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Community Campaign (Dow 1)

This is a discussion on Community Campaign (Dow 1) within the WH40K:DoW General Discussion forums, part of the Dawn of War Series category; Ill post a new veisan of the meta map as soon as i return from school. When we get the ...

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  #71  
Old October 5th, 2009
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Ill post a new veisan of the meta map as soon as i return from school. When we get the ok from that we can start selecting and making maps for the territoies. we should also make a offical anoncment on about our project durning that time ....ill expand on this later today...

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Will there be "garrisoning" of troops in territories so that only the ones involved in attacking and defending are involved in a particular skirmish, or will all the honor guard possible be present each time in every battle?
No there will be no "garrising" troops in captured territory. Unfortinatly this will make the campagin very imbalanced and would probably encourage "rushing" with free units. Not that im aganist rushing, I just want each team to have a equal shot at winning.

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I like the idea of deepstriking the honour guard. Is it possible to have it as a 'summoned' unit. Say, if the going is getting tough you click on the icon, like for the body Guard of the Ethereal? If you make it summon able by the race commander that should be at least 2 minutes into the game, considering unit, barrack and commander build times.

I maybe think as well that the Honour guard should be a one off thing, like, you get it by winning a territory but if it dies it's dead, so you have to use it wisely
Well there are 2 ways we can do this - ether by modding the game or using scar.

If we use scar we could create areas where you move (lets say the commander) to a speficic place on the map preferably near the hq. When he or she moves to this spot the units will spawn.

If we mod it into the campagin we coul possibly creat a spawn icon on a commander or hq which gives you a unit avalible to you however, that would mean we would have to create multiple verisans of the mod to keep pace with the campagin, which is why im a little wery on the use of hounr guard.
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  #72  
Old October 5th, 2009
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How is this for an idea, at the very start some odd structures are present in specific places that are owned by the various players. The structures work like a "button" to bring in the Honor Guard, all the player has to do is select and delete them when they want them. They could be located near the HQ so there isn't much of a chance of the enemy blowing them up and forcing the units to come that way. Unfortunately there are not a lot of buildings that do absolutely nothing, so if we are not using a mod it might be that we are stuck with a "sewer pipe" or a "Tau Beacon" or something. It is also possible to use "civilian" units instead of structures, an example similar to this is the old guy I put in the "Capitol Defense" map that causes the whole building to collapse when he dies. The advantage I see in useing scar over a mod is that it could be a bit easier to keep it up to date, but no matter what it is we will have to be passing files back and forth.

Using the structures or civilians is well within my ability, but there also may be the possibility of adding an actual button to the HUD of each player. I've seen this done through scar I just don't know how to do it. I can try to approach one of the Great ScarMasters to see if they will grant audience to our humble plea...

Oh, I should also say it could also be that taking a relic or strategic point could also trigger the arrival of the Guard, or the movement of the commander unit, as you said as well.

I'm happy enough not garrisoning troops, using wargear or forward bases (except perhaps in a team's HQ territory, if we are going to do that) as it will keep things a lot simpler but still should be plenty of fun.

The Honor Guard will be "one off" so that when they are dead they are dead. You can reinforce the squads if individuals die, but if they are all gone they are irreplaceable. The good thing about units like that is they do not take up any cap, so are indeed extra units and if they are used wisely they can be very strategic, but in themselves are not likely to determine the course of a battle.
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  #73  
Old October 5th, 2009
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Default Re: Community Campaign (Dow 1)

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I'm happy enough not garrisoning troops, using wargear or forward bases (except perhaps in a team's HQ territory, if we are going to do that) as it will keep things a lot simpler but still should be plenty of fun.
Regarding the HQs.. I really want each HQ unique in there won way. I don't want it to be another annihilation type game - i really want the player to have a unique experience on those maps.


Here is a new verisan of the mini map: Each color represents a playable area I have named all of the territories, If anyone is apposed to the names please speak because as soon as we get that out of the way we can start on the "meat" of the project

Red: Tamier - Governers Villa
Purple: Idkov Wastelands
Green: Ilos - City center
Yellow: Tamier highlands
Pink: Viena Mountians
Blue :Agoura
Tiel : Black Forest
Tan: White Coast
Orange: Badlands

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  #74  
Old October 6th, 2009
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Default Re: Community Campaign (Dow 1)

I think the main HQ of that specific race should be as heavily fortified as Terra Mines, Walls, Turrets etc. Make them really special, almost impenetrable and something that requires an epic battle.

So Red, could you add say a mission objective using scar saying for example 'Rescue the Administrator'. If you get the administrator back to your HQ, like on the Pavonis map on Dark Crusade but with Servitors, you get awarded a Honour Guard?

One thing I am worried about is making this to complicated. It sounds great what we are doing, well what you guys will be doing, but are we getting to over ambitious with what we want to achieve?

Loving the Meta map by the Way Kendall
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  #75  
Old October 6th, 2009
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One thing I am worried about is making this to complicated. It sounds great what we are doing, well what you guys will be doing, but are we getting to over ambitious with what we want to achieve?
Its not being over ambitious if were able to do it ...I'm going to start picking out maps to edit. Also it might be a good idea to contact the creater of each map to see if we can use it....
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Old October 6th, 2009
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Default Re: Community Campaign (Dow 1)

I don't doubt that you won't be able to do it, it's how much stuff we give ourselves to do which is what I am worried about.
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Old October 7th, 2009
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Default Re: Community Campaign (Dow 1)

Ah, those sound like some great ideas there! I can fiddle around with some code and see if some units can be around the map as "neutral" and the first player to get in close proximity to them will suddenly own them (that's not pwne them by the way!) When that unit makes it back safely to the headquarters it can dissapear and in it's place have an Honor Guard squad. I understand how it is done, so I don't think it will be all that hard.

We will still need to decide how many of these guys we will put around the map, and what kinds of Honor Guard units will come for rescuing them. Our pick of units to be rescued needs to be careful as well since some are powerful in themselves. I think that the civilian units would not be a bad choice, except for the crazy amount of hit points they are given. I can reduce that fairly easily by "wounding" them so that they actually can be killed if not protected. I think this is going to be a lot of fun!
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Old October 7th, 2009
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Default Re: Community Campaign (Dow 1)

Quote:
Originally Posted by Redeemed74 View Post
Ah, those sound like some great ideas there! I can fiddle around with some code and see if some units can be around the map as "neutral" and the first player to get in close proximity to them will suddenly own them (that's not pwne them by the way!) When that unit makes it back safely to the headquarters it can dissapear and in it's place have an Honor Guard squad. I understand how it is done, so I don't think it will be all that hard.
Excellent Stuff. So could they also be awarded for take and hold missions as well?

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Originally Posted by Redeemed74 View Post
We will still need to decide how many of these guys we will put around the map, and what kinds of Honor Guard units will come for rescuing them. Our pick of units to be rescued needs to be careful as well since some are powerful in themselves. I think that the civilian units would not be a bad choice, except for the crazy amount of hit points they are given. I can reduce that fairly easily by "wounding" them so that they actually can be killed if not protected. I think this is going to be a lot of fun!
Can a round be ended by using Scar say if a civilian dies that belongs to player 1?
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Old October 7th, 2009
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Originally Posted by SteviEboY View Post
Excellent Stuff. So could they also be awarded for take and hold missions as well?
Can a round be ended by using Scar say if a civilian dies that belongs to player 1?
Yes, the "Catastrophe Caverns" scenario has all that coding in it that I can barrow from for the "take and hold" idea where you get Honor Guard squads for capturing various points. Of course that one only gave Necrons, but it can be expanded to work for any kind of race. It also is very easy to end the game when a specific unit dies, like an Assassination rule. We just have to tell it to kill the whole team (or specific player) when that unit dies. Keep up the great ideas!
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  #80  
Old October 7th, 2009
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Default Re: Community Campaign (Dow 1)

Before we start getting to excited we need actual maps, So lets start on this today before we think of everything else. We need to start making and modifying maps for the project well see what we can and can not do and or what we can add to it to make it a grand experiernce for the players.


List of objectives (Red High Priority)
  1. Create A meta map (done)
  2. Create a following - People intreseted
  3. Select and Make maps
  4. Create scar for maps
  5. Create and finish a story
  6. Create a Web Site
  7. (Optional) - create a forum
  8. Create a set of Rules for the campagin
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