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Tutorial - Volunteer needed


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#1 quantumstate

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Posted 10 July 2012 - 10:20 PM

A little while back I messed around with making a tutorial using a custom AI. It seems to work reasonably, at least well enough to be better than nothing at all.

The constraints are that nothing the player owns can be modified by the tutorial script. You can send messages, detect what the player does and control an AI's units.

I am not much of a designer and don't have too much time so I was wondering if anyone would like to create a map along with some instructions for the player.

I was thinking something along the lines of:
  • Walk your female citizens to the civil centre.
  • Gather some resources.
  • A barbarian horde is coming! train warriors.
  • (AI barbarian horde arrives).
Edit:
To clarify (thanks Pureon) there are two parts, one is making a nice map and that other is writing a storyboard. The storyboard is more important to do first so it would be great to have someone write that. Once we have a storyboard we could modify an existing map which would be easier.

Also I have attached the example I made which might help give you an idea of how it works.

Attached Files


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#2 wrod

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Posted 11 July 2012 - 12:33 AM

i could make a map problem is im making my own map for amusement so it wont be very detailed and i dont know how to upload maps :unknw:

#3 quantumstate

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Posted 11 July 2012 - 05:38 PM

View Postwrod, on 11 July 2012 - 12:33 AM, said:

i could make a map problem is im making my own map for amusement so it wont be very detailed and i dont know how to upload maps :unknw:

You should be able to attach files on the forum. Otherwise any upload site will do. This is assuming you are able to save maps and find the location of the on your disk.

It would be good to have something which looks pretty, it doesn't need to be very big though. We would want something of reasonable quality so only go for it if you are serious about making a decent map :).

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#4 Pureon

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Posted 11 July 2012 - 06:38 PM

I should be able to help with this at some stage too. I took a good look through your tutorial files and added some very basic additional functions a few weeks back.

Would you be able to expand the number of cases available? Currently we have:
  • femaleNearCC - checks the distance of unit to CC
  • sixFemales - counts the number of a unit type
  • 500Food - checks amount of food resource
Some others we might want to have:
  • Unit Killed - checks if enemy unit is killed
  • Unit Garrisoned - checks if a unit is garrisoned within a building type
  • Unit Visible - checks if enemy unit/building is revealed from FOW
  • Unit Type Selected - I believe this one isn't possible
Additionally would it be possible to have the AI send a small attack force once a certain number of buildings have been built?
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#5 quantumstate

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Posted 16 July 2012 - 06:40 PM

I just realised that I only edited the post so people won't have been notified. Basically now we would like someone to write a storyboard/script for a tutorial and then we can go and make it into a map.

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#6 Pureon

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Posted 17 July 2012 - 07:51 PM

Below is a basic tutorial storyboard I've put together. It doesn't cover ships, trading, bartering, or heroes. It covers gathering resources, unit abilities, constructing buildings, phases, defending, attacking, siege, training units, researching technologies...

Spoiler

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#7 Pureon

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Posted 26 July 2012 - 09:00 AM

Has anyone had time to go through the above? We had a short discussion about it on IRC a week ago, but otherwise this has gone quiet.

To clarify: The tutorial starts with abundant resources, so there's no need to wait for resources to be gathered before phasing up or constructing a building. That makes the tutorial flow quite fast, despite the 20 or so tasks it involves completing. The ability to know when a unit is being trained, and then is fully completed, allows us to speed up the gameplay/tasks which is a good thing.

I might use a small RMS map as a base map for this, does anyone have and recommendations? (Not too many trees and no rivers/seas to cross)
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#8 quantumstate

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Posted 12 November 2012 - 08:04 PM

I've committed a map with this tutorial. I'm sure there are many improvements to be made, go ahead and test (the map is called Introductory Tutorial) and give feedback.

Known issue: Phase advancement is done by using a timer because the AI doesn't detect techs.

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#9 Jeru

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Posted 12 November 2012 - 08:33 PM

Are there still volunteers needed for this task? I can let people know over social media.

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#10 quantumstate

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Posted 12 November 2012 - 08:36 PM

View PostJeru, on 12 November 2012 - 08:33 PM, said:

Are there still volunteers needed for this task? I can let people know over social media.

It depends what people think on the current version. It could certainly be improved, it might be nice to add a storyline.

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#11 Pureon

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Posted 12 November 2012 - 09:10 PM

View Postquantumstate, on 12 November 2012 - 08:04 PM, said:

I've committed a map with this tutorial.

Nice one. I'll check it out when I'm back in a few weeks time.
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#12 fabio

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Posted 13 November 2012 - 02:41 PM

Nice work! :)

A minor suggestion: these two tutorial scenario should be put in a dedicated section ("Tutorial") rather than Default, also they should start with a number ("1 - Introduction...") to make sure they are displayed in the correct order.
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#13 fabio

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Posted 13 November 2012 - 02:54 PM

You can get stuck in the tutorial if you select the arrow rather than the sword technology (I just tried to see what would happen).

EDIT: Well, no, after a while the enemy attached and the tutorial continues. :)

Edited by fabio, 13 November 2012 - 02:58 PM.

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#14 fabio

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Posted 13 November 2012 - 03:11 PM

The enemy soldiers suicided before attaching them, note that I enabled the "Reveal Map" option, maybe related to this?
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#15 fabio

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Posted 13 November 2012 - 03:16 PM

Lastly:
  • it should not be possible to select You in Player 2 and AI in Player 1;
  • the tutorial AI should be hidden and only useable in the tutorial maps (EDIT: I mean something like r12626).

Edited by fabio, 13 November 2012 - 04:45 PM.

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#16 quantumstate

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Posted 13 November 2012 - 06:00 PM

Lion.Kanzen:
Thanks for the bug report, I will get that fixed. I took the liberty of removing some of the repeated error messages.

The Starting Economy Walkthrough is experimental (that is why it is a demo map). It is meant to be followed in real time, so a log doesn't make much sense to me. I'm not sure if this is an effective learning technique though.

View Postfabio, on 13 November 2012 - 03:11 PM, said:

The enemy soldiers suicided before attaching them, note that I enabled the "Reveal Map" option, maybe related to this?

This is intentional to prevent people from attacking the enemy base too early. Playing with reveal map on is not supported.

Ideally we should launch the map using a special interface so switching the players round shouldn't be a problem, making the AI hidden is a good idea.

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#17 fabio

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Posted 13 November 2012 - 07:29 PM

View Postquantumstate, on 13 November 2012 - 06:00 PM, said:

Ideally we should launch the map using a special interface so switching the players round shouldn't be a problem, making the AI hidden is a good idea.

Other games usually consider the tutorial the first, simple campaign. :)
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#18 Zeta1127

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Posted 14 November 2012 - 06:44 AM

I would test this, but the new sound manager made sound practically unusable in Alpha XI, and I would need to start using SVN to even know whether my issues have been resolved, so I don't think I would be much help at the moment.
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#19 fabio

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Posted 14 November 2012 - 09:50 AM

Having a look at the Tutorial AI it looks this is not a real AI but rather Triggers over "Unassigned AI". Would be possible to generalize the Triggers so that they can be used with any AI on any map? I was thinking at asymmetrical maps, where the computer opponent start with a big city with an "Unassigned AI", and after you reach the city phase the AI changes to Aegis.
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