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AEEaddreply2
AEE: GRAND CAMPAIGN Preview; Preview
Topic Started: Mar 23 2009, 04:52 PM (28,518 Views)
Spartacus
AEE Aedilis Plebis
Wouldn't it be easier to just write:

DELETE THE GODDAMN MAP.RWM FILE AFTER INSTALLING OR IT WON'T WORK!!!!


in the instructions?

Anyone who is too stupid to follow such a simple instruction is too stupid to play the game, anyway.
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Win 7 Enterprise 64-bit Intel(pentium) D CPU 2.8Gh
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MAJ Pain
AEE Civis Romanus
Lol too many channels of communication one one single topic. From now on I will post all installer related info in the Installer thread to make it easier :)
I put the coding instructions in the email and made an example in the script with the delete.txt file.
It works the same way as extracting a file with the File command.
First use SetOutPath to point installer to the folder of the file you want to delete. Then use Delete command. Just follow the example I made in the code :)
I also put an example of changing the colors of the windows compenents in the Installer thread.

@ Spart
It's just a simple pair of commands in the installer to do it automatically.
I put code in to do a lot of things automatically - like remind the user to use fresh and patched install of R:TW BI, automatically find install path based on Windows Registry, automatically create proper shortcut and place it on the desktop and in the start menu; Even Highlight the folder in the Start Menu and do the little balloon popup thingy saying "psssst... it's over here"
LOL :'D
Edited by MAJ Pain, Oct 21 2009, 08:34 AM.
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limes
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AEE Censor
Everything ok, but what's up with auto file listing. Should I make it manually? :)

I started full script. Icons, header, images added, dummy test.txt added. Script is working. What now? Tons of writing:

Create folder: XXXXX
extract: XXXx_ccc

etc. etc?
Edited by limes, Oct 21 2009, 09:38 AM.
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Turkeys
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AEE Tribunus Militum
You guys are such major teases :p
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Thanks to Limes for the signature!
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MAJ Pain
AEE Civis Romanus
limes
Oct 21 2009, 09:23 AM
Everything ok, but what's up with auto file listing. Should I make it manually? :)

I started full script. Icons, header, images added, dummy test.txt added. Script is working. What now? Tons of writing:

Create folder: XXXXX
extract: XXXx_ccc

etc. etc?
No LOL :D ;)
That would be ridiculous :'D
Use this tool instead :)
http://nsis.sourceforge.net/NSIS_Quick_Setup_Script_Generator

1. Put all AEE files in their proper structure in a folder. I'm sure you already have this :ermm:
2. Load that folder in the script generator
3. Open the generated script.
4. Copy/Paste the file commands into the installer section.
5. Copy/Paste the delete commands in the uninstaller section.
6. Ignore the registry commands

Don't forget to delete the old map by navigating to folder using SetOutPath, then the Delete command :tongue:
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danylp
AEE Centurio
sooooo cloooseee...:D
Win XP SP3 (will be a win7 in the next two weeks), 1,5Gb RAM, ATi Radeon 9600Pro
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limes
Member Avatar
AEE Censor
I'm trying to finish traits&ancillaries. Roman Oficces (part of them) should be clear and cursus honorum respective.


------------- Quaestor -------- Aedile ------ Praetor ------- Consul

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Edited by limes, Nov 9 2009, 08:50 AM.
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danylp
AEE Centurio
will be great
Win XP SP3 (will be a win7 in the next two weeks), 1,5Gb RAM, ATi Radeon 9600Pro
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JOHANNES
AEE Civis Romanus
great notices and great work
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limes
Member Avatar
AEE Censor
Hi. What do you think.

I tried to code cursus honorum by giving quaestor, aedile, praetor and consul ancillary to four of most gifted characters. There is one problem. Above offices should be appointed one after another. And when higher rank is given previous one should be taken out automatically by computer. JUST HERE I STOPPED MY CODING WORK. I'm affraid there is no command that would make possible taking out ancillaries from character. So, when character acquire, let's say aedile office (higher rank) he will remain quaestor, too.

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The Colonel
AEE Foederatus
could do it EB style through traits instead of ancillaries
Edited by The Colonel, Nov 10 2009, 11:16 AM.
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Spartacus
AEE Aedilis Plebis
You might be trying to over-engineer the game engine, boss. Even if you make it a "trait" you'll need to construct a mechanism to cancel it otherwise the guy will remain "consul" forever. The Romans did not like that idea.

At some point you have to apply a cost-to-value-added ratio. In other words, how much is all the work being put in going to add to the final result?
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Turkeys
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AEE Tribunus Militum
Perhaps try making it so when they advance they get a former (rank here) trait/ancillary. That is what I've seen in the other mods.
Edited by Turkeys, Nov 10 2009, 02:07 PM.
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Thanks to Limes for the signature!
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MAJ Pain
AEE Civis Romanus
I have to agree with Spartacus on this one. The game engine just wasn't built to handle this. At some point you have to go "close enough".

It isn't really a problem that a character's old positions keep showing - it will look like a resume. Changing the old officials to "former" would help with confusion. You could also script it so that having a lower office, like quaestor or aedile increases the probability of achieving praetor and consul.

You'll just have to have an "election" every turn, and forget about "term limits".
And forget about removing effects of traits for former officials - they will just have to keep them for life.
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limes
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AEE Censor
Hi friends. Trait\ancillary system needs some work yet, but I'm too close to victory to resign. I'm very cautious not to over-engineer the system. I started to make trait system to show climate of ancient times and just because I couldn't trigger few things in Marcus Camillus system and many things was not so clear. It's matter of perception :).

I must admit that MC work is awesome. He made a lot of things that makes my jaw dropped wide open and I would like to use it to built sth special. You'll be startled. :):). I prepared few brand new things and few using knowledge of MC.

You'll have a chance to perform not only Military - but Civil Career too. After military service of tribune and legate characters will have a chance to be:

- Quaestors (?) for (?) years
- Aediles Curules (2) (former Quaestors)
- Aediles Plebeian (2) (former Quaestors)
- Praetors (?) for (?) years (former Aediles)
- Consuls (2) for (?) years (former praetors, or Faction Leader)
- Censors (2) for (Lustrum 5) years (former Consuls)
- Princeps Senatus (1) for five years
- Pontifex Maximus (1)

:)... and few nice things. I hope full Partician/Plebeian set of traits will be ready in future.

Progress.

All offices are coded. Few new triggers must be coded yet. Time flow - for civil offices must be coded too.

Ps. I've got a flu. I hope not A1/h1n1.

I hope see you :)
Edited by limes, Nov 17 2009, 01:46 PM.
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MAJ Pain
AEE Civis Romanus
Hope you feel better soon! H1N1 is no worse than the regular flu really.
I've got a question about the offices...what happens if the player wants to overthrow the Republic and establish an Empire?
What about Greek cities and Carthage? Will they have some form of a republic?
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limes
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AEE Censor
MAJ Pain
Nov 17 2009, 12:41 PM
Hope you feel better soon! H1N1 is no worse than the regular flu really.
I've got a question about the offices...what happens if the player wants to overthrow the Republic and establish an Empire?
What about Greek cities and Carthage? Will they have some form of a republic?
AEE is very flexible mod. I prepared it for future releases (time, time, and one more time time is needed). First, upcoming release of AEE will have all (almost all, because there are many things that are hard coded) institutions of Roman Republic like offices, buildings and traits. It also consists Roman Empire buildings that will trigger new things in future - mainly imperial units and offices.

It's good question about Empire...
How do you imagine the game should look like when Republic is overthrown? When game engine has its limitations (we can't change frame of engine and create quite new aspects for whole game) we can only use available methods:

- Reform buildings that will trigger
- imperial buildings,
- imperial units,
- Imperial Traits & ancillaries.

Main difference between Republic and Empire is presence of free Senate as special form of democratic rule (we can't forget about social substance of Senate) and social matters that was very important reason of changes. It's hard to be shown. :). That's why I made new very important Traits: Patrician and Plebeian. They should affect (the more traits connected with Patricians and Plebeians the more chance to manage situation, i.e. prevent rebellion). they are Loyalty based and in certain moments advantage of plebeians may incite rebellion against Republican (patrician) rules.

In genero in AEE and in history Republican and Imperial offices are not so different. Different is substance of changes. Many of Republican offices was kept in Roman Empire. Very often number of offices was increased, but it's not problem. We can have 4 quaestors and later, let's say, after 50 years - 20.


Greeks, Carthaginians may have republican institutions. It's matter of hard work and game resources, and free time of someone else than me :).


I reccomend BI_docs. You may check trait, ancillaries conditions etc. Maybe you'll invent sth :).

http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/BI_docs.zip
Edited by limes, Nov 17 2009, 02:11 PM.
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JOHANNES
AEE Civis Romanus
i hope that you feel better of your flu, your work with the republican is great
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limes
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AEE Censor
Hi Johannes. Thanks I'm almost fine. I'm feeling weak yet, but main reason is that I worked on RRS at day and night. :). Almost all offices are ready (except Pontifex Maximus).

Here is first info card about Roman Offices. I will post also technical info about "how to get office". For instance that only eight ancillaries can be received by character. So, if you've got already eight and you want to get office - you have to transfer previous one to another character. then in next turn you'll get Office Ancillary.

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JOHANNES
AEE Civis Romanus
thanks for your hard work limes, your work with the ancillary is enormeus
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