TeamPlay Co-Op Campaign [teaser]

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TeamPlay Co-Op Campaign [teaser]

Postby AwarE » 23 Feb 2012, 07:49

Aeon AI Challenge Series

Welcome Commander…

The Aeon announced at the ‘Docklands’ that all entities in this solar system must covert to the “Way”
… according to the Aeon High Council the only manner to survive, the ‘Planet X’ perihelion in December 2012, is to become a pure energy Illuminate. The Aeon asserts that they alone know this “Way” to the 5th level of consciousness.

Their decree states:
- All war must cease and all resources devoted to the spiritual endeavors of the Way.
- That the Seraphim are our friends and we should welcome them as they have come to help us in the approaching cataclysm.
- No divergent resistance will be tolerated, as time is too short.
- After ‘Planet X’ passage all resources will be divided equally among resurrected souls.
- The Seraphim have terraformed the ‘Aeon Homeworld ‘ in order to ensure their survival.


Hmmm… reading between the lines of this edict we understand that Seraphim and Aeon factions have united to take executive command over all factions. Their flawed premise that a second sun will bring Total Annihilation to at least 2/3s of all living creatures is at best a sick joke and at worst a malicious form of mind control.

The Galactic Alliance has already replied by declaring the Docklands a strict No_Fly_Zone and that we are sending 2 loyal Commanders to maintain our control of the northern docks. They proffer Apocalypse we propose Armageddon.

This will be the beginning of a Major Campaign that involves 3 theaters:

Docklands 20x10
Image
http://forums.gaspowered.com/viewtopic.php?f=20&p=920175#p920175
[GpG & FAF map Vault]

Planet X 20x10
Image
[GpG & FAF map Vault]

Aeon HomeWorld 20x20
Image
[GpG & FAF map Vault]

TeamPlay Aeon Campaign

2 loyal teamed human Commanders from any faction
verses
2 teamed Aeon Sorian Turtle AIs.

TeamPlay has only one rule…all allied Commanders must be still in game for Allied Victory. If any ally dies or leaves the match is a Loss.

This series of maps are set to play against Sorian Turtle AI not AIX. As I have pointed out in the past a “No Air” unit restriction applies to most TeamPlay water maps if you want to fight an intelligent and robust AI. There are a couple of reasons for this restriction:
1. When the AI builds Air it builds 2 Airports per AI at each expansion position. This will choke the land build for room and also nerf the naval build by taking away resources.
2. If AIX AI had a controllable cheat factor it could be set at 1.4 and then the stealing resources problem would be alleviated.

So keep in mind that no Air restriction will improve gameplay.

No matter how many start position the map contains the Campaign is only for 2 human verses 2 Sorian Turtle AI. Humans must start in the correct map positions that are usually in the North [top] or West [left]. Only 2 AI are required, as any more will weaken the AI and slow gamespeed.

The maps are designed to run 1000 units at normal gamespeed.

Until FAF sorts out the AI’s use of custom units it is best not to use any mods.

Each TeamPlay map has a setup for ultimate AI performance posted at GpG map forum.
Some conditions cannot be set under FAF until the LEM is incorporated… like # of expansions, TML accuracy and AIX difficulty.

Of course you can do what ever you like on my maps as they are really only normal maps with a good set of AI markers. You could:
a. Allow Air - This will bring the weakest AI to the match.[also slow gamespeed]
b. Start in the wrong positions – generally gives weaker AI
c. Add more than 2 AI – also generally gives weaker AI
d. Use AI other than Sorian Turtle – again generally gives weaker AI
e. Run mods like BlackOps - You will have a major advantage
f. Play against other factions – Seraphim will play well on these maps.
g. Have more than 2 humans – Only 1/3 instead of ½ available resources.
h. Play all human [with no AI] - in 2v2, 2v3 or 2v4 team games. [fast gamespeed]
i. Use 2 Sorian Turtle AIX - good luck with that until it is less cheating.

Lastly I should warn you that you need a clean 3GHz quad core [or oc’ed =] that is running very well for Internet play on the larger 20x20 map with 1000 units.


For your delightful entertainment.
roj
Last edited by AwarE on 24 Feb 2012, 03:09, edited 1 time in total.
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Re: TeamPlay Co-Op Campaign [teaser]

Postby AwarE » 23 Feb 2012, 08:32

Bring-On the Co-Op server with its own set of score methods

I suggest this score method for TeamPlay:

Win for Human
Win = [+4] points … you killed both AI commys and both human commys were still in game and all AI units are dead.
Win = [+3] points … you killed one AI commy and both human commys were still in game and all AI units are dead.
Win = [+2] points … you killed zero AI commys and both human commys were still in game and all AI units are dead.

It is important to factor in that the AI can win even when it loses its commy...

Win for AI
Win = [+4] points … AI killed both human commys and all human units are dead.
Win = [+3] points … AI killed one human commy and all human units are dead.
Win = [+2] points … AI killed zero human commys and all human units are dead.
Win = [+2] points … AI killed both human commys and lost its commy and all human units are dead.
Win = [+1] points … AI killed one human commy and lost its commy and all human units are dead.
Win = [+1] points … AI killed zero human commys and lost its commy and all human units are dead.

Human loss
Loss =[ 0] … you killed both AI commys and your partner lost his commy.
Loss =[-1] … you killed one AI commy and your partner lost his commy.
Loss =[-2] … you killed one AI commy and you lost your commy.
Lose= [-2] … you killed zero AI commys and your partner lost his commy.
Lose= [-2] … you killed zero AI commys and you lost your commy.

So a typical Win for human team would give:
H1[+3], H2[+3], AI1[-2], AI2[-2] ---or--- H1[+4], H2[+2], AI1[-2], AI2[-2]

...and a Loss would be like
H1[-2], H2[-2], AI1[+3], AI2[+3] ---or--- H1[-2], H2[-1], AI1[+2], AI2[+3] ---or--- H1[-2], H2[-1], AI1[+2], AI2[+3]

H1[-2], H2[-1], AI1[+2], AI2[+1] ---or--- H1[-2], H2[ 0], AI1[+1], AI2[+1] ---or--- H1[-2], H2[-1], AI1[+1], AI2[+3]

roj
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Re: TeamPlay Co-Op Campaign [teaser]

Postby AwarE » 26 Feb 2012, 02:09

Lets face it... the FAF map Vault is a crock of shiat

The vault server does not confirm that your map has been uploaded.
The new layout is horrible with text overlaying other text so that neither can be read easily.
It was looking good for a while... what happened?

'Docklands' map is available in FAF Vault but both 'Planet X' and 'Aeon HomeWorld' cannot be found using the search.

I have uploaded all three maps to a 3rd party map site...

'Docklands'
http://www.strategyinformer.com/pc/supremecommanderforgedalliance/map/41276.html

'Planet X'
http://www.strategyinformer.com/pc/supremecommanderforgedalliance/map/42467.html

'Aeon HomeWorld'
http://www.strategyinformer.com/pc/supremecommanderforgedalliance/map/42466.html

roj
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Re: TeamPlay Co-Op Campaign [teaser]

Postby Ze_PilOt » 26 Feb 2012, 02:23

Can you please be a little respectful for the work of the people involved in it ?

You can also explain what problems you encounter, because I don't see any "text overlaying each other" or things like that. Chances are that you discover some kind of bug we are not aware of.

The map parser is buggy (so some maps are not put in the vault correctly), but we are working on it.

I have to state that nobody told me that some maps weren't uploaded. I've discovered that by myself a week ago (and almost by mistake).
I will say it again : IF YOU DON'T REPORT BUGS, THEY WON'T GO MAGICALLY AT RELEASE.
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Re: TeamPlay Co-Op Campaign [teaser]

Postby Raging_Squirrel » 26 Feb 2012, 02:37

AwarE wrote:Lets face it... the FAF map Vault is a crock of shiat

oh thank you for appreciating my work ;)
face this and shut the f*** up. It says "report bugs" not "whine on the forum".
I hope the rest of the community are not jerks as you are
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Re: TeamPlay Co-Op Campaign [teaser]

Postby thygrrr » 26 Feb 2012, 02:41

The text overlap is a bug I introduced with a feature that I asked squirrel to activate and accidentally I released a build with said new feature. It's a beta and we're all working on this in our personal free time.

Squirrel, if you find the time, can you comment out the css=local feature? There seems to be a bug in QtWebkit that needs to be resolved for it to work anyway.
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Re: TeamPlay Co-Op Campaign [teaser]

Postby AwarE » 26 Feb 2012, 05:00

Ok, Ok … I am sorry to offend.
I do appreciate the noble efforts of the FAF team… You have made many improvements.

Sometime you have to tell it like it is.

I have asked in past posts for a Mapping section or ‘Sticky’ in the forums where all topics related to mapping can be found together. At present we have an incomplete wiki and forum posts that are scattered and lost.

When doing a map upload the mapmaker could upload a raw map folder, a zipped map folder, a winRAR map folder or a GpGnet error checked and zipped [extension .v0001] folder.
The up-loader does not tell you what format to use. It says ‘uploading your map’ and shows a progress bar for a few seconds… then nothing. No confirmation that Upload was successful. When you search for name you get blank screen… again “No results found” would be good. Try and upload same map in a different format… Up-loader goes through same routine and no result. Sheesh… I’ll go find a site that tells me what its doing.

I think we could see a lot of bad maps in the FAF vault… if error checks are sidestepped as they are atm.

But hay… who will be able to find any solutions you say under this post? Give me a Vault page that is not stealth and I’ll target it with bugs.

I will try to be civil and constructive in future.

roj
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Re: TeamPlay Co-Op Campaign [teaser]

Postby Ze_PilOt » 26 Feb 2012, 12:23

AwarE wrote: At present we have an incomplete wiki and forum posts that are scattered and lost.


Hey, it's a wiki. Guess what : You can actually edit it and complete it ! That's actually the whole point of it.
Ah yes, that take time... But it take our time too, and we code the system on top of it :)

AwarE wrote: Try and upload same map in a different format… Up-loader goes through same routine and no result. Sheesh… I’ll go find a site that tells me what its doing.


We are going for the "simpler is better", you select your map folder with all the files. You don't zip or rar it manually.
But it's true that the upload process is not clear enough about that.
If the parsing is wrong, it should indeed display a message before upload.

AwarE wrote:I think we could see a lot of bad maps in the FAF vault… if error checks are sidestepped as they are atm.


As the wiki, again, "your" fault : There is a report button to report bad maps.

AwarE wrote:But hay… who will be able to find any solutions you say under this post? Give me a Vault page that is not stealth and I’ll target it with bugs.


You can use the tech forum and open a vault thread.
I don't thing that a whole forum is needed for that.

Unless the mapper community is really huge here, then I will consider it.
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Re: TeamPlay Co-Op Campaign [teaser]

Postby Kryo » 28 Feb 2012, 20:21

i already tried three times to upload a map called marks abyss. it never worked, even though the upload was completed.
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Re: TeamPlay Co-Op Campaign [teaser]

Postby Raging_Squirrel » 29 Feb 2012, 00:37

well uploading currently doesn't seem to work
probably due to bad lua parsing, which is being entirely redone (I don't have much time for it nor python skills, so it will take some time)
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