Opened 6 years ago

Closed 6 years ago

Last modified 6 years ago

#5040 closed enhancement (fixed)

Kushite maps

Reported by: elexis Owned by: elexis
Priority: Should Have Milestone: Alpha 23
Component: Maps Keywords:
Cc: Patch:

Description

As mentioned in some PMs with random map consultants and on some occasions on irc, I believe we should have some maps fitting ot the Kushites kingdom this release to complete the picture.

(Maybe new maps can still be committed after FF like we do with templates or art files.)

Attachments (1)

nile03.jpg (68.8 KB ) - added by elexis 6 years ago.
From http://looklex.com/e.o/slides/nile03.jpg

Download all attachments as: .zip

Change History (23)

comment:1 by elexis, 6 years ago

  • (-_-) aka smiley is working on a ethiopia map
  • Hannibal Barca might be working on the Sudd map Phab:D1311
  • It would be great to have a trigger script map with some ancient pyramids or temples in a historically relevant place geographically correct depicted.

comment:2 by elexis, 6 years ago

In 21330:

Elephantine random map script, refs #5040.
Uses OpenStreetMap polygons for the shape of the water, refs #5018.

Proposed by: Sundiata, wowgetoffyourcellphone

comment:3 by elexis, 6 years ago

In 21354:

Elephantine map description by Sundiata, refs #5040.

Place bushes on the shoreline.
Fix berries.
Remove unused tileclass.
Less watercolor saturation.
Fix lineendings.

comment:4 by elexis, 6 years ago

In 21364:

Napata demo map by Skhorn, based on research by Sundiata, refs #5040.

Displays a historic reconstruction of the ancient Nubian / Kushite city.

comment:5 by elexis, 6 years ago

(-_-)'s aethiopia map: Phab:D1336

comment:6 by elexis, 6 years ago

Summary: Kushite random mapsKushite maps

In r21128:
Kushites civ, Skirmish map "Butana Steppe (2)" and "Sandbox - Kushites" by wowgetoffyourcellphone

comment:7 by elexis, 6 years ago

In 21377:

Lower Nubia random map, refs #5040.

Composes the NASA heightmap with the NASA composite photography to reduce the ahistorical Lake Nasser and avoid having huge lakes in the valleys to the west of the Nile,
as the heightmap does not correlate with water distribution in this arid climate at all.
I.e. places riverbed elevation where composite and heightmap intersect, elsewhere uses the elevation model by NASA.

Bounding box chosen by Hannibal Barca
Geographic and biome consulting by Sundiata

comment:8 by elexis, 6 years ago

In 21380:

Pay missing file in the previous commit rP21377 with a large pyramid, refs #5040.

comment:9 by elexis, 6 years ago

In 21384:

Rework passage creation on Lower Nubia and add map description by Sundiata, refs #5040.

Increase passage size so that elephants and siege engines can pass with higher likelihood.
Use the ElevationBlendingPainter from rP21182, so that the mountain elevation near the river is taken into account.
Smooth the passages even more using the SmoothingPainter, refs #5027.
Add missing SetProgress calls.

comment:10 by elexis, 6 years ago

In 21402:

Aethiopia random map by (-_-) aka smiley.
Map description by Hannibal Barca.

Differential Revision: https://code.wildfiregames.com/D1336
Refs #5040

comment:11 by elexis, 6 years ago

In 21407:

On Elephantine, use rP21406, rP21405 to place a path from the temple to the pyramid and replace the city patch workaround.

Place the Ptolemian wonder as recommended by Sundiata, refs #5040.
Use StaticConstraint from rP21401 to save some seconds when placing soldiers.

comment:12 by elexis, 6 years ago

In 21416:

Move Danubius triggerscript function to compose random templates and garrison all entities of a given identity class to TriggerHelper.

Delete the copy thereof in Elephantine, refs #4805, #5040.
Use absolute paths for template names.

comment:13 by elexis, 6 years ago

In 21445:

Refactor and move random template composition triggerscript code used for gaia attacker waves from Danubius (rP19434 / D204) and Survival Of The Fittest (rP19359 / D145) to the TriggerHelper.

Eases implementation of new maps with diverse scripted attackers, refs #5040, D11 and map difficulties, refs #4963, D1189.
Replaces hardcoded templatenames with calls to a new TriggerHelper function to query template names, given Classes, Civ, Rank or Packed state.
Removes the duplicated template counting logic, that was intertwined with map specific unit classes balancing logic, refs #4805.

Use mimos garrison function from rP20659 / D1146 to support doubleclicking on garrisoned gaia heroes on Danubius, fixing the bug described in comment:10 of #4291.
Fix wrong (Trigger) prototype reference in rP21416.

comment:14 by elexis, 6 years ago

In 21484:

Common TriggerHelper functions to set formations on units, get the mapsize and current time, refs #5040.

comment:15 by elexis, 6 years ago

In 21485:

CityPainter for random map scripts that fills the given area randomly with the given templates, fixes #5061, refs #5040.

comment:16 by elexis, 6 years ago

Owner: set to elexis
Resolution: fixed
Status: newclosed

In 21488:

Jebel Barkal random map, fixes #5040.

Features:

  • a mountain created in atlas, refs #4816
  • a procedurally generated city, refs #5061
  • scripted city guards and reoccuring gaia attackers
  • attacker composition depend on the remaining buildings of the city
  • random irrigation canals that indirectly increase the distance between the two teams

Needs map description and player feedback to become complete.
Hill based on the Napata Reconstruction hill created by Skhorn of rP21364.
Consulting By: Sundiata, Skhorn

comment:17 by elexis, 6 years ago

In 21491:

Missing file in rP21488, reported by temple, refs #5040.

comment:18 by elexis, 6 years ago

In 21504:

Add a second biome (rainy season) to the Aethiopia map.

Patch By: smiley aka (-_-)
Differential Revision: https://code.wildfiregames.com/D1359
Refs #5040

comment:19 by elexis, 6 years ago

In 21524:

Rename Aethiopia to Fields Of Meroë as proposed by Sundiata and agreed with (-_-) aka smiley, refs #5040, D1359.
New map description by Sundiata.

comment:20 by elexis, 6 years ago

In 21525:

Map description for Jebel Barkal, based on description by Sundiata, refs #5040.

Don't try to spawn units when there are no more spawn points.
Missing rename in rP21524.

comment:21 by elexis, 6 years ago

In 21529:

Sudd map description, refs #5040, inspired by Sundiatas explanations.

(Preparation for string freeze while the map lies on FeXoRs currently inaccessible harddrive.)

comment:22 by elexis, 6 years ago

In 21556:

Implement walls on Jebel Barkal, beautify the map, improve the trigger script and add stables/cavalry attckers, refs #5040.
Display "Napata will attack in %(time)s!" to observers, string addition permitted by Itms.

Mapgen:
Use the EntitiesObstructionPlacer from rP21555, the wall constraints and return values from rP21554,
so that there are no walls at the hill and to keep gates free.
Add palms to the city blocks and guardians at the central path.
Carve out temple areas using the EntitiesObstructionPlacer, rather than having half the temple submerged by the mountain.
More treasures on the hill and in the city and allow mines on top of the hill.

Triggerscript:
Make units always patrol, since the attack-walk order runs out and then units accumulated after eradicating a player.
This also fixes the inconsistency that units captured after that order ran out, but not before.
Don't use the violent stance since this also allows capturing.
Move attacker targetClasses to attacker balancing composition object, so that it can be fine-tuned for every attackergroup.

Balancing:
Place Stables which only spawns melee cavalry which only attack traders, women and siege engines.
Nerf fortresses by not exclusively spawning champions (temples still do).

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