Dawn of Man

Dawn of Man

Clovis nomadic
18 kommentarer
UglyBird  [ophavsmand] 1. feb. 2024 kl. 15:19 
C'est souvent plus intéressant de créer un scenario que de le jouer.
phil.elloviht 1. feb. 2024 kl. 8:35 
Ah ! OK. Je pensais que ces chiffres étaient liés à l'environnement et donc à la présence des ces animaux selon la hauteur du relief. J'étais loin du compte ...

Je viens de tester, c'est génial.
Merci mille fois.

Pour info, j'ai trouvé aussi que l'on pouvait donner un nom à un humain et lui attribuer rien qu'à lui des outils et/ou vêtements spécifiques.
C'est vraiment très amusant de construire tout cela.

Bonne journée et encore merci
Phil
UglyBird  [ophavsmand] 31. jan. 2024 kl. 16:26 
Hi Phil,
Il faut aller dans le fichier "scenario.scn.xml" scenario etant le nom du scenario que tu veux changer.
Example:
<!-- Set animal populations, these will get spawned automatically -->
<action type="SetAnimalPopulation" animal_types="vulture dove eagle" min="25" max="35"/>

<action type="SetAnimalPopulation" animal_types="wolf" min="35" max="55" era_factors ="1 1 0.75 0.50 0.50 0.50"/>
<action type="SetAnimalPopulation" animal_types="bear cave_lion" min="10" max="15" era_factors ="1 1 .75 .75 .5 .25"/>

Pour chaque animal il y a le nombre min et max, et une série de 6 chiffres.
Chaque chiffre représente une 'Ère'
(1) pour nombre total,
(0.75 0.50 0.25 0) pour 75%, 50%,25% ou 0% du nombre ci-dessus.
(0) représente extinction de l’espèce.
phil.elloviht 31. jan. 2024 kl. 15:06 
Bonjour UglyBird,
Dans les différents scénarios que tu as créé, as tu eu l'occasion de programmer la présence de tous les animaux durant toutes les époques ?
1) J'ai utilisé "unlock" pour l'ère du Fer et j'ai perdu les mammouths et autres gros morceaux.
2) j'ai utilisé "unlock" pour différents déblocages d'étapes ( dog_training, tanning, grain processing, etc ...) MAIS dès que je débloque la métallurgie à l'age de fer, peu de temps après je perds en rafale toutes les grosses bêtes.
Dans certains scénarios, il est annoncé que les animaux restent tout au long des périodes mais je n'ai pas réussi à trouver la formule qui précise cela.
Je sais bien que les concepteurs du jeu ont bien séquencé ces disparitions mais j'aimerais bien essayer de chasser ces grands herbivores à tous les âges.
Aurais tu une idée à ce sujet ?
En te remerciant
Philo.
UglyBird  [ophavsmand] 1. jan. 2024 kl. 16:00 
It is true that high mountains and too much water interfere with the path finding, unfortunately there is nothing we can do to avoid that.
On Camargue, if you avoid settling on small islands and look at land masses attached by narrow
isthmus to the rest of the map pathing is not to bad.
Maximaaal 1. jan. 2024 kl. 6:20 
I tried that one, but there arent really many usable "true islands" there, also the game in general has some issues with playing on an island from what I hve seen, the pathfinding gets pretty bad...
UglyBird  [ophavsmand] 31. dec. 2023 kl. 15:59 
Thanks, for island settlement try "Camargue nomadic start". lots of islands to settle on.
Maximaaal 31. dec. 2023 kl. 5:33 
Thank you, good work on the mod, I really like the nomadic start, saves the dismanteling of the starting buildings.
The only thing I could criticise are the rivers not looking very natural, but thats an issue for most maps and personally I would really love a map that has some actual islands you could settle on, but thats wishful thinking, I guess.
UglyBird  [ophavsmand] 21. dec. 2023 kl. 17:11 
Hi Max-imal%
I am very sorry about the raiders, you are the first person to point this out.
I went through the script and found the error.
Raiders were called from the environment file and I forgot to add the "nomad" word to the file name.
It is now all fixed and raiders will appear in game.
Maximaaal 21. dec. 2023 kl. 13:07 
I like the nomadic start, but for some reason there were no raiders, is that intended?
finished these starting missions and went to the copper age without a single raid.
UglyBird  [ophavsmand] 10. dec. 2023 kl. 20:21 
Hi michaeldoll,
You can do that yourself by adding "<action type="Unlock" tech_type="bone_polishing"/>" after <action type="Unlock" tech_type="fortifications"/> inside the "scn file" here: 'steamapps\workshop\content\858810\3042364514,
TruckerMike 10. dec. 2023 kl. 11:33 
you might add bone polishing to the unlocked tech so you can make sickles. up to you
UglyBird  [ophavsmand] 18. nov. 2023 kl. 14:38 
Had to break this in 3 posts because of number of character limit for post.
UglyBird  [ophavsmand] 18. nov. 2023 kl. 14:37 
Second possibility is the death of "Duflo" as you can see in the script below, he is supposed to be alive. If dead, remove the line <condition type="IsAlive" name="Duflo"/>, save and load game it should fix the raids.
UglyBird  [ophavsmand] 18. nov. 2023 kl. 14:33 
Hi Sommerpunkte,
Happy to ear you like the scenario.
Re raiders, you get your first raid when you reach a population of 40.
Another raid at population 60.
First raid is 30 raiders and second 40 raiders.
To keep getting raiders, you need to have killed 50 raiders by then.
If for some reason you did not get the 50 kill, you will not get anymore raiders..
Check how many raiders you killed, if the number is under 50 and you want to keep on playing your save, you will need to modify the scenario file.
UglyBird  [ophavsmand] 18. nov. 2023 kl. 14:33 
Go to: C:\Steam\steamapps\workshop\content\858810\3053375383\clovis_nomade.scn.xml.
Go to: <!-- Defeat-->
<event flags="RequiresPrevious,ClearUi">
<condition type="And">
<sub_conditions>
<condition type="ValueEquals" id="CurrentEnvironment" value="clovis"/>
<condition type="EntityCountReached" counter="KilledRaiders" value="50"/>
<condition type="IsAlive" name="Duflo"/>
</sub_conditions>
</condition>
Change "50" to lower number, save and load your game raids will be activated for the rest of the game.
Sommerpunkte 18. nov. 2023 kl. 5:57 
I like the scenario very much. I first played the normal Clovis version and had a lot of raiders. Now I wanted to try the nomadic version and played already several hours. I have my sheep and goats, towers, walls, over 70 people, but no raiders.
Is this normal?
UglyBird  [ophavsmand] 17. okt. 2023 kl. 17:51 
Don't leave your sledges behind when looking for a place to settle down.
There are 6 of them, not easy to see in the grass.