Dawn of Man

Dawn of Man

Savanna
35 条留言
UglyBird  [作者] 10 月 19 日 下午 4:32 
Heureux d'avoir pu t'aider.
Salvation 10 月 19 日 上午 6:39 
Oui, c'était moi, haha ! J'ai déjà accepté ton invitation.

Merci infiniment de m'aider ! Il fallait remettre la fiche "preview.png" du fichier "WorkshopUploader" à "Content". Quelle folie ! :steamfacepalm:
Grâce à toi c'est fait maintenant. Je t'ai mentionné dans la description de mon scénario. Merci encore !
UglyBird  [作者] 10 月 18 日 下午 4:57 
I have read your introduction on your profile and it seems we have a lot in common except for the age as I am 76.
I see that you are from Austria and must compliment you on your French.
Good luck with your scenario and please let me know when it is up and running.
UglyBird  [作者] 10 月 18 日 下午 4:47 
Hi Salvation,
Je pense que tu est la personne qui m'a envoyé a "friend's invite".
J'ai ignore l'invitation ne sachant pas de qui il pouvait s'agir.

En ce qui concerne le "Workshop Uploader" il faut mettre dedans:
- Un fichier "Content"
- Dans celui-ci in autre fichier "Environments" contenant "le nom de ton scenario.xml"
ainsi que la fiche langage xml, la fiche scn.xml, et facultatif, "map.png" et "thumbnail.png"

-il faut également mettre une image "preview.png" format 640x320 px (très important) Ce dernier ne va pas dans le fichier "Content" mais dans le fichier "Workshop Uploader" .

Quand tu upload il te faut entrer un titre et une courte description, ceci peuvent être modifier plus tard.

Une fois uploaded Steam lui alloue un code.
J’espère que cela t'aideras, bon jeu.
Salvation 10 月 18 日 上午 12:37 
Bonjour, excuse-moi, pourrais-tu me dire comment tu télécharges tes scénarios ?
Moi j'en ai créé un lequel j'ai déjà joué moi-même jusqu'au fin, mais ce que les guides autour télécharger workshops disent est réciproque et ne semble pas de fonctionner.
Quand je lance le "Workshop Uploader" dans le jeu, il dit "Aucune image de prévisualisation trouvée" même si j'en ai créé une dans Documents\DawnOfMan\WorkshopUploader\Content\ et aussi dans un fichier qui est appelé par le scénario. J l'ai essayé avec et sans la placer dans un fichier "Preview".
UglyBird  [作者] 10 月 15 日 下午 8:33 
You are welcome, thanks.
Va'ar The Gaul 10 月 12 日 下午 10:11 
Thanks for doing what the devs couldnt.
UglyBird  [作者] 9 月 16 日 下午 11:17 
Thanks for your help making it better.
yummy guinea 9 月 16 日 下午 9:52 
@UglyBird
:steamthumbsup:
UglyBird  [作者] 9 月 16 日 下午 9:34 
Done
UglyBird  [作者] 9 月 16 日 下午 9:21 
Will do
yummy guinea 9 月 16 日 下午 9:07 
@UglyBird
Thank you very much for adding the two new starting positions!
One suggestion: for a smoother experience, I think it would be better if the description texts were combined into a single pop-up. Currently, with the setup as it stands, there are three separate pop-ups, which means I have to click OK three times before entering the main game. If possible, it would be great to refine the description into one so the flow feels more seamless.
UglyBird  [作者] 9 月 16 日 下午 7:20 
Thought I would put the markers anyway on the bottom of the right side image.
UglyBird  [作者] 9 月 16 日 下午 7:12 
It's done.
UglyBird  [作者] 9 月 16 日 下午 7:08 
I know that, but this scenario not having a map to display location, I would need to change that and I did not feel like changing the existing scenario.
I have scripted 2 new locations using different 'seeds', 1 hilly and 1 lake side.
I might just use those in the existing scenario for now, they won't appear on the map image.
Will need to choose on the right scroll.
I am uploading this now if you want to try and let me know what you think.
yummy guinea 9 月 16 日 下午 6:51 
@UglyBird
I think you don’t need a new scenario to add locations. You can simply add more <location> tags inside the existing <locations> block. Each tag just needs an id, seed, environment, map_location, and optionally position, river, or lakes.

For reference, I use this method in my Wild Hunter mod.
UglyBird  [作者] 9 月 16 日 下午 6:28 
Sure can do, but will make a separate scenario.
Give me a day or 2, will post here when done.
yummy guinea 9 月 16 日 上午 4:22 
Glad to see you pump some new blood into this game!
However, I wonder if you would like to add more starting locations to your mod. Now there is only one to choose from, but I hope you can make 4 or 5 to make full use of your big map.
zekefound 8 月 27 日 上午 5:15 
耐斯
UglyBird  [作者] 7 月 12 日 下午 7:04 
Sorry Tana. small error in code, it is now fixed.
tana 7 月 12 日 上午 9:12 
did you change something? I cannot play this scenario anymore, I get an error message saying something like raiders amount isn't set
UglyBird  [作者] 7 月 7 日 上午 1:51 
Thanks for the feed back Tana.
I will follow your advise and lower the raiders numbers a little and increase time in hardcore.
I will do that now and update it online, should be available to you soon.
You can play your save no problem.
tana 7 月 7 日 上午 1:21 
I think raid frequency is a little too high honestly, sometimes I would get attacked twice in a row, you never survive that second raid. Especially that fertility seems to be low, so you never really have time to replenish population between raids, heavily relying on immigration to help keep the numbers afloat. A bit of fertility increase wouldn't be a bad thing.

I've managed to reach bronze age, but as soon as I advanced to iron age, I didn't even have time to mine my first iron that I got raided by a huge iron weapons and armor army, I had around 80 pop at that time, but I had no chances with my leather armor and bronze weapons. Maybe giving a little more time after advancing to a new age to allow us to catch up with the technology would be good too.

Now it's a fun scenario, I enjoy playing it, and I'll give it more tries to see if I can reach steel. I'll let you know if it's just me bad at the game or if i still run into the same issues :)
tana 7 月 7 日 上午 1:21 
ah okay, so I was reading it wrong, 1 extra raider per 20 pop isn't so bad, I guess I was very unlucky to always have the max amount of raiders then.

I was talking about the very first raid of the game, as soon as I advance to the third age, Neolithic, within the year you get raided. I've never survived by not having defenses so far, if they all gather in the middle of the village, they get swarmed.

I managed to survive by holding on to advance untill I had enough points to immediately also unlock walls and thatching, and just before I advanced, I cut a massive amount of trees and hunted everything around to have a huge stockpile of food and wood, so I could immediately build up defenses without doing anything else.

The animal attacks aren't too much of a problem honestly, I only lose people to them if I'm not paying attention. You could increase the amount and frequency a little to make it more challenging.
UglyBird  [作者] 7 月 5 日 下午 4:48 
Hello tana,
First of all, the extra raider is for every 20 population, so with a pop of 30 you will get 1 extra.
It would not be your 1st raid of the game if you build walls and have farming, I suppose you are further along in the game.
Which era are you in?
Have you tried to play without gates and wall at the early stages of the game?
Your villagers will gather at the centre of your settlement among your buildings and wait for the enemy. Better chance of survival.
You could also lower the "14 - 20" figures in the script if it helps.
I admit that the scenario is not easy on hardcore. mostly because it is hard to increase your population due to the constant loses to animal attacks.
See what you can do and please let me know how you get on.
Thanks for your comment, it helps me understand the outcomes depending on the different ways the scenario is played.
Good luck to you.
tana 7 月 5 日 上午 2:03 
am I the only one getting absolutely wrecked by the first raid on hardcore?

I must have restarted it 10 times, even when I manage to scramble some walls and gates,they attack almost immediately as soon as you unlock farming leaving me very little time.

I had a look at the settings, and it said that raid are between 14 and 20 but you get extra raiders for population above 20, am I reading that right?
if yes that seems excessively low pop threshold, since always around that time, my pop is around 30, but there's around 5-10 kids in the mix, so I have 20-25 adults to fight off 24-30 raiders (if I'm assuming correctly that you get 1 extra raider per pop above threshold, so in this case 10 extra raiders)
I feel it should be rather around pop 30 that you get extra raiders.
UglyBird  [作者] 6 月 7 日 下午 6:18 
You are welcome:steamthumbsup:
Maximaaal 6 月 7 日 上午 10:33 
Works well, thx for the quick fix.
UglyBird  [作者] 6 月 3 日 下午 9:01 
I have changed some of the script as human raiders and animal raiders would not trigger together in the same era.
You now have animal raids only in Paleo and Mesolithic
After that only human raiders.
Checked it and it works fine, just update files and play your saves,
Good luck and sorry for the problem.
UglyBird  [作者] 6 月 3 日 下午 5:39 
Will look into it right away.
mcyummy 6 月 3 日 上午 9:21 
same issue, no raiders after the animal attack fix.
Maximaaal 6 月 2 日 下午 1:29 
I didnt get any raiders in my game and I already played till the copper age.
UglyBird  [作者] 5 月 24 日 下午 4:52 
To mcyummy,
I have made some changes in the script, you can update your files and continue your saved game.
Animal raiders settings were changed from multiple animals on 1 line to 1 animal per line of script.
I had problems in the past with more than 1 animal raider on 1 line of script.
I will try it out but this should fix the issue.
You mentioned you had 100s of hyenas attacking, I had wolves by the hundrens.
It was fun fighting them before extinction.
Hope this will fix it for you.
UglyBird  [作者] 5 月 24 日 下午 4:21 
I got this also when playing it, thought it was a bug in my save, but apparently not.
I will look into it.
mcyummy 5 月 24 日 下午 12:45 
The village got wiped out by hundreds of Hyenas in 1 minute.