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Topic Subject: New design Template available - Beta testers wanted!!!
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posted 02-26-06 03:53 PM ET (US)   
The "Glitch" Template

Thanks to scenario_t_c this template is now in it's final testing stages, as the bugs are now fixed. Hooray!

Since there's a good number of new campaigns coming up, I want to release this sexy template before it's too late. If you like it, it could enchance your scn's even more.

First of all, I want to thank the one who created Campaign Manager 3 - An excellent must have tool for any designer. It was through this program that I accidentally unlocked it - more of this below.

This template is the only stable one at the moment, the ones I'm using for my campaign are even buggier, however they feature the black terrain, and much more which can be seen once my campaign is released.

Testing this template was literally a pain in the ass. But after several months of extreme testing, I am olmost ready to release it - but it needs more testing. It still has a few bugs, hopefully they can be worked out. However spending olmost all of my spare time on it has paid off, I managed to fix the "main" bugs out.


Increased Hitpoints / Beta Terrain Template v0.02 (RoR) - Discovery found on 24/10/2005.
############################################################

This template allows you to have edited hitpoints for about 90% of all Player units and buildings, without an edited stats empires.dat mod. (Note: All Gaia units remain unaffected.) For example, a Town Center now has a whopping 1800 hitpoints, instead of 600. It increases the hitpoints x 3.

Another great thing about this template: You can generate any map in any size you want, you'll still have the edited hitpoints.

It also runs fine with the edited empires.dat by scenario_t_c.

It also features a new beta terrain set displayed by 8 new tiles, which form small ponds. They are displayed as small blue pixels on the minimap. They cannot be added or moved in any way, so I left in as mutch as possible.

Essentially, you can remove the new tiles with desert or forest terrain, creating a single water tile for even smaller ponds. To delete the ponds, cover the center water tile with terrain.

BUG ISSUES
################################################

So far, all bugs have now been fixed, thanks to my heavy experimenting and scenario_t_c's hex editing.

Fixed Bugs
##########################################################

1. Clicking the in-game Diplomacy button made RoR crash.

2. Clicking the Options button in the editor made RoR crash.

3. Clicking the Diplomacy button in the editor made RoR crash.

4. Trying to load this template through the in-game "Scenario" section made RoR crash.

5. When having 7 players or less, an extra "Ghost Player" would appear on the map. (E.g. you select 7 players, you'd have 8). It didn't allow you to have more as 5 players in a SP scn (this includes the "Ghost Player") or RoR would crash.

6. Clicking the Full Tech Tree button in the editor options made RoR crash. The FTT was ON.

7. You couldn't set allied victory for Player 1 - 5 in the editor and in-game. Trying so resulted in a crash. This was probably the cause of the "Ghost Player".

8. There was about a 50% chance RoR crashed when trying to set the diplomacy for Player 3.

9. The scn "Player Number" was incorrect. It added 4 extra players, of which one appeared on the map as the "Ghost Player".

10. Clicking the editor options and diplomacy buttons would make AoE crash. It ran better with RoR.

Multiplayer
##################################################

I've recently tested this map on tcp/ip, it seems to run fine, luckily. However I don't know if works on the other multiplayer options, including the Zone.

################################################

Full list of Changes:

Unaffected are:

- Everything of Gaia
- Chariots
- Scythe Chariots
- Chariot Archers
- Horse Archers
- Heavy Horse Archers

Effective Changes:

All hitpoints are increased times three.

Unit: - - - - - - - - - - - - - - - - Old HP: - - - - - New HP:

Villager - - - - - - - - - - - - - - - - - - 25 - - - - - - - - 75
Priest - - - - - - - - - - - - - - - - - - - 50 - - - - - - - - 150

Infantry
Clubman - - - - - - - - - - - - - - - - - 40 - - - - - - - - 120
Axeman - - - - - - - - - - - - - - - - - 50 - - - - - - - - 150
Short Swordsman - - - - - - - - - - - 60 - - - - - - - - 180
Broad Swordsman - - - - - - - - - - - 70 - - - - - - - - 210
Long Swordsman - - - - - - - - - - - - 80 - - - - - - - - 240
Legion - - - - - - - - - - - - - - - - - - 160 - - - - - - - - 480
Hoplite - - - - - - - - - - - - - - - - - - 120 - - - - - - - - 360
Phalanx - - - - - - - - - - - - - - - - - 120 - - - - - - - - 360
Centurion - - - - - - - - - - - - - - - - 160 - - - - - - - - 480

Archers
Bowman - - - - - - - - - - - - - - - - - 35 - - - - - - - - - 105
Improved Bowman - - - - - - - - - - - 40 - - - - - - - - 120
Composite Bowman - - - - - - - - - - 45 - - - - - - - - - 135
Elephant Archer - - - - - - - - - - - - 600 - - - - - - - - 1800

Cavalry
Scout - - - - - - - - - - - - - - - - - - - 60 - - - - - - - - - 180
Cavalry - - - - - - - - - - - - - - - - - - 150 - - - - - - - - 450
Heavy Cavalry - - - - - - - - - - - - - - 40 - - - - - - - - 120
Camel Rider - - - - - - - - - - - - - - - 125 - - - - - - - - 375
War Elephant - - - - - - - - - - - - - - 600 - - - - - - - - 1800
Armored Elephant - - - - - - - - - - - 600 - - - - - - - - 1800

Boats
Fishing Boat - - - - - - - - - - - - - - - 50 - - - - - - - - - 150
Fishing Ship - - - - - - - - - - - - - - - 75 - - - - - - - - - 225
Scout Ship - - - - - - - - - - - - - - - - 120 - - - - - - - - 360
War Galley - - - - - - - - - - - - - - - - 160 - - - - - - - - 480
Trireme - - - - - - - - - - - - - - - - - -200 - - - - - - - - 600
Catapult Trireme - - - - - - - - - - - - 120 - - - - - - - - 360
Juggernaught - - - - - - - - - - - - - - 200 - - - - - - - - 600
Light Transport - - - - - - - - - - - - - 150 - - - - - - - - 450
Heavy Transport - - - - - - - - - - - - 200 - - - - - - - - 600
Trade Boat - - - - - - - - - - - - - - - - 200 - - - - - - - - 600
Merchant Ship - - - - - - - - - - - - - - 250 - - - - - - - - 750

Siege
Stone Thrower - - - - - - - - - - - - - - 75 - - - - - - - - 225
Catapult - - - - - - - - - - - - - - - - - - 75 - - - - - - - - 225
Heavy Catapult - - - - - - - - - - - - - 150 - - - - - - - - 450
Ballista - - - - - - - - - - - - - - - - - - - 55 - - - - - - - - 165
Helepolis - - - - - - - - - - - - - - - - - - 55 - - - - - - - - 165


Buildings
House - - - - - - - - - - - - - - - - - - - - 75 - - - - - - - - 225
Town Center - - - - - - - - - - - - - - - - 600 - - - - - - - 1800
Storage Pit - - - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Granary - - - - - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Dock - - - - - - - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Barracks - - - - - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Stable - - - - - - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Archery Range - - - - - - - - - - - - - - - 350 - - - - - - - 1050
Academy - - - - - - - - - - - - - - - - - - 350 - - - - - - - - 1050
Market - - - - - - - - - - - - - - - - - - - 350 - - - - - - - - 1050
Siege Workshop - - - - - - - - - - - - - 350 - - - - - - - - 1050
Government Center - - - - - - - - - - - 350 - - - - - - - - 1050
Temple - - - - - - - - - - - - - - - - - - 350 - - - - - - - - 1050
Wonder - - - - - - - - - - - - - - - - - - 500 - - - - - - - - 1500
Small Wall - - - - - - - - - - - - - - - - 600 - - - - - - - - 1800
Medium Wall - - - - - - - - - - - - - - - 600 - - - - - - - - 1800
Fortification - - - - - - - - - - - - - - - - 600 - - - - - - - - 1800
Watch Tower - - - - - - - - - - - - - - - 100 - - - - - - - - 300
Sentry Tower - - - - - - - - - - - - - - - 150 - - - - - - - - 450
Guard Tower - - - - - - - - - - - - - - - 300 - - - - - - - - 600
Ballista Tower - - - - - - - - - - - - - - 600 - - - - - - - - 1800


################################################

Creation of the "Glitch Template"

Since I still love to design with AoE, I searched for more possibilities. I accidentally ended up creating a whole new template with new designing features. I created it using AoE/RoR, AoK and cpnmanager 3. Since AoE/RoR and AoK are build on the same engine, they can all read .scn files. However there's a major problem - They just can't open them, if you try to load a scn AoE/RoR/AoK will simply crash or gets stuck while loading. And that's why I used cpnmanager 3, as it can actually change the version of a .scn/.scx file, and makes the file loadable in RoR.

Here's how I did it:

I edited out a Trade Workshop template, and made it so only one Trade Workshop building was left on the blank map, so AoK could read the scn file. Next, I copied the .scn file to the AoK scenario folder and started up AoK.

Then I loaded the file in the editor of AoK and voila, it reads and opens it, so it can be edited. However, don't add any other buildings/units to the scn, as they won't load in AoE/RoR (and makes the game crash again if you try to load the .scn file). Placing terrain that is not available in RoR (such as leaves) I managed to unlock 4 additional new terrain types, 2 of them appear as black tiles on the map. All will be featured in my campaign.

Then, I saved the file using the "save" option within the AoK editor. Don't use "save as" as those scn files won't load in AoE/RoR either.

Now if you simply place the .scn file in your AoE scenario folder, it still won't load. To make it load (and it can
only be loaded in RoR, for some weird unknown reason), you have to use Campaign Manager 3.

I selected the glitch .scn file in cpnm, clicked on the + button so it adds it to a custom campaign. Next, I right-clicked on the .scn file in the custom campaign frame, and selected "version" from the menu, this option allows you to change the current version and makes it readable for RoR. As you can see, it's still an AoK scn file. To change this, select "Age of Empires"(not RoR) from the version options.

Now, I right-clicked on the .scn file again, and selected "save to file..." from the menu, gave it a name and saved it as a scenario file in my AoE scenario folder.

Note that there's a great chance RoR might crash when trying to load a glitched map.

I started up RoR, loaded the file in the editor (a side note, the loading of a glitch .scn usually takes a little longer), and to my surprise I got a really weird map, which looks in most cases something like this:

That is why I call it a "glitch template". It is a mixture of weird floating tiles on a badly shaped map.

Even the Player, Units, Global and Individual victory settings are somehow messed up, and the options and diplomacy buttons will make AoE/RoR crash. Glitched maps can sometimes even generate their own text, .per and variables in the Message option, here's an excerpt from an other glitch scn, which had the following loss message:


all
11.000000 8.000000 0 0 0 0 72 Wall_Small
11.000000 9.000000 0 0 0 0 72 Wall_Small
11.000000 10.000000 0 0 0 0 72 Wall_Small
11.000000 11.000000 0 0 0 0 72 Wall_Small
10.000000 11.000000 0 0 0 0 72 Wall_Small
9.000000 11.000000 0 0 0 0 72 Wall_Small
8.000000 11.000000 0 0 0 0 72 Wall_Small
7.000000 11.000000 0 0 0 0 72 Wall_Small
6.000000 11.000000 0 0 0 0 72 Wall_Small
5.000000 11.000000 0 0 0 0 72 Wall_Small
4.000000 11.000000 0 0 0 0 72 Wall_Small
3.000000 11.000000 0 0 0 0 72 Wall_Small
2.000000 11.000000 0 0 0 0 72 Wall_Small
-2.000000 11.000000 0 0 0 0 72 Wall_Small
-3.000000 11.000000 0 0 0 0 72 Wall_Small
-4.000000 11.000000 0 0 0 0 72 Wall_Small
-5.000000 11.000000 0 0 0 0 72 Wall_Small
-6.000000 11.000000 0 0 0 0 72 Wall_Small
-7.000000 11.000000 0 0 0 0 72 Wall_Small
-8.000000 11.000000 0 0 0 0 72 Wall_Small
-9.000000 11.000000 0 0 0 0 72 Wall_Small
-10.000000 11.000000 0 0 0 0 72 Wall_Small
-11.000000 11.000000 0 0 0 0 72 Wall_Small
-11.000000 10.000000 0 0 0 0 72 Wall_Small
-11.000000 9.000000 0 0 0 0 72 Wall_Small
-11.000000 8.000000 0 0 0 0 72 Wall_Small
-11.000000 7.000000 0 0 0 0 72 Wall_Small
-11.000000 6.000000 0 0 0 0 72 Wall_Small
-11.000000 5.000000 0 0 0 0 72 Wall_Small
-11.000000 4.000000 0 0 0 0 72 Wall_Small
-11.000000 3.000000 0 0 0 0 72 Wall_Small
-11.000000 2.000000 0 0 0 0 72 Wall_Small
-11.000000 -2.000000 0 0 0 0 72 Wall_Small
-11.000000 -3.000000 0 0 0 0 72 Wall_Small
-11.000000 -4.000000 0 0 0 0 72 Wall_Small
-11.000000 -5.000000 0 0 0 0 72 Wall_Small
-11.000000 -6.000000 0 0 0 0 72 Wall_Small
-11.000000 -7.000000 0 0 0 0 72 Wall_Small
-11.000000 -8.000000 0 0 0 0 72 Wall_Small
-11.000000 -9.000000 0 0 0 0 72 Wall_Small
-11.000000 -10.000000 0 0 0 0 72 Wall_Small
//See the RULES.DOC file for the syntactical rules and the meaning of each of the
//variables.
//
//Default (Passive)
DEFAULT
0 34 //SNPercentCivilianExplorers
1 34 //SNPercentCivilianBuilders
2 34 //SNPercentCivilianGatherers
3

As far as I know, these variables are not executed from the messages option, so they can simply be ignored and deleted. Luckily, most settings could still be changed. And so I did this, I transformed and edited it to a normal
template, setting everything back to default, which required a huge amount of time, playtesting and experimenting.

I haven't tested this out with the conquerors yet.

I think many more possibilities will eventually be available using this method to create "glitch templates", and they are lying out there to be discovered.

Template created by PhatFish - sewerized@hotmail.com

Thank you for your time.

[This message has been edited by PhatFish (edited 03-10-2006 @ 02:41 PM).]

Replies:
posted 03-09-06 05:00 PM ET (US)     51 / 70  
@Phatfish

I have already fixed "ghost player", "full tech tree", "allied victory", "player number" and even the AoE bug. Yet, since you mentioned there would be a 50% chance for the game to crash under several conditions, I think I need a more complete list of bugs.

PS: I had "accidentally" changed the map terrain into plain deep water and removed all texts, though.

EDIT: It seems that the triple hitpoint is some kind of hidden game function as that is just a simple long boolean controlling whether it is on or not.

[This message has been edited by scenario_t_c (edited 03-09-2006 @ 05:27 PM).]

posted 03-10-06 02:13 AM ET (US)     52 / 70  

Quote:

I have already fixed "ghost player", "full tech tree", "allied victory", "player number" and even the AoE bug. Yet, since you mentioned there would be a 50% chance for the game to crash under several conditions, I think I need a more complete list of bugs.

PS: I had "accidentally" changed the map terrain into plain deep water and removed all texts, though.

AFAIK, that is the complete list of bugs, since I haven't been able to discover other ones so far.

There's only a 50% chance RoR crashed when trying to set the diplomacy for player 3.

But if you managed to fix all these bugs I think this annoying thing will be gone as well. Could you please send me the edited bug-free version, with the beta ponds still on it (if you still have it)? Thanks a lot

I am dying to try it out. I want to see this working properly so it can be released!

Quote:

EDIT: It seems that the triple hitpoint is some kind of hidden game function as that is just a simple long boolean controlling whether it is on or not.

Would this mean they could be turned on for chariots and horse archers as well?

Also, something suddenly came up in my mind yesterday eve - what if the beach articles could be placed speratly, we could create snow, banana orchyard trees with seastars etc.

I am really amazed how you unearth and fix this kind of stuff so quickly - You're uber, t_c.

[This message has been edited by PhatFish (edited 03-10-2006 @ 02:15 AM).]

posted 03-10-06 03:44 AM ET (US)     53 / 70  
The remade template was submitted to the granary, but I have uploaded an even newer version here.

http://gesneo.hp.infoseek.co.jp/stablised_triple_hitpoint3.scn

On the other hand, it would still crash in some really rare situations such as generating too many times of random map with the editor, though it occurred only once.

About the "pond" thing, I have managed to repair the terrain, but not the texts, so you have to type them again. (In fact, they are just a tile of hidden terrain "water impass" surrounded by grass. )

http://gesneo.hp.infoseek.co.jp/ICRol.scn

Quote:

Would this mean they could be turned on for chariots and horse archers as well?

No, they couldn't.

I personally believe ES wanted to implement a kind of "Max Mode", in which the unit would have their hitpoint increased, into the game, so that would explain why only a boolean could carry out such "dramatic" changes. However, since chariots have trample damage and horse archers could be used for hit & run strategy, ES didn't allow them to benefit from the enhancement, considering the balance of the game. Finally, for some reasons, ES decided to take out such feature without erasing the related code but just making it non-selectable.

Quote:

Also, something suddenly came up in my mind yesterday eve - what if the beach articles could be placed speratly, we could create snow, banana orchyard trees with seastars etc.

I can't really catch what you meant, but I have to tell you that it is impossible to cut the image apart. (Use SLP modding for that)

[This message has been edited by scenario_t_c (edited 03-10-2006 @ 10:51 AM).]

posted 03-10-06 12:56 PM ET (US)     54 / 70  
You're right, the beach articles have only one .slp file, IIRC.

I've send you an important e-mail. Hope you can make something out of it

EDIT: I just browsed back a few pages when I read an older post of myself again saying: "...Maybe we can then create a more stable template, or unlock even more new terrain, who knows?..."

My praying has paid off

[This message has been edited by PhatFish (edited 03-10-2006 @ 02:56 PM).]

posted 03-10-06 03:04 PM ET (US)     55 / 70  
The reply mail is on the way. I need you to do something for me first.

[This message has been edited by scenario_t_c (edited 03-11-2006 @ 00:50 AM).]

posted 03-12-06 01:07 PM ET (US)     56 / 70  
posted 03-18-06 10:33 AM ET (US)     57 / 70  
@Phatfish

I still didn't receive your reply and I think you should add the link to the file at the main thread. :|

Also, ask the orange guy to delete my file.

posted 03-19-06 04:58 AM ET (US)     58 / 70  
posted 03-23-06 07:26 AM ET (US)     59 / 70  
I discovered a really serious bug of the trimple hitpoint mode: loading saved game of the scenario would increase the hitpoint again!
posted 03-24-06 06:38 AM ET (US)     60 / 70  
Weird, that hasn't happened to me before. Do you have the MP patch installed? Anyways, I'll send my scn's again, if you didn't receive them.

Template is released and downloadble.

posted 03-24-06 09:00 AM ET (US)     61 / 70  
Well, I put my word wrong, but the bug is really there: WHEN you save the game, the hitpoint would increase again, but the saved game file won't be affected.
posted 03-25-06 04:51 PM ET (US)     62 / 70  
Okay, tested it myself, you're right. Any way it could be fixed?

Also, I've send another mail with the deepwater versions. I hope you received it this time

posted 03-31-06 09:27 AM ET (US)     63 / 70  
posted 03-31-06 10:14 AM ET (US)     64 / 70  
Strange, I still didn't receive your mail. It may be caused by the different system used by Taiwan Yahoo. (but I could receive your first mail...so the actual reason is unknown) Or maybe you could try my hotmail address at scenario_t_c_@hotmail.com?

EDIT: I did an awful job in today's papers by writing one page of answer on a wrong answer book... I managed to copy it back to the right book but it took about 20 minutes doing so. I hope the same won't occur in next week and I would be more careful.


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

[This message has been edited by scenario_t_c (edited 03-31-2006 @ 10:17 AM).]

posted 04-01-06 11:01 AM ET (US)     65 / 70  
Yahoo mail sucks soo bad... I'll send you the files to your hotmail address. Hopefully it works...
posted 04-09-06 09:13 AM ET (US)     66 / 70  
posted 04-09-06 01:04 PM ET (US)     67 / 70  
e-me a copy of the Glitch plate, please. \

Hugs, kisses, and shootings,

Tarkan Attila

posted 04-11-06 09:47 AM ET (US)     68 / 70  
It's already in the downloads section. It still has a small bug though, when loading a saved game the increased hitpoints increase times 3 again.
posted 04-13-06 03:57 AM ET (US)     69 / 70  
I think the bug was actually the reason ES left this thing out of the game. They probably planned having it as an option for MP map/RM type games to make them a bit longer, but realized it would be very tricky to get the balance right. Then they probably found this bug too and were too late in production to keep it. Even without the bug it still probably affected unit balances enough to make it very doubtful for inclusion in the full game though.

Richard Wilde
rswilde01(at)gmail(dot)com
Skype - Gmail - Firefox
Wikipedia
Review Thread - AoKH - GenieWiki
posted 04-13-06 05:26 AM ET (US)     70 / 70  
I think of the same idea. Meanwhile, elephants unit would just become too strong for a balanced game.

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
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