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Bug Hunt Scenario

Posted: Thu Aug 24, 2006 1:24 pm
by *Lava*
Hi!

Well, since I finished "The Fourth Republic" scenario, my twisted mind has been going over different options on what to do next.

I used to do a lot of Sci Fi scenarios for myself with COW, but unfortunately, I didn't know how to change the graphics. With TOAW3 that has changed, so I have decided my new scenario will be a tactical Sci Fi game.

"Bug Hunt" is a tentative title almost certain to change. The game takes place on a remote station (of course) on a dune covered planet. Each "icon" will represent a person or bug.

I'm still in the "make the map" mode, and I've only done a couple conversions but hope to do more.

Here's a shot of part of the map:

Image

What you are looking at are dark gray walls (converted mountain/impassable.bmp) and metal floor (converted arid tile).

One of the important things I've noted is that for maximum effect, the grid should be turned off.

I'll keep folks updated as it goes.

Ray (alias "he's got to be mad" Lava)

RE: Bug Hunt Scenario

Posted: Thu Aug 24, 2006 8:20 pm
by jvgfanatic
When I can find the time I'm going to start designing scenarios like these...well, like Steve Jackson's old pocket strategy games (anyone remember O.G.R.E.?) and Car Wars? Well, the system isn't flexible enough to do car wars but dang it if we can't have some cool fantasy scenarios going on.

Cheers to you Lava, I've been watching in the wings and very impressed thus far.

RE: Bug Hunt Scenario

Posted: Thu Aug 24, 2006 10:41 pm
by Captain Cruft
Nice one. TOAW and the event engine extend very well to fantasy scenarios, or even to completely different games almost.

RE: Bug Hunt Scenario

Posted: Thu Aug 24, 2006 11:10 pm
by *Lava*
Hi!

Indeed, it is the event engine which gives the game some much flexibility (one reason I'd like to see it expanded a bit).

Now that it is fairly easy to modify graphics one is only limited by ones imagination.

And I got a big one...

[;)]

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 2:39 pm
by golden delicious
You should get Cyberboard. Then you can just write whatever rules you want without having to deal with all the existing rules TOAW has which make such an exercise ultimately futile. Cyberboard also happens to be freeware, so anyone could play the game.

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 8:33 pm
by Roghain
But... Cyberboard does not have (a modicum of) AI, I think? Dunno of that is what the Bug Hunters are aiming for, tho...

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 9:04 pm
by golden delicious
ORIGINAL: Roghain

But... Cyberboard does not have (a modicum of) AI, I think?

True, but I doubt the TOAW PO will be able to cope with such an alien situation. One could come up with a set of rules to control the behaviour of the "alien" force. I saw something similar done in Warhammer Quest. Standard (rather than neural-netted) AI is just a set of rules anyway, so it can be done if you don't need it to do anything too elaborate.

Of course I doubt Ray will be interested in doing this. Just thought I ought to point out that, as great as TOAW is within its own sphere, there are other systems for designing games.

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 10:01 pm
by *Lava*
ORIGINAL: golden delicious

but I doubt the TOAW PO will be able to cope with such an alien situation.

[:-]

The one who has the difficulty handling "an alien situation" is not the game... it's you.

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 10:04 pm
by *Lava*
BTW Dan..

You don't like my thread or my idea.. fine...

Then do me a favor and just (I know this is difficult for you).. ignore it.

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Fri Aug 25, 2006 10:07 pm
by golden delicious
ORIGINAL: Lava

The one who has the difficulty handling "an alien situation" is not the game... it's you.

I disagree. I loved Laser Squad on the Atari ST. Had a couple of scenarios like this one.

I'm hardly in a position to stop you using TOAW for this. I'm just pointing out an alternative. One which won't lead to the decisive tactic in the scenario being to cut the aliens off from their supply sources.

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 2:36 am
by *Lava*
ORIGINAL: golden delicious

I'm hardly in a position to stop you using TOAW for this.

Your right.. so buzz off and stopping spamming my thread with your personal tastes and your "I'm the gatekeeper for grognuts."

The development team updated COW with lots of new features, including a highly ordered system of graphical mods. Nobody ever did a naval battle like "Trafalgar" before did they? Well, it might not be the greatest achievement in TOAW history, but I'm happy with the 500+ downloads its achieved. The scenario was made possible by the graphical flexibility which is a key element in TOAW3.

Now you may think that graphic modding capability included in TOAW3 should only be used to make "your" kind of games. Unfortunately, I could care less whether "my" scenario meets your "approval." I will make scenarios that I find fun to play. If you don't want to play them, don't.

If you want a discussion about what type of games are appropriate for TOAW start your own thread.

Now get your sorry "holier than thou" arse out of my thread, please.

Thanks.

Ray (alias Lava)
[/quote]

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 11:15 am
by golden delicious
ORIGINAL: Lava
Now get your sorry "holier than thou" arse out of my thread, please.

I'm sorry that you're not interested in suggestions for how better to achieve the result you want.

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 2:31 pm
by *Lava*
Hi!

Here's a shot of the "Landing Zone" on the map.

Notice, the graphics are still in progress. In this case I am modifying the rail.bmp to be a black and yellow warning line.

Image

I've also softened the lines on the floorplates.

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 3:08 pm
by golden delicious
ORIGINAL: Lava

Notice, the graphics are still in progress. In this case I am modifying the rail.bmp to be a black and yellow warning line.

Going to surprise you with a helpful hint: set rail damage to zero. Otherwise you'll have to worry about the damaged rail graphic.

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 6:49 pm
by *Lava*
ORIGINAL: golden delicious

Going to surprise you with a helpful hint: set rail damage to zero. Otherwise you'll have to worry about the damaged rail graphic.

Good point.. thanks.

Each graphic normally has something that needs to be altered in some way to make it function correctly and not change. So for example, I delete all "mud" graphics to keep the engine from "raining inside my space station." Same goes for stuff like fortifications.



I would have used another .bmp for the warning lines, but I have plans for more such stuff and will need pretty much all the mapping graphics at my disposal to put "things" inside.

Another example... I will have a computer console image which when "accessed" (occupied) has a probability of giving the player important information. I also want "cables or piping" with junction boxes.. probably using the broken railroad .bmp there so that it doesn't confer a movement advantage.

So it's almost a total modification of all the graphics available in the game.

[:)]

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Sat Aug 26, 2006 9:29 pm
by golden delicious
ORIGINAL: Lava

Each graphic normally has something that needs to be altered in some way to make it function correctly and not change. So for example, I delete all "mud" graphics to keep the engine from "raining inside my space station."

The mud'll still be there, so you should underlay the whole map with arid hexes. They can't get muddy.

RE: Bug Hunt Scenario

Posted: Sun Aug 27, 2006 1:39 am
by *Lava*
ORIGINAL: golden delicious

The mud'll still be there, so you should underlay the whole map with arid hexes. They can't get muddy.

Appears I have blundered in the right direction.. all the corridor hexes are actually arid graphics.

I used grass for Trafalgar.. but I don't think folks were really aware of the movement penalties due to the odd shower.

Good thing to remember for future projects.. thanks Dan.

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Sun Aug 27, 2006 12:19 pm
by *Lava*
Hi!

Landing Zone complete..

Image

Moving on..

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Wed Aug 30, 2006 1:10 pm
by *Lava*
Hi!

Just a quick update.

Image

Crew's quarters complete!

Ray (alias Lava)

RE: Bug Hunt Scenario

Posted: Wed Aug 30, 2006 2:04 pm
by jvgfanatic
I can't wait for this one to be finished :)