Be careful what you mean by "skirmish", by the way. All multiplayer games are also skirmish games.
ManGodAi4x / AquaCoop, Comic, Cinematic…Terminal Dark.
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Zarel
- Elite

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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
Hmm, I played around with one of the betas, and I've noticed that, under my play style, I'm usually halfway through destroying all the scavs before the AIs start attacking with aircraft. It doesn't seem to be that fun to play in skirmish mode. 
Be careful what you mean by "skirmish", by the way. All multiplayer games are also skirmish games.
Be careful what you mean by "skirmish", by the way. All multiplayer games are also skirmish games.
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Rman Virgil
- Professional

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- Joined: 25 Sep 2006, 01:06
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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
.
Now, I can't assess from the info you give anything really.
All the betas are different significantly. All are properly identified to distinguish them. (Assessing the very last would be best from a practical point of view for me..)
Which beta did you play ?
What Ski A.I. did you play against ?
What difficulty setting ?
What about the Scav A.I. - Stock Scav or Dydo Scav ? They play very, very, different.
What Position did you play ? They are not symmetric. In fact, 2 positions are handicapped for Players that are not strong. 2 Positions for stronger players.
Did all 3 Ski A.I. behave as they should for you ? One did not at all function for me till I made a change that had absolutely nothing to do with the map - and this totally skewed the game because instead of 1 vs 3 as it was setup to be, it was playing 1 vs 2 because the 3rd A.I. was just not working ....
Did you play 1 vs 3 ?
Did you play locked teams ?
What Tech did you start at ? (In T-3 at Hardest 2 A.I. Air Force are Bombing my Position "0" within 5 minutes...) etc, etc.
See what I mean..
I don't expect everyone to like this just like I imagine some love pistachio ice cream & some simply hate it.
Some have never played the Campaign and never will because they just don't like it. Does that mean the Campaign inherently sucks ?
I appreciate you giving it a shot Zarel but what I'm looking for is specific information to make it a more fun experience. Stuff like - I don't like it, it sucks. Or, this baby rocks ! Doesn't really help me to do that.
ALSO - this Map Edition was for ONLY 4 Human Players... NO Ski A.I. Players.
I was not getting any feedback I could work with within that all HUMAN MP configuration so I quickly made a SP ALL SKI A.I. version a week ago for those who only Play vs 3 A.I.
However, this is not the Elite version I'm working on which has it's own Skirmish A.I. & the Scavs are modded (including having Air Power).
The situation is anything but simple I would say and perhaps that in itself is an issue and maybe I should just let the whole thing fall by the wayside since I really can't explain any aspect of it any better than I have already more than once and would better serve myself by focusing on activities with assured high ROI time - of which I have plenty - fun stuff to do with my time which is profitable across the board, to be sure..
Outside of the deep satisfaction of making the map's very unusual topography to a high level of craftsmanship & then implementing a host of creative & innovative GP design elements .... basically NOT doing the same 'ol, same 'ol, taking chances to explore unknown territory.... the experience in Beta the last couple weeks (for both versions) is proving to be mostly a very low ROI experience for me such that I'm about to cut it loose without any qualms. This Beta phase for both versions is becoming a Sisyphean experience and I just can't buy that this is optimal because it's not - indeed it shouldn't be that way. But, maybe I'm just spoiled from working within Scrum MO structured projects and should stay within that fold & operational framework when I do work that invokes collaboration or the need for essential & specific input-feedback.
There are simple, straightforward, reasons I have kept this project in this BB and have not posted it in the Showcase BB.
It needs work. I acknowledge that explicitly (always have from the get go) and have asked for help here in a detailed way that will enable me to the do work I am willing and quite able to do to make both version experiences deeper fun. I am not getting that feedback-input. Thus my claim that the basic function this BB is supposed to serve is no more manifest than the vitality of a patient on critical life support.
Basically, it really doesn't work but for the most rudimentary of input like - "You only put 1 constructor droid in Player Base 1." Or - "Your shoreline tile at x - y coordinates needs to be leveled out." Or - "Your geometry is spectacular."
And while that type input is all well and fine, these 2 versions of Aqua require a much higher level of critical acumen-assessment. In fact, they require PRO level skills in Beta Testing Protocol. And that I know for a fact is work that requires a fair bit of time investment, objectivity and even sacrifice which is why professional beta testers are paid damn good money by commercial software ventures to do this type beta testing.
I know this all from first hand experience, believe me. Even in situations where I am NOT being payed I still bring that level of beta-testing to the table if I am going to do it at all or I simply will not do it. And let me tell you for a fact I have brought that level of testing and feedback to the table for many in this community over the years... clear to the present - countless hours, let me say straight-up. And now, on the rarest of occasions, when I ask for a little reciprocity in turn - well, I may as well be whistling Dixie in a Mosque.
This last is exactly what I was speaking to in the thread dealing with your new Add-on Review System - Structure. It could speak to a fundamental need.... or this fundamental need can continue to exist unacknowledged & unaddressed.
And not least -
I can make a multitude of worthwhile and different WZ game play experiences through my skills in mapping, modding & scripting combined with my creative artistic vision and long experience with the game. I can do this for myself and my immediate circle of game playing buds and be inclusive of this community - or not.
Having chosen in this case to be inclusive of this community I have honestly asked for a bit of reciprocity in the form of a higher-level of beta-testing and constructive feedback reporting.
So far this last looks to be asking for way, way, way, way, too much and if that is the bottom-line reality then that is a very good thing to know, for me and anyone else who is contemplating gobs of time & effort invested in making something new and fresh.
And so be it. Such decisions are really no big deal once you are clear that this is what you are dealing with.
- Regards, RV
.
SP Skirmish - you vs. 3 A.I. No human player in the mix but you. All Human Player MP. That's how I have described the differences explicitly - the 2 different versions. If it can be clearer - do tell because I can not think of any way to do so more than I have.Zarel wrote:Hmm, I played around with one of the betas, and I've noticed that, under my play style, I'm usually halfway through destroying all the scavs before the AIs start attacking with aircraft. It doesn't seem to be that fun to play in skirmish mode.
Be careful what you mean by "skirmish", by the way. All multiplayer games are also skirmish games.
Now, I can't assess from the info you give anything really.
All the betas are different significantly. All are properly identified to distinguish them. (Assessing the very last would be best from a practical point of view for me..)
Which beta did you play ?
What Ski A.I. did you play against ?
What difficulty setting ?
What about the Scav A.I. - Stock Scav or Dydo Scav ? They play very, very, different.
What Position did you play ? They are not symmetric. In fact, 2 positions are handicapped for Players that are not strong. 2 Positions for stronger players.
Did all 3 Ski A.I. behave as they should for you ? One did not at all function for me till I made a change that had absolutely nothing to do with the map - and this totally skewed the game because instead of 1 vs 3 as it was setup to be, it was playing 1 vs 2 because the 3rd A.I. was just not working ....
Did you play 1 vs 3 ?
Did you play locked teams ?
What Tech did you start at ? (In T-3 at Hardest 2 A.I. Air Force are Bombing my Position "0" within 5 minutes...) etc, etc.
See what I mean..
I don't expect everyone to like this just like I imagine some love pistachio ice cream & some simply hate it.
Some have never played the Campaign and never will because they just don't like it. Does that mean the Campaign inherently sucks ?
I appreciate you giving it a shot Zarel but what I'm looking for is specific information to make it a more fun experience. Stuff like - I don't like it, it sucks. Or, this baby rocks ! Doesn't really help me to do that.
ALSO - this Map Edition was for ONLY 4 Human Players... NO Ski A.I. Players.
I was not getting any feedback I could work with within that all HUMAN MP configuration so I quickly made a SP ALL SKI A.I. version a week ago for those who only Play vs 3 A.I.
However, this is not the Elite version I'm working on which has it's own Skirmish A.I. & the Scavs are modded (including having Air Power).
The situation is anything but simple I would say and perhaps that in itself is an issue and maybe I should just let the whole thing fall by the wayside since I really can't explain any aspect of it any better than I have already more than once and would better serve myself by focusing on activities with assured high ROI time - of which I have plenty - fun stuff to do with my time which is profitable across the board, to be sure..
Outside of the deep satisfaction of making the map's very unusual topography to a high level of craftsmanship & then implementing a host of creative & innovative GP design elements .... basically NOT doing the same 'ol, same 'ol, taking chances to explore unknown territory.... the experience in Beta the last couple weeks (for both versions) is proving to be mostly a very low ROI experience for me such that I'm about to cut it loose without any qualms. This Beta phase for both versions is becoming a Sisyphean experience and I just can't buy that this is optimal because it's not - indeed it shouldn't be that way. But, maybe I'm just spoiled from working within Scrum MO structured projects and should stay within that fold & operational framework when I do work that invokes collaboration or the need for essential & specific input-feedback.
There are simple, straightforward, reasons I have kept this project in this BB and have not posted it in the Showcase BB.
It needs work. I acknowledge that explicitly (always have from the get go) and have asked for help here in a detailed way that will enable me to the do work I am willing and quite able to do to make both version experiences deeper fun. I am not getting that feedback-input. Thus my claim that the basic function this BB is supposed to serve is no more manifest than the vitality of a patient on critical life support.
Basically, it really doesn't work but for the most rudimentary of input like - "You only put 1 constructor droid in Player Base 1." Or - "Your shoreline tile at x - y coordinates needs to be leveled out." Or - "Your geometry is spectacular."
And while that type input is all well and fine, these 2 versions of Aqua require a much higher level of critical acumen-assessment. In fact, they require PRO level skills in Beta Testing Protocol. And that I know for a fact is work that requires a fair bit of time investment, objectivity and even sacrifice which is why professional beta testers are paid damn good money by commercial software ventures to do this type beta testing.
I know this all from first hand experience, believe me. Even in situations where I am NOT being payed I still bring that level of beta-testing to the table if I am going to do it at all or I simply will not do it. And let me tell you for a fact I have brought that level of testing and feedback to the table for many in this community over the years... clear to the present - countless hours, let me say straight-up. And now, on the rarest of occasions, when I ask for a little reciprocity in turn - well, I may as well be whistling Dixie in a Mosque.
This last is exactly what I was speaking to in the thread dealing with your new Add-on Review System - Structure. It could speak to a fundamental need.... or this fundamental need can continue to exist unacknowledged & unaddressed.
And not least -
I can make a multitude of worthwhile and different WZ game play experiences through my skills in mapping, modding & scripting combined with my creative artistic vision and long experience with the game. I can do this for myself and my immediate circle of game playing buds and be inclusive of this community - or not.
Having chosen in this case to be inclusive of this community I have honestly asked for a bit of reciprocity in the form of a higher-level of beta-testing and constructive feedback reporting.
So far this last looks to be asking for way, way, way, way, too much and if that is the bottom-line reality then that is a very good thing to know, for me and anyone else who is contemplating gobs of time & effort invested in making something new and fresh.
And so be it. Such decisions are really no big deal once you are clear that this is what you are dealing with.
- Regards, RV
.
Last edited by Rman Virgil on 07 Jul 2010, 19:26, edited 3 times in total.
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JDW
- Regular

- Posts: 1669
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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
That would be me. I prefer to play Skirmish games. When it comes to RTS, I'm not very fond of objective based missions. However, that is only my personal preference. And of course, campaigns don't suck!Rman Virgil wrote:Some have never played the Campaign and never will because they just don't like it. Does that mean the Campaign inherently sucks ?
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
-- Ambrose Bierce
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Zarel
- Elite

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- Location: Minnesota, USA
Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
Well, all of these were AquaSKIbeta7, 1v1v1v1 against 3 standard AI's and one standard scav AI on medium (default) difficulty, starting from T1 Advanced, with me at position 0 (lower right of center area). No Alliances, Medium Power, Fog of War, standard limits.
First game, I teched up to MRAs and attacked a few scavenger bases. Didn't even get through one before one of the corner AIs started hitting me with VTOLs, and I couldn't get AA in time (I usually don't bother with AA since I usually win against AIs in 1v1v1v1 before then).
Second game, I prepared for VTOLs by using Cyclones and HPV Cannons. Worked, but was kind of tedious. I later started spamming Cyborg Transports since it was faster than getting my tanks to the corner bases.
Both times, I never got attacked by anything except a few easily-dispatched scavenger forces. Scavengers are fun in the early-game, but they're balanced to be incredibly weak in midgame/lategame, so they seem to act mostly as a roadblock to make the game slower for waging land wars.
First game, I teched up to MRAs and attacked a few scavenger bases. Didn't even get through one before one of the corner AIs started hitting me with VTOLs, and I couldn't get AA in time (I usually don't bother with AA since I usually win against AIs in 1v1v1v1 before then).
Second game, I prepared for VTOLs by using Cyclones and HPV Cannons. Worked, but was kind of tedious. I later started spamming Cyborg Transports since it was faster than getting my tanks to the corner bases.
Both times, I never got attacked by anything except a few easily-dispatched scavenger forces. Scavengers are fun in the early-game, but they're balanced to be incredibly weak in midgame/lategame, so they seem to act mostly as a roadblock to make the game slower for waging land wars.
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Rman Virgil
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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
Now THAT is feedback I can work with and thoroughly understand. Thank you. And i mean that most sincerely.Zarel wrote:Well, all of these were AquaSKIbeta7, 1v1v1v1 against 3 standard AI's and one standard scav AI on medium (default) difficulty, starting from T1 Advanced, with me at position 0 (lower right of center area). No Alliances, Medium Power, Fog of War, standard limits.
First game, I teched up to MRAs and attacked a few scavenger bases. Didn't even get through one before one of the corner AIs started hitting me with VTOLs, and I couldn't get AA in time (I usually don't bother with AA since I usually win against AIs in 1v1v1v1 before then).
Second game, I prepared for VTOLs by using Cyclones and HPV Cannons. Worked, but was kind of tedious. I later started spamming Cyborg Transports since it was faster than getting my tanks to the corner bases.
Both times, I never got attacked by anything except a few easily-dispatched scavenger forces. Scavengers are fun in the early-game, but they're balanced to be incredibly weak in midgame/lategame, so they seem to act mostly as a roadblock to make the game slower for waging land wars.
You have expressed precisely concerns I have had and in the absence of quality input like this I decided to err on the side of a softer rather than harder implementations.
Modding the scavs and also giving them air power as I'm doing in the Elite Edition will change this situation up dramatically..... However the challenge I have given myself here in this present iteration is to achieve a more interesting and expansive fun use of Scavs without modding them and in some ways that is actually the greater challenge.
In any case I understand your input and I think I know how to address it and will do so in the next version of the 1 Human vs 3 A.I. Skirmish version.
Again I thank you for taking time from your own projects and developer tasks (& RL too !) to help me here by playing my betas & giving me detailed constructive input I can make use of to improve the experience.
I hope a couple more folks will be so inclined.
- RV
.
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Rman Virgil
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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
.
Early on in this thread, some months back now, (& more recently in the Lounge bb), I posted a short story called "Mastan of the Scar".
In that story a Scav Tribe (the Wing Clan of the Eastern Scav Nation) has aligned themselves with a surviving splinter of Nexus from Asia in 2111 (the splinter known as "The ManGodAi" which is led by Dr. Reed's son, Jason Reed).
I was using this as a premise for "Aqua CAM" but now I see I can preview a form of it here in the Aqua SP Ski version (1 vs 3) I never planned on making until 2 weeks ago (the 4c-Aqua Co-op was solely what I set out to do & that was strictly for 4 Human players. If it isn't already apparent, I am realigning my mind-set by the seat of my pants to follow through on this added stock SP Ski 1 vs 3 version I never originally planned on making.)
So the next Beta version of Aqua SP Ski (1 vs. 3) will have this in the GP mix and will labeled -
4c-ASkiScavNex.
It will be strictly for those who enjoy Ski mode you vs. 3 a.i. (plus NPC Player 7 Scav-Nexus) and in this case with a distinct Campaign flavor across the entire map.
For those who mostly enjoy MP - don't bother down loading. It's not at all what you like in any way. Perhaps my 4c-Aqua Co-op may appeal - though I sorta doubt that as well which is fine because I refuse to make the same ol cookie-cutter experience prefered it would seem. For one there is already an abundance of that and I feel no compelling need to add to that conventional stock pile. There are some new genuinely good maps being made along those lines already (& far more genuine slop too - but then again it's always been the 90 - 10 law).
Special Note: I am building 4c-ASkiScavNex around Dylan Dog's latest Dydo Ski & Scav A.I.s. I had a major problem come up running it as a Mod from a command line so I have simply placed all the .slo & .vlo files in base.wz and all is now running as it should. Since I have had no confirmation one way or another that this has been a problem for anyone else I am for the moment assuming it is a Local problem I was unable to resolve in any other fashion than what I ended up doing with base.wz
Also: As of today I've removed the 4c-AquaCoop Human MP version pending the opportunity in late September to thoroughly balance test it when my LAN crew re-convenes for gaming. Alas, this WZ`community seems not at all up to that challenge & I don't want to waste any more time here with it.
And btw folks - I don't mind if you emulate stuff I have done, shown & articulated here but to pretend you made it up yourself & have never even looked at the work of this project & been influenced by it - well, while it's certainly legal to carry on in such a way it's hardly cool.
But then again I should be used to this by now.
- RV
.
Early on in this thread, some months back now, (& more recently in the Lounge bb), I posted a short story called "Mastan of the Scar".
In that story a Scav Tribe (the Wing Clan of the Eastern Scav Nation) has aligned themselves with a surviving splinter of Nexus from Asia in 2111 (the splinter known as "The ManGodAi" which is led by Dr. Reed's son, Jason Reed).
I was using this as a premise for "Aqua CAM" but now I see I can preview a form of it here in the Aqua SP Ski version (1 vs 3) I never planned on making until 2 weeks ago (the 4c-Aqua Co-op was solely what I set out to do & that was strictly for 4 Human players. If it isn't already apparent, I am realigning my mind-set by the seat of my pants to follow through on this added stock SP Ski 1 vs 3 version I never originally planned on making.)
So the next Beta version of Aqua SP Ski (1 vs. 3) will have this in the GP mix and will labeled -
4c-ASkiScavNex.
It will be strictly for those who enjoy Ski mode you vs. 3 a.i. (plus NPC Player 7 Scav-Nexus) and in this case with a distinct Campaign flavor across the entire map.
For those who mostly enjoy MP - don't bother down loading. It's not at all what you like in any way. Perhaps my 4c-Aqua Co-op may appeal - though I sorta doubt that as well which is fine because I refuse to make the same ol cookie-cutter experience prefered it would seem. For one there is already an abundance of that and I feel no compelling need to add to that conventional stock pile. There are some new genuinely good maps being made along those lines already (& far more genuine slop too - but then again it's always been the 90 - 10 law).
Special Note: I am building 4c-ASkiScavNex around Dylan Dog's latest Dydo Ski & Scav A.I.s. I had a major problem come up running it as a Mod from a command line so I have simply placed all the .slo & .vlo files in base.wz and all is now running as it should. Since I have had no confirmation one way or another that this has been a problem for anyone else I am for the moment assuming it is a Local problem I was unable to resolve in any other fashion than what I ended up doing with base.wz
Also: As of today I've removed the 4c-AquaCoop Human MP version pending the opportunity in late September to thoroughly balance test it when my LAN crew re-convenes for gaming. Alas, this WZ`community seems not at all up to that challenge & I don't want to waste any more time here with it.
And btw folks - I don't mind if you emulate stuff I have done, shown & articulated here but to pretend you made it up yourself & have never even looked at the work of this project & been influenced by it - well, while it's certainly legal to carry on in such a way it's hardly cool.
- RV
.
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Rman Virgil
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Re: 4c-AquaCoop Human MP & SP SKI ScavNexus
.
Couple hours dedicated to proof of concept before going whole hog into this new build.
4c-ASkiScavNex is gonna work beautiful. Tough in the Novice positions, very tough in the Veteran positions (my handicapping design will still be a part of this version)- but fun and very interesting throughout (avoiding frustrations is my mantra when creating the degrees of difficulty).
Many new GP challenges presented by my mapping innovations are gonna come to life with this ScavNex faction alliance mix.
Land, water AND air - all coming into play. Making that happen in SP Ski 1 vs 3 posed a way different set of design challenges than doing the same for the all human MP version. Changing my basic mind-set was the key.
And best of all - I'll be able to balance it all to perfection without the need for any help whatsoever.
The hell with betas, frack 'em in fact - don't much work here anyway.
Chit happens for reasons not always clear at first blush. It's clear now.
With the strong Cam flavor of this new iteration I'm considering calling the release version:
4c-ManGodAi4X
Note on Dydo Scav A.I.: Like Dydo Ski A.I. a marvelous piece of work by Dylan Dog. That said, because of the way I am using Scavs, which is way different than heretofore by anyone else, I am compelled to make some minor changes in the scripts. As much as I wanted to avoid this, I will have to distribute these modified Dydo Scav A.I. Scripts with 4c-ManGodAi4X. Oh well, have to adapt to achieve optimal fun game play.
And alas:
- L8r,
.
Couple hours dedicated to proof of concept before going whole hog into this new build.
4c-ASkiScavNex is gonna work beautiful. Tough in the Novice positions, very tough in the Veteran positions (my handicapping design will still be a part of this version)- but fun and very interesting throughout (avoiding frustrations is my mantra when creating the degrees of difficulty).
Many new GP challenges presented by my mapping innovations are gonna come to life with this ScavNex faction alliance mix.
And best of all - I'll be able to balance it all to perfection without the need for any help whatsoever.
Chit happens for reasons not always clear at first blush. It's clear now.
With the strong Cam flavor of this new iteration I'm considering calling the release version:
4c-ManGodAi4X
Note on Dydo Scav A.I.: Like Dydo Ski A.I. a marvelous piece of work by Dylan Dog. That said, because of the way I am using Scavs, which is way different than heretofore by anyone else, I am compelled to make some minor changes in the scripts. As much as I wanted to avoid this, I will have to distribute these modified Dydo Scav A.I. Scripts with 4c-ManGodAi4X. Oh well, have to adapt to achieve optimal fun game play.
And alas:
Per wrote:This is what #872 is supposed to fix. I guess I should get around to committing that.
If the answer to that question is YES... then I will add Urban Features to this Arizona Map such that by design these areas will constitute player tactical map deconstruction challenge-opportunity GPMs - something I have wanted to do for a couple years now but since I can't stand the current state of the Urban Tertiles I couldn't bring myself to work on an Urban Map....Rman Virgil wrote:Would that apply to v.2.3.1 as well as Trunk ?
.
- L8r,
.
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Zarel
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Re: 4-c Aqua Co-op MP Beta 9C Posted & also SP SKI Beta 9a
Glad I could help. I guess I didn't post it immediately because I'm used to asking open-ended questions and giving people general ideas of what they need to focus on.Rman Virgil wrote:Now THAT is feedback I can work with and thoroughly understand. Thank you. And i mean that most sincerely.![]()
It's fortunate that regular Hurricane sites blend in so well with scavenger bases.Rman Virgil wrote:Modding the scavs and also giving them air power as I'm doing in the Elite Edition will change this situation up dramatically..... However the challenge I have given myself here in this present iteration is to achieve a more interesting and expansive fun use of Scavs without modding them and in some ways that is actually the greater challenge.
I don't think there's any better way to do it than just to add Hurricanes. To everything, not just an Elite edition. I mean, it's not like Hurricane sites will affect early-game balance - no one will have VTOLs then.
On another note, I'm not sure I like the "mortars in deep pits and walled off areas" idea. I think they should be easier to be attacked with direct units.
I look forward to testing your next iteration.
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Rman Virgil
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Re: 4c-AquaCoop Peep MP & SP SKI 4c-ManGodAi4X
.
It's all good input Zarel and I'm inspired to creative changes which I think are even more interesting.
I am making 50% of those mortar trenches accessible by land but in a clever way.
50% I will keep as only accessible by air - Vtol sorties which I think are really cool & then Troop Transport deployment.
In any case I am making lots of changes that will amount to invoking a progressive mission feel to the game play (now with a narrative context as well) but in a more free-flowing manner than a strictly trigger scripted campaign which tends to a single rail, tunnel, type experience..
NEXT: I will post the shooting script I've written for an opening cinematic that forms part of the basis of the narrative context for this latest version. Unfortunately I'm sure I will not have the time to make the cinematic itself. Even on my Quad Core / SLI DT Box, it would take weeks, 24-7, to render.
- RV
.
It's all good input Zarel and I'm inspired to creative changes which I think are even more interesting.
I am making 50% of those mortar trenches accessible by land but in a clever way.
In any case I am making lots of changes that will amount to invoking a progressive mission feel to the game play (now with a narrative context as well) but in a more free-flowing manner than a strictly trigger scripted campaign which tends to a single rail, tunnel, type experience..
NEXT: I will post the shooting script I've written for an opening cinematic that forms part of the basis of the narrative context for this latest version. Unfortunately I'm sure I will not have the time to make the cinematic itself. Even on my Quad Core / SLI DT Box, it would take weeks, 24-7, to render.
- RV
.
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Mysteryem
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Re: 4c-AquaCoop Human MP & SP SKI ScavNexus
I made two seperate patches, one for trunk and one for 2.2. The patches also include the additions of some new features, which includes some arizona plants, wreckage, unused labs and more. There are also the coresponding files for editworld attached to the ticket.Rman Virgil wrote:.Per wrote:This is what #872 is supposed to fix. I guess I should get around to committing that.If the answer to that question is YES... then I will add Urban Features to this Arizona Map such that by design these areas will constitute player tactical map deconstruction challenge-opportunity GPMs - something I have wanted to do for a couple years now but since I can't stand the current state of the Urban Tertiles I couldn't bring myself to work on an Urban Map....Rman Virgil wrote:Would that apply to v.2.3.1 as well as Trunk ?
.
- L8r,![]()
.
I'll have a look at fixing the patch up for 2.3, but I'm afraid that someone else will need to do it for trunk.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Rman Virgil
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- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: 4c-AquaCoop Human MP & SP SKI ScavNexus
Per wrote:This is what #872 is supposed to fix. I guess I should get around to committing that.
Rman Virgil wrote:Would that apply to v.2.3.1 as well as Trunk ?
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Rman Virgil wrote:If the answer to that question is YES... then I will add Urban Features to this Arizona Map such that by design these areas will constitute player tactical map deconstruction challenge-opportunity GPMs - something I have wanted to do for a couple years now but since I can't stand the current state of the Urban Tertiles I couldn't bring myself to work on an Urban Map....
Sweet!Mysteryem wrote:I made two seperate patches, one for trunk and one for 2.2. The patches also include the additions of some new features, which includes some arizona plants, wreckage, unused labs and more. There are also the coresponding files for editworld attached to the ticket.
I'll have a look at fixing the patch up for 2.3, but I'm afraid that someone else will need to do it for trunk.
That would provide for more opportunities to create uncanny & fearsome loveliness with map features.
I have noticed more map makers wanting to create their maps with features as integral to the mix and this will open up a whole new domain to do just that.
I take it the files for 32EW will work just fine with flaME ?
- RV
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Rman Virgil
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Re: 4c-AquaCoop Peep MP & SP SKI 4c-ManGodAi4X
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Progress. Position 0 Topo / Resource modified & a fun balance of immediate vicinity 360 ScavNex threats attained at highest difficulty.
Progress. Position 0 Topo / Resource modified & a fun balance of immediate vicinity 360 ScavNex threats attained at highest difficulty.
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Rman Virgil
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- Joined: 25 Sep 2006, 01:06
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Re: 4c-AquaCoop Peep MP & SP SKI 4c-ManGodAi4X
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I had a decision to make. Continue with building this SP Skirmish Mode game play around the Gamer choosing ANY start position, 0 - 3, OR build the whole thing out of just ONE start position - Player 0.
I have decided to build it all with Player 0 as the fixed start position.
I will not lock-out the other positions because it is needless additional work. I say the whole of it is designed to be played out of Player 0 position - if you choose to play the other positions... well that's on you, not me.
Before I post my opening Cinematic shooting script for ManGodAi4X, as mentioned earlier, I will first post a Preamble that constitutes a snap-shot from my created time line - back story for Post 2100 campaign events, and this is in the form of a Future History called "Annals of the Project Protectorate: 2086 - 2120" by the first officially appointed Project historian, Dr. Omar Gramaldi.
L8r today or mañana - RV
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I had a decision to make. Continue with building this SP Skirmish Mode game play around the Gamer choosing ANY start position, 0 - 3, OR build the whole thing out of just ONE start position - Player 0.
I have decided to build it all with Player 0 as the fixed start position.
I will not lock-out the other positions because it is needless additional work. I say the whole of it is designed to be played out of Player 0 position - if you choose to play the other positions... well that's on you, not me.
Before I post my opening Cinematic shooting script for ManGodAi4X, as mentioned earlier, I will first post a Preamble that constitutes a snap-shot from my created time line - back story for Post 2100 campaign events, and this is in the form of a Future History called "Annals of the Project Protectorate: 2086 - 2120" by the first officially appointed Project historian, Dr. Omar Gramaldi.
L8r today or mañana - RV
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Last edited by Rman Virgil on 15 Jul 2010, 15:01, edited 1 time in total.
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Rman Virgil
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- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: 4c-AquaCoop Peep MP & SP SKI 4c-ManGodAi4X
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- RV
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The cinematic shooting script I'll be posting next called "First Contact: ManGodAi" is derived from the above "Annals" and begins the story of Commander Kurt Mallory which is played-out in full on 4c-ManGodAi4X - what I am working on now here."The Annals of the Project Protectorate: 2086 - 2120"
by Omar Gramaldi, official historian, appointed by third Project Director Elijah Bearheart in 2106.
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Much has already been written of the heroics of Teams Alpha, Beta & Gamma and their missions in Arizona, Chicago & the Rocky Mountains but nothing of Team Delta and it's covert mission amidst the desolation & ruins of the once proud seat of government of the former USA, Washington, D.C..
The origins of Team Delta began shortly after 2086 & it's mission conceived and set in motion by John Hammond, the Project Protectorate's first Director.
From within the bowels of the subterranean military base that provided safe haven and the first central base of operations for The Project's mission to recover pre-collapse technologies and rebuild the world, John Hammond postulated that if Team Delta could find, excavate and bring back on line what was left of those vast repositories of humanity's collective knowledge & achievement, the Library of Congress and the Smithsonian Institute, as well the collective national security intelligence located in the Pentagon, the rewards would be immeasurable. For knowledge translated into power, the power to transform the ashes of nuclear winter into a better world for all and deal with the malignant forces that initiated the Collapse.
John Hammond survived the radiation illness he suffered long enough to accomplish two directives.
The first was the smooth transfer of the Project"s military might into the able hands of General Jack Palindrome who was to eventually lead the successful 2100 Campaign and the coordination of Teams Alpha, Beta & Gamma's respective missions and also be elected the Project Protectorate's second Director in the election of July 4th, 2100.
The second directive was assuring the command leadership of Team Delta by his adopted son, Elijah Bearheart, who upon the success of Team Delta's mission in 2103 would be drafted to run for the office of Project Director upon the heels of Jack Palindrome's announced intention of retiring after serving-out his term in 2104. It was a landslide and Elijah Bearheart became the Project Protectorate's third director.
The life history Elijah Bearheart has as much bearing on events unfolding after his successful lead of Team Delta and subsequent election in 2104, as on a series of significant events prior to the campaign of 2100.
Let us preface Elijah Bearheart's entwined history with the Project Protectorate with some key little known facts preceeding the well documented events of the 2100 campaign.
It was a fortuitous, completely unexpected boon, some even calling it the second Project "miracle", that the discovery and occupation of the former NORAD enclave provided a treasure trove of specific pre-planed blueprints and ready to roll facilities for surviving a nuclear holocaust and the aftermath of a nuclear winter such as: bioremediation fungi cultivation on land contaminated by radioactive fallout, closed-loop plant carbohydrate & fish protein hydroponics, cybernetic human-machine interface tech, nano technology, human genetic engineering. seed reserves of high-yield grasses that were genetically modified for biomass fuel harvesting, scarcity inspired strategies for building an effective defensive war machine based on MUAV drone intelligence gathering and asymmetric, C-4, engagement doctrine.
In the years between 2086 and 2100, non-military forays out of the Project Protectorate's first HQ, the erstwhile NORAD enclave, were initiated with specific goals amounting to the basic survival of the Project populace but also begining all the processes that would gradually lead to ecological restoration.
It was on one such foray in 2088, led by John Hammond and tasked with bioremediation of the greater Rocky Mountain Region, that Elijah Bearheart first enters into the Annals of the Project Protectorate history.
As close could be determined Elijah was an unbearded youth of 15 winters when John found him splayed in the Garden of the Gods, outside Manitou Springs, half starved, extremely dehydrated, and suffering acute post traumatic stress disorder. The wounds of his body were sooner healed than those of his mind but during his year-long recover, the tale Elijah told in fragments, pieced together by the Project Psyche Team, was one to send harrowing chills down the spine of even the most stoic soldier. It constituted the Project's initial intelligence of how Scavs Tribes were culled by the factions we later defeated in the campaign of 2100, all of whom were operating under the direction of what we then came to call the Reed War Machine, Nexus.
The purpose of the cullings made for a cold, eugenic, scientific sense. Unlike The Project or those other Factions or Nexus itself, the Scavs had endured endured the worst of the Nuke Winter on the surface. Some perished quickly, some survived longer, and some showed little sign of ill effects. It was these last, the epigenetically blessed, that interested Nexus and in the cullings, all others but these were summarily executed. Elijah was one of these epigenetically blessed Scavs and capture during a Nexus culling of his tribe was the fate he had escaped.
The end to which Nexus put those culled we could only speculate for many years and none of the scenarios conjured in the War Games High Council bode well for humanity's fate on the planet and thus one of the driving forces for the events that unfolded during the 2100 campaign - and some years later, under the directorship of Elijah Bearheart, when incontrovertible intelligence led The Project Protectorate to consider the final victory over Nexus in 2100 a mere sham, a diversionary False Flag Operation, set-up by Reed himself to buy more time for his true objectives and seat of power out of the Far`East, what we would later identify as the ManGodAi Offensive. But we are getting ahead of ourselves with this strand of the history.
During the year of Elijah's healing, John Hammond formerly adopted the youth as his son, seeing to his basic education and integration into Project society as well his military training when he came of age in 2090.
In those years between 2090 and the commencement of the 2100 Campaign, Elijah served on many Foray Missions, first as a soldier and later a commissioned officer and commander. On not a few of these missions Elijah saved many an epigenetically blessed Scav from a fate worse than death at the hands of Nexus and its minion factions. But let us jump ahead now to Elijah's command of Team Delta & the results of its mission in Washington, D.C..
When Team Delta returned in early 2103, they brought with them invaluable knowledge and intelligence. Some of that included, but was not limited to, the exact location of half-dozen still intact major underground oil reserves in Corpus Cristi, Texas. the precise whereabouts of a top secret facility for the propagation of advanced hydrogen fuel cells & the manufacture of a most advanced hydrogen engine-chassis, more surviving oil reserves in Mexico & Venezuela, Nano and Genetic Engineering scientific research facilities in Rio and Santiago, a secret space launch facility in Costa Rica, the high tech War School enclave in Belize, and the deep space Sat-Dishes in Ecuador (key to re-establishing communications with the Moon and Mars colonies.)
All this intelligence would prove absolutely essential to the Project Protectorate's continued survial and advancement with its core mission to to recover pre-collapse technologies and rebuild a better world for all surviving humanity.
In the aftermath of what was at first blush considered the vanquishing of Nexus in 2100, the Project's Axis of Power was in a critically weakened state. Any strategy of expansion had to first contend with the known scarce energy resources on the North American continent.
The first initiative presented by the Project's third director, Elijah Bearheart, in 2104 was based on the successful intelligence gathered by Team Delta in 2103 and would form the basis for the Central American Expeditionary Force of 2105 (CAEF).
CAEF was a tremendous gamble for the Project Protectorate. Resources as scarce as they were, many in the Project Protectorate held it a grand folly and terrible waste to invest in anything other than further securing the immediate environs of the original NORAD facility and re-building the armed forces depleted during the 2100 campaign.
After several heated debates, and by the slightest of margins in the Protectorate's governing body, those in favor of CAEF prevailed and in the spring of 2105 the first of several expeditionary forces made their way south to the Yucatan Peninsula (those that followed would go further, deep into Central America, establishing a foothold at the Panama Canal and even further south to the Amazon Basin & Ecuador).
Hand picked by Elijah Bearheart himself to lead one of these early CAEF contingents was one Commander Kurt Mallory who was also a close confidant of the Project Director. It was during Kurt Mallory's expedition that incontrovertible evidence and First Contact made with Reed's true agenda embodied in the ManGodAi came to pass; what was later dubbed the "Titanium heel from across the great Pacific" or less formally, "The Infestation".
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- RV
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JDW
- Regular

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Re: 4c-AquaCoop Peep MP & SP SKI 4c-ManGodAi4X
I liked the names Palindrome and Bearheart. Elijah seems like a very interesting character. And overall a very captivating read.

RV, are you cooking up something here?Rman Virgil wrote: (key to re-establishing communications with the Moon and Mars colonies.)
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
-- Ambrose Bierce