Gambits Empire Builder 2.2

Discussion and development of scenarios and campaigns for the game.

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Mica
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Re: Gambits Empire Builder 2.2

Post by Mica »

If you do implement that idea, it should be so long that it's not really a helpful thing. It'd be too easy to get wood in places like the desert.
Mica says one who cheats, cheats himself.

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AI
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Re: Gambits Empire Builder 2.2

Post by AI »

Indenting isn't required, but it really helps making your code more readable. The wmlindent utility helps with this, though if you're on windows, it's notoriously hard to get it to run. (or maybe the interface is just that unfamiliar to windows users)

If your unit files are a "big jumbly mess" then you're probably opening them in notepad. I won't go into a long discussion on the subject, but opening it in wordpad instead should make your linebreaks work again. Just make sure not to accidentally save the files in word format. (I'm assuming you're on windows here, but this is a pretty windows-dependent problem)
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

yeah mica.

15 turns for pine

20 for palm

30 for reeds

i loaded up the big map with just one side and used the debugger to take all his money. then i droided him. it blew through a turn a second. it took 900 turns to fill the entire desert with palm trees. and by turn 1200 less than an 8th of the ocean was covered in swamp.

and that was without players cutting and building and disturbing/blocking the trees.

all in all im not worried about it being too helpful. im worried about it being a nuiscance. like AI itll prolly end up being a cool feature to some but annoying to others and ill have to take it out. :(


and AI is there some other program you suggest I use?

also does wmllint work on maps? i have old 1.2 version maps i want to convert to work on 1.4
AI
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Re: Gambits Empire Builder 2.2

Post by AI »

Wmllint will convert 1.2 style maps to 1.4 style. It will use the outermost tiles as border though, so you want to open the map in the editor and resize it afterwards.
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

sweet!

also GEB 2.4 is already ready. mostly just balancing and in game help. but it also includes teh cool auto foliage. im uploading it now.

and i think in later versions i can adapt the auto foliage code to make seasons change. winter and summer.
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

there were a few bugs i found while playing with my testers. so i deleted it from the addon server. im going to do a few hours of single player play testing. then ill release tomorow. sorry for the inconvenience.
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Re: Gambits Empire Builder 2.2

Post by Gambit »

okay i got rid of the known bugs and played for 3 hours looking for more. i tested every feature and didnt find anything except that the aliens give too much exp (they're level 2) and after downgrading teh flaming ghosts they've become rather worthless. im going to up thier moves by one and then upload.

happy building.
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

i realized something. if i put the macros in the era, you could play GEB on ANY map you wanted to. but i tryed it everywhere and nothings working. so how do i put this
{~campaigns/Gambits_EMPIRE_Builder/macros/story.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/buildings.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/crops.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/mushrooms.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/castles.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/dirt.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/landmines.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/snow.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/water.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/caves.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/grass.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/misc.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/specialunits.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/woodandreeds.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/sand.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/hills.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/diplomacy.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/blacksmith.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/help.cfg}
{~campaigns/Gambits_EMPIRE_Builder/macros/autotrees.cfg}
inside of this
#ifdef MULTIPLAYER
[era]
id=GEB_era
name="Empire Builder"
[multiplayer_side]
id=Random
name={MENU_IMG_TXT "random-enemy.png" _"Random"}
random_faction=yes
[/multiplayer_side]

[multiplayer_side]
id=GEB
name={MENU_IMG_TXT "units/human-loyalists/peasant.png~TC(6,magenta)" (_"Settlers")}

type=Swordsman
leader=Swordsman,Lieutenant,Pikeman,Shock Trooper,Longbowman,Javelineer,Duelist,White Mage,Red Mage,Rogue,Bandit,Trapper,Outlaw
random_leader=Swordsman,Lieutenant,Pikeman,Shock Trooper,Longbowman,Javelineer,Duelist,White Mage,Red Mage,Rogue,Bandit,Trapper,Outlaw
recruit=Mage,Peasant
[/multiplayer_side]




[/era]
#endif
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Mica
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Re: Gambits Empire Builder 2.2

Post by Mica »

Check how ANL does it? ANL's WML is one of the easiest to read.
Mica says one who cheats, cheats himself.

You are an Elvish Shyde - Beautiful, natural, and helpful, though sometimes under-appreciated.
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

lol things must have changed a lot then since i last worked on ANL. he used to put the macros in them map and was definitly NOT easy to make sense of.


EDIT:
okay i got that setup. i added some more terrain and a macro to clear villages and non GEB terrain and replace them with suitable counterparts. so after the next release GEB will work on ANY map that doesnt have custom terrain.

is that sweet or what?
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

okay i got two good ideas today and wnated to know what yall thought.

1. a "teleport to last location" option

and 2. text prompt trading. let the user specify an amount (i already tested this and it works. i just dont know if its a good idea... they could enter letters and words and bug the whole thing up...)
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Mica
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Re: Gambits Empire Builder 2.2

Post by Mica »

Off-topic, but we're on 2.5 now.
Mica says one who cheats, cheats himself.

You are an Elvish Shyde - Beautiful, natural, and helpful, though sometimes under-appreciated.
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DDR
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Re: Gambits Empire Builder 2.2

Post by DDR »

letters would not matter, I think they would evaluate to 0 or something... try it.
As to teleport to last location, just store the last location's x and y variables and use them to teleport to.
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ineedtoreportbugs
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Re: Gambits Empire Builder 2.2

Post by ineedtoreportbugs »

Why are cows in GEB weaker than people.
PS: how does auto foliage work?
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Gambit
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Re: Gambits Empire Builder 2.2

Post by Gambit »

cows arent meant for combat. you get them, feed them, eat them.

atuo foliage works like this:

every ten turns store all the locations with trees. and locations in a radius of 1 around them. then check all the stored places. if any of them have grass, plant some trees.
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