"Infinite tall" wall and cave wall

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Stratego (dev)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

ok any suggestion?
i can even send the few liner bresham path finder if u like experimenting on it.
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b2198
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Re: "Infinite tall" wall and cave wall

Post by b2198 »

I have 2 possible suggestions:

1) make all tiles that "touch" the line between the units part of the path, so that if any of them has an "infinite tall unit" it blocks the attack.

2) modify the bresenham to make it so that tiles on "ambiguous positions" (I still have to define this better, but to do that I'll have to get home and do some tests with bresenham) need both of these positions blocked to block the attack.
Green is the correct color, other colors are "less correct".
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

Ok here's the final list of maps involving infinite walls (122 multiplayer maps checked)

Multiplayer maps, AoF only

The following WILL need editing (only takes a couple minutes to replace with normal non-infinite walls):
Path of Three
Hearthstead - maybe
Grand Fortresses
Khebesiris Huge
Battle of Forts
Abandoned City
Ruined City
Ruins of Asp.

On these maps gameplay will change greatly, but it seems they were designed for infinite walls, ie rooms anyway (NO changes needed):
Under Siege
The Tombs
Mistshore
Shire
Grey Heavens
Labyrinth
Icy Hot
Great Mountain Chain
Mansion
Helms Deep

Finally, Sacred Forest Big - walls are in corner, don't affect gameplay (no change)

The maps 1v1 challenge, 2v2 adverse, 2v2 challenge, 3v3 challenge and Colossal Adverse are all extremely flawed and virtually unplayable. They should be removed unless redesigned.

In addition, the following maps need fixing for various other reasons, I already have repaired versions i can send:
The Arena
Furin
Isengard
Coalition Camp

These I have not checked yet, I will review the scenarios and campaigns sections after the holiday:

aof\16
camp_user_assassination_orders_19_31.map
camp_user_heresas_ending_35_35.map
aof\17
camp_user_death_lair_40_40.map
camp_user_extra_10_20_20.map
camp_user_the_dream_40_40.map
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

If you decide to go forward, I'll happily make the changes. On the dev version can you edit directly? or should I send each individually from map editor?
Midonik
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Re: "Infinite tall" wall and cave wall

Post by Midonik »

This change will have no effect on camp_user_death_lair_40_40.map - I've spent hours designing it, Id know.
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Stratego (dev)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

diesel wrote: Fri Apr 15, 2022 11:29 am Ok here's the final list of maps involving infinite walls (122 multiplayer maps checked)

Multiplayer maps, AoF only

The following WILL need editing (only takes a couple minutes to replace with normal non-infinite walls):
Path of Three
Hearthstead - maybe
Grand Fortresses
Khebesiris Huge
Battle of Forts
Abandoned City
Ruined City
Ruins of Asp.

On these maps gameplay will change greatly, but it seems they were designed for infinite walls, ie rooms anyway (NO changes needed):
Under Siege
The Tombs
Mistshore
Shire
Grey Heavens
Labyrinth
Icy Hot
Great Mountain Chain
Mansion
Helms Deep

Finally, Sacred Forest Big - walls are in corner, don't affect gameplay (no change)

The maps 1v1 challenge, 2v2 adverse, 2v2 challenge, 3v3 challenge and Colossal Adverse are all extremely flawed and virtually unplayable. They should be removed unless redesigned.

In addition, the following maps need fixing for various other reasons, I already have repaired versions i can send:
The Arena
Furin
Isengard
Coalition Camp

These I have not checked yet, I will review the scenarios and campaigns sections after the holiday:

aof\16
camp_user_assassination_orders_19_31.map
camp_user_heresas_ending_35_35.map
aof\17
camp_user_death_lair_40_40.map
camp_user_extra_10_20_20.map
camp_user_the_dream_40_40.map
awesome! thanks!
i would love to erceive the fixed maps, please send me one example to see if the format is ok - thanks

ALSO: i updated the first post in topic with the maps checked - red needs update, green are ok.
also i will query the terrain wall tiled maps too to see how many maps have it.

daniel.
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

i have queried all terrain tiles too in AOF and AOS (the brick wall) and listed all maps.

all maps that are know to be ok are now with GREEN
all maps that are know to be bad are now with RED
all other maps still need checking so we know if the change would affect them or not - do they need change or not.

thanks!
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makazuwr32
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Re: "Infinite tall" wall and cave wall

Post by makazuwr32 »

Ruins of Aspenimahos — it is fine.
Sacred forest Big — it is fine.

Path of three — need to replace brick wall tile with different one.

Khebesiris Borderlands huge — need to replace both brick wall tile and Cave wall unit with different tile and different new wall that will not prevent shooting and such.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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makazuwr32
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Re: "Infinite tall" wall and cave wall

Post by makazuwr32 »

Battle of forts:
Need to replace brick tile with different one.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

thanks! updated
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

Stratego (dev) wrote: Sat Apr 16, 2022 5:11 pm thanks! updated
ok i lost track now - which ones did u fix, then i wont repeat the same thing!
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

@makazuwr32 dont you think labyrinth would be much better if the columns are infinite, its honestly a bit boring - big open space with some movement obstacles
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

diesel wrote: Sat Apr 16, 2022 6:12 pm
Stratego (dev) wrote: Sat Apr 16, 2022 5:11 pm thanks! updated
ok i lost track now - which ones did u fix, then i wont repeat the same thing!
i have not fixed anything.

i have just listed all that is known as possible problem (as have such tiles) and marked:
green: no fix needed
red: needs fix
black: we dont know yet if that needs or not needs fix.
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

oh i get it, thought u meant game was updated lol

you said send 1 to show you first: screenshot by email, or send thru map editor?

i am a bit slow atm, surrounded by family today & tomorrow
Stratego (dev)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

the modified map by email. (in mapeditor/send to dev) button.

how can you edit those maps - do u have permission?
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

easy. save draft, edit and send :B) here comes mak's 2 maps, nothing touched except those tiles

Path of Three
Battle of Forts (brilliant, one of the best in the game)

ooops wrong gmail was on but you'll figure it out
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makazuwr32
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Re: "Infinite tall" wall and cave wall

Post by makazuwr32 »

diesel wrote: Sat Apr 16, 2022 6:16 pm @makazuwr32 dont you think labyrinth would be much better if the columns are infinite, its honestly a bit boring - big open space with some movement obstacles
Not my map, will not comment it.
Also do not like it either due to hostile units around.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

I think the terrain tile should remain as it is (shootable over)
Image
maybe the texture should change somehow showing it is shootable over - any idea how?
maybe like this?
bricks32.png
bricks32.png (2.25 KiB) Viewed 2084 times
bricks_tile_32.png
bricks_tile_32.png (2.04 KiB) Viewed 2082 times
i also made a 64px version for AOW/AOMW and 64px based variants:
bricks64.png
bricks64.png (6.41 KiB) Viewed 2083 times
bricks_tile_64.png
bricks_tile_64.png (5.74 KiB) Viewed 2082 times
and i think making a NEW tile that is not shootable over could be inserted with the old brickie image.
this:
Image

as i see not that much map will need update to the new tile to work as needed so we can do it this safer way.

what do u think?
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DreJaDe
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Re: "Infinite tall" wall and cave wall

Post by DreJaDe »

Stratego (dev) wrote: Sun Apr 17, 2022 4:15 pm I think the terrain tile should remain as it is (shootable over)
Image
maybe the texture should change somehow showing it is shootable over - any idea how?
maybe like this?
bricks32.pngbricks_tile_32.png
i also made a 64px version for AOW/AOMW and 64px based variants:
bricks64.pngbricks_tile_64.png

and i think making a NEW tile that is not shootable over could be inserted with the old brickie image.
this:
Image

as i see not that much map will need update to the new tile to work as needed so we can do it this safer way.

what do u think?
Ngl, that tile with a border... It's kinda nice to have a tile set... Maybe I'll make one
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

Screenshot_20220417_222949.jpg
Screenshot_20220417_222949.jpg (16.56 KiB) Viewed 2069 times
this one used to be a wall, still is such on most maps. now in editor it is ground (dunno why it uploaded so big)

it's a good substitute for the bricks on small to medium maps - i was planning to use this for many fixes but cant now

for medium to large maps, the human wall could work, maybe slight visual change - since its a different layer than ground its more attractive on large maps than a full terrain tile (just like cave walls)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

there are 2 tiles that looks same
- one is terrain tile and it is an impassable one.
- this one is a unit layer "unit" that is a passable wall.

the passable one was made for a campaing as a secret passtru.
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makazuwr32
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Re: "Infinite tall" wall and cave wall

Post by makazuwr32 »

Stratego (dev) wrote: Sun Apr 17, 2022 4:15 pm I think the terrain tile should remain as it is (shootable over)
Image
maybe the texture should change somehow showing it is shootable over - any idea how?
maybe like this?
bricks32.png
bricks_tile_32.png
i also made a 64px version for AOW/AOMW and 64px based variants:
bricks64.png
bricks_tile_64.png
and i think making a NEW tile that is not shootable over could be inserted with the old brickie image.
this:
Image

as i see not that much map will need update to the new tile to work as needed so we can do it this safer way.

what do u think?
That will be great.

Alas we still need some neutral indestructible and shootable through walls.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

@Stratego (dev)

***** So far you can also mark these green, can't do anymore today:

aof\17
cave_wall_small_grey.png
camp_user_extra_10_20_20.map

aof\random16
cave_wall_small.png
camp_user_sacred_forest_big_35_35.map (incorrectly marked red)
rnd_2v2_format_adverse_18_18.map

aof\random17
cave_wall_small_grey.png
rnd_1v1_format_adverse_9_9.map
rnd_1v1_format_challenge_9_9.map
rnd_2v2_format_adverse_18_18.map
rnd_2v2_format_challenge_18_18.map
rnd_3v3_format_challenge_36_36.map
rnd_colossal_adverse_50_50.map
rnd_labyrinth_f1_40_40.map

aof\terrain tile - random map
room_wall.png
camp_user_the_shrine_protector_25_25.map
rnd_the_arena_20_21.map
rnd_under_siege_20_11.map

aof\terrain wall tile - campaign maps
room_wall.png
camp_user_tutorialsummoning_5_20.map


***** These are purely opinion, definitely not broken. I would mark them green:

aof\terrain wall tile? or the other? dont know please help.

Hearthstead
Abandoned City
Ruined City
Ruins of Asp. (this shouldn't be in this part)

***** And this map was supposed to be added several updates ago but is still not there:

rnd_riverspire_province_40_40.map


***** This is only based on wall tiles, several of these are broken in other ways.
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

3v3 Adverse didn't work at all - the player Marschall has fixed it and sent it through map editor - but i do not know the email address

he approved the cave walls on his maps, i already listed them in my last post
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

Image Image

what about sth like these as environment overlays like cave walls... just drew them quick but i can polish a bit and make a full tileset rather easily
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

it looks very good!
Q1: but is it ment to be
a) a terrain tile? (like current brick wall)
b) or "unit" layer tiles over the "terrain" layer like the "cave walls" are.

also you say "tileset" you Q2: mean corners and intersection and such like the "walls" generally work?
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

b) like cave walls, yes with extentable sides and corners

its been a dream for my personal maps actually, atm i have to addspec inattackable to human walls

the question would be leave them 32x32 or make them taller for effect (again like cave, those are taller than 32)

should i keep drawing?
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

diesel wrote: Tue Apr 19, 2022 10:39 pm

***** So far you can also mark these green, can't do anymore today:
...

***** This is only based on wall tiles, several of these are broken in other ways.
thanks! all colors updated!
also what does this mean? : "rnd_riverspire_province_40_40.map" should be added -what u mean?
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diesel
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Re: "Infinite tall" wall and cave wall

Post by diesel »

Stratego (dev) wrote: Wed Apr 20, 2022 2:50 pm also what does this mean? : "rnd_riverspire_province_40_40.map" should be added -what u mean?
an old update announced this map but it hasn't appeared ingame (AoF)
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Re: "Infinite tall" wall and cave wall

Post by Stratego (dev) »

lol, how can you remember?
actually it was ment to be in, the file is in, but in maplist was forgot to list - in next will be- however i have not seen it if it is éa nice map or not.
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