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Knights Province - The Iron Wolf - Alpha testing map

Should there come more AI-related maps like this one?

Yes
5
83%
No
0
No votes
Maybe
1
17%
Something else(Comment with suggestions)
0
No votes
 
Total votes : 6
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thibmo

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Barbarian

Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 04 Aug 2015, 09:21

Knights Province - The Iron Wolf - Alpha testing map

Because I wanted to test the mapeditor I made one map that is compatible with the current Alpha.
Note by Krom: Map format can change a lot during development and maps may become incompatible in later releases of Knights Province!

The map is called "The Iron Wolf", this because I love that folk-lore. :P
Here one image of the mini-map ( To keep the full lay-out as a surprise ):
Image

And here the image of Type 2:
Image

Current version:
The Iron Wolf V1.0.16
The Iron Wolf Type 2 V1.0.1

Older versions:
The Iron Wolf V1.0.15
The Iron Wolf V1.0.12

To play the map:
  • unzip the content into your KP maps directory ( EG: D:\kp2015-08-02-Alpha-1.04-r2257\maps )
  • Start the game
  • Click on "Single Player"
  • Click on "Play Single Map"
  • Select "The Iron Wolf".
  • Select your preferred starting position, they are both rather equal
  • Select your team color
  • Click "Start Map".

Changelog:
  Code:
Version 1.0.16:
  1> Added Dutch libx file to prepare for when KP supports it
  2> minor edits in the script

Version 1.0.15:
  1> Improved script logic by adding Actions.HouseAllow(aPlayerIndex, aHouseType: Word; aAllowed: Boolean); and Actions.HouseUnlock(aPlayerIndex, aHouseType: Word); to dynamically enable specific houses upon finishing objectives
  2> Switched from NotePad++ to RAD Studio XE6 to enhance layout from within Pascal IDE's ( NotePad++ has issues aligning words properly and refuses to fix this issue, has to do with their character spacing )
  3> Added the Fishery as second secondary objective, will be unlocked and allowed after completing Tavern objective
  4> Tavern objective now only available after completing the school
  5> Fixed the fog settings, now players will not be able to see the AI without using debug settings or using their scout
  6> Added comments to most files
  7> Switched from having to build one of every house in the objectives to one school, three stonecutters, three woodcutters, two sawmills, one fort, one tavern and one fishery

Version 1.0.12:
  1> Code readability
  2> Speed of the code
  3> Fort objective has been temporarily removed
  4> Disabled all the buildings that are not meant to be used in this test-map ( For now.  :wink: )


Note for map creators:
Try to avoid using the following methods until an official fix has been made:
  • Action.OverlayText[Set, SetFormatted, Append, AppendFormatted, etc]
  • PlanAdd[House, Road, etc]
  • PlanAdd[Field, Winefield]
  • PlanConnectRoad
  • PlanRemove
Limit your scripts for now, some functions might not yet work.
There was an issue with libx files on my PC, it printed <$0> instead of the text, please do test and report your findings, this helps development more then one might think. (H)

Note about the odd question-marks on-screen:
These are caused due to a unclear reason and will be looked at in time.

About the map:
There is a basics script including objectives, they are set for both player 1 and player 2.
Their goals are identical, the goals are:
  Code:
// Primary
  Build one School
  Build three Stone-cutters
  Build three Woodcutters
  Build two Sawmills
  Build one Fort // Temp commented out due to AI issue

// Secondary
  Build one Tavern
  Build one Fishery


Type 2 is rather much the same.
There are just a few changes:
  • Base 2 is set to the right side across the river next to base 1.
  • This version is MP-compatible
  • FOW has been removed to reveal other team, making it more competitive
  • Forest at the new location of base 2 has been moved towards the upper-right of the spot to give more space for buildings

Mission info file contents:
  Code:
Title
  The Iron Wolf

SmallDesc
  Town building basics by Thibmo.

BigDesc
  The enemy became hyper intelligent, they started to construct their own town! The time for us to prove we are faster has come. Build the structures before the enemy does and be the hero once more.


Have fun. (H)
Last edited by thibmo on 06 Aug 2015, 12:48, edited 5 times in total.
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thibmo

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Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 04 Aug 2015, 20:17

Re: Knights Province - The Iron Wolf - Alpha testing map

Now also created a rather handy Town Tutorial map with script.
The tutorial is beatable in ±30 minutes (When played strategically and all structures are found immediately by the player.) It is a race, though, as the tavern will have to be constructed later on.
The Tutorial consists out of 7 objectives.

More info to come soon! :)
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sado1

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Moorbach's Guard

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Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 05 Aug 2015, 11:48

Re: Knights Province - The Iron Wolf - Alpha testing map

I can easily say that this is the best looking map for this game ever made. xD

Well, you're the first, so I don't even know if it's a god map, having nothing to compare it to. It is definitely a step up from what Krom has made in the Alpha maps (but, as he says, he's not really a mapmaker), and I don't think much better quality level could be achieved with the current tools. We still need some more fun stuff, for example some grass objects. Keep up the good work.
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Krom

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KaM Remake Developer

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Joined: 09 May 2006, 22:00

Location: Russia

KaM Skill Level: Fair

Post 05 Aug 2015, 11:50

Re: Knights Province - The Iron Wolf - Alpha testing map

@Sado: I'm open to ideas of what tools and objects needs to be in the Alpha 2 ;-)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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thibmo

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Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 06 Aug 2015, 08:09

Re: Knights Province - The Iron Wolf - Alpha testing map

Thanks for the compliment! :D
Currently working on another map, yet I will avoid implementing good details, as the map handling [might/will] change severely during alpha stage.
It's a 6 player map and I hope it will be interesting to play.
For now it's going along well but I just need to add some scripting to it before I can add it to the repository of maps I am creating ( To simplify Krom's life by not having to read the tons and tons of messages and emails I write at times. :P (Sorry about that) ).

It seems that now there is no victory set just yet when the oponent is defeated as I tried a few times but no victory appeared.
Added a script to take care of this. :)
A teaser: Image

Also, I am not a great map maker either, I just fiddle around in the map editor and hope for the best. :P
The most challenging thing for me is the trees.
Last edited by thibmo on 06 Aug 2015, 14:20, edited 1 time in total.
~~ The magic wizard of PascalScriptus. ~~

KP-Wiki :
  • Information about Knights Province scripting ( unofficial )
  • Information about several hosting/server maintenance basics
  • Other random stuff
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thibmo

User avatar

Barbarian

Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 06 Aug 2015, 11:42

Re: Knights Province - The Iron Wolf - Alpha testing map

Krom wrote:@Sado: I'm open to ideas of what tools and objects needs to be in the Alpha 2 ;-)

Maybe a "ramp" option to create the edged hill sides more easily.
I was also thinking that it could be an idea to set the temp icons on the units in there as well, to help remember which units the map maker already placed. ( I got fooled by this a few times, adding 8 serfs instead of 5 serfs and 3 builders. :P )
~~ The magic wizard of PascalScriptus. ~~

KP-Wiki :
  • Information about Knights Province scripting ( unofficial )
  • Information about several hosting/server maintenance basics
  • Other random stuff

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