Interjection's Tiny FFA

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Great Britain Interjection
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Interjection's Tiny FFA

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Post by Interjection »

Still a work in progress

Iteration 2.5 is up to date as of 17 March, 2019.

Description:
Seven players spawn on a tiny map without any natural resources on it. Crates spawn every 2 minutes at set locations on the map marked by flags. Players must fight for control of these flagged locations in order to have resources. This is a very fast-paced game! Aggressive play will be rewarded...

Balance adjustments for this scenario:
-Walls are disabled
-Outposts & castles are 40% cheaper (blockhouses & war huts are very strong on such a small map)
-British start with the yeomen card active (homecities are disabled so they have no way to obtain guard & imperial longbowmen)
-Mills, plantations, rice paddies, farms, livestock pen & banks are disabled. MAP CONTROL IS KEY!
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India Ashvin
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Re: Interjection's Tiny FFA

Post by Ashvin »

I thought it was some NSFW thread. :(
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

There is an issue that all crates stop spawning when p8 resigns, maybe it could be fixed by spawning the crates with p0 mother nature or something.
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Re: Interjection's Tiny FFA

Post by Interjection »

p8 needs to be AI and I think it stops working if P1 (host) leaves.

Mother nature crates don't work, they just don't spawn for some reason :(
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Re: Interjection's Tiny FFA

Post by spfoork »

title took me a second
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

Interjection wrote:Mother nature crates don't work, they just don't spawn for some reason :(

Seems to work for me, at least in the scenario editor :hmm:
Changed Food1 to spawn under player 0:
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Re: Interjection's Tiny FFA

Post by Interjection »

When you go into multiplayer it stops working for some reason :(
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

RIP. I still think this could be solved with a custom trigger at least, might be worth it since right now you must have either a dedicated observer that stays for the whole game, or a host that wins the game himself (when p8 is AI).
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Re: Interjection's Tiny FFA

Post by Interjection »

I don't know how to do custom triggers :sad: :sad:
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

I meant I would make it :hmm:
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Re: Interjection's Tiny FFA

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Post by Interjection »

You really are a hero, I've got some updates to put in myself too so I can lump that in too :love:
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Re: Interjection's Tiny FFA

Post by Aizamk »

iirc that is one of the things that breaks when moving from SP to MP (you can't spawn mother nature units)
oranges.
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

Aizamk wrote:iirc that is one of the things that breaks when moving from SP to MP (you can't spawn mother nature units)

Yeah, I forgot about it but it is actually what all MP scenarios resort to - spawning units as regular AI player. My idea of how to solve it in this case is spawning the crates dynamically under the ownership of any remaining undefeated player.
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Re: Interjection's Tiny FFA

Post by supahons »

I've watched the FFA game on stream. Every scenario has it's own economy. Some civs are certainly better than others usually.

If you want to change the balance you can for example block technologies (eg. for legendary arrow knights) or block units.
You can boost unit hp/hand attack resist (eg Musk: modify protounit unit hp/armor crush)
You can stack technologies and buff units with technologies.

Condition: SetTechStatus age0civ active // or civilization if you have a triggerpack
Effect: Set TechStatus: HCshipment active

eg. give a civ a few trickles to boost it. Control x tps/area then get x reward for a different incentive system ...
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Re: Interjection's Tiny FFA

Post by Interjection »

Yeah there's lots that can be done and it's far from finished. Does modifying the crush armour effect resist?

I've not yet been able to figure out how to change resist yet. Could do a lot of cool stuff if you could
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Re: Interjection's Tiny FFA

Post by thomasgreen6 »

Interjection wrote:Yeah there's lots that can be done and it's far from finished. Does modifying the crush armour effect resist?

I've not yet been able to figure out how to change resist yet. Could do a lot of cool stuff if you could

As far as I was aware, the only stat you can change is hp. I could be wrong and you might be able to change attack (or more) with an advanced trigger set however, I remember reading that changing unit stats was a bug left over from when they built the aom scenario editor.
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Re: Interjection's Tiny FFA

Post by pingiu »

i really like this Szenario. I think it would be grat for the Gameplay if you could disable outposts and Change Warhuts and Blockhouses in to normal Barraxes. It feels like the best strat right now is just to built 100 outpost in the middle, there attac is not to bad for there cost and also you dont really wont to tread youre Wood for gold.
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Re: Interjection's Tiny FFA

Post by supahons »

Interjection wrote:Yeah there's lots that can be done and it's far from finished. Does modifying the crush armour effect resist?

I've not yet been able to figure out how to change resist yet. Could do a lot of cool stuff if you could


@thomasgreen6, Interjection
yes, that's why i have written it. I thought for a very long time this isn't possible. There are so many limitations in the scenario editor.

* amour hack (rangeresist?)/armour pierce (rangeresist?) and armour crush (meleeresist) seem to work, idk what it exactly does but the resist numbers change
* unit hp and speed change (+/-)
* technology stacking to change the attack / siege
* build limit for units eg. 26 for 25 unit maximum
* unit restriction eg. fishing boat build limit -79 (copy paste the (-) minus in the game) for eg 20 boat limit

Idk if you can change more, but that's a way how to buff units without causing a crc-mismatch error.
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example for musk + skirm
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Re: Interjection's Tiny FFA

Post by Mitoe »

Maybe make towers a bit cheaper (150w?) so that warhut/blockhouse civs aren't so strong at taking control of the resources in the early game.

And yeah nerf stealth :D
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Re: Interjection's Tiny FFA

Post by onfiregun17 »

Interjection wrote:Yeah there's lots that can be done and it's far from finished. Does modifying the crush armour effect resist?

I've not yet been able to figure out how to change resist yet. Could do a lot of cool stuff if you could

The type of resist that a unit has defined in protoy.xml is the only type that they can have, so you can't switch around their type of resist. If you just need to change the unit's resist, you can use the effect "Modify Protounit" and use the field "Armor Hack/Crush/Pierce". Oddly enough using any of those 3 works because it will modify what ever resist the unit has.

On another note, I went ahead and scripted the custom trigger that @EAGLEMUT mentioned earlier to spawn units for an alive player.

Code: Select all

<Effect name="Unit Create for Random Alive Player">
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Villager</Param>
<Param name="ScenName" dispName="Name" varType="string">Default</Param>
<Param name="Location" dispName="" varType="area">0,0,0</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
<Command>for(i=cNumberPlayers-1;>=0){</Command>
<Command>if(trPlayerDefeated(i)){</Command>
<Command>continue;}</Command>
<Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, i);</Command>
<Command>break;}</Command>
</Effect>

This will create a unit for any alive player on the map, so that should solve the issue where the crates aren't spawning properly. Also, if you wanted a more in depth trigger to spawn the crates at your spawn flags (ie one effect spawns one crate at each flag) to help simplify things I could do that as well :P
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

@onfiregun17 Oh, thanks for the effort, but I've actually already done them - been in contact with Interjection via PM. Looks like you've made the same mistake I did in the first iteration; trPlayerDefeated actually won't detect resigned players, seems that trPlayerActive is needed. Also they should be spawned only by humans to prevent it from bugging out when host leaves.

So far I've ended up with this, which also simplifies the randomized crate logic a lot:

Code: Select all

    <Effect name="Unit Create Random3 Any Human Player">
      <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
      <Param name="ProtoName2" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
      <Param name="ProtoName3" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
      <Param name="ScenName" dispName="$$20509$$Name" varType="string">Default</Param>
      <Param name="Location" dispName="" varType="area">0,0,0</Param>
      <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
      <Command>for(p=cNumberPlayers-1;>=0){ </Command>
      <Command>if (trPlayerActive(p) == true) { if (kbIsPlayerHuman(p) == true) { </Command>
      <Command>trQuestVarSetFromRand("datax_ucrand3", 1, 3, true); </Command>
      <Command>if (trQuestVarGet("datax_ucrand3") == 1){ </Command>
      <Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, p);}</Command>
      <Command>else if (trQuestVarGet("datax_ucrand3") == 2){ </Command>
      <Command>trUnitCreate("%ProtoName2%", "%ScenName%", %Location%, %Heading%, p);}</Command>
      <Command>else if (trQuestVarGet("datax_ucrand3") == 3){ </Command>
      <Command>trUnitCreate("%ProtoName3%", "%ScenName%", %Location%, %Heading%, p);}</Command>
      <Command>break;}}} </Command>
    </Effect>


Haven't gone as far as to spawn under flags automatically, then the whole crate logic would be one trigger basically :biggrin:
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Re: Interjection's Tiny FFA

Post by onfiregun17 »

@EAGLEMUT cool, great work!
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Re: Interjection's Tiny FFA

Post by Aizamk »

Pretty sure trPlayerActive doesn’t do what you think it does either, though? Been a while so will have to check later.
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Re: Interjection's Tiny FFA

Post by EAGLEMUT »

Aizamk wrote:Pretty sure trPlayerActive doesn’t do what you think it does either, though? Been a while so will have to check later.

I wasn't aware of what it does either, but Interjection seems to use it for this purpose successfully.
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Re: Interjection's Tiny FFA

Post by Interjection »

All good so far! Playtested about 3 games using the custom trigger and is working fine.

It doesn't pick p8 anymore but does spawn crates even if the host leaves.

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