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#1
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So, I awoke this morning with a good, secondary idea for a campaign.
It occurred to me that the tutorials leave a lot of players with questions, so I wondered if one can edit the tutorials. Well, after making copies of the files in the scenarios folder, and changing the file extension from .tut to .scn, I can edit them completely. The question remains whether I can change them back to .tut and place them in the tutorial folder and get them to work, but I suspect it can happen. All I did this morning was read some of the triggers. That is a tutorial right there, I tell you what! So, my question: has anyone figured out how to reference a picture in a message? The tutorials show things in their message box like <img=2>, but I can't find any reference to the image numbers to do something similar. I'd like to figure that out either way, as the pictures add a lot to a message, in my opinion. EDIT: so, I guess I should mention my new idea. I think I will edit the tutorials to make them more informative, user-friendly, and exciting, after completing the 25th Dynasty. Last edited by Yahya; 12-01-2006 at 05:38 AM. |
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#2
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The biggest error in Tutorial #3 for new players, was that the need for barges & barge landings to transport the basalt across the Nile to the island Temple was not stressed. TM assumed that we would only dedicate the Temple on the mainland.
Also, explain that barges carry only one block of limestone & transporting blocks by water should never be done. Pyramids on the quarry side of the Nile, or import to a DOP only. Then, stress the fact that Remote Laber Camps are NOT necessary. Barge Landings need to stick out into DEEP water. If a trigger misfire causes your basalt/granite Base or Temple to not get a statue, stele or obelisk (object), delete & rebuild it. The way this works, is that when you set an Overseer to Construct, the CLOSEST object is "Activated" & appears on a sled. This is most obvious when the closest object to be hauled is in a DOP. It will appear on a sled sticking out of the DOP. However, when the closest obect is at a quarry, it is already on a sled & you see no difference. If the Nile is between the activated object & the hauling destination, you are screwed until you build barge landings on both sides of the Nile & a barge (ship) to do the transporting. If you later import to a DOP, the game will ignore the new objects, cuz you already have one reserved. Deleting the base or temple & rebuilding will reset triggers to the new (and closer) object. A trigger is required to quarry basalt/granite & that they are fired by having a completed base, dedicated Temple or having/opening a World Map site that requires them. Size is important. Overseers set to Construct ~ Laborers are smart! They will NEVER do half a job. If the process is not entirely possible, they will stay at home & watch teevee. They will not haul to the river & stop. They won't even try. Laborers are NEVER lazy. You have done something wrong. Laborers immediately jump to work if everything is correct. Never wait, cuz things will not change. Shipwrights hold at most three completed ships. You need one to leave before another will be built. If having problems, build a second shipwright. Patch your game or it will malfunction. All shops are closed from about 10 PM to 6 AM. This includes Merchant traders. If the shop closes before the shopper gets there, they will go home empty handed. This leads people to mistakenly believe that the game is broken. It is NOT! An Army Commander commands at most 30 soldiers. A Navy Commander can hold at most 40 soldiers on one Warship. You need Navy Commander for the soldeirs AND Army Commanders for the soldiers aboard. To send 80 soldiers by water, you need 2 Warships, 2 Navy commanders & 3 Army commanders at the same time. An Army commander can train at most 8 soldiers at a time. A Training Ground can hold at most 2 Army commanders & 16 soldiers training. Two Training Grounds works best. Noble Townhomes evolve by buying Enhancements. They cost about 70-99 food each. Every day at 8PM they pay about 12 food upkeep for each Enhancement. If no food is available, their pools turn Green & evolution is delayed. This is why Townhomes need to manage Max Farmers to keep up. Your people will not climb mountains or even a tiny hill unless you first build a road over them. They will walk around. Build roads to cut the distance down. Including these would really help new players, Yahya! ![]() However, new players will probably ignore the UCS section until it is too late! ![]() Last edited by MarkDuffy; 12-02-2006 at 07:43 PM. |
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#3
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That might be true, MD, but it might be good anyway. Just the triggers are amazing, and it will teach me a lot about the dialog boxes you can use.
There is a dialog type called "Tutorial", that gives you the little box in the upper right-hand corner of the screen. Also, if I can figure out how to put pictures in messages, that will be huge. ![]() EDIT: Oh, and we can always point new players in the GH&S forum to UCS for those tutorials. We can really do whatever we want with them. I'm pretty sure I could make whatever scenario I wanted, and save it as Tutorial01.tut, and it will load as the first tutorial, but I haven't checked it yet. Last edited by Yahya; 12-02-2006 at 12:04 PM. |
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#4
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This does work completely as expected. I was messing around with the fist tutorial tonight, and found a lot of good information (or what I think is good information) that is missing from the tutorial notes.
So, I added a bunch in, and saved it, backed up the original, and made that one Tutorial1.tut, and it works like a champ. So, it seems that I will be able to do everything that you asked for, MD. |
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#5
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Quote:
In the home directory there is a file called "languagetext.txt" if you scroll through this, it gives you clues as to what <img=??> is what. I am uncertain as to how one can actually use this though. |
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#6
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Hmm. Thanks for the tip. aybe they are referencing a help folder or something. We'll see.
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#7
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Good plan
Never mind the too late. They will resort to your tutorials whenever they get frustrated enough to carefully read things through, which is exactly where you want them. |
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#8
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True. Thanks.
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#9
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Hmm. So, I am running through the third tutorial, checking MD's comments and looking for my own.
It seems he has them covered, but I notice two exceptions. First, the tutorial instructs you to build a second barge landing on the island. However, it doesn't explain about moving things across the Nile, and it doesn't tell you to build a shipwright until you need one for the Navy. So, that will have to be added. Second, I have dedicated my guy to Navy, have a shipwright with 15 cedar, and an open barge landing, and nothing is happening. I'm sure I am doing something wrong, but not sure what. And the tutorial just says to change one commander to Navy service and wait. ![]() |
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#10
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Disregard. Barge landing was too close to the shipwright.
That ought to be in there, as well. ![]() |
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