[TOT] TES The Stormcloak Rebellion -Alpha opened

"Played" Thalmor to see AI handdling stuffs.

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Turn 4, Stormcloak triggered the jagged crown events, forcing whiterun's choice, and had the luck to win it to its side.
AI tend to sacrifice easily its commander units.
Is there a way to make AI understand a unit is best preserved" ?

Tried to propose a dual introduction, one for ToTpp 18.1 or more, other for ToTpp 15.1 or more. ToTpp 15.1 doesn't recognize totpp.version. Failed :D
 
Is there a way to make AI understand a unit is best preserved" ?

What do the stats of the commander look like / what is its role (in rules and in your head). Sometimes you can play around with attack, defend, role, etc. to get different AI results, but that might not be an option for you depending on what you want to get out of it.
 
What do the stats of the commander look like / what is its role (in rules and in your head). Sometimes you can play around with attack, defend, role, etc. to get different AI results, but that might not be an option for you depending on what you want to get out of it.
Ho ! Feeling so stupid not checking that before launching the question !
The incriminated commanders were with offensive role. Set that to defensive, thus we'll see. Much thanks John !

Todo list :
-Alter Neutral strengh when fighting in cities (attaking, lower it, defending, raise it).
-Lower strengh of Forsworn out of the reach.
-Remove Aetherium Dwemer Lock from surface, make it block the teleporter in the undergrounds.

Now, let's go supervising Mme's Lego construction !
 
Tried to propose a dual introduction, one for ToTpp 18.1 or more, other for ToTpp 15.1 or more. ToTpp 15.1 doesn't recognize totpp.version. Failed :D

Use
Code:
if not totpp.version then
to check for version 15.1. It will also catch other older versions, but I'm pretty sure no scenarios were made for Lua for earlier versions of TOTPP, and 15.1 was the standard for a couple years. In any case, it doesn't matter if your purpose is just to warn players that they need a more recent version.
 
Ho ! Feeling so stupid not checking that before launching the question !
The incriminated commanders were with offensive role. Set that to defensive, thus we'll see. Much thanks John !

I got a good lesson in this myself not long ago when @Prof. Garfield was able to figure out what was going wrong with my unit goto commands. Apparently there are certain roles (in this case, sea transport) that are so captivating to the AI that they'll stop at nothing else but to try and fulfill them. As soon as he changed the domain of the cargo ships to attack they merrily followed orders as intended...

Soooo... If the AI is doing something stupid certainly play around with fields until you find one that works :)
 
What do the stats of the commander look like / what is its role (in rules and in your head). Sometimes you can play around with attack, defend, role, etc. to get different AI results, but that might not be an option for you depending on what you want to get out of it.
It works !! They are still moving around yet not falling like leaves in autumn \o/.
Much thanks again John !
Use
Code:
if not totpp.version then
to check for version 15.1. It will also catch other older versions, but I'm pretty sure no scenarios were made for Lua for earlier versions of TOTPP, and 15.1 was the standard for a couple years. In any case, it doesn't matter if your purpose is just to warn players that they need a more recent version.

Rhaaa didn't think about that ! Indeed, that works perfectly! Much thanks Prof !
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Altering Neutral strengh when fighting in most cities, lowering strengh of Forsworn out of the reach, removing Aetherium Dwemer Lock from surface so it doesn't apply ZoC or suck AI attaquing it endlessly, are done.

Next, todo :
Tests,
and set end of game when reaching a faction's goal.
 
Testing more, with Imperials for 9 turns :

-Managed to strenghen position in all four holds (++ in two, + in two others), supporting pressure.
-Stormcloak managed to strenghen his position in two holds (+), didn't loose cities in others.
-Reachmen are applying good pressure, and are well tweaked not to expand (much at least) out of the reach.

-Whiterun event didn't triggered.

ToCheck (and correct ?)
-Didn't see yet any AI unit launching arrows (an alea is somehow a little restricting it). Currently spamming "print" in code to see what's happening.
-Didn't trigger the "clue" text despite having the whished tech for it.

-To correct, shall reduce a little tech paradigm to speed a little this (100 at the moment)
-To correct, ArmyCamp in each hold are underused at the moment, appart from housing its important commander/legate. Shall grant there some volunteers too.

-Todo, move one tile away units (appart from aetherium lock when not triggered) blocking transporters.
-Todo, make Thalmor gives its captured cities to Imperials (with tech ? Automatically ?).


-Still todo : set end of game when reaching a faction's goal.
 
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New play test until turn 8 with Stormcloak:

Launched Whiterun event on turn 5, Balgruuf chose the Empire.
Empire pushed in The Pale, got pushed in northeastern of whiterun by me, in Rorickstead and central Reach by Forsworns.
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Corrected down tech Paradigm,
Corrected AI arrows generation,
Added simple ArmyCamp volunteers generation,
Added an anti-lock-from-other-side system to transporters.

Going on further tests first, then, still todo :

-make Thalmor gives its captured cities to Imperials (with tech ? Automatically ?).
-set end of game when reaching a faction's goal.
 
Ha ha ! Realized I forgot to alter sounds too, having a playtest with (for first time) the sound, hearing a wild wolf spraying poor nords with its machinegun :D
I'll need to build some .wav files, while many are reusable, from fantasy eg.
 
I've really enjoyed building sounds for HoF now that .mp3 are supported. It makes it considerably easier since I could never get the right format on this newer machine and would have to move everything over to the other one for conversion.

Not sure what you use for sound editing. I really like goldwave and I think they might give a trial period if you committed to sounds for a bit.
 
Not sure what you use for sound editing. I really like goldwave and I think they might give a trial period if you committed to sounds for a bit.
I began using "Audacity", open source for windows.

I find it rather easy to use to begin with, it allows saving in .wav and capturing sounds, gathering multiple files in one, etc.

I haven't tried Goldwave, but I really like Audacity for all sorts of audio editing -- and it's open source, completely free: https://www.audacityteam.org/download/
Haha, just when I was answering ;)
 
I paid for "Action" at one point for screen captures and such for streaming and it has a sound capture function, so I just use goldwave for the editing portion of it. I'm also still using Paint Shop Pro 5.0 lol so this is probably a bit of "comfort food" - if audacity is free and can do everything you need in one shot though, that's the ticket!
 
Time to decide on main direction with things going now :

I plan to divide the project in two :
-A first functionnal proposition for ToTpp 15.1+ with 1.x versions :
soon in alpha, I'll need help from people to test it (I'm too conservator or defensive with my gameplay after all).
With "little" more work, that shall be ready : event techs, more interractions, some more spawn for some units, explorations...

-A plan to expand it to 2.x versions for ToTpp 18.1+* only? considering in :
displaying day & night (not yet possible nicely yet),
adding few units,
integrating many lore pictures.

*or later, depending on abilities to alter cities and units files with lua.

.

I'm actualy quite refraining from adding tons of sounds, from music to dialog, as not to have a folder heavier than civs' :D
 
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Looking for a musical theme for reachmen :/ .
Thus, exploring norse-like musical universe.

Check out the Fiechters - they're where I get a lot of my themes because they allow us to use their songs with proper credit. Here's the theme from Caesar but you can look through their stuff. They have a lot of fantasy/norse/etc. themes.

 
I'm borderline ready to have my eyeballs bleed from lack of sleep but this one is definitely on the "to do list" this weekend if not sooner!
 
Much thanks John ! Please don't hold too much expectations through :) .

Small correction, already altered bandit camp (to introduce with 18.1 expansion version Stormcloak and Imperial camps later, instead of using fortresses at the moment, altering spawn method too /edith : I shall be able to add it smoothly in 15.1 after all ! :) )
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I'm pondering about little changes too :
-giving a small advantage to AI, giving him ability to upgrade some units even if not veteran. Bad idea ?
-Create projectiles to any shooter fortified next to an ennemy unit at the beginning of each civilisation turn ?
 
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Why are you trying to maintain two versions of this scenario? I don't see any benefit to doing so, since TOTPP is free.
 
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