Dadais Workshop

Dadais

King
Joined
Oct 20, 2010
Messages
954
Location
France
Welcome in this thread.

Having multiple projects ongoing, I'm somehow loosing track of stuff advertised here (in the scenario creation subforum), and some that aren't.
Furthermore, I'd like to avoid spamming the scenario creation subforum with a thread for each project.

You're all welcome to discuss and share features, concepts, ideas, advices.

Here's a list of current projects.


Released

Warring States
Spoiler about :

WarringStateTitle.png

WarringState1.png
WarringState2.png

WarringState3.png


Original Dadais Expanded MOD
TES : The Stormcloak RebellionV2
TES The Stormcloak RebellionV1

EpicCasualWWiiEurope (immature casual experience)


Advanced

-EmperorIsDeadEpic
(revised)
Spoiler PreviousMap :

EmperorIsDead.png


-EpicWwiiTotPPEuropa
EpicWwiiTotPPEuropa1.png

Spoiler more :

EpicWwiiTotPPEuropa2.png


-SengokuJidai-WarOfClans
SengokuJidai.png




Early Stages


-AmazingCultivationSects

-Ascendancy
Ascendancy.png

-ASidMeiersColonization
ASidMeiersColonization.png

-CalradiaUnification

-GalaxyMod

-GuildsOfNevernight

-HoMaM3

-KaldDomination

-Warcraft2

-Warlords3

-TESStormcloakRebellionV3 (upgrade)
Exemple.png

-Civ2OriginalDadaisLuaExtended (mod)
 
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There now, needing help from @Prof. Garfield or another guru lurking around :
Spoiler Error Screenshot :


exemple3.png



I met this "call" error while playing with civ.scen.onCityFounded()

This error occurs when pushing the "exit" button to cancel city building.
exemple2.png

(cityBuildingAborded does nothing yet, and the code in onCityFounded is still working properlly)

Am I doing something wrong there ?
Maybe forgetting something ?

I don't see what is called there by civ2 (and is nil)...
 
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Some exciting looking projects there Dadais. Good luck with them!

Do we get to vote on which one you should complete first? ;)
 
The GalaxyMod, is this a SciFi mod with spaceships?
 
The GalaxyMod, is this a SciFi mod with spaceships?
yes.
Somehow, what final frontier is for civ4, with influences from ascendancy, master of orion, stellaris, sword of the stars... yet keep it civ2 like, thus aimed light on the lua side.
 
I met this "call" error while playing with civ.scen.onCityFounded()

This error occurs when pushing the "exit" button to cancel city building.
exemple2.png
[/URL]
(cityBuildingAborded does nothing yet, and the code in onCityFounded is still working properlly)

Am I doing something wrong there ?
Maybe forgetting something ?

I don't see what is called there by civ2 (and is nil)...
The () means that you're executing modFunctions.cityBuildingAborted, and returning the result of nil. Try
Code:
return modFunctions.cityBuildingAborted
 
They look fascinating, especially Warring States! I'd love to see more.
Thanks techumseh.
There you are :
Spoiler few unit sprites :

exemple3.png

exemple2.png


Spoiler Dynamic Territory Violation :

exemple4.png


Spoiler Civ Menus Exemple :

exemple5.png

exemple6.png



This scenario will need a readMe to present features (dynamic territory and "culture", yield bonuses, unit restrictions, historic locks, supply instead of research...), and a video for intro shall be built too.
Custom music is already set.
 
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Yes!!! I've been pestering you on discord to make this thread in the SL for over a year now haha.. Some of the stuff you've posted on discord has been epic so I'm very glad to see it's here now too for all to enjoy! :)

Super pumped for your Ascendancy and Colonization scenarios.. everyone here knows how much I love my game/franchise crossover scenarios and these 2 games in particular are very dear to my heart! I've occasionally thought about doing a colonization scenario for Civ2 myself but already have way too many projects on the go so I'm very happy to see yours as it looks amazing! You've done a great job with the Colonization 2D to 2.5D isometric terrain conversion.. I know all too well the pains of that job with the Civ1, HoMM2, classic C&C, and Dune 2 assets I brought into Civ2 for my mods.. gonna have to do it one more time in the future too for the Master of Magic ToT mod.. urgh..
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Yes!!! I've been pestering you on discord to make this thread in the SL for over a year now haha.. Some of the stuff you've posted on discord has been epic so I'm very glad to see it's here now too for all to enjoy!
You silly !
Nothing's epic when it's not playable and shared :) .

2D to 2.5D isometric terrain conversion.. I know all too well the pains of that job
Kind of like playing with pixels and finding graphic solutions, feeling it somehow relaxing.




Lua main work is soon done for the warring state scenario.
Currently working on fights (considering urban units to convert rather than destroy and cities on different map), then on generals' birth.
Once that done, only Scenario's dialogs will be left.

ReadMe and Intro video are not done yet too.

Howether, it still needs in my opinion a major check from a veteran designer on the side of unit's battle values. Would someone dare to take a look at it please ?
Not so sure about the best options, some corrections would be welcome :) .
 
Kind of like playing with pixels and finding graphic solutions, feeling it somehow relaxing.
Yeah it's funny I kinda of find it frustrating yet I keep doing it as it feels great when I successfully find those solutions and things looks good! Lately I've been converting lots of SMAC assets over and the downsizing is frustrating but I'm using a new technique (that omg I wish I'd know before doing the Red Alert 2 scenario skyscraper building graphics) that downsizes things in a nice not too blury not too messy pixels way, and things are looking good! Looking forward to showing the results over in the old SMAC project thread soon.

Anyway back on topic to your work, I'm loving the territory system you've setup and the crossing the boarder dialog. Really cool to see that kind of stuff in the Civ2 engine, and I'm loving the artwork used for your diaglog event windows too. Also very curious to see what happens with those future Heroes of Might & Magic 3 and Warcraft 2 scenarios you mention in your projects list too! As mentioned on discord I had considered doing a HoMM3 ToT scenario with the overworld, underworld and maybe even some of the elemental realms seen in the HoMM3 addon packs & chronicles. However I abandoned the idea quickly feeling it was too much work, there's already a good HoMM3 scenario for Civ3 out there, and I've got too many other scenarios to finish anyway haha, so if you're going to end up doing something then I'm thrilled! As for Warcraft 2 I think @gapetit was working on a nice ToT enhanced version of the old MGE Warcraft 2 scenario with freshly imported assets and had gotten quite far, and I think I told him that if he ever decided not to finish it then I would help & finish it for him. However once again I'm probably too busy for that too so who knows if that will get finished by either of us lol, so it's very cool to see you're thinking about doing a Warcraft 2 ToT scenario!
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Playtesting going pretty well.

Met this little issue with cities though :
exemple2.png

this scenario plays a little with cities, but I never met this behavior before (getting cities out of tile.city when city.location gives the tile correctly*)
*consequence in game, one may get into city screen via city advisor, but not when clicking on the map.

Having few clues about what may be creating it (and shall try solving it), got an idea about how to avoid this issue otherwise.
 
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Playtesting going pretty well.

Met this little issue with cities though :

this scenario plays a little with cities, but I never met this behavior before (getting cities out of tile.city when city.location gives the tile correctly*)
*consequence in game, one may get into city screen via city advisor, but not when clicking on the map.

Having few clues about what may be creating it (and shall try solving it), got an idea about how to avoid this issue otherwise.
Issue is solved. Thing is, copying tile.improvements also copy a "isACityThereOrNot" information. This sets tile.city to nil when set to false, and invent a "" city which can't be deleted by civ.deleteCity() (also block improvement change or worker's allocation in neighbor cities) when set to true.
Problem solved : (don't copy directly tile.improvements :D )

Few other issues got solved while playtesting.
Scenario could be released right now, yet I'm feeling like setting 3-4 fixes (in relation with the supply feature for AI, yeman barbarians ....) then followed by new playtests.

That should be a question of days now.

exemple2.png
 
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