BETA randomised maps
Moderators: Slitherine Core, BA Moderators
Amaris,
Very nice !
I ran a few missions ....
1. Balance ... The AI defenders for each VP wasn't even. I was able to capture 3 VP's (out of 4) quickly with one or two defenders. The 4th VP was in a large town and it took me 14 turns to capture, but, the AI quickly captured the VP and I loss ... . The 3 lightly defended VP's didn't have much cover ... Could TeamCover(team) affect that?
2. Reinforcements (mobile team?)... The AI reinforcements appeared to want only 1 VP as a destination. Perhaps adding in logic from SLITH_VictoryPoints.bsf ... FUNCTION Slith_VP_CheckAITeams() ... might give the AI a little more flexibility? EDIT: add to AiRules() ?
3. CarryOver .... Suggestion, remove FIXED so player can re-deploy unit. I use the "ClearAreaLOS" and provide a 5 tile clearing on the players board edge. This might save a turn or two when organizing units for the attack?
4. Map Generation ... I didn't see any problems yet. EDIT: Single tree in tile didn't have forest tile ... normal?
I wrote a script to "dirty" the map up with shellholes ... Could you use it ?
Thank you for providing a peek at your work!
Very nice !
I ran a few missions ....
1. Balance ... The AI defenders for each VP wasn't even. I was able to capture 3 VP's (out of 4) quickly with one or two defenders. The 4th VP was in a large town and it took me 14 turns to capture, but, the AI quickly captured the VP and I loss ... . The 3 lightly defended VP's didn't have much cover ... Could TeamCover(team) affect that?
2. Reinforcements (mobile team?)... The AI reinforcements appeared to want only 1 VP as a destination. Perhaps adding in logic from SLITH_VictoryPoints.bsf ... FUNCTION Slith_VP_CheckAITeams() ... might give the AI a little more flexibility? EDIT: add to AiRules() ?
3. CarryOver .... Suggestion, remove FIXED so player can re-deploy unit. I use the "ClearAreaLOS" and provide a 5 tile clearing on the players board edge. This might save a turn or two when organizing units for the attack?
4. Map Generation ... I didn't see any problems yet. EDIT: Single tree in tile didn't have forest tile ... normal?
I wrote a script to "dirty" the map up with shellholes ... Could you use it ?
Code: Select all
FUNCTION StartTurnPost(side)
{
int x ;
int y ;
int damagechance ;
// randomly damage tiles
if ( GetTurn() == -1 )
{
for (x=0; x<GetMapWidth();x++)
{
for (y=0; y<GetMapHeight();y++)
{
damagechance = Rand(0,99) ;
if( ( IsValidTile(x,y) == 1 ) && ( damagechance < 10 ) )
{
DamageTile(x, y, Rand(64,255)) ;
}
}
}
}
}
Amaris,
Don't forget, the FORD tile is still broken (does not provide a crossing).
For a quick add-on ... my old "mud/ford" template .... adjust values to your liking!
viewtopic.php?t=19927&start=0
It would be cool if you had more mud when the weather was raining
Don't forget, the FORD tile is still broken (does not provide a crossing).
For a quick add-on ... my old "mud/ford" template .... adjust values to your liking!
viewtopic.php?t=19927&start=0
It would be cool if you had more mud when the weather was raining
-
- Captain - Heavy Cruiser
- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Hello Merr,
1. There must see between one and four defenders by VP for Mission 1 ; addition one or two to possible 'heavy defender' / mobile AI force. Playing in debug mode and with the F7 key it is easy to see the defender's initial placing. Again the script is fairly simple and probably need more complexity to better position the units.
2. AI rules are very simple for now. I'll look the SLITH_VictoryPoints.bsf
3. Why not, I don't find it very annoying to me.
4. In addition to the forest (tile forest) I plant some trees for scenery (tile grass) Make dirty the map up with shell holes is a good idea, adds it to ToDoList.
5. Indeed ford tile is broken I'll look your template
6. It must be possible to add more mud when the weather was raining. I also work on the generation of pond.
1. There must see between one and four defenders by VP for Mission 1 ; addition one or two to possible 'heavy defender' / mobile AI force. Playing in debug mode and with the F7 key it is easy to see the defender's initial placing. Again the script is fairly simple and probably need more complexity to better position the units.
2. AI rules are very simple for now. I'll look the SLITH_VictoryPoints.bsf
3. Why not, I don't find it very annoying to me.
4. In addition to the forest (tile forest) I plant some trees for scenery (tile grass) Make dirty the map up with shell holes is a good idea, adds it to ToDoList.
5. Indeed ford tile is broken I'll look your template
6. It must be possible to add more mud when the weather was raining. I also work on the generation of pond.
Re: BETA randomised maps
Sorry to be so late to try out this new addition to BA.
Tried on my system today. Failed. My guess is that since 2011 the BA system has been updated and older stuff does not always work.
Tried on my system today. Failed. My guess is that since 2011 the BA system has been updated and older stuff does not always work.
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- Brigadier-General - Elite Grenadier
- Posts: 2114
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- Location: Penalty Box
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Re: BETA randomised maps
Should still work after all this time.
Tested mine and it appears to work fine.
What kind of error do you get? What doesn't work?
Tested mine and it appears to work fine.
What kind of error do you get? What doesn't work?
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- Captain - Heavy Cruiser
- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: BETA randomised maps
Back!
It's possible that this mod is no compatible with the latest version of BA1... I'll check the files when ... well ... as soon as possible.
It's possible that this mod is no compatible with the latest version of BA1... I'll check the files when ... well ... as soon as possible.
“Take care, my friend; watch your six, and do one more roll… just for me.”
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- Captain - Heavy Cruiser
- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: BETA randomised maps
Ok found some light script issues!
The corrected version is now online here; http://amaris-games.com/ba-amaris/scena ... -normandy/
Please erase the previous files and download again the mod.
The corrected version is now online here; http://amaris-games.com/ba-amaris/scena ... -normandy/
Please erase the previous files and download again the mod.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Re: BETA randomised maps
HiAmaris wrote:Ok found some light script issues!
The corrected version is now online here; http://amaris-games.com/ba-amaris/scena ... -normandy/
Please erase the previous files and download again the mod.
is this the most current Random map generator for BA1?
Also do you have any basic guide of how to make a basic skirmish scenario from scratch (manual player vs AI)?
Thanks
Re: BETA randomised maps
Thank you - trying shortly