directory - of course it contains not a full addon, but just a patch
- Navigate to Wesnoth "userdata" directory (could use these guidelines - http://wiki.wesnoth.org/EditingWesnoth# ... _directory)
- Reinstall Galactic Empires 2.9.4 addon, then close Wesnoth and delete all the files from "userdata/cache", to force its rebuilding
- Also, its recommended to remove the old "Galactic Empires" saves, because only new games will reflect those fixes listed above
- Go to "userdata/data/add-ons", copy a patch folder that has been extracted at a 1st step, to this place, and merge all directories inside "Galactic Empires" -
- with a replacement of "default files" by patched files!
- Imagine that a player has a few free places at one side of a planet. Although the anti-overcrowding protection will let him to beam down units - to take these places - if a player's ship is at opposide side of a planet, those units will be beamed down to another planet's land, instead of coming to their intended destination
- Anti-overcrowding protection counts all the tiles without units, that are also inside a planet's radius, as a free tiles. However, some tiles could be an unwalkable terrain (e.g. lava), and beaming down algorithm will prefer to place the units to another planet, rather than to place them on these unwalkable tiles (where they still might have a non-zero defense)
- Teleporting from one HQ to another HQ - same problem with unwalkable area tiles. Wesnoth doesn't want to place units at unwalkable tiles
Need to think about...
Currently, that anti-overcrowding protection will not allow to land to over-crowded enemy's planet at all. If there would have been a possibility to land there with an automatic killing of weaker units : replacement of enemy's 0 lvl workers & scientists by your higher lvl units and/or soldiers : in my opinion that would really improve a game play, because players would introduce new strategies: just imagine, 3 transporters filled with soldiers , accompanied by an escort, are trying to invade a homeworld of player - who tries to shoot down those transporters. However we need to carefully think, how to implement it properly, so that this improvement will not be abused
- Attachments
-
- GE_Patch-1.1.zip
- Install it on top of Galactic Empires 2.9.4
- (179.5 KiB) Downloaded 620 times
Re: Galactic Empires (MP Sci-fi Scenario)
Nice
Any plans on making the AI be able to play the scenario as well? I imagine that it could possibly be done through events.
Any plans on making the AI be able to play the scenario as well? I imagine that it could possibly be done through events.
Re: Galactic Empires (MP Sci-fi Scenario)
Looks like Bob is not interested to even review the patches, let alone implementing new features... But, if you have the skills: make AI by yourself, release the new/edited files of add-on in a form of patch, then we can merge our patches into oneAndrettin wrote:Nice
Any plans on making the AI be able to play the scenario as well? I imagine that it could possibly be done through events.