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Rise of Legends Heaven » Forums » Scenario and Map Creation » A list of suggestion for the editor
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Topic Subject:A list of suggestion for the editor
Paperfriend
Zekeling
posted 07-03-06 09:19 AM EDT (US)         
Introduction
Rise of Legends is a great game, and it comes with a very powerful editor, however there are some things I would like to added to it, things that will make the editor even better: I hope you agree with me, and that we can enjoy these new functions together, if there is anything you would like to see but isn’t on this list, please make post and I will add it.

Note: Please also post if you don’t have anything to add, so BHG can see you support these ideas
Note: Some things are just examples of what you could do, I am sure you can do much more with it!

1. Resizing


Take a look at the above screenshots, as you can see, both screenshots are the same, yet in the second screen it is very clear that the buildings and trees are resized, while in the first you have the feeling you are looking across a long, long road. This is just a very simple example, but you can of course make far more complicated things, and this is just one of the uses:

Another good use is to bring diversity into buildings and units, you could make a city with a slightly larger reactor then in other cities and call it “the power plant”, you could make one slightly bigger sand dragon that is the leader of the group, or just a very small difference, just to add that finishing touch to your scenario.

2. Animations
[JPEG, (633.67 KB)]
As seen in the screen above, you can watch animations in some of the editors, and you can even freeze units in the middle of their animations, making room for many great shots, that would otherwise be very hard or even impossible to make.

You could of course make in-game screenshots, but this methods is far easier and you can easily check out how it will look with the final result. I hope you can allow this option, just image a whole set of vinci musketeers fighting a salamander queen, all coordinated in their attack, with a few soldiers from the forward line in there running animation, because the queen is about to attack…. That would take lots of scripting time, but with an animation editor, it would be really easy.

3. Rotating on head
This also includes objects on their sides, it will be very useful, walls can be made floors, floors can be made walls, just image a RPG-style scenario, in which you have to infiltrate a power plant. Wouldn’t it be cool if you had all sorts of electrical tubes above your head? Well that could easily be done by flipping nullifiers on their sides, and research labs on their sides to, with a the clockwork on the walls!

Quoted from BHG_LeGrand:

Some of the things that you mentioned, specifically the "rotating on head" suggestion, is implemented in out internal version of the editor. We do it by placing the buildings as prefabs, they are no longer treated as buildings in the game, but for the purposes you described, that sounds like it would be OK.

4. No refitting buildings
[GIF, (641.69 KB)]
This going to be great in my map: Leonora Racers! Those flying Alin Buildings above the fire are beautiful, but hey, lets go for a drink. *Goes for a drink**Comes back*
NO, I saved and reloaded it!!!
[GIF, (755.35 KB)]
The above is just an example (and in reality the screenshots suck), but it illustrates what the problem is.
Edition: I made a new screenshot, showing the flying Alin buildings are useful, another problem here is that you can't really place much objects in the middle of the map, because those are to big (you already notice it with the caravan at the left).
The picture.

Quoted from BHG_LeGrand:

Try clicking the show advanced check when placing your building. That should pop up a collection of checkboxes on the right side of the screen. Those turn on and off the various things that buildings can do when they are placed. Checking the first one in that list "Deform Terrain and Lock Z" should prevent the problem you were describing.


This solves the whole problem!

5. Extra Scenario Logic (posted by Hipskovski)
What I would like done is for them to complete the extra scenario logic (Triggers) but even if they dont do that a complete list of conditions and effects for scripting would be nice because as of right now its hard as hell to script anything without first going through the scripts for the campaign and even with those your still missing alot. They did realease somthing but it is very small and is missing alot.

6. Making unselectable units selectable (posted by Evolved)
Anyway, that fix should be useful, but I was wondering if you could tell me how to make some units you can place but then can't select be selectable?

Like the tornadoes mod I made, you can't currently actually select them.

7. Make XML-files availabe to the public (posted by Evolved)
Quite frankly, I joined the RoL Community with scenario design and modding in mind, and quite frankly, I'm disgusted with the lack of XML Files. If it wasn't for normal gameplay, I would have left a LOOOONG time ago.

So, GIVE US THE XML FILES OR I MIGHT JUST STOP RECOMMENDING ROL TO MY FRIENDS AND PEOPLE AND START TO RECOMMEND THEY DON'T GET IT!


Conclusion
Thank you all very much for reading this, and I hope you will designers making even better creations then the things they can make now! Please keep in mind once again that all cases used here are just examples, and that I will add things you suggest. (And yes I do realize the title is incorrect).


Yes, periods and smileys are the same for me
No matter what you say

[This message has been edited by Paperfriend (edited 07-15-2006 @ 07:32 PM).]

AuthorReplies:
Henara
Zekeling
posted 07-03-06 09:48 AM EDT (US)     1 / 14       
what do you mean with "no refitting buildings"?
does that mean, that the alin buildings are "pushed up" a level, so that they are in the height of for example an air unit => they really "fly"?

when you build alin buildings @ the town now, the ground is only put away and it does not look like the town is flying.
do you mean this or something else?

but good points mentioned above!

Hipskovski
Zekeling
posted 07-03-06 10:05 AM EDT (US)     2 / 14       
What I would like done is for them to complete the extra scenario logic (Triggers) but even if they dont do that a complete list of conditions and effects for scripting would be nice because as of right now its hard as hell to script anything without first going through the scripts for the campaign and even with those your still missing alot. They did realease somthing but it is very small and is missing alot.
MudokonGod
Banned
posted 07-03-06 10:22 AM EDT (US)     3 / 14       
It's just teh way cities work, with all their effects. Alin buildings destroy the ground underneath and have all rocks floating udnerneath. I haven't tested, but I should think that looks stupid when raised higher.

Unless you have the settings much lower so you can't see the floating rocks.

The other points... well, I hardly think they are necessary, though they are certainly quite nice.

Paperfriend
Zekeling
posted 07-03-06 12:35 PM EDT (US)     4 / 14       
[JPEG, (243.06 KB)], if I reload this in the editor, I have to put all the buildings back to their positions, the flying buildings was just an example: And had no idea there where flying rocks at higher settings, so sorry. And the town not looking like flying: I made it 3 seconds!

Some things are not really necesary, but they will be useful. I will add the "list of conditions and effects"


Yes, periods and smileys are the same for me
No matter what you say
Evolved
Zekeling
posted 07-03-06 12:58 PM EDT (US)     5 / 14       
Higher settings? Unless you have a really bad computer they should be there. I can still see them on lowest preset graphics settings, I think (like the slider on run fastest or whatever).
Paperfriend
Zekeling
posted 07-03-06 02:26 PM EDT (US)     6 / 14       
I don't have them.

Yes, periods and smileys are the same for me
No matter what you say
Czin_Minion
Zekeling
posted 07-03-06 05:06 PM EDT (US)     7 / 14       
Well I think you need to have a card with less than 128MB to not be able to se the rocks by turning on building animations I think.


Anyway I really liked those features, although I'm not a designer anymore I see the value of them...

Paperfriend
Zekeling
posted 07-03-06 05:08 PM EDT (US)     8 / 14       
I used to have them in the demo, I thought they were removed.

Yes, periods and smileys are the same for me
No matter what you say
BHG_LeGrand
Hero
posted 07-10-06 05:45 PM EDT (US)     9 / 14       
Thanks for the suggestions.
I don't think the editor is getting patched in the near future, but if we do get a chance, we will try to incorporate as much feedback as possible. Some of the things that you mentioned, specifically the "rotating on head" suggestion, is implemented in out internal version of the editor. We do it by placing the buildings as prefabs, they are no longer treated as buildings in the game, but for the purposes you described, that sounds like it would be OK.

In the meantime the best I can offer is a way to make your buildings not refit themselves.

Try clicking the show advanced check when placing your building. That should pop up a collection of checkboxes on the right side of the screen. Those turn on and off the various things that buildings can do when they are placed. Checking the first one in that list "Deform Terrain and Lock Z" should prevent the problem you were describing.

Also let me know if that worked for you. I have a retail copy here that I tried it out with here and it seemed to do the trick.

Good luck out there people, and keep making cool stuff

Mike.

Evolved
Zekeling
posted 07-10-06 05:53 PM EDT (US)     10 / 14       
Yey!

Another VIP.

Anyway, that fix should be useful, but I was wondering if you could tell me how to make some units you can place but then can't select be selectable?

Like the tornadoes mod I made, you can't currently actually select them.

Paperfriend
Zekeling
posted 07-15-06 04:02 PM EDT (US)     11 / 14       
W00t! It works Thanks, this will help me very much!

It also is very cool that you take the time to respond to our input, and even sharing idea's about modifying/patching the editor!


Yes, periods and smileys are the same for me
No matter what you say
tactickiller
Zekeling
posted 07-15-06 06:01 PM EDT (US)     12 / 14       
ive got a suggestion

A big prefab so you can make a actual volcano and also bigger prefabs. and also this isnt part of the scenario editor but they should unhide the files its kinda hurting the moding community that you cant edit the files


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Evolved
Zekeling
posted 07-15-06 06:19 PM EDT (US)     13 / 14       
Tactickiller: Just how big do you want the volcano? You can make massive ones with a few prefabs. On the modding front, though, Greypawn seems to think they won't be giving us full files for modding, though I am moaning for unitgraphics.xml.

Quite frankly, I joined the RoL Community with scenario design and modding in mind, and quite frankly, I'm disgusted with the lack of XML Files. If it wasn't for normal gameplay, I would have left a LOOOONG time ago.

So, GIVE US THE XML FILES OR I MIGHT JUST STOP RECOMMENDING ROL TO MY FRIENDS AND PEOPLE AND START TO RECOMMEND THEY DON'T GET IT!

You got that?

Oh yeah, and by the way, unlike last time, I really do mean it.

[This message has been edited by Evolved (edited 07-15-2006 @ 06:21 PM).]

Paperfriend
Zekeling
posted 07-15-06 07:34 PM EDT (US)     14 / 14       
I will keep this updated, and will add some more tomorrow I think.

Yes, periods and smileys are the same for me
No matter what you say
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