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leave me time to organize and send you as much as possible
tks
I strongly believe in the support and participation of this Community and I think it is useful to share this Dream right away.
Before proceeding further, I want to describe the Logic of the Strategic System.
For those who did not understand it, the objective (the Dream) would be to add the strategic part to GoH; that is a shared web environment made up mainly (but not only) of a Strategic Map: here the strategies that then would be played in Multiplayer. People would also have the ability to schedule battles and thus allow interested parties to participate in time and thus always find someone to play with.
But these are just some of the benefits that this project would bring to our Community ...
But let's get to the aspect of logic ...
- From the Web, ATT (attacker) decides to attack and moves his units to an adjacent enemy territory;
- DEF (defender) responds to his request (according to various rules);
- The System schedules the game and enables the Map and Units on the ATT PC, as well as on the DEF PC;
- At the Date\Time scheduled in agreement, ATT starts GoH in SKIRMISH\ONLINE SKIRMISH (with password sent by the System only to the participants);
- The game is played;
- At the end, LUA (script language used by GoH) records the results;
- The System processes the results and updates the DB (sql) on the Internet, updating the graphics of the online Strategic Map;
- The Game is repeated starting from point 1) by all those who participate with their starting Territory and their Units;
- The Strategic Campaign ends if:
- A-The enemy Capital is captured;
- B-The participant has no more resources (military, fuel, ammunition, spare parts, health care, etc ...)
p.s.Each Territory can contain resources (industries, raw materials, infrastructures, etc.) and also participates in the counting of points that allow (in quantity\time) the construction of new units.
This is only a summary of what we intend to achieve.
to be continued ...
As far as I could understand, all we need is in the \SET\MULTIPLAYER\ folder regarding the preparation of the battle (previous phase)
and in the \SCRIPT\MULTIPLAYER\ folder as regards the outcome of the battle (next phase).
I report what I have been able to verify (thanks also to the help of some mods). Given that my intentions would be to play games only in Domination mode, this is the part I modified in the file \SET\MULTIPLAYER\GAMES\ammunition.set:
All modifications of this and subsequent files are made in real time, as a consequence of point 4., before starting GoH. Of course it will be necessary to install a dedicated Mod.
In this example, a player with German units ("a") attacks a player with Russian units ("b").
The Units in the field, both for ATT and DEF, are shown in file \SET\MULTIPLAYER\GAMES\PRESETS\preset_early.inc:
As for the number of units for this battle, the System will modify the file \SET\MULTIPLAYER\GAMES\PRESETS\GLOBAL_PARAMETERS\unitlimits.inc:
to be continued ...
We can still work together for this community ;-)
but it doesn't matter ... we are all always very busy.
you, for GoH part (units, resources, purchase, etc.),
I, for web-php-db-programming part...
Obviously with Culee's blessing :-)
It gets (for me) a little more complicated when you talk to LUA.
LUA is the scripting language that GoH uses to manage BOTs and DATA during Skirmish Battles.
I still haven't been able to figure out which table stores the data during the game and which GoH displays in the statistics window at the end:
for this I would need help from the DEVs or anyone who knows ...
But I managed (by starting to learn LUA) to create a small file that at the end of the game reports WHO won. In this file \SCRIPT\MULTIPLAYER\bot.lua I have added these lines in the function OnGameStop():
so a has won.
This already allows us to update the situation in the Strategic Map on the web.
to be continued...
or did i get you wrong on this?
or you guys put a "grand campaign" thing. you know, something like a big online campaign map. you choose a faction. key points to capture to move the frontline are servers and everything from the map to who atcs and who defs, time of year (summer, fall, winter, spring, for the whole map) and night/day circle is already decided server side. similar to the heroes and generals campagin map. this way theres no need to put up a time to play or open up a server. its always 1v1 and players need to decide depending on the tactical map what to do and join the server, other players then react to that "attack. if thers no opponent found after a while, a bot is gonna take over that match.
its like join, play, leave, repeat->watch frontline move by community
nevertheless, i love the idea and i wish you the best of luck to complete this one day.
would definitely play
But first I indicate the link than write rivers of words:
NORESUS Project[noresus.altervista.org]
p.s.
This Dream of mine has "far roots" (as they say in Italy): in the meantime my son and daughter have graduated ... :-)
Well guys,
the loop closed successfully. Here is the summary:
I have 3 questions to ask the Devs (or the Community);
a) is it possible to hide the maps and modes listed in skirmish, leaving only the map to play and the Domination mode?
b) in LUA which is the instance or the table that manages the stats of the match?
c) must the modifications made on the ATT PC also be made on the DEF PC?
With these 3 questions solved, I would say it would be perfect ...
p.s.
for now I am make tests only with the minimum characteristics of the SMC System that will be
A) you may try disabling these maps with your mod (not sure how, probably editing Inc/set files for these maps
B) did you check game.log file after the MP game finishes? Maybe it has some info