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    Fallen Empire

    Scheduled Pinned Locked Moved Maps & Mods
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    • HeppsH Offline
      Hepps Moderators @alkexr
      last edited by Hepps

      @alkexr I love what you got going on here... but as a suggestion I think grazing cattle as a terrain may not be ideal for the theme. Every other terrain is a natural geographic representation... while the animals might be interpreted more like a resource.

      I did a quick image for tall grass.

      0_1520807994603_Terrain suggestion.png

      0_1520808015819_Grass.png

      Feel free to use it if you like. Free of charge. 😃

      Additionally, if you are not keen on that... let me know if something else would float your boat... and I will do my best to render an image for you.

      "A joyous heart sours with the burden of expectation"
      Hepster

      1 Reply Last reply Reply Quote 0
      • FrostionF Offline
        Frostion Admin
        last edited by

        This is all interesting ☺ I am very excited about what xml scripts can do, as I have a new map of my own in mind for the future (details will remain unrevealed a while yet as the map is still in the very early idea phase).

        I really like that the factions/races have backstories. I hope they are written into the notes. And also that they have special focused and strengths/weaknesses.

        Regarding 3 and 4 move land units, I would also be a bit concerned about these abilities making it very hard for players to foresee threats and enemy actions in the near future. In the Dragon War map 1 of the about 20 land units like has 3 movement, otherwise they are all 1 or 2 movement units.

        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

        1 Reply Last reply Reply Quote 0
        • General_ZodG Offline
          General_Zod Moderators @alkexr
          last edited by

          @alkexr I like the D&D rpg vibes with unique units descriptions and abilities. Very Creative. I also look forward to the scripts, hehe.

          1 Reply Last reply Reply Quote 0
          • alkexrA Offline
            alkexr @redrum
            last edited by

            @redrum @Frostion Greyhawk Wars and Large Middle Earth have land units with 4 movement. Keep in mind that the slowest units have 2 movement (just as on the two other maps). I'm not entirely sure 3 movement is enough of an advantage over 2.

            It is difficult to tell though whether a 2-movement system makes for a more interesting tactical game or a 1-movement system.

            @Hepps Tall grass is something I had considered. It doesn't look as bad as I thought it would. There will certainly be multiple plains themes (just as there are multiple types of forests), but I haven't yet made up my mind about what exactly they should be.

            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

            HeppsH 1 Reply Last reply Reply Quote 1
            • HeppsH Offline
              Hepps Moderators @alkexr
              last edited by

              @alkexr All good. I'll but out. Just let me know if you need a hand with anything.... I live to serve. 😃

              "A joyous heart sours with the burden of expectation"
              Hepster

              1 Reply Last reply Reply Quote 1
              • alkexrA Offline
                alkexr
                last edited by

                Progress report #6 (Part 1)

                March 15 is a national holiday in Hungary celebrating the 1848 revolution, the only victorious revolution in Hungarian history (although the ensuing war of independence was crushed a year and a half later... Hungarian history isn't a history of success, you know). In addition to progress with the map, this 4-day weekend resulted in (to probably evereyone's surprise at this point) a new helpful tool for map creation. This one I spent more time polishing, so it should be stable.

                TripleA Utility for Naming Territories
                Download TAUNT.zip

                This c# console application generates territory names with icons showing territory PUs and resource production, and optionally generates a name placement file based on centers.txt.

                0_1521972315988_6_Silverhall.png

                In order to run, you need

                • the application (TAUNT.exe)
                • an xml configuration file (detailed below)
                • map folder already set up
                • map.properties
                • centers.txt
                • game xml
                • resource icon image files

                When running TAUNT.exe, you need to select an xml configuration file. If you run TAUNT.exe directly, it will try to load TAUNT.tauntcfg from the same folder it is in. You can also open any file with TAUNT.exe (right click -> open with -> choose another application). I recommend associating .tauntcfg extension with TAUNT.exe, so you can simply double click on the config file to run TAUNT.

                What is this configuration xml file for? It tells the application which map you want to generate territory names for, which images you want to use as resource icons, etc.: everything the application needs to know about what you want it to do. Let's have a look at all the options through an example:

                <configuration>
                	<cfg key="map folder" value="..\downloadedMaps\Fallen Empire"/>
                	<cfg key="resource icon folder" value="FallenEmpireData"/>
                	<cfg key="displayed resources" value="PUs:supply"/>
                	<cfg key="gap between icons" value="-8"/>
                	<cfg key="gap between resources" value="6"/>
                	<cfg key="gap below text" value="4"/>
                	<cfg key="generate name placement file" value="yes"/>
                	<cfg key="font type" type="Constantia" size="12" style="Regular"/>
                	<cfg key="capital territory font type" type="Constantia" size="14" style="Underline"/>
                	<names>
                		<replace territoryname="Centaurs Path" displayname="Centaurs' Path"/>
                		<replace territoryname="Conquerors Bridge" displayname="Conqueror's Bridge"/>
                		<replace territoryname="Hordes Crossing" displayname="Hordes' Crossing"/>
                		<replace territoryname="Monsters March" displayname="Monsters' March"/>
                		<replace territoryname="Nightlords Knoll" displayname="Nightlord's Knoll"/>
                		<replace territoryname="Phobetors Passage" displayname="Phobetor's Passage"/>
                		<replace territoryname="Princes Pass" displayname="Prince's Pass"/>
                		<replace territoryname="Progenitors Coffin" displayname="Progenitors' Coffin"/>
                		<replace territoryname="Smugglers Hideout" displayname="Smugglers' Hideout"/>
                		<replace territoryname="Steppes End" displayname="Steppe's End"/>
                		<replace territoryname="Titans Fist" displayname="Titan's Fist"/>
                		<replace territoryname="Tormentors Keep" displayname="Tormentor's Keep"/>
                		<replace territoryname="Traders Sea" displayname="Traders' Sea"/>
                	</names>
                </configuration>
                

                You can simply just copy this xml and modify it, the best way to ensure it will be in a correct format. Let's go through what each of the options do:

                • "map folder": the path of the map folder relative to the TAUNT.exe file (not the .tauntcfg file). For reference, TAUNT.exe is in the "triplea\Workshop" folder on my computer, so ".." means "triplea", and "..\downloadedMaps" means "triplea\downloadedMaps".
                • "resource icon folder": where to find the resource icons. Again, path is relative, so "FallenEmpireData" means "triplea\Workshop\FallenEmpireData". Resource icon files must be named exactly the same as the resources (so "triplea\Workshop\FallenEmpireData\PUs.png" and "triplea\Workshop\FallenEmpireData\supply.png" in my case).
                • "displayed resources": a colon delimited list of which resources to display. I could decide to set it to "PUs", in that case supply icons wouldn't show up. Or I could set it to "PUs:supply:XP", in which case nothing would change since no territory produces XP.
                • "gap between icons": gap between icons of the same resource. They will overlap if it's negative.
                • "gap between resources": gap between groups of icons of different resources. They will overlap if it's negative.
                • "gap below text": gap between the text and the resource icons. They will overlap if it's negative, but why would you want to do that.
                • "generate name placement file": yes/no, whether to generate name_place.txt.
                • "font type": font used for non-capital territories. Style can be "Bold", "Italic", "Regular", "Underline" or "Strikeout".
                • "capital territory font type": you can guess.
                • replacements can be used to display a name other than the territory name. Useful for displaying weird characters, like in "Barad-dûr" or "Lothlórien" or "¯\_(ツ)_/¯".

                Notes:

                • if there are multiple game xmls, the first one alphabetically will be used. You can't have different territory names for different xmls anyway.
                • the application happily overrides stuff without asking questions, so be careful. It will not touch the name_place.txt if "generate name placement file" is set to "no".
                • the application won't crash even if it encounters errors. Check the generated log.txt if the result is not what you expected.
                • the application probably isn't foolproof, so if you give weird input, you might get weird results.

                Part 2 coming soon with map progress and the Pirate Federation.

                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                HeppsH prastleP 2 Replies Last reply Reply Quote 5
                • HeppsH Offline
                  Hepps Moderators @alkexr
                  last edited by

                  @alkexr Happy Nemzeti ünnep.

                  the new addition to the Map making process seems cool. Complex... but cool. I look forward to trying it out in the near future.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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                  • prastleP Offline
                    prastle Moderators Admin @alkexr
                    last edited by

                    @alkexr Once you feel it is complete. You should repost this in the Map Making Category we can pin it near the top. Nice stuff!

                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                    alkexrA 1 Reply Last reply Reply Quote 1
                    • alkexrA Offline
                      alkexr @prastle
                      last edited by

                      @prastle As soon as I get feedback that it actually works as it should.

                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                      1 Reply Last reply Reply Quote 0
                      • alkexrA Offline
                        alkexr
                        last edited by

                        Progress report #6 (Part 2)

                        The relief map is slowly but steadily covering more and more of the map. Some of the vast neutral lands and the central area of the map (especially around the Piratebay) saw progress in the past two weeks. In the meantime, the unit list of several factions started looking less empty. The units of the Pirate Federation in particular are more or less finalized.

                        The Pirate Federation

                        Pirates were a headache for merchants even at the pinnacle of the Empire's might, but in the anarchy after the Fall there was nothing to oppose them. With the unscrupulous amounts of wealth they amassed as a consequence the richest and most influential captains in Hazehaven soon forced the rest into submission, and started extorting tribute and recruiting sailors from nearby cities. They lack the disciplined land armies needed to hold on to vast swaths of land, but their fearless sailors feel really at home on the seas, and with their dreaded fleets they seek to rule the waves, the coasts and all the riches those provide!

                        • Pirate: foot units with 2 movement. 2 attack, 1 defense, with an additional 2 attack when attacking from the sea.
                        • Brigand: foot units with 2 movement. 2 attack, 2 defense in most terrain. In hills and woods, they gain +1 power.
                        • Assassin: support units with 2 movement. 3 attack, 1 defense. They can try to assassinate other support units when attacking with a power of 2. In settlements they gain +1 power.
                        • Bombard: built with technology from an alchemist they captured, these primitive cannons only have 1 attack and 2 defense, rendering them mostly useless in a battle. But they have 3 siege against fortifications, furthermore they get +1 power in settlements and +2 in fortified terrain, making them the ideal choice for taking down heavily fortified positions. Support unit.
                        • Bloodparrot: little is known about these beasts aside from their insatiable bloodthirst and their hatred of mages, whom they flock and tear apart upon sight. Some speculate they were created by a careless experiment of a witch. Flying units with 4 movement, 2 attack and 1 defense (in normal and air battles alike). They also have 1 assassinate when attacking.
                        • Hemiolia: light, fast galleys for overtaking heavier ships or for river navigation. 3 movement ship with 2 attack and 1 defense, +1 in rivers. 1 transport capacity.
                        • Hulk: the ship that makes the Pirate Federation truly formidable, with a massive 6 coastal bombardment power. Landing pirates assisted by bombarding hulks can tear down coastal defenses with ease. They have 2 movement, 3 attack and 4 defense (+1 on open waters). They can also shoot at flying units when defending with a power of 1. They can transport 3 land units and carry 1 air unit.
                        • Fireship: 2 movement, 2 attack, 2 defense ships designed to crash into the enemy fleet while on fire. They have the berserk ability, meaning they die instantly, but get 3 rolls.

                        That's it for today, if you have any ideas, please share it, nothing is final yet. Ideas for heroes are especially welcome. Actually... I don't want to just leave you with nothing but a wall of text:
                        0_1522013966510_6_Piratebay.PNG
                        The area around the Piratebay, with the newly generated territory names

                        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                        prastleP redrumR 2 Replies Last reply Reply Quote 1
                        • prastleP Offline
                          prastle Moderators Admin @alkexr
                          last edited by

                          @alkexr Thumbs UP! Whats a Gork? 😉

                          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                          alkexrA 1 Reply Last reply Reply Quote 1
                          • alkexrA Offline
                            alkexr @prastle
                            last edited by alkexr

                            @prastle didn't know it had a meaning lol

                            EDIT: I'm open to suggestions for territory names, and please point out if any name sounds stupid or un-English-y. It looks easy to come up with fantasy names. And it is, for the first 100 🙂

                            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                            1 Reply Last reply Reply Quote 0
                            • redrumR Offline
                              redrum Admin @alkexr
                              last edited by

                              @alkexr Interesting tool. Any chance you know some Java instead of C#? They are pretty similar. Only reason I ask is it would be much easier to integrate it as an optional step in the map creator if it was written in Java.

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                              alkexrA 1 Reply Last reply Reply Quote 0
                              • alkexrA Offline
                                alkexr @redrum
                                last edited by

                                @redrum If I did, I would have used that, of course. I want to learn java at some point, but don't expect a java version of my tools in the near future.

                                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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                                • alkexrA Offline
                                  alkexr
                                  last edited by

                                  A Big Announcement

                                  There will be no progress reports any more.

                                  When I announced this map back in January, the goal was to get feedback. So I decided to show off parts of the map that were almost perfectly complete. There are three main problems with this approach. First, it's pretty hard to give meaningful feedback on some pictures designed primarily to be shown off. Second, this more or less forced me into a very suboptimal development process - polishing parts of the map to near perfection while ignoring the rest. Third, and most important, this gives the impression that I actually know what I'm doing. It's just meaningless perfectionism, lack of willingness to share something incomplete, imperfect, that I'm working on.

                                  So I think the best way to adress this problem is to release an early alpha version.

                                  At the moment, the map is not ready even for an early alpha - I don't actually know which files belong where and where the latest version is, not talking about the map creation tools integrated into it. It's a mess. That needs no be cleared up. Also, there are some placeholders. Those need to be cleared up too.

                                  So here is the roadmap. I will write posts about several major planned features that I didn't introduce or implement yet. Maybe brainstorm some ideas about these. In the meantime I clear up the mess. Don't forget that Alagaesia is the top priority until I release 1.0, so this might take a while. Then I release the alpha version, alongside with all the development resources here in this thread. This will hopefully give you more ammunition for feedback.

                                  But images are so much better at sparking imagination than words.
                                  0_1526389284428_Fallen_Empire_map_reveal.png

                                  "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                  redrumR 1 Reply Last reply Reply Quote 4
                                  • HeppsH Offline
                                    Hepps Moderators
                                    last edited by

                                    Scope and size look awesome. Much like the tantalizing morsels you have provided in the past it sparks the appetite to see the grand scheme.

                                    Looking forward to seeing the alpha when it is ready.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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                                    • redrumR Offline
                                      redrum Admin @alkexr
                                      last edited by

                                      @alkexr Makes sense. The map looks really cool, is it based on anything or did you come up with it completely from scratch? Also looking at it I assume it doesn't wrap around east to west?

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      alkexrA 1 Reply Last reply Reply Quote 0
                                      • alkexrA Offline
                                        alkexr @redrum
                                        last edited by

                                        @redrum From scratch, no wrap.

                                        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                        redrumR 1 Reply Last reply Reply Quote 1
                                        • redrumR Offline
                                          redrum Admin @alkexr
                                          last edited by

                                          @alkexr Nice. One thing that jumps out is given the size of the map as well as general player preferences, you probably want to consider focusing on a 2 alliance version of the map not just FFA. As it will probably be very difficult to get much of a player base on a FFA this large as it will probably on average last 20+ rounds.

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                          C 1 Reply Last reply Reply Quote 0
                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by Frostion

                                            @alkexr Making a map from scratch is really a challenge. Not only in a technical sense. My experience is that it is hard in the sense of enduring the process, trying to see the end of the tunnel and keeping the motivation alive, while doing a lot of very monotone work. But it is awesome and rewarding when the map is done enough to be playable, as you probably already have experienced! (Even though I guess that we mapmakers all also have a bunch of unfinished maps/map concepts in our drawers 😅)

                                            I am confident that you can make Fallen Empire playable, as the map seems so far along in regards to graphics and concept. And we are here to help, just as we are here to give moral support 😁

                                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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