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  #1  
Old 12-18-2004, 11:15 AM
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Default Diospolis - XX Dynasty Scenario

Ok folks, here's what I have so far for my XX Dynasty scenario. There is a LOT of work still to do on it, but I believe everything currently there is in playable form. Some things that are missing still:

- Need to finish making the cliffs on the east half of the Nile look good. Possibly some other texturing stuff on the east side, haven't done the final check there yet since the cliffs aren't done. The west side of the Nile should be in final form, so if you notice any problems there, please let me know.

- Most of the popup messages for events and world sites and the like are not included yet. You'll have to keep an eye on the world map and your local area map for now. Check every so often for new world level sites especially...some sites are revealed by other sites being activated, but after a delay period.

- Took out a lot of the diplomacy-related sites and triggers as I am working on another system for this.

- About half the currently planned world level sites are not in place. This goes along with the previous point. Basically, I started running out of room on the world level for having all the sites I wanted in the areas I wanted them AND the diplo sites, so I'm working on a solution to that still.

- Some activation/deactivation/propaganda text is currently just simple placeholder text. The final version will have a LOT more detailed text in these areas for most sites. Some of the sites have their final form text in, but it's been a lot of work researching the proper quotations and other information, and in some cases having to translate some things from the hieroglyphs or MdC transcriptions (Which I am NOT all that skilled at, it requires a lot of time and regular checks in the translation dictionary) so I've decided to spend my time focusing on making it functional first, then going back and doing all the background and flavor stuff.

- As above, the intro/story text, goal information, tips, and history sections of the briefing are very basic form at the moment. It should have enough information to tell you what you have to do, but most of the flavor isn't there yet.

Stuff that IS finished (hopefully):

- Basic terrain on local map completed, along with resource placement (though a bit of surplus at the moment I think, because not all the world level sites are in.)

- West side of Nile texturing completed.

- Multiple linked enemy sites, I believe all of the military events and triggers are complete that are not related to the diplo options mentioned above.

- Basic trade sites are all in. There will be numerous other trade sites and monument sites placed in the final version, but there should be everything you need to complete the goals in place on either the world level, local area level, or both.

- Ma'at Patron Events. I think I have this working properly now (for those who weren't following the other thread, Ma'at has no Patron Deity event in the editor...so I had to fake it). The messaging for the events isn't finished yet, but the events themselves should work properly now.


Basically, it's not pretty, and doesn't have all the features that the final version will have yet, but this should be a playable version with all goals completable. Feel free to play it, test it, beat the hell out of it, and what not. Please let me know any glitches you find or suggestions you have, no matter how minor...I'd much rather have things fixed before the final version is released than to find out about minor problems afterwards. Some things I may already know about, but I'd rather be told something I already know is a problem than to not be told and not have it fixed...

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:34 AM.
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  #2  
Old 12-19-2004, 02:59 AM
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Found one other glitch on the world map in that version, "Western Tract" lable needs moved down slightly. Apparantly when I was moving things around to make more room I moved it a bit too far...
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  #3  
Old 12-20-2004, 03:52 PM
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I am running the scenario and I have opened all sites but Kikuptah. That I am not able to activate since button does not appear even if I have amply met all requests. I enclose a save game and a snapshot of the world level.
By the way the scenario is very nice.
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  #4  
Old 12-20-2004, 05:08 PM
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There is a trick required for Kikuptah, which doesn't have the messages displayed yet (as mentioned above, not all the messaging popups are included yet). However, if you were able to open the other sites without Kikuptah being open, there is definitely something wrong somewhere with the triggers...I'll take a look at your save and see if I can figure out what is going on.

EDIT: Ok, the sites that require Kikuptah to be opened to activate are not displayed yet, except the Western Tract expedition, as should be the case. (There are a LOT more sites that you haven't seen yet...) However, I'm not sure why you can't open Kikuptah, I may have messed up one of the triggers when I was disabling the diplo options, I'll go take a look at my triggers again and see if I can find the problem.

Last edited by Raccoon_TOF; 12-20-2004 at 07:35 PM.
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Old 12-20-2004, 07:33 PM
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Found the problem...one of the sites that provided a "hidden" needed resource was removed when I removed the other diplo-related sites (don't want to give away too much, as that's part of the puzzle of the final version...). I've fixed the problem temporarily I believe, along with a couple other minor glitches. Please download the attached updated version and see if you can get it to work there...

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:35 AM.
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Old 12-21-2004, 03:20 AM
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I have downloaded the new scenario and I will give a try tonight.
It is a piety I will have to start again. I had a stable town with forteen nobles.
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  #7  
Old 12-21-2004, 11:05 AM
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Oops, noticed I deleted another trigger by mistake when I was fixing the problem above. Here's an update, hopefully you haven't started that one yet...

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:35 AM.
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  #8  
Old 12-21-2004, 08:27 PM
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Update:

- Have re-added most of the world level sites, and reworked the diplomacy sites. Some of the diplomacy sites had to be permanently removed due to lack of space on the world map unfortunately, but what is left should provide an interesting set of choices I think (hint: some decisions are PERMANENT, and don't always have positive effects, so consider your choices wisely...). I will be doing a more diplomatic-oriented scenario sometime in the future if people like how it works in this one.

- Also have added some more trade sites, and rebalanced resource requirements on some world level sites slightly. Note that some of the trade sites and merchants have twists to them too...

- As mentioned above, not everything is as it first appears. Some sites have hidden positive and negative effects, which may not be readily apparant. If you are having problems in your city that don't seem to have a local cause, take a closer look at the world level sites...you may find the solution to the trouble there.

- Some more messages have been added for the more important events to keep the player advised as to the situation as it changes. Still missing a lot of the messaging however, as well as a lot of text on the world level itself. Still need to keep a close eye on the world level map for changes.

- Some more historical text has been added, especially to propaganda text, though lots remains to be included. You might want to check your obelisks after you have built them...

- Minor terrain alterations, still have a lot of texture work on the east side of the Nile however.


As soon as I finish working a few kinks out of the triggers for a couple of the trade sites, I'll be posting version 0.3b, so you may want to wait to download until it is up.

Last edited by Raccoon_TOF; 12-21-2004 at 08:34 PM.
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  #9  
Old 12-22-2004, 04:57 PM
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Here's the most recent version. Be aware, this is a LONG scenario. Don't expect to finish this in one sitting, unless you have a LOT of time on your hands...

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:36 AM.
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  #10  
Old 12-22-2004, 08:41 PM
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those type of comments scare me.
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  #11  
Old 12-22-2004, 10:38 PM
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Well a LOT happened during the XX Dynasty, lol...and I already cut out a heck of a lot of it. Just enough of the major stuff in there to give the "feel" without getting bogged down in the details. Picture it as a mini-campaign in a single scenario...
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Old 12-23-2004, 03:18 AM
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I will try it for the third time: I think it is a very good scenario. I only hope not to be stuck for the third time by a trigger. As you said it is a long and complex scenario and it takes long time since you need a big city with lot of overssers.
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Old 12-23-2004, 02:17 PM
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Unless something got corrupted when I saved the scenario, I know this version is completable as I played through it from start to finish before posting it up here. However, take note of this thread for a possible glitch that may still occur. I'll be fixing that problem this afternoon, so if you want to play it safe and wait to start I'll make sure to get the update posted here ASAP. If not, just be sure to save often (or turn autosave on) so you can go back to a previous save if the army gets stuck.

P.S. - Thanks for the patience vic, I know how annoying it can be to continually have to restart scenarios when testing them. Your assistance is greatly appreciated!

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:36 AM. Reason: updated scenario file
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Old 12-26-2004, 10:52 AM
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I will try this last scenario.
The former runs ok until mediterranean invaders. Then I cannot get the trigger to send troops to Mediterranean invaders. I thought I need first to destroy all the raiders, but before I finish all the camps, the ones I have destroied spring back.
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Old 12-26-2004, 08:59 PM
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You don't need to destroy all the camps to eliminate the med invaders, but you DO need to establish the fortress and supply depot first. Eliminating the Med Invaders will turn off the respawn of the associated raider sites as well once you do get it closed. Also note, it is a naval action, so you need to have enough warships built and captained to carry the troops for closing the site.

EDIT: looked at the save, it appears you have everything necessary. I'm not sure why you are having problems opening it, the army is not stuck anywhere and you can successfully launch other naval attacks on the delta raiders. I'll go double-check the triggers and open requirements for the previous version, and see if there was another bug there, but I'm pretty sure that it was possible when I ran through it. The requirements for opening the sites have been changed in the most recent version however, so there may have been an issue that I didn't notice in the previous version.

EDIT #2: Found the problem...for some reason the kopesh requirement for the site is not being displayed on the "required" list. Get your kopesh level up to 120 kopeshes and you will be able to deactivate the site and continue with the scenario. I'll work on a fix for that for the next version.

Last edited by Raccoon_TOF; 12-26-2004 at 09:23 PM.
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Old 12-26-2004, 10:06 PM
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Attached is an update with the requirements in the proper locations. Djahi Depot now has the Kopesh requirement instead of the Med Invaders site (as it was supposed to be, but somehow the sites never got updated...probably forgot to hit "replace" when I changed them for that version...). Also, Meshwesh Invasion now works properly (had accidentally deleted the "reveal" trigger apparantly...so the site opened but did not get shown on the map so it could then be DE-activated, lol!). Minor other requirement displays fixed, and minor terrain adjustment done. Also added a few more resource sites and changed some site requirements to rebalance the copper shortage problem... This should hopefully be the second-to-last update, the only things left to do I think are the flavor text and messaging, and the final texturing of the east side cliffs and surrounding terrain.

EDIT: Beta version removed, please see post below for final release.

Last edited by Raccoon_TOF; 12-29-2004 at 01:36 AM.
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Old 12-29-2004, 12:56 AM
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Well folks, it's finally complete! The first scenario, Diospolis, for my XX Dynasty campaign is now available as version 1.0! This scenario covers historical events from the start of Dynasty XX, through the reign of Ramesses III, and into the beginning of the reign of Ramesses IV.

Features include an expansive and detailed world level, large city level, diplomatic options, multiple interlocking scenario goals, new introductory music by Steven Wood, hours of gameplay, and dancing girls! This is NOT a short scenario, and over 300 hours of development and testing have gone into the historical research and scenario creation to ensure a rewarding experience that provides an enjoyable and challenging time for all.

This scenario has been packaged into a campaign in order to get all of the multimedia elements to work correctly. To play, simply choose the "Dynasty XX" campaign from the list of "Other Campaigns" after installation.

Please be sure to check out the flavor text on your world level sites and monuments, as they provide a nice glimpse into the historical time period of Dynasty XX.

Due to file size with the full multimedia content, the scenario is available for download at NileChild.com here.

P.S. - Did I mention the dancing girls?
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Last edited by Raccoon_TOF; 12-29-2004 at 01:39 AM.
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  #18  
Old 12-29-2004, 09:14 AM
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Raccoon_TOF: Nice packaging and kudos for... good gawd, you have to have a 1,000 prestige!!!???... um... well, like I was saying, kudos for historical research and multiple interlocking events and hard work 'n' all...

* shakes head wonderingly as walks back to computer... 1,000 prestige!!!???... *

Quote:
Originally Posted by Raccoon_TOF
... Diospolis, for my XX Dynasty campaign is now available as version 1.0!...
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Old 12-29-2004, 12:50 PM
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OK, it's downloading... but (and I know I repeat myself), good gawd, 37MB!!!???
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Old 12-29-2004, 02:48 PM
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I am going to try the final version, on the later beta, I could open all the sites and win all the enemies, but at that point I had problems with slowing of the sistem and I had some problems with brickmakers and papyrus makers working very slowly. my impression is that it is a reeds related problem.
By the way I survived 4 inundation fails in a row! Luckily I had over 30000 food, and I could eed estates and farmers and they did not get angry (hungry?).
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