You must be logged in to post messages.
Please login or register

Scenario Design and Discussion
Moderated by Sebastien, Mr Wednesday

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Concerning making sieges.
posted 12-26-06 04:13 AM CT (US)   
Many of you have seen Mashek's " Siege tutorial' on how to make a siege with thousands of units and nearly zero lag. Well, It is indeed an excellent tutorial, and this tutorial WILL NOT work well when used for thousands of units like Mashek's tutorial does, but, it will work for around maybe six to maybe seven hundred units, with barely any lag.

My reasons for making this tutorial are mainly:

1. Because some of you are lazy (me included) and do not want to go through the hastle of making a bunch of triggers to spawn units and then deactivate unit spawning and then reactivate the triggers all over again a couple dozen times.
2. Because there may be some of you, me included, are name changing freaks, and when you create units, you cannot change their names. Of course, no one is as much as a freak at changing names a I am though, but that makes no difference.

~Solution~

The solution is so simple, a complete noob will be able to understand how to do this in no time at all.
When you place an Longbowman, Throwing axeman, Skirmisher, Trebuchet, Mangonel-Seige Onoger or Scorpion-Elite Scorpion on the map and test the game, the game has a completely different set of graphics for seeing the arrow, axe, spear, stone(s) fly through the air. However, a Militia-Champion, Berserk, Eagle Warrior, etc, etc, does not need a whole new set of graphics for when he attacks. (Now for you computer experts out there, you may be saying that I am way off track. Well, maybe I am, but this is what I have heard from other people so this is what I will stick to unless convinced otherwise.)

Now some people can probably guess the solution already, but I will keep going anyways.

If you mainly put just hand-to-hand combat units on the field, the lag will be dramatically reduced dramatically.
The more graphics added to the game, the worse the lag will get for you.

~Proof~

These screenshots I will show you are from my campaign, "The Last Battle for the Swamps."
Notice the amount of troops used, but note the small amount of Crossbowmen used and the large amount of melee units used. You can download this game at the blacksmith. You could also download ~The Western Fort~ there too.

Screenshots:

http://img50.imageshack.us/img50/1397/battlefortheswamps1rb7.png
http://img403.imageshack.us/img403/1767/battlefortheswamps2ya2.png
http://img403.imageshack.us/img403/6833/battlefortheswamps3mv6.png
http://img50.imageshack.us/img50/2328/battlefortheswamps4qh5.png
http://img403.imageshack.us/img403/5558/battlefortheswamps5he2.png

Now here is one where around 2400 units were used, and with just barely any lag.
Each screenshot you see is of a different part of the map. I have not copied two pictures together to make the army look larger than it appears. Note the size of the armies, and look for any archers.
I appologize for the Pause signs you will see on these upcomind screenshots, but I am sure you will be able to see past them.

http://img142.imageshack.us/img142/9250/seige1yn7.png
http://img142.imageshack.us/img142/8141/seige2ss4.png
http://img148.imageshack.us/img148/5932/seige3jo3.png
http://img142.imageshack.us/img142/876/seige4pc6.png
http://img142.imageshack.us/img142/3143/seige5az1.png
http://img148.imageshack.us/img148/7356/seige6ug5.png
http://img142.imageshack.us/img142/1969/seige7cr4.png
http://img142.imageshack.us/img142/7013/seige8qt4.png
http://img403.imageshack.us/img403/2158/seige9yy2.png
http://img142.imageshack.us/img142/193/seige10qg7.png
http://img155.imageshack.us/img155/6854/seige11yc7.png
http://img142.imageshack.us/img142/227/seige12bu9.png
http://img209.imageshack.us/img209/4136/seige13tu9.png
http://img403.imageshack.us/img403/5822/seige14ye6.png
http://img403.imageshack.us/img403/9498/seige15ab6.png
http://img209.imageshack.us/img209/1463/seige16qg4.png

~I Repeat~

Again, I must stress the fact that Mashek's tutorial is MUCH better than this is. And no, I do not keep repeating this because I like him or because I am trying to "raise him up", but simply because his method works better. Can't say much more than that.

If you want to try his way, you could look for the link to his tutorial in his signature, or read this important part of the tutorial that I copied:

~Part of Masheks Siege Tutorial~

Lag is a siege scenario’s worst nightmare next to playability-ruining bugs. How to counter this is by creating a trigger system whereby it spawns the enemy force in waves and haves them tasked to the designated area where they will attack the defending force. This is much better rather than just pre-setting the enemy force of three thousand units on the map because this will just create a hell of a lot of lag. The spawning will decrease the lag by a thousand-fold and make the game much more lag free and enjoyable. Just remember to deactivate the spawns every now and then (before re-activating them) so that too many troops aren’t being spawned on the battlefield. Also be sure to make the spawns out of sight so that the player doesn’t see all these soldiers coming out of nowhere.

One notable technique that is ideal for spawns and decreasing lag is the trigger system that a good friend called Oliver made me.

Trigger 1 - starting state off
Effect 1 - deactivate trigger 2
Effect 2 - deactivate trigger 3
Effect 3 - activate trigger 4
Effect 4 - activate trigger 5

Trigger 2 - starting state on, looping on
Effect 1 - activate trigger 1

Trigger 3 - starting state on, looping on
Condition 1 - objects in area, pl 2 military units, 50
Effect 1 - deactivate trigger 1

Trigger 4 - starting state off, looping on, "spawn units trigger"
[add create unit and task effects here]

Trigger 5 - starting state off, looping off
Condition 1 - object in area, pl 2 military units, 150
Effect 1 - deactivate trigger 4
Effect 2 - activate trigger 2
Effect 3 - activate trigger 3

~In Conclusion~

In conclusion, old sieges were made like this:
Player 2: You placed down 2000+ Man-at-Arms on the map, then placed down 1000+ Crossbowmen on the map.
Player 1: You made a square fortress, and placed 1000+ Champions inside the fortress, then placed 500+ Elite Longbowmen down and then hit 'Test'. Come on, be honest, we all tried it. Even though, at the end of the game, on the timer, the scenario was only about ten minutes long, but it actually took about two hours to finish the entire game completely because of the lag.
Yes, yes, if you are ever to do that, you MUST use Mashek's tutorial for that.

However, with my way, if you cut down on the number of Archers and other siege weapons, you will find the game to have minimal lag.

I have expanded the original way of making sieges by the advice given in the beginning of this tutorial. Mashek completely re-wrote the rules (no offence Mashek)

Since some people already know about this, I will not insist that you give credit to me for making this special type of 'siege tutorial'. I also do not know who was the first person to ever use it so I cannot say who to give credit too.

If you know who was the first person to do this kind of method, let me know, so I can tell you who to give credit to.

If you insist on giving credit to someone, I guess you could give it to me, since I would have been the person that taught it to you...at the moment.

Thanks for reading,

¤Dantares IV¤

You (Dantares) also made a good impression with your campaigns. So many hours, wrestling with idea's. Playtested tons and tons of other work of other people.
Putting Blackness Back On Map|Sieges With Less Lag|10x10 (Custom Map)Winning Second Place in the DtSC: ~The Outer Rim~ 4.0 ratingProud Member of Dragon Gaming StudiosMy Latest Game: ~Son Against Father~

[This message has been edited by Dantares IV (edited 10-20-2007 @ 00:08 AM).]

Replies:
posted 12-26-06 05:28 AM CT (US)     1 / 13  
Sorry, didn't read it all , i'll read the rest later, looking good though, what's with the "Game Paused" font in the second lot of screenshots?

  _ » Downloads_. . . .________             
                   _ » The Continuous Screenshot Competition_. . . .________         
posted 12-26-06 10:15 AM CT (US)     2 / 13  

Quote:

If you mainly put just hand-to-hand combat units on the field, the lag will be dramatically reduced dramatically.


This might reduce the amount of lag, but it also reduces realism. Armies without ranged troops are at a huge disadvantage against armies that do have them, as ranged units could kill many enemies with zero casualties. As this is highly unpreferable, almost every army would use ranged troops, being it archers, skirmishers or slingers. The only exception might be an army that doesn't care for losses, but only for victory. Armies that can afford extremely high losses are not realistic, as sources of people to enter the army would not last for ever or even be depleted before the end of the war.

In conclusion, I would say it is better to use triggers to reduce lag by creating new units when they are needed.

One must also keep in mind that the amount of lag depends on the computer the game is being played on. While you might experience only little lag with your method, it is quite possible that other people with slower computers experience more lag.

BTW, I would change the name 'Urks' to something else. It sounds too much like The Lord Of The Rings to me.


          Hussarknight
posted 12-27-06 05:03 PM CT (US)     3 / 13  

Quote:

what's with the "Game Paused" font


I do not know. One day the game went wacky and now the fancy writing for pause and victory/defeat are gone.

Quote:

Armies without ranged troops are at a huge disadvantage against armies that do have them, as ranged units could kill many enemies with zero casualties.

Quoted from topic post:


However, with my way, if you cut down on the number of Archers and Long bowmen, you will find the game to have minimal lag.


I said "cut down on" not remove all archers and longbowmen.



You (Dantares) also made a good impression with your campaigns. So many hours, wrestling with idea's. Playtested tons and tons of other work of other people.
Putting Blackness Back On Map|Sieges With Less Lag|10x10 (Custom Map)Winning Second Place in the DtSC: ~The Outer Rim~ 4.0 ratingProud Member of Dragon Gaming StudiosMy Latest Game: ~Son Against Father~
posted 12-27-06 06:30 PM CT (US)     4 / 13  
Nice solution.

But I think that nearly everyone has a decent video card right now, and can fight with over 2000 men in AoK.

I've created a battle in AoM with 1500 men, and it runs nearly lag-free on the highest graphics on my computer, which has a 128 MB video card.

Quote:

As this is highly unpreferable, almost every army would use ranged troops, being it archers, skirmishers or slingers


Slingers don't exist in AoK .

''This is madness!''
''Madness? THIS IS HOLLAND!!!''
''What's the difference?''

The 300 Dutchmen will fight in the shade of an oil fountain..
posted 12-27-06 07:08 PM CT (US)     5 / 13  

Quote:

But I think that nearly everyone has a decent video card right now, and can fight with over 2000 men in AoK.


Are about 1/3-1/2 of them archers?

Ya, I was wondering what he meant by slingers also.



You (Dantares) also made a good impression with your campaigns. So many hours, wrestling with idea's. Playtested tons and tons of other work of other people.
Putting Blackness Back On Map|Sieges With Less Lag|10x10 (Custom Map)Winning Second Place in the DtSC: ~The Outer Rim~ 4.0 ratingProud Member of Dragon Gaming StudiosMy Latest Game: ~Son Against Father~
posted 12-28-06 04:48 AM CT (US)     6 / 13  

Quote:

Are about 1/3-1/2 of them archers?


I've created the battle of Agincourt on a scale 10-to-1 (so 590 against 2700) and 500 men of the British army are longbowmen. The French Army has 250 crossbowmen.

''This is madness!''
''Madness? THIS IS HOLLAND!!!''
''What's the difference?''

The 300 Dutchmen will fight in the shade of an oil fountain..

[This message has been edited by paladinslaughter (edited 12-28-2006 @ 04:50 AM).]

posted 12-28-06 11:09 AM CT (US)     7 / 13  

Quoted from paladinslaughter:

Slingers don't exist in AoK.


I know that, but that doesn't mean they didn't exist.

Quoted from Dantares IV:

Ya, I was wondering what he meant by slingers also.

Sling: http://en.wikipedia.org/wiki/Sling_(weapon)
Image 1 | Image 2 | Image 3 | Image 4

Quoted from Dantares IV:

I said "cut down on" not remove all archers and longbowmen.


Even "cutting down on" the number of ranged troops would reduce realism. Bows of all kind were powerfull weapons untill advances in armor made the bow less effective. Only when gunpowder and muskets were developed and the size of armies increased the bow was replaced as a weapon of war.
That said, only a siege set in the Late Medieval period would still be realistic without archers, but at that time gunpowder was already advancing in new weapons, such as cannons andhand -held guns.
The Chinese already used gunpowder in 904 A.D., so if a battle would be set in China (or Japan) gunpowder already should be used when the battle took place around 900 A.D. or later.

If you want to "cut down on" the number of ranged troops in an army, go ahead, but if you want to add more realism to a siege, use Mashek's idea and crete units only when they are needed.


          Hussarknight
posted 12-28-06 12:11 PM CT (US)     8 / 13  
Well maybe cutting down would be useful in Fantasy type battles, where realism isn't really needed (within reason at least). After all, if you were setting your battle in a fantasy setting then archers wouldn't be anywhere near the most powerful. Wizards would

Also, this seems useful for if you were making a battle that was meant to look good, such as in cinematics and stuff.

Anyway, its quite useful I think. Thanks Danteres


*************************************
-=Behold my sig. Nothing of use will be found within=-
*************************************
posted 12-28-06 01:01 PM CT (US)     9 / 13  
I have actually had a go at making a siege scenario, and it will most likely be put into a campaign containing two levels; a siege where you must capture a hill, which will serve as an ample starting point for your final siege on the country's capital.

EDIT: Another useful thing for sieges...

Walkable walls.

Pretty simple to make, effective as well, I had seen the walls before but the 'gate trick' was my own idea (I think).


Mistadobalina
Don't be sad it happened, be happy it's over.

[This message has been edited by The Real Bryl (edited 12-28-2006 @ 02:11 PM).]

posted 12-29-06 05:25 AM CT (US)     10 / 13  
The walkable walls is a mod... I disgust mods...

Morgoth Bauglir/Quaazi - BORINGMETAL HEADTWAT
Huidin's Belief - The Siege (4.4) - 2475 - Birth Of The Uruk-Hai (4.1) (Best Sound of 2008)
Signature currently under construction. If you want to help out and provide me with the resources needed, download from the above links.
posted 12-29-06 06:27 AM CT (US)     11 / 13  
It's not a mod. I made that, using TWALs, Stone Walls, damage object triggers and road 1.

Mistadobalina
Don't be sad it happened, be happy it's over.
posted 12-29-06 07:48 AM CT (US)     12 / 13  
Bryl, you might want to take a look at Archers on Top of a Realistic Castle Wall by Echuu. Echuu's guide might help you to improve your walls.

          Hussarknight
posted 12-29-06 10:58 AM CT (US)     13 / 13  

Quote:

I've created the battle of Agincourt on a scale 10-to-1 (so 590 against 2700) and 500 men of the British army are longbowmen. The French Army has 250 crossbowmen.

Is that game allready in the blacksmith? I want to check that out.

Quote:

Well maybe cutting down would be useful in Fantasy type battles, where realism isn't really needed (within reason at least). After all, if you were setting your battle in a fantasy setting then archers wouldn't be anywhere near the most powerful. Wizards would

I KNEW someone would understand what I was trying to get across.

Quote:

Anyway, its quite useful I think. Thanks Danteres

Thankyou.

Quote:

Danteres



I understand that my name can be a little confusing, but it's Dantares IV. Don't make the mistake of saying nI's name wrong, he will kill you.


Quote:

The walkable walls is a mod... I disgust mods...

Common dude, those arn't mods.


You (Dantares) also made a good impression with your campaigns. So many hours, wrestling with idea's. Playtested tons and tons of other work of other people.
Putting Blackness Back On Map|Sieges With Less Lag|10x10 (Custom Map)Winning Second Place in the DtSC: ~The Outer Rim~ 4.0 ratingProud Member of Dragon Gaming StudiosMy Latest Game: ~Son Against Father~
Age of Kings Heaven » Forums » Scenario Design and Discussion » Concerning making sieges.
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Kings Heaven | HeavenGames