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Topic Subject: Custom Scenarios Online Issues
posted 09-06-07 01:19 AM EDT (US)   
I have tested couple of my scenarios online that have many different conditions and effects including pftq advanced triggers.

The good news is that it seems that most of the conditions and effects work properly.
However, there are some serious issues/bugs as follows:

1) First of all, Out of Sync occurs randomly very often (50% of the time).
There is nothing wrong with the scenario itself since sometimes the scenario plays fine and there are other times when you get Out of Sync.
When OOS occurs, it always occurs at the beginning of the game (3-10 seconds after it starts).
Once you get Out of Sync it’s best to exit AOE3 and restart the game.
Otherwise the OOS will occur every time.

2) The high level Home City deck that I assigned the player is not showing.
Instead a level 1 deck is being assigned.

We need to research this and see how we can override it with our own deck.
Where are these level 1 home city located? In which folder?
EDIT:
There is a new way to make high level home cities for online scenarios.
See: How to Make High Home City Levels for your Online Scenarios.

3) The Diplomacy effect doesn’t work.
Diplomacy is being set in the game menu and CANNOT be overridden by the Diplomacy effect.

This means that we cannot set static teams for our scenarios.
This also means that we cannot change the Diplomacy during the course of the scenario.
The Diplomacy effect has been disabled for online games.

4) What’s worse is that only 2 teams can be set, so if you have a 3rd team in your scenario or AI player as a neutral team then you are screwed.

Any ideas for work around for issues 2, 3 and 4 - let us know.


EDIT:
Diplomacy works only for FFA games.
I was able to set 2V2V2 game but only when I set it to FFA.

5) Population room at the beginning of a scenario is now Zero.
The TC should give us 10 population capacity but that doesn’t work online.
When I added houses to the map it didn’t help either and the population capacity stayed at zero.
We would have to build houses during the scenario to allow for more population.

6) The starting camera location is the same for all players.
It doesn’t start base on the TC location like in supremacy games.
I tried to go around this problem by using the “Camera Cut” effect to place the camera in the right location for every player, but the “Camera Cut” effect doesn’t work.
The “Camera Cut” effect used to work for in patch 1.03 but apparently patch 1.04 broke it.

7) The “Set Tech Status” effect for Home City shipments (start with HC…) doesn’t work when it is set to “Obtainable”.
This effect is another way to add cards to the deck, but it doesn’t work.

8) We cannot set static civs for our online scenarios.
So if you want to have historical scenario with the natives – too bad.
Your native civ can be overridden with a European one in the game menu and you cannot stop it.

9) The “Load Scenario” effect doesn’t work either.


If you notice any more Custom Scenarios Online issues/bugs then please list them in this thread.

Thank you,

Moshe Levi

[This message has been edited by MosheLevi (edited 09-10-2007 @ 04:23 AM).]

Replies:
posted 09-06-07 12:16 PM EDT (US)     1 / 20  

OK, gunner1 pointed out to me that there is new tab in the Editor for creating home city decks.
However, I build a new higher level deck (with more cards) within the Editor but the scenario doesn’t pick it up.

So I still have no idea how to assign a new high level home city to my online scenarios.
posted 09-06-07 01:03 PM EDT (US)     2 / 20  
as another problem. i found out that on scenarios with cinematics you cant chat during the entire game. is there a way to fix that as well. or do we just have to do without cinematics?
posted 09-06-07 01:12 PM EDT (US)     3 / 20  
I found out that on scenarios with cinematics you cant chat during the entire game.
is there a way to fix that as well. or do we just have to do without cinematics?
This is an old bug, not a new one, it just wasn’t fixed.

Once you remove the cinematic then you can chat and use the chat effects.

[This message has been edited by MosheLevi (edited 09-06-2007 @ 01:13 PM).]

posted 09-06-07 04:22 PM EDT (US)     4 / 20  
I'll help you solve these issues. It's similar to AoM:
1) First of all, Out of Sync occurs randomly very often (50% of the time).
There is nothing wrong with the scenario itself since sometimes the scenario plays fine and there are other times when you get Out of Sync.
When OOS occurs, it always occurs at the beginning of the game (3-10 seconds after it starts).
Once you get Out of Sync it’s best to exit AOE3 and restart the game.
Otherwise the OOS will occur every time.
That is not on and shoul be fixed via a patch.
3) The Diplomacy effect doesn’t work.
Diplomacy is being set in the game menu and CANNOT be overridden by the Diplomacy effect.
Use the trigger "Diplomacy"
5) Population room at the beginning of a scenario is now Zero.
The TC should give us 10 population capacity but that doesn’t work online.
When I added houses to the map it didn’t help either and the population capacity stayed at zero.
We would have to build houses during the scenario to allow for more population.
That should be fixed via patch
6) The starting camera location is the same for all players.
It doesn’t start base on the TC location like in supremacy games.
I tried to go around this problem by using the “Camera Cut” effect to place the camera in the right location for every player, but the “Camera Cut” effect doesn’t work.
The “Camera Cut” effect used to work for in patch 1.03 but apparently patch 1.04 broke it.

7) The “Set Tech Status” effect for Home City shipments (start with HC…) doesn’t work when it is set to “Obtainable”.
This effect is another way to add cards to the deck, but it doesn’t work.

8) The “Load Scenario” effect doesn’t work either (minor problem).
There are many triggers that perpously do not work online. Choice select (or whatever it's called) is an other which won't work.

MEPH
[Insert amazingly witty signature here.]

Me and Yeebaagooon's scenarios | Download The Corruptor
posted 09-06-07 04:25 PM EDT (US)     5 / 20  
Use the trigger "Diplomacy"
As I already mentioned – the Diplomacy effect DOESN’T work Online.
It is not a trigger, it is an effect.

As a result all the teams we have set in the scenarios are all messed up.

[This message has been edited by MosheLevi (edited 09-06-2007 @ 04:27 PM).]

posted 09-06-07 05:09 PM EDT (US)     6 / 20  
Modify proto still doesn't work. UGHHHHHHHHHH

Check out my YouTube Page!
ESO - LO12DS_Fry
posted 09-06-07 05:46 PM EDT (US)     7 / 20  
posted 09-06-07 09:53 PM EDT (US)     8 / 20  
Modify proto still doesn't work. UGHHHHHHHHHH
Yes, unfortunately none of the existing Editor bugs were fixed.
LAMEEEE!

This really makes me wanna fix it on my own, though I doubt I'll be able to do it.

Check out my YouTube Page!
ESO - LO12DS_Fry
posted 09-07-07 11:19 AM EDT (US)     9 / 20  
God this game you play is unstable. I'm staying with AoM until it's fixed.

MEPH
[Insert amazingly witty signature here.]

Me and Yeebaagooon's scenarios | Download The Corruptor
posted 09-07-07 10:00 PM EDT (US)     10 / 20  
Came to similar conclusions as this many times during the 1-2 years I spent designing Fort Wars. Not really unstable - just several more triggers to NOT use (with higher consequences). Stay within that safe zone and you rarely have a problem.
posted 09-07-07 10:56 PM EDT (US)     11 / 20  
Oh god, diplomacy doesn't work? I have a scenario called "the pit" where there are 3 teams: player, computer, and spectator...the spectators are "allies" with team 1 and 2 though...
Also, I have a pirates scenario which is to be finished tonight, but we can only have 2 teams?! I have to REDO MY FRIKKIN SCENARIO?!

P.S. pftq, your Fort Wars maps do not work anymore. Spawn units do not spawn.

___________
[aizone.uni.cc] - Never gonna get updated in your life

[This message has been edited by AI Guy (edited 09-07-2007 @ 10:57 PM).]

posted 09-08-07 08:13 AM EDT (US)     12 / 20  
Oh god, diplomacy doesn't work?
That is correct, the Diplomacy effect doesn't work and you can only have 2 teams + gaia.

You set the two teams in the game browser (just like in skirmish games) and the teams are set for the game.
After the game starts you cannot change the teams with the "Diplomacy" effect.

I wanted to make 2V2V2 scenario games but that is not possible now (if ever).

[This message has been edited by MosheLevi (edited 09-10-2007 @ 03:09 PM).]

posted 09-10-07 04:22 AM EDT (US)     13 / 20  


UPDATE:

Diplomacy works only for FFA games.
I was able to set 2V2V2 game but only when I set it to FFA.


The odd thing is that the teams at the top right still showed 6 individual teams.
Still, it seems that we have a way around the Diplomacy problem.
posted 09-10-07 03:04 PM EDT (US)     14 / 20  
yay!

Check out my YouTube Page!
ESO - LO12DS_Fry
posted 09-11-07 12:32 PM EDT (US)     15 / 20  
Isnt there anyway to rise playes pop cap.?

Homer Jay Simpson
Just drinking another Duff beer at Moe's tavern
D'oh!
My Signature
posted 09-11-07 12:34 PM EDT (US)     16 / 20  
Isnt there anyway to rise playes pop cap.?
Not directly.
However, you can reduce the population slots that cannons and mercenaries take (via Modify Protounit), and go around that issue.

[This message has been edited by MosheLevi (edited 09-11-2007 @ 12:35 PM).]

posted 09-11-07 09:48 PM EDT (US)     17 / 20  
you can reduce the population slots that cannons and mercenaries take (via Modify Protounit)
But I thought Modify Protounit didn't work??

---The pen is mightier-------/\Check out the Eye-Candy Guild
---than the sword...---------)( ______________________
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posted 09-11-07 10:08 PM EDT (US)     18 / 20  
But I thought Modify Protounit didn't work??
“Modify Protounit” works partially.
It works for HP, Speed, Unit Cost, Build Limit, and Population Slots/Cost.

It doesn’t work for the rest of the parameters such as Range, Attack, Attack Bonus and so on.

So you can use the “Modify Protounit” to reduce the population cost for all units that cost more than one population.
This can give you actual population of 400+ when you train many cannons and mercenaries.

You can also increase the build limit for Minor Natives by as much as you want giving you even more population room.

So if you make a scenario with 10 different minor native tribes and increase the build limit for each minor native unit by 100 for example, then you can train 1000 minor native units if you ally with all 10 of them.

Population limit is not an issue when you make a scenario.

[This message has been edited by MosheLevi (edited 09-13-2007 @ 01:45 AM).]

posted 09-12-07 12:25 PM EDT (US)     19 / 20  
Lol, Ive just used the Create Unit effect, to build houses, and it worked.

Homer Jay Simpson
Just drinking another Duff beer at Moe's tavern
D'oh!
My Signature
posted 09-13-07 00:35 AM EDT (US)     20 / 20  
You can also make a unit/building give more pop. There's a tech that also boosts your pop by 100 or so (no higher than the max though).
Age of Empires III Heaven » Forums » Scenario Design » Custom Scenarios Online Issues
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