View Full Version : Betriacum -- A New Scenario
Anaxamenes
12-17-2006, 09:06 PM
For your holiday enjoyment -- Betriacum, a city in Gallia Cisalpina, 222 BC
A city in northern Italy along the Po River, her neighbors and allies were not always so and may not always be.
I used the Narona map as the base for this but as you will see I have changed everything else down to the trade routes, demands, and gifts. It should be possible to beat this scenario after 5 or 6 years but for those of you that like to play longer I have scrpited a larger invasion after 10 or so years.
Some of the scripting techniques I used in here are new to me but I think you will definately enjoy this. Extract the .zip to your Caesar 4 Scenarios folder, start the game and begin a new scenario. Have fun!
Limitations:
Only for US versions with the patch
Merry Christams!! :D
Anaxamenes
Edit: I moved Betriacum.zip here so it is easier to find.
Edit: I have added Bagarius' international version of this scenario. It was created with the Intl v1.1 and stays as true to the original as it could get without being able to open the original. Great work Bagarius! :D
Anaxamenes
12-18-2006, 10:59 PM
I'm sorry, I found a bug I did not get during testing. I have removed the files and will upload new ones as soon as I fix it.:mad: :mad: :mad:
If any oone else has played and had problems let me know and I will try to fix them. Right now I know:
Roma trade route doesn't work
Can't get past the Engineers
Anaxamenes
12-19-2006, 02:30 AM
Okay, all fixed and ready for play. The save is my progress so far, I only need to achieve the final ratings to win (there is more to this level than ratings). The pic is of my city at that point.
Edit:removed scenario, updated below
Edit 2: updated below
Thagarr
12-20-2006, 03:39 AM
Nice work Anaxamenes! I have been lurking on the forum for a while now, but this is my first post. I have finished both campaigns on hard and was about to give up and go on to play something else until I saw your post. I haven't had time to play the whole scenario yet, just the first couple of years, but from what I have seen, it is very well done. It's obvious that you put a LOT of time and effort into this. User content like this may keep interest in Caesar IV alive long enough for TM to release an actualy patch and fix some of the problems with the game. I'll post some screen shots later on after I have finished the scenario.
Anaxamenes
12-20-2006, 04:25 AM
Nice work Anaxamenes! I have been lurking on the forum for a while now, but this is my first post. I have finished both campaigns on hard and was about to give up and go on to play something else until I saw your post. I haven't had time to play the whole scenario yet, just the first couple of years, but from what I have seen, it is very well done. It's obvious that you put a LOT of time and effort into this. User content like this may keep interest in Caesar IV alive long enough for TM to release an actualy patch and fix some of the problems with the game. I'll post some screen shots later on after I have finished the scenario.
Thanks Thagarr, although you won't get the success screen. I played the scenario and all works as it should except that when I finally met the ratings after about 6 years the success screen never came up. I am still trying to figure this one out but it shouldn't detract from the map at all. I think it has something to do with my porsperity/wage calculator (which isn't working properly either) and I will fix it as soon as I can.
chazsi
12-20-2006, 07:55 AM
Welcome Thagarr!!
Looking forward to seeing your city....:D
Anaxamenes
12-21-2006, 01:01 AM
Alright, here it is, the final version. All bugs have been fixed and success should be possible. I hope. :cool: I'll play it again tonight and see if I can duplicate my results and post some pics.
Edit: Updated below
Thagarr
12-21-2006, 03:40 AM
Thanks chazsi! My cities aren't exactly pretty, but I think they are functional. Here are a few screen shots of my first version of Betriacum. Basically, I just built stuff where I needed it, I'll try and pretty things up a bit on my next attempt with the latest version.
Agamemnus
12-21-2006, 09:55 AM
You can probably just replace the .cs file instead of restarting...
Anaxamenes
12-21-2006, 10:55 AM
You can probably just replace the .cs file instead of restarting...
Actually, that doesn't work, you have to restart the map. Let's just say with all the testing I had to do to make this map that that would've been a shortcut to love.
Nice city Thagarr!! What did you think of the story? Does it make the city-building more organic? How long did it take you to reach the ratings?
For some reason the success screen still won't come up when you win but that is the only bug left. The prosperity/wage calculator works now so be prepared.
chazsi
12-21-2006, 12:29 PM
Thanks chazsi! My cities aren't exactly pretty, but I think they are functional. Here are a few screen shots of my first version of Betriacum. Basically, I just built stuff where I needed it, I'll try and pretty things up a bit on my next attempt with the latest version.
Nice job, Thagarr!!:D
I am one of the players who thinks that EFFICIENCY IS PRETTY!!:p
I like it!:D
Anaxamenes
12-21-2006, 01:21 PM
Here are some pics of my finished Betriacum, minus the success screen (aargh), but I know I did it!
1. A little in game instruction
2. My mining related industrial section
3. My population center with my agricultural industries on the hill
4. Just a shot of my city
Thagarr
12-21-2006, 03:08 PM
Thanks chazsi and Anaxamenes. I forgot to include my ratings screen from my first attempt. I think the last year for this one was 216, I don't remember for sure. I had all the ratings except prosperity, that was just a matter of time, and I just didn't have enough to evolve the villas completely before I had to go to work. Geeze, the nerve of some people ... just because they hand me a paycheck every week, they think they have the right to tell me when I have to show up!!! Don't they understand I have a province to rule and barbarians to tame!
I loved the storyline Anaxamenes, especially the 'PPFB' also known as the 'Popular People's Front of Betriacum'! That was awesome! I was a bit disappointed though that they didn't make another appearance when the patricians moved in! The story line really does seem to make the city come to life, I also like the fact that not all building options are open from the beginning and you have to progress through stages to get to certain elements. It just always seemed kind of wrong to me that in Caesar IV, you can build a Colosseum right off before you have even built the foundations of a city. I have a 4 day weekend coming up and I'll try and get some new screen shots of my second attempt after the prosperity/wage bug fix.
Anaxamenes
12-21-2006, 04:42 PM
I loved the storyline Anaxamenes, especially the 'PPFB' also known as the 'Popular People's Front of Betriacum'! That was awesome! I was a bit disappointed though that they didn't make another appearance when the patricians moved in! The story line really does seem to make the city come to life, I also like the fact that not all building options are open from the beginning and you have to progress through stages to get to certain elements. It just always seemed kind of wrong to me that in Caesar IV, you can build a Colosseum right off before you have even built the foundations of a city. I have a 4 day weekend coming up and I'll try and get some new screen shots of my second attempt after the prosperity/wage bug fix.
Thanks Thagarr. I thought about throwing in another appearance by the PPFB but was just thrilled that I had the scripting working at all.
Keep an eye on your wages, after a certain point the standard changes as your prosperity does. Unfortunately the messaging system for the calculator isn't working properly so you, the governor, are going to have to be proactive to keep your workers happy. Good luck!!
Agamemnus
12-21-2006, 04:51 PM
Actually, that doesn't work, you have to restart the map. Let's just say with all the testing I had to do to make this map that that would've been a shortcut to love.
Aha, so it seems the script/xml is "compiled" and added to the scenario file itself, then. Curiouser and curiouser...
Willius Billius
12-22-2006, 08:20 PM
I like this scenario it was well done,especially the way you open things up as you go. It makes it a lot more challenging.Great story line.
Bill
Thagarr
12-23-2006, 01:13 AM
Keep an eye on your wages, after a certain point the standard changes as your prosperity does. Unfortunately the messaging system for the calculator isn't working properly so you, the governor, are going to have to be proactive to keep your workers happy. Good luck!!
I just played several years into the last bug update file you released Anaxamenes, and I noticed the wages changing only once and that was well before my prosperity started taking off. After my villas started evolving I never noticed the wages change again. Here are some screen shots from my latest attempt.
Anaxamenes
12-23-2006, 07:01 PM
Okay, that's got it. ALL BUGS HAVE BEEN FIXED!!!!! Woooooooh!!! :D :D You heard me. And just to prove it....
1. Ooohh, it feels so good I put a ham in the oven :rolleyes:
2. Figured out the Empire map.
3. A view of my finsihing city
4. A better view of the residential district
5. The minimap
I have also included with this post the final version of Betriacum in a .zip and a copy of my save game after the win screen.
On to Dyrrhachium!
Thagarr
12-24-2006, 03:12 AM
Nice work Anaxamenes! Everything seemed to work perfectly! Including the wage adjustment message. This time, I changed my starting position a little so I could consolidate my industry a little more. Here are some screen shots, and the save file from my victory!
Anaxamenes
12-24-2006, 10:04 AM
Very nice Thagarr!! Cool layout. It looks as though you have a mod installed, is that what is changingthe look of your buildings? They seem darker...
Thagarr
12-24-2006, 01:13 PM
Very nice Thagarr!! Cool layout. It looks as though you have a mod installed, is that what is changingthe look of your buildings? They seem darker...
Thanks Anaxamenes! Yes, I have three mods installed. I like the "dirtyier" look, it gives it a more lived in look in my opinion. They can be downloaded here http://www.caesarfiles.com/?cat=3. Unfortunately, as you can tell from my win screen, I also have the trade route bug :(
I wish TM had taken a little more time to polish the editor a bit, it really has great potential, but you almost have to be a programmer to figure it out. Unfortunately I don't have the time to devote to it. Keep up the great work Anaxamenes, I'm really looking forward to your next scenario, Dyrrhachium!
Anaxamenes
12-24-2006, 10:29 PM
I wish TM had taken a little more time to polish the editor a bit, it really has great potential, but you almost have to be a programmer to figure it out. Unfortunately I don't have the time to devote to it. Keep up the great work Anaxamenes, I'm really looking forward to your next scenario, Dyrrhachium!
I gotta say, after almost a month straight of messing with the editor and the scripting I have come to the conclusion that the editor has only two problems:
1. Every time I try to "paint" a new ground the editor freezes after about 20 or 30 minutes (this does not include the elevation tab which works beautifully)
and I can't emphasize this next one enough,
2. NO DOCUMENTATION. I like many of you out there started to use the editor and had problem after problem. I couldn't figure out the trade routes, then it was the requests/demands, then the xml and the scripting, it almost got to a point in which I threw my hands in the air and screamed. But then one day I got one bit to work and then another and the another until finally I put together Carthage (my first) which was just a modification of Carthago and now I can work the whole kit and kaboodle (except part 1). Patience is definately key to using the editor, and saving constantly.
The editor can actually be used to make a whole scenario minus invasions, military requests, and wage changes (there's more than just that but you really have to know how to program to be able to use them) and from what I read on this forum, most people don't like the military aspect of the game anyway.
If you have any questions about using the editor please feel free to ask. Hieronymus and Agamemnus (sp?) are also good sources of info for the scripting and xml.
I missed your post earlier Willius Billius, thanx for the kind words.
jeridan
12-27-2006, 12:15 PM
Great scenario, this one should be included as a tutorial in the game. It made me step back and redesign my playing style that I picked up playing the campaigns. The requests/demands could have had a little more time spacing but since they weren't outrageous or unrealistic it wasn't a problem. I did like the wage increase system, I did that before in the campaign, as my prosperity increased I spread the love around. Thanks for the great work, I hope to see more.
Anaxamenes
12-27-2006, 12:29 PM
Great city Jeridan. Very minimalist. The whole idea behind the scenario was to get people out of their comfort level and have to rethink they way they would build their city. You can't just lay the whole thing out at once. :D
The demands: I actually wanted them to all show up at the same time, in two groups, one after a year, the other after two years, in order to simulate a list of stuff needed by the Senate each year for Rome. Betriacum is meant to be a supply city for the Senate when it is created and only grows into something else later. There were problems in testing with the way the demands/requests would show up when they all came at the same time. Some you would get a notice for right away and others not until the first warning so I had to do it the way I did in the scenario. :eek:
Thanks for playing, J. I appreciate the comments. :)
Thagarr
12-28-2006, 04:27 AM
Nice city jeridan! Very minimalist indeed. I have a tendency to sprawl a bit when I build. If you have a save game of that, I would like to take a look at it.
Anaxamenes, I actually do like the military aspect of the game, however, I don't like the way it was implemented in CIV. As an example, I played Betriacum out to your 10 year invasion so I could see the bigger invasion and finish prettying up my city a bit. All my troops were on one side of the bridge and I had to cross to the other. Out of the five cohorts I had, the path-finding AI was only able to get two cohorts (cavalry, light infantry) across and in formation for the fight. Two cohorts were stuck and wouldn't move across the bridge at all. One heavy infantry partially made it across, but wouldn't form up to fight because not all 20 units were across, so the 18 that were just sat there and watched. My one light infantry that made it across, was less than half strength from a previous fight. Luckily, as part of prettying up my city, I had placed two towers next to the main gatehouse and a couple of prefects joined in or my cavalry would have been toast, as it was, only three calvary units survived, and my light infantry was destroyed.
From what I understand from what I have read, Sierra pushed TM to get the game out before it was really finished. I know this could have been a much better game if TM had been allowed to finish it properly. It seems that's what the game industry has become the past ten years or so. Push it out the door whether it's finished or not, sell as many copy's as you can, and move on to the next title. Hopefully, the next patch, if there is one, will address some of these issues.
Old Man
12-28-2006, 06:15 AM
Hopefully, the next patch, if there is one, will address some of these issues.
Hopefully before then the rest of the world will get a patch so that we can also enjoy these sceanrios that you in the US are so kindly taking the trouble and the time to make.:mad: :mad: :mad: :mad: :mad:
jeridan
12-28-2006, 09:52 AM
If you have a save game of that, I would like to take a look at it.
It is a save after the win.
Cartpusher
12-28-2006, 11:48 PM
Thagarr:
Re: crossing the bridge... I try to keep it simple. Send them to one end of the bridge, give them then a destination at the other end of the bridge to get them across.
Also, I have noticed that cohorts try to keep their 5x4 formation when marching to their assignments. There may be a straight road right through town, but if they can path a wider route, they will go the long way round.
From now on, when I need cohorts to move around in my cities, I'm going to have 5 tile wide avenues for quick transit.
Anaxemenes: Thanks for the fun. Since I had no idea what was going to happen next, my city sprawled even more than usual. I'll post some screenies tomorrow.
Anaxamenes
12-29-2006, 02:02 AM
Anaxemenes: Thanks for the fun. Since I had no idea what was going to happen next, my city sprawled even more than usual. I'll post some screenies tomorrow.
Thanks. Gotta get people out of that comfort level. :rolleyes:
I can't wait to see the pics.
Thagarr
12-29-2006, 03:19 AM
Thanks jeridan, I'll take a look when I get the chance.
Cartpusher, thanks for the advise! I have built a few cities with double wide roads as the main road, it also seems to help traders and cartpushers tremendously.
MarkDuffy
12-29-2006, 06:40 PM
FIVE STARS !!!
Wow, Anaxamenes! Just W-O-W !!! :)
And I just "paused" for dinner at the Win Screen! Desperately in search of the REAL invasion! :D
I loaded up your scenario & just stared at the Interface. Say Wwwwhhaaaat? :eek:
You scared the bejesus outta me. Underbuild? You GOT to be kidding me. I went into debt & just "knew" I was gonna have to gift for favor to keep Caesar from coming (or worse!). Lucked out though! :rolleyes: Loved the instructions, the humor & all the triggering.
Then, I had all my Forts & said to myself "Uh, where you gonna put your Patricians?" ~ Whoops! Had to delete a couple. :rolleyes:
Thank YOU !!!
Two Comments ~ I had my very first C4 Crash (not your fault) & why do snapshots not go into alphebetical order? They are at the end of the list. Separate from the canned scenarios? :confused:
Off to eat & then Continue Play... :)
existenz
12-29-2006, 07:39 PM
Thank you, thank you and thank you. I was beginning to think it was time to go back to CoTN! I overbuilt the first time but got through the second but still not easy, keep up the good work. Here's some pics: not many as Caesar kept me very busy:) Looking forward to your next one.
Anaxamenes
12-29-2006, 08:25 PM
FIVE STARS !!!
Wow, Anaxamenes! Just W-O-W !!! :)
Thanks MD. Means a lot coming from you.
And I just "paused" for dinner at the Win Screen! Desperately in search of the REAL invasion! :D
From your win screen you have about 4 and a half years. It's not that big but it should be fun. Ooooh, idea....
I loaded up your scenario & just stared at the Interface. Say Wwwwhhaaaat? :eek:
You scared the bejesus outta me. Underbuild? You GOT to be kidding me. I went into debt & just "knew" I was gonna have to gift for favor to keep Caesar from coming (or worse!). Lucked out though! :rolleyes: Loved the instructions, the humor & all the triggering.
Then, I had all my Forts & said to myself "Uh, where you gonna put your Patricians?" ~ Whoops! Had to delete a couple. :rolleyes:
I played this map sooooooooooooooooooooooooooooo many times to get it just right.
Thank YOU !!!
No, no, no... Thank you.
Thank you also existenz. Very nice city. Caesar is demanding but gives plenty of chances for redeeming oneself. Congrats. You're a little more than 3 and a half years from the invasion if you can wait that long....
To all: Hope the holidays have been relaxing and the New Year will bring many more C4 scenarios (and the patch) for all!!!!!
Cartpusher
12-29-2006, 09:41 PM
Here are my screen shots. It's about two years after my win screen and during the big invasion.
One of my personal constraints is to start my city on the existing road, so the bulk of my city is on the north side. I did make a minor change to make room for a trade port near the olive factories. For all of you wishing for organic cities, this is it. At every instruction, I just picked the best spot for the requested buildings. I had no preconceived city plan and just built ad hoc. The forum and hospital ended up on the hill, because that's where they gave the best coverage. The patricians only evolved to large estate because that was all that was necessary for the required prosperity.
The last pic is mopping up after the invasion was crushed. I met them with one cohort each of heavy, light and missile. I lost 7 heavies, and no light or missile troops. I expected heavier casualties, so reinforcements were sent from across the river and arrived in time to watch the mop up.
Suggestion for a future scenario: invade with a decoy force on one map edge, wait for the governor to respond, then send the main invasion in at another map edge. Guaranteed heartburn and a certain cry of "EVIL" from Mark Duffy.
Thanks again for the effort you put into this, Anaxamenes. Please send another one soon. Maybe something on the Roma map???
Anaxamenes
12-29-2006, 10:18 PM
Here are my screen shots. It's about two years after my win screen and during the big invasion.
The last pic is mopping up after the invasion was crushed. I met them with one cohort each of heavy, light and missile. I lost 7 heavies, and no light or missile troops. I expected heavier casualties, so reinforcements were sent from across the river and arrived in time to watch the mop up.
Not big enough.... Hmmm...
For all of you wishing for organic cities, this is it.
YES! Looks great Cartpusher.:)
Suggestion for a future scenario: invade with a decoy force on one map edge, wait for the governor to respond, then send the main invasion in at another map edge. Guaranteed heartburn and a certain cry of "EVIL" from Mark Duffy.
Okay.
He didn't cry "EVIL", I believe what he said was:
Wow, Anaxamenes! Just W-O-W !!! :)
But he might say that next time! (We need an evil grin smilie)
Thanks again for the effort you put into this, Anaxamenes. Please send another one soon. Maybe something on the Roma map???
I'm saving Roma for something special. There are still a few more things I would like to figure out before that one. Dyrrhachium however, is 95% complete with just one more bug to fix! :D
Cartpusher
12-29-2006, 11:43 PM
I think the invasion was big enough, just not agressive enough. They appeared near one of my gates, turned left and started a tour of the wall perimeter. No attempt to climb walls (I think only skirmishers do that), no throwing of fire over the wall (again, maybe only skirmishers), and no coordinated effort in the battle. They came at my line of heavies one cohort at a time allowing time to regroup after each one.
I had some Mars blessings, but my troops were more expert than I thought they should be. Oh, the three cohorts that met the invasion had been away on empire service. Maybe the others wouldn't have done as well.
I'm going to bring up a save and see if I can get the three green cohorts engaged. (Edit) Upon further review, I find that the greens troops at full strength defeated the invaders. The experienced troops from empire service were depleted to about half strength and didn't take part in the defense.
Anaxamenes
12-30-2006, 12:09 AM
I think the invasion was big enough, just not agressive enough. They appeared near one of my gates, turned left and started a tour of the wall perimeter. No attempt to climb walls (I think only skirmishers do that), no throwing of fire over the wall (again, maybe only skirmishers), and no coordinated effort in the battle. They came at my line of heavies one cohort at a time allowing time to regroup after each one.
The tactics being used are determined by what type and nationality the invaders are. I wonder if I can set the invaders after certain types of building with the scripting? Hmmm.... Sounds like something to test in a future scenario.
Thagarr
12-30-2006, 01:37 AM
Dyrrhachium however, is 95% complete with just one more bug to fix!
Need a beta tester Anaxamenes? ;)
I wonder if I can set the invaders after certain types of building with the scripting? Hmmm.... Sounds like something to test in a future scenario.
That would be friggen cool! Especially for early invasions before a player had the chance to build walls. Taking out the water supply could cause all kinds of havoc!:D
MarkDuffy
12-30-2006, 11:29 AM
Betriacum, five years later...
Walled the southern side completely & totally redid the Patrician section for 12 instead of seven. This got me the new win screen, but only after the real invasion.
It didn't look tough at first & happened after a separate invasion of two Light Infrantry that repeated every two years. This one at year ten was 1 Calvary, 2 Light Infrantry & 1 Skirmisher = 4 Cohorts. All smashed together.
Then the Calvary ran to the north along the walls & left another Calvary behind. What? Yup, two Calvary. Then the 2 Lt Infrantry became three & the Skirmishers became two. Total invasion was 7 Cohorts.
All five came over the Walls! Unfortunately for them, I had 8 Heavy Infrantry, 6 of them Elite. I was even ready for Caesar Himself! ;) I had to chase the two Calvary all over the place. Pinched them from the west & the north gates with 2 & 3 Cohorts respectively.
First three images are the calm night after the battle. First three, the afternoon before. :D
You should have seen the Gridlock at the Bridge. "You first!" "No, you first, I insist!". :rolleyes:
During the small invasion of July 92 & the ones before that, I was trying to get the Cohorts w/o Experience from the two trips to Rome, to become Elite, so I held back the Bad Boys & sent the Rookies. One was sooo late returning to Fort, that he made it back only just before the big invasion of Feb 91. Never did get him inside his fort before I had to send him out again. However, he was first to greet the guys coming over the walls. :cool:
Anaxamenes
12-30-2006, 02:31 PM
Impressive city MD. Nice scores. I think I'm going to make a scenario just for you requiring all 100's and 20,000 population with a repeating 15 unit invasion every 6 months and an earthquake once a month. That should do it...
This one at year ten was 1 Calvary, 2 Light Infrantry & 1 Skirmisher = 4 Cohorts. All smashed together.
This will be fixed in my next scenario, although it is a cool effect to have units just keep coming, no? Anyone ever heard of the Battle of Lake Trasimene during the 2nd Punic War? Rome's legions were lined up front to back over such a great distance that the entire middle and rear of the column were wiped out before the front found out. One of Rome's greatest defeats.
You should have seen the Gridlock at the Bridge. "You first!" "No, you first, I insist!". :rolleyes:
I have found the best way to get multiple units across a bridge is to:
1. Move a cohort to the foot of the bridge.
2. Once reformed, tell them to move right to the other side of the bridge, but only one cohort at a time.
3. Once the first cohort is across, start the next one. Send the first cohort off to battle or wait until more units are across.
4. Repeat until all are across.
It's a pain in buttrose but even the computer will only move one legion across at a time.
I would love to have people to test the scenarios, except that usually the testing I do involves making one small specific thing work each time. It usually takes me longer to start the game and load the map than it does to run the test I am doing, especially during the first parts of scripting when there are syntax errors that cause the game to barf up errors at me. The only time I actually play the whole map from beginning to end is after all the bugs have been fixed. Ironically, that's usually the only way to get to the end so if I get there I am probably done.
I do love all the feedback you guys have been giving me. It helps get me back to it after getting frustrated with a logic error. I'm also getting lots of ideas for scenarios from all the suggestions y'all are making. Keep it coming.:)
JadeDragon
12-30-2006, 03:24 PM
Great Job Anax! Both Phil and I enjoyed this one very much. Looking forward to the next one. :D JD
MarkDuffy
12-30-2006, 05:33 PM
I have found the best way to get multiple units across a bridge is to:
1. Move a cohort to the foot of the bridge.
2. Once reformed, tell them to move right to the other side of the bridge, but only one cohort at a time.
3. Once the first cohort is across, start the next one. Send the first cohort off to battle or wait until more units are across.
4. Repeat until all are across.
You don't really have to order one at a time, but doing so definitely will work also. The problem is that if they are on top of each other, you can only click on one. This is where hotkeying really helps. Just tell them all to cross to different locations closeby on the other side. Or have more bridges... :D
The game moves Cohorts very weirdly. Especially if there is a river involved. Moving occurs in 5x4 formations, however, returning is single file. Marching is fast & straight to the destination, but returning kinda follows roads but not on the roads.
When we order marching to a destination waaay on the other side of the river, the formation takes the direct route, runs into the river & stumbles & reforms all along while moving along the waterline to the bridge. That is, unless the bridge is in the direct path. This is a very slow process, as is returning to fort.
There is a huge pause at the bridge while the Cohort "thinks" about it. I think they are afraid of water. ;) Usually, this still works fine, unless they all get there & pile up. Available space & wide roads at the ends of bridges really appears to help. Roads at bridge connections are funky anyway.
The best approach for me is to order them to only go to the other side of the bridge & then reorder them to go to the ultimate destination. This way, they are heading directly for the bridge. Also, deploy at the three month warning to get a jump, cuz we don't know where the enemy is gonna appear. This is also why I place my Forts evenly on both sides of the river if space is available & sprinkle them all over the place.
It is only when they all get to the bridge at the same time, that micromanagement is necessary. In your scenario, I already had 5 mostly Elite Heavy Infrantry against 5 Regular Light & Skirmishers on that side. No contest, so I ignored the three stuck at the bridge on the minimap. If enemy had been stronger, I would have fixed it in time (or close to "in time").
Thanks Anaxamenes. I really enjoyed this scenario and I played it straight through until I got the winning screen in 5 years & 4 months (I don't like the military aspect of any of these games so I didn't continue playing beyond that).
This was a great scenario and I appreciate all your hard work but FWIW...the only complaint I would have is not having access to the engineers & prefects right from the start...other services are easy to deal without but I found that part a little frustrating. Other than that small thing, I thoroughly enjoyed it and am just about to start your newest scenario. :)
Thanks again & Happy New Year everyone (guess what I'm doing for New Year's Eve? ;) ) LOL
Anaxamenes
12-31-2006, 07:50 PM
Thanks Anaxamenes.
This was a great scenario and I appreciate all your hard work but FWIW...the only complaint I would have is not having access to the engineers & prefects right from the start...other services are easy to deal without but I found that part a little frustrating.
Thanks for playing sls. I actually have fire and collapse damage turned off until after the riot (yup, you can do that), so it wouldn't have made a difference if you had them or not. But, the first few times I tested the level I also found that annoying and probably will not do it in the future.
MarkDuffy
01-01-2007, 09:46 AM
I actually have fire and collapse damage turned off until after the riot (yup, you can do that), so it wouldn't have made a difference if you had them or not.
I figured this is what you did, cuz I am used to having to max labor allocation in my starting neighborhoods so Prefects get to max population first. If not, my city will go up in flames on day one.
This was my main :eek: when looking at the starting interface. Next was No tax offices. ;) :p ;)
You didn't turn Jupiter off, though. I really loved THAT!
Juipiter helped with unemployment! :D
Anaxamenes
01-01-2007, 11:00 AM
Or health.....
I was trying to simulate the "newness" of a city. You know, brand new buildings that aren't gonna collapse any time soon, immigrants that are happy to be there and so aren't commiting crimes. That is until the epidemics start happening and the people see Jupiter's wrath at their lack of worship.
MarkDuffy
01-01-2007, 11:22 AM
That is until the epidemics start happening and the people see Jupiter's wrath at their lack of worship.
Epidemics are VERY lame in C4. TM needs to crank this up in a Patch. Jupiter is very kewl, but could do a bit more damage also! ;)
(This is when I went into debt ... just a bit ... from overbuilding with NO income at all! :D The interface had just opened & I had Shrines, but not fast enough. The first attack took out TWO buildings.)
Bagarius
01-02-2007, 09:39 AM
Originally Posted by Anaxamenes
Limitations:
Only for US versions with the patch
Originally Posted by Old Man
Hopefully before then the rest of the world will get a patch so that we can also enjoy these sceanrios that you in the US are so kindly taking the trouble and the time to make
I only tried playing them today, and I get an error. Do your limitations and Old Man's remark mean that they won't work in the international version (which doesn't need the patch...)? I thought you meant not in the US version without patch.
:( :mad:
17603
Anaxamenes
01-02-2007, 09:51 AM
Unfortunately it seems that it will only work on US versions, and because I have the patch you also ahev to have it. Sorry, you probably have the International version if you are in the Netherlands and it won't work with your game.
That is also what i always noticed...:(
I want an mission made by you, they seem to be so cool, like everybody is praising you!;) :)
...but it ,yeah, just doesn't work...maybe later..
vic_4
01-02-2007, 01:10 PM
Really nice scenario, thank you.
Anaxamenes
01-02-2007, 03:20 PM
Thanks. I really wish software companies would make it possible for one version to used in every computer instead if this country by country thing. It's so stupid. Maybe one day...:rolleyes:
Thanks. I really wish software companies would make it possible for one version to used in every computer instead if this country by country thing. It's so stupid. Maybe one day...:rolleyes:
I don't think we ever had this kind of a problem with CoTN. Or did we?
Bagarius
01-02-2007, 04:50 PM
Thanks. I really wish software companies would make it possible for one version to used in every computer instead if this country by country thing. It's so stupid. Maybe one day...:rolleyes:
I wonder, can you play "our" cities? On the main menu in the upper right corner is a number. In my game it says 1.01. How about your game? If it says 1.1 I guess that's why I cannot play them, but you could play "ours". I think it is a version-issue, not a country-issue.
Really nice scenario, thank you.
Vic, you are from Italy but you use the American version?
Maybe there is a way we can play Anaxamenes scenario's with our version. The .cs and xml files can be used independent of version I hope. My question for Anaxamenes is: how much did you change the .scn and texture files? It looks like a lot of the logic is in the .cs file. I could try and edit Narona and Ulpia combined with your .cs and .xml files. (and maybe dds as well)?
Or is this an illusion (having not much experience with the editor)?
I will give it a try tomorrow.
vic_4
01-02-2007, 05:31 PM
Vic, you are from Italy but you use the American version?
Well, I have both. :D :D :D
In COTN files and savegames work both on US and european versions
Anaxamenes
01-02-2007, 06:03 PM
I am 1.01 not 1.1 like I wrote up top. Whatever the most current US version is.
As far as playing it on your game version, I think you can move the .xml and .cs files and use them however, I made changes to the the elevation, trade routes, entry/exit points, and few other things in the scenario itself. It would take quite a bit of tweaking to get it exactly right. That being said, feel free to give it a try. I used the Nicomedia map. To find the demands/requests that I made you will need to go into the .xml file so you can make changes to the request/demands in the editor. If you really want too I can also give you alist of the trade routes with imports/exports/opening costs. But you are right, most of the work went into the .cs file.
Cartpusher
01-02-2007, 07:18 PM
When you changed the elevation in Nicomedia, you left some shrubbery floating in the air.:eek:
Anaxamenes
01-02-2007, 09:48 PM
Really? oops. I'll check for that next time. Maybe I can use elevation changes to get rid of roads. I'll try that...
Bagarius
01-03-2007, 09:57 AM
Originally Posted by Anaxamenes
As far as playing it on your game version, I think you can move the .xml and .cs files and use them however, I made changes to the the elevation, trade routes, entry/exit points, and few other things in the scenario itself. It would take quite a bit of tweaking to get it exactly right. That being said, feel free to give it a try. I used the Nicomedia map. To find the demands/requests that I made you will need to go into the .xml file so you can make changes to the request/demands in the editor. If you really want too I can also give you alist of the trade routes with imports/exports/opening costs. But you are right, most of the work went into the .cs file.
I am playing Betriacum at this moment (alpha international version). My compliments, you have done a lot of work! I will have to start over again cause I ran into debt too much :o - I wasn't well prepared for the trading, and didn't anticipate well without the empiremap.
So far I just saved Narona with your .dds , .xml and .cs and everything seems to work (Nicomedia is for the other city?). The empire map will need some work (attached) - I am actually in Lilybaeum; may have to do with the order of entries in the xml - and the other things to be edited from within the editor as you mention them. Could you post the different costs? I don't know about the entry/exit posts yet (guess it has to do with an invasion?), could be they are in the dds and its allright.
1763517636
Anyway, apart from the above mentioned it's good playing :) I think even if I am not able to fix the other things, it is good playing. I will post the game when the other things are worked out.
Anaxamenes
01-03-2007, 12:49 PM
I didn't change the waypoints in Betriacum. I did add a new entrypoint but you don't need it. Narona is the right map. The error you get with city names on the empire map has to do with all the changes I made to the original, I actually erased all the existing cities and made new ones (see my post here on why: http://www.tiltedmill.com/forums/showpost.php?p=145398&postcount=2).
I'll PM the trade route costs and a screen shot of the empire map to you later this evening, I'd post it here but that might spoil it for everyone else. You will actually have to change these values in the editor.
The .dds files you can actually create from the editor. I just used the ones that came with Narona.
Old Man
01-04-2007, 01:17 AM
I don't think we ever had this kind of a problem with CoTN. Or did we?
I never had any problems with CotN and I downloaded and successfully completed (and still return to) many user created scenarios.
Bagarius
01-06-2007, 04:34 PM
I am adapting Anaxamenes' scenario for the international 1.01 edition of the game, so more people can play it. There still are some minor issues, but the main things are working. I hope it will be finished before next weekend!
177681776917770
Anaxamenes
01-06-2007, 06:09 PM
Looking good Bagarius! Let me know if I can help.
Bagarius
01-12-2007, 08:03 AM
Because US-edition 1.1 scenario's can't be played with the international 1.01 edition, I customized Betriacum for the international 1.01 edition with support from Anaxamenes who build the original.
Anaxamenes
01-12-2007, 01:52 PM
Because US-edition 1.1 scenario's can't be played with the international 1.01 edition, I customized Betriacum for the international 1.01 edition with support from Anaxamenes who build the original.
Super sweet!
MarkDuffy
01-12-2007, 02:18 PM
Super sweet! (http://www.afcsat.com/mid/Can_youfeel.mid)
I heated it up with appropriate music! :)
Because US-edition 1.1 scenario's can't be played with the international 1.01 edition, I customized Betriacum for the international 1.01 edition with support from Anaxamenes who build the original.
Thats it, you god!
Finally for me too....:D
thx for the great music, fits perfectly 'can you....' oh md you master of sounds!
Holero everyone!;)
Anaxamenes
01-12-2007, 10:45 PM
I heated it up with appropriate music! :)
ROFLMAO
ahk-horus
01-16-2007, 05:38 AM
@anaxamenes
We've translated the XML of the international version to german. Are we allowed to publish the scenario on our website, also linked to the german forum of Caesar IV (http://www.caesar4.de) ?
omnibus
Anaxamenes
01-16-2007, 09:30 AM
@anaxamenes
We've translated the XML of the international version to german. Are we allowed to publish the scenario on our website, also linked to the german forum of Caesar IV (http://www.caesar4.de) ?
omnibus
Yeah, go ahead. I have no problem with that. Feel free to change the .xml to any language you would like. I'm just happy people are playing it. Enjoy.
vic_4
01-16-2007, 11:47 AM
I tried to translate it in Italian, I did not test it all, but it appears to work.
MarkDuffy
01-16-2007, 11:51 AM
Bows to Anaxamenes & Bagarius
Now Worshipped around the entire World! :)
ahk-horus
01-16-2007, 01:07 PM
Okay, here it is:
Betracium.exe, incl. installer (http://www.citybuilder.de/download/caesar4/Betracium.exe)
Betracium.zip, only zipfile (http://www.citybuilder.de/download/caesar4/Betracium.zip)
Also linked on staedtebauen.de (http://www.staedtebauen.de/forum) and caesar4.de (http://www.caesar4.de)
Thanks to anaxamenes and bagarius. And :
HOW DID YOU ADAPT IT?
We have a lot of the scenarios to change from international to US and it doesn't work !
omnibus
And spezial thanks to the TM Team for unsupport. :p
MarkDuffy
01-16-2007, 01:23 PM
And spezial thanks to the TM Team for unsupport. :p
Tilted Mill Entertainment pays the bills for this forum.
THAT, my friend, IS support! ;)
Bagarius
01-16-2007, 01:39 PM
Thanks to anaxamenes and bagarius. And :
HOW DID YOU ADAPT IT?
:) No problem.
Anaxamenes built the scenario in the US-version.
I have the international version and used all of Anaxamenes' files except the .scn.
Betriacum is based on the Narona scenario. I renamed Narona.scn (out of my international version) to Betriacum.scn and edited that, based on the instructions Anaxamenes gave me. The scenario loads the other files automatically - e.g. some of the information of the xml is used in the scn. I changed things on the first editor TAB like starting year and goals; the empire TAB for trading; the Player TAB for demands/requests and gifts. I did not edit the landscape, but I used Narona 1:1. Anaxamenes did edit the landscape - in that aspect the versions differ.
We have a lot of the scenarios to change from international to US and it doesn't work !
I had hoped it would work the other way around :( You have the patch installed for the US version?
All you need to edit is the .scn-file, but if I see the scenario's at your site, many are custom maps. I am now doubting and will check, but I think you can use the .dds files [edit: I checked, I use Anaxamenes' US .dds files in the international version, so only .scn is needed] . You would only have to find a US-version .scn-file that you could edit to play the game. Takes a lot of work if you have to do all terrain features like elevation, resources, trees, next to what I did as I mentioned above - almost a complete rebuild :(
I hope somebody can prove me wrong.
Bagarius
01-16-2007, 03:30 PM
I had hoped it would work the other way around You have the patch installed for the US version?
I've got an idea, but can not test it myself.
I think somebody mentioned somewhere that he/she was able to open an international file with a US version, I don't know where.
If it is not possible to open an Int.file with the US-version+patch, how about trying to open it with the US-version without patch? - lots of reinstalling, I know.
From the version without-patch, you can try to upgrade it to the version with patch by opening and saving it in the editor, I hope.
Maybe somebody can give this a try?
Bagarius.
MarkDuffy
01-16-2007, 03:38 PM
You want me to try your download from post #64, Bagarius? Is this your question?
Bagarius
01-16-2007, 03:45 PM
You want me to try your download from post #64, Bagarius? Is this your question?
Yes, that would be great.
What I would like to know is:
- does it work with the US patched version?
- if not, does it work with the US NON-patched version?
You have got the patch, I guess, but if we know the result of that, we can decide whether it is necessary for somebody to try without the patch. Maybe I could arrange for another pc tomorrow and try it with the demo - I don't want the demo on the same machine as my game...
MarkDuffy
01-16-2007, 03:47 PM
I am on US 1.01. Will download it now & see what happens. Be right back.
MarkDuffy
01-16-2007, 04:00 PM
OK, already have a question.
I already have these files from the US download. How do I rename?
Example: Betriacum_Blend.dds to BetriacumInt_Blend.dds? Before the Blend?
I can replace. It is not a big deal.
Bagarius
01-16-2007, 04:04 PM
OK, already have a question.
I already have these files from the US download. How do I rename?
Example: Betriacum_Blend.dds to BetriacumInt_Blend.dds? Before the Blend?
There are some references to the filenames within the files, so that probably would not work.
My suggestion would be to move your US-version of Betriacum to another directory, so later on you can return them. Then put the international version in your scenario directory and see if you can play it, or open it in the editor.
MarkDuffy
01-16-2007, 04:08 PM
There are some references to the filenames within the files, so that probably would not work.
That is what I was thinking also. OK, I'll nuke the US files, temporarily. Be right back.
MarkDuffy
01-16-2007, 04:21 PM
So how do I know it works? It loads fine & looks the same. What is different?
Bagarius
01-16-2007, 04:24 PM
So how do I know it works? It loads fine & looks the same. What is different?
Wow!
Open the trade routes with Lilybaeum and Sardinia (post the screenshot?)
In the US version, both trade routes (red line) are south of Sicily, in the International version, Sardinia goes North of Sicily.
MarkDuffy
01-16-2007, 04:41 PM
LOL !!!
How's this?
Bagarius
01-16-2007, 04:48 PM
LOL !!!
WOOOOOOHOOOOOOO!!!!! :D :D :D :D :D :cool:
That's the international map, you have got there!!!
Thank's for testing, Mark!
@ank-horus et omnibus: it should work with the patch, so US version 1.01. If it doesn't work, try it on a "clean pc", maybe if you have the international version on it as well, it will not work, or if that version was there, something is left in the registry.
If there are still problems though, we will have to investigate further. But so far it looks like the US world can expect some new scenario's soon :)
-- the rules of the forum restrict me in using even more smiley's :-))
Bagarius
01-16-2007, 05:01 PM
Bows to Anaxamenes & Bagarius
Now Worshipped around the entire World! :)
Bows to MarkDuffy :D
MarkDuffy
01-16-2007, 05:08 PM
But so far it looks like the US world can expect some new scenario's soon :)
Goodie !!! :)
Glad I could help!
ahk-horus
01-17-2007, 04:35 AM
OKAY:
Thanks for information. Check it out, may be middle of february US gamers will find about 10 new scenarios. Its a lot of work, but our group will work it out.
@Mark Duffy
Bah. They pay the bill. We've payed the price for a buggy game. And where is a patch?
omnibus
MarkDuffy
01-17-2007, 09:27 AM
Bah. They pay the bill.
Correct. TM deserves a LOT of credit for this forum.
We've payed the price for a buggy game.
I understand your pain, however my C4 works fine. I actually bought two copies.
And where is a patch?
No idea, however Keith dropped this post (http://www.tiltedmill.com/forums/showpost.php?p=148242&postcount=7) last night. :)
Stay tuned!
There is an announcement coming sometime in the next day or so, I've been told.
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