Campaign map

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posted on June 25th, 2009, 10:49 pm
Hi,
I read about a huge amount of special objects and wanted to ask, if it would be possible to make a campaign map:

So you dont start with an outpost but you start with a single ship. For example a cruiser.

A) Intro
You have to bring this cruiser save from a startpoint through the map to an end point and on the way you will find enemy ships, capturable ships, maybe some ressources and so on.

If you reach the end-point of the map, you may already hav captured some vessels that were left in space and may have captured some ressource-pods that will help you to build up your own base later on.

The idea behind it is a map without even one ressource-point. You ONLY have some ships, some collectable ressources on the way and your cruiser. When you play with a good handling, you might be able to get a lot of ressources and ships, if you play "on the safe side" you may only get some ressources and some ships.

B) The battle
When you reached the end point, the map gets expandet and you can capture for example a shipyard and have a 2 minutes countdown before an enemy will engage. Either, you beat it or it will beat you. You have only time for re-crew you ships and maybe build one or two additional ships before the battle begins.

C) The building time
After surviving this battle (the outcome will highly depend on the ships you collected so far) the map gets slightly expandet and you may be able to earn an outpost. From this outpost on, your map gets extendet that you are able to collect additional ressources, but not a moon. You also may find enemy ships around your actual position or you can go back and attack the ships you left out so far.

You have here some time to build up a fleet or to research. You can do whatever you want, but you have a limited amount of ressources.

After you have no ressources left, you can pull off the trigger and send your whole fleet to an "nebular" in order to raid against a certain enemy.

D) Entering the final phase
After getting into the nebular, your map gets expandet and you are able to see the enemy. If you are able to beat it, you will have the first acess to the full map.
After the full map gets avaible and with this, the major enemy. From now on, you have not only your ships so far, but also have to fight against the enemy.

The enemy will get a certain amopunt of ressources and you may be able to collect some leftovers. The final battle will be take place. (No restrictions. Normal AI but no moons)

The idea behind this map:
Time is irrelevant. You have to manage ressources. Up to now, ressources are not limited but time is crucial. With this map, we will reverse this order. Time will be irrelevant, but ressources are relevant and with this your strategy.

This map will be good for "thinkers" like me that love to play with small fleets or even single ships.

In Fleet-Ops so far, we fight with hundreds of ships against each other per match and no ship will have a real value because you can always replace it with a "new". This map will be: A loss is a loss, no replacement through "waiting time".
posted on June 25th, 2009, 10:51 pm
I thought that FO got rid of the campaign so that they could also have more space abailable for free play maps. But if you want it go ahead, just remember that I can't help you. Trust me, I don't know how campaigns work.
posted on June 25th, 2009, 10:58 pm
No that's not why Gamer: it's because it is hard coded and thus making a campaign work requires an incredible amount of effort. On the good side of things, campaign style maps will be released eventually by the Team. Likewise, Redmanmark is working on releasing some campaign style maps to teach people how to play multiplayer while playing as their favorite races  B)

An eventual campaign is planned for the far flung future, but is rather low priority given the time comitment and the desire to get all the factions in before such a campaign is made. :)
posted on June 25th, 2009, 11:03 pm
There are those old map mini yard wars...they were kinda like campaigns.  I wonder if anyone still knows how to make those, or run them for that matter.  I doubt they would work in Fo any way.
posted on June 26th, 2009, 12:05 am
Yeah, FO does have a story based campaign planned as far as I know. It's safe to say that will not be for quite some time though, not until all the multiplayer races are completed to say the least. What I am really dying to know is how they are able to code such maps (let alone open up those dreaded DSL script files that have been mocking me in A2's mission folder for 7 years now). I've actually considered forming a group to somehow, by some miracle contact the scripting lead that was once at Activision to see if by some other miracle they happen to have a mission editor floating around for the A2 community to use  :whistling:
posted on June 26th, 2009, 12:16 am
Last edited by Megadroid on June 26th, 2009, 12:29 am, edited 1 time in total.
Damn you! Every time I see a game file I get an uncontrollable urge to poke around. I didnt even know these were there until now! bah!

Anyway, I took a look at them in a hex editor and they seem to be DLLs (dependency walker loads them, and they arent exes) with some basic instructions in them. Doesn't actually look too complex inside. I might have a closer look sometime, as I have some free time coming up.

Little edit : From what I can tell, DRL files (DLLs) are referenced by a DSL file and have a smegload of exported functions which are called from the executable itself, and the DSL files basically tell the game when to call each function, plus some other things.
posted on June 26th, 2009, 1:17 am
I suppose maybe the DSL's might not end up being as much of a key as I thought they would. I suppose time will tell. I have a feeling maybe the FO team knows a lot more about what is needed to make a scripted mission, and if not I have no doubt they'll find a way.
posted on June 26th, 2009, 11:54 pm
Last edited by Megadroid on June 26th, 2009, 11:59 pm, edited 1 time in total.
Been doing more digging here. The DRL file is the rules file for a level, and the DSL file is the script file. I know this because the game told me when I used a custom made DSL in place of the first tutorial level.

My incredible mission at the minute does absolutely nothing. But it loads without complaining now at least.

Edit - It does show a windows message box though. Hurray!
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