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File Description |
bordas |
Posted on 05/08/04 @ 12:00 AM (updated 01/03/05)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Role Playing Strategy |
1204-BYZANTIUM
En 1999, j'ai acheté le jeu de Microsoft Age of Empires II ,the age of kings pour voir s'il marcherait sur mon 486.
Mon attention s'était depuis arrêtée sur la campagne de Barberousse, plus exactement son scénario 5. Ce scénario relatant la troisième croisade m'avait beaucoup plu; le dessin de la carte y était pour beaucoup et je vous confirme maintenant que cette carte est aussi une carte "réaliste"(à l'échelle près) de la mer de Marmara jusqu'au plan de la ville de Constantinople qui est assez fidèle dans ses contours aux plans que l'on peut trouver dans des ouvrages.
Si ce scénario m'avait beaucoup plu, en même temps il générait une frustration. Ce scénario ne comportait pas d'activité économique. Certes, il y avait des bâteaux de pêche et du poisson. Avec les conversions possibles, je pouvais acquérir certaines richesses avec un peu de patience mais il m'était toujours impossible de pouvoir dépenser ces richesses d'où une frustration encore plus grande.
La solution était de trouver un éditeur de scénario qui puisse me permettre de procéder à certaines modifications d'où un problème technique résolu par un programme trouvé sur la toile ( le cpnbuild de Stoyan Ratchev) mais aussi un problème moral au sens où j'allais insensiblement offenser l'auteur de ce scénario (Ensemble Studios) en prolongeant son travail comme s'il n'avait pas été à la hauteur.
Aussi, un démenti est nécessaire. Comme je l'ai déjà dit plus haut, cette carte se distingue de toutes les autres de ce CD par le caractère "réaliste" et donc, le travail original qu'elle aura nécessité pour sa réalisation, la distingue de toutes les autres en laissant peu de places à l'imagination et c'est pour toutes ces raisons que j'ai choisi cette carte.
L'arrivée sur le marché de l'add-on the conquerors expansion m'a donné l'idée d'un sujet, celui de la quatrième croisade. Bien-sûr, après la troisième, la quatrième! L'avantage de ce sujet me permettait de conserver le caractère "réaliste" de la carte, ce qui révèle une certaine fidélité à son auteur.
La possibilité d'utiliser de nouvelles fonctionnalités, en particulier la possibilité de pouvoir changer le nom des objets renforçait le caractère "réaliste" mais également l'étude du scénario Verden de Marscheider avec l'utilisation de la superposition d'images habituellement impossibles "m'autorisait" certaines modifications de la carte.
Il n'y avait plus qu'à me mettre au travail.
Je me suis documenté et Constantinople est particulièrement bien décrite mais relevez qu'à vouloir trop préciser, j'ai fini par créer certaines imperfections de localisation: Andrinople à l'Est de Constantinople, Gallipoli à l'Est de Thessalonique et pour finir le mont Athos à l'est de Contantinople et plus près d'Andrinople que de Thessalonique!
Sur la superposition d'images habituellement impossibles, je voudrais vous préciser qu'il a fallu que je me débrouille seul pour savoir comment Andreas Marscheider était arrivé à ses fins.
Voiçi la réponse:
En informatique, lorsque quelque chose d'impossible est possible, c'est qu'il y a un bug et que ce défaut est exploité. J'ai remarqué qu'il existait dans le jeu des éléments superposables ( la torche par exemple). L'astuce consiste donc "à faire croire" que l'objet selectionné est une torche alors qu'en fait vous avez sélectionné une montagne que souvent je superpose à une autre montagne multipliant ainsi de façon combinatoire les images possibles de ce jeu.
Ce bug produit une image relativement stable et ne plante pas le jeu au moins dans l'utilisation que j'en ai eue.
J'étais tellement content de ma trouvaille que j'ai maintenant quelque appréhension à avoir failli à un effet de mode en abusant de ce défaut. Vous vous souvenez de cette mode de la mouche sur la joue, mode du XVIIIème siècle qui consistait à s'apposer un point noir sur la joue? Eh-bien sur la carte, vous verrez souvent, peut-être trop souvent un buisson sur une montagne!
Un scénario fonctionne difficilement sans devoir utiliser la programmation de fichiers personnalité ou fichiers d'intelligence artificielle. Le langage mis au point par l'équipe d'Ensemble Studios est assez lisible pour pouvoir l'assimiler rapidement. Il faut noter que la lecture des fichiers temporaires temp_AiRules*.temp (c:\windows\temp) m'a beaucoup aidé pour la bonne compréhension du langage.
Malgré tout de même 346 déclencheurs d'évènements qui viennent renforcer la programmation et dont beaucoup s'inspirent d'autres scénarios (ex: the maid of Orleans, Shogun, Lepanto, Agincourt ...), je regrette, dans ce domaine, de ne pas avoir décompilé des sous-programmes *.per qui doivent exister sur le CD (le Mod Pack Studio le permet ), ce qui rend cette programmation fastidieuse. Aussi est-elle bornée à une série limitée de copier/coller qui, par exemple, en dehors du joueur 7, ne tient compte que 2 niveaux de difficulté que viennent corriger deux déclencheurs; la seule originalité programmée dans le langage étant le déplacement aléatoire "du quadrille des chevaux de St Marc" sur l'hippodrome de Constantinople.
Notez qu'en récupérant tous les fichiers son du scénario originel, ces dialogues doivent être automatiquement traduits dans la langue de l'utilisateur. Avantage indéniable qui, dans ce choix a pris le dessus sur le risque de confusion qu'il pourrait y avoir entre la troisième et la quatrième croisade (Ex: Barberousse n'a pas participé à cette croisade).
Ce scénario comporte huit joueurs. Il peut être joué en réseau à deux joueurs (joueur 1 et joueur 7) mais il n'a pas été conçu pour cela.
En ponctuant ce scénario d'anachronismes grossiers (l'explosion de l'usine AZF d'Andrinople en est une illustration), j'ai voulu éveiller chez le joueur un intérêt pour l'histoire, intérêt également stimulé par un esprit critique à l'égard de l'historien découlant de ma propension pour l'autocritique et le doute.
Il me reste maintenant à préciser que le résultat de tout cela donne un jeu assez technique (on peut prendre Constantinople par ruse) et, autant le dire tout de suite, très long. Je conseillerais vivement de le jouer sur plusieurs jours.
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Installation
Place the .cpx file in the Program Files/Microsoft Games/Age of Empires II/Campaign folder.
Place the .ai & .per files in the Program Files/Microsoft Games/Age of Empires II/Ai folder.
Place the .bmp file in the Program Files/Microsoft Games/Age of Empires II folder.
Place the .wave & .mp3 in the Program Files/Microsoft Games/Age of Empires II/Sound/scenario folder
copy/paste Program Files/Microsoft Games/Age of Empires II/Sound/stream Turk.mp3 & Byzantin.mp3 into:
Program Files/Microsoft Games/Age of Empires II/Sound/scenario folder
I'd like to thank all those who have playtested this scenario.
Thanks to my daughter Aurélia for the .bmp file.
Thanks to Pablo for the internet access.
Additional Credits to : Ensemble Studios
Microsoft
1204-Byzantium
===================
Author: Eric BORDAS
Adress: Closerie de Chandelais F-49150 BOCE
date: 20/12/02
Version: 1.0
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Author | Comments ( All | Comments Only | Reviews Only ) |
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LiceMaster |
Posted on 05/09/04 @ 12:00 AM
Is there any way we can get an english version? Does anyone know whatever language that was in enough to translate it? |
Dominus William |
Posted on 05/15/04 @ 12:00 AM
That was in French. I read a portion of it and gave up. It was something about when he (or she) bought the game. They played the Barbarossa campaign, specifically scenario 5 and saw Constaninople. They decided it wasn't accurate enough for what it was like during the third crusade, so they wanted to make an accurate one. (I think) That is what this scenario is supposed to be though I have not downloaded, and I am only translating the description. My French isn't advanced enough to read the whole thing, but I got the idea. I hope that helps. |
TengHuiPei |
Posted on 05/28/04 @ 12:00 AM
In 1999, I bought the set of Microsoft Age of Empires II,the age of kings to see whether it would go on my 486.
My attention since had stopped on the countryside of Barberousse, more exactly its scenario 5. Reporting much the third crusade I had liked this scenario; the card design was there for much and I assure you now that this
chart is also a chart "réaliste"(à the scale near) of the Marmara
Sea until the plan of the town of Constantinople which is rather
faithful in its contours to the plans that one can find in works.
If I had liked this scenario much, at the same time it generated a frustration. This scenario did not comprise an economic activity. Admittedly, there were bâteaux fishing and fish. With possible conversions, I could acquire certain richnesses with a little patience but it was
always impossible for me to be able to spend these richnesses from
where a frustration even larger.
The solution was to find an editor of scenario which can enable me to
carry out certain modifications from where a technical problem solved
by a program found on the fabric (the cpnbuild of Stoyan Ratchev) but
also a moral problem with the direction where I was going
imperceptibly to offend the author of this scenario (Studios Unit) by
prolonging his work as if it had not been with the height.
Also, a denial is necessary. As I already mentioned above, this chart is distinguished from all the others this CD by the
"realistic" character and thus, original work that it will have required for its realization, distinguishes from all the others by leaving few places to imagination
and it is for all these reasons that I chose this chart.
The arrival on the market of the add one the conquerors expansion gave
me the idea of a subject, that of the fourth crusade. Well-sure, after the third, the fourth! The advantage of this subject enabled me to preserve the "realistic"
character of the chart, what reveals a certain fidelity with its author.
The possibility of using new functionalities, in particular the possibility of being able to change the name of the
objects reinforced the "realistic" character but also the study of the
scenario Verden de Marscheider with the use of the superposition of
usually impossible images "authorized me" certain modifications of the
chart.
There was not any more but to put to me at work.
I documented myself and Constantinople is particularly well described
but raise that to want too much to specify, I ended up creating certain imperfections of localization: Turkey-red cotton in the East of Constantinople, Gallipoli in the East of Thessalonique and to finish the Athos mount
in the east of Contantinople and more close to Turkey-red cotton that
of Thessalonique!
On the superposition of usually impossible images, I would like to specify you that it was necessary that I only manage
to know how Andreas Marscheider had arrived at its ends.
Voiçi the answer:
In data processing, when something of impossible is possible, it is that there is a bug and that this defect is exploited. I noticed that there existed in the play of the superposable elements
(the torch for example). The easy way thus consists in "making believe" that the selectionné
object is a torch whereas makes of it you selected a mountain that
often I superimpose on another mountain thus multiplying in a
combinative way the possible images of this play.
This bug produces a relatively stable image and does not plant the
play at least in the use that I had of it.
I was so content with my lucky find which I have now some apprehension
to have failed for a purpose of mode while misusing this defect. You remember this fashion of the fly on the cheek, mode of the XVIIIème century which consisted in being affixed a black
spot on the cheek? Eh-bien on the chart, you will often see, perhaps too often a bush on a mountain!
A scenario functions with difficulty without having to use the
programming of files personality or files of artificial intelligence. The language developped at the point by the overall team Studios is
enough readable to be able to assimilate it quickly. It should be noted that the reading of the temporary files
temp_AiRules *.temp (C:windowstemp) helped me much for the good comprehension of the
language.
In spite of all the same 346 releases of events which come to
reinforce the programming and much takes as a starting point other
scenarios (ex: the maid of Orleans, Shogun, Lepanto, Agincourt...), I regret, in this field, not to have décompilé of the subroutines *.per which must exist on CD (the MOD Pack Studio allows it), what makes this programming tiresome. Also it is limited to a series limited to copy |
bordas
File Author |
Posted on 06/04/04 @ 12:00 AM
In 1999 I bought the game of Microsoft « Age of Empires II the Age of King » just to see if it would work on my 486.
I had noticed the Campaign of Barbarossa, more precisely its scenario five. I had been very interested in rhe Third Crusade ; the drawing of the map was particularly interesting and I can assure you that it is a real-scale map of Marmara Sea, so is the town of Constantinople which is rather accurate compared to the normal plans.
However I had enjoyed this scenario, it got me frustrated because it didn’t contain any economical activity. Of course there were fishing boats and fish.With the possible conversions I could gain certain treasures if I was a bit patient, but I couldn’t spend those treasures, that’s why I was so disappointed.
The solution was to find a scenario maker who could allow me to change some data, you can understand now the technical problem which has been worked out by this programme I found on the net(the cpnbuild of Stoyan Ratchev), but I also had a moral problem since I was going to offend the maker(Ensemble Studios) by going on his work as if it wasn’t efficient enough.
Of course a denial is necessary. As I’ve just told you, that map is really very different compared to all the other ones on the CD, because of its realism which lets very little space to imagination. I’m sure you understand now why I chose this map.
The arrival of the « add-on the conquerors on the market gave me the idea of a subject : The Fourth Crusade. This subject allowed me to keep all the realistic character of this map, and to remain faithful to the author.
It was now posssible to use new fuctionalities and particularly I could change the name of the objects and I could study Marscheisten Verden’s scenario with the use of superposed images, which is usually impossible, and even allowed me to modify the map.
I had just to start working.
I looked for some information : Constantinople is described properly, but as I wanted to be more and more precise I ended up creating some imperfections : Andrinopolis was at the east of Constantinople,Gallipoli at the east of Thessalonikki and mount Athos at the east of Constantinople was nearer Andrinopolis tha from Thessalonikki !
As far as the usual impossible superpositions of images are concerned , I’d like to tell you I had to find out by myself how Andreas Marscheider had found the solution.
Here’s the answer :
On data processing when something impossible is possible, you can be sure there is a bug and that failure is exploited. I noticed that in that game, there were some superposed elements’ the torch for example. The trick is to make believe the chosen object is a torch whereas you’ve chosen a mountain that you can superpose to another mountain so that you can combinate as much as possible the images of that game.
This bug gives a rather stable image and doesn’t stop the game, to my knowledge.
I was so happy to have dicovered all this I took advantage of that . Do you remember the »beauty spot » in the eighteenth century the women used to draw on their cheeks ?It’s the same for the map, you’ll too often see a busch in the mountain !
It’s very difficult to make work a scenario without using the programmation of personality or artificial intelligence files. The language that has been set by « Ensemble Studios » is legible enough and you can assimilate it easily.I must say that the reading og temporary files temp-Airrules.temp(c:windowstemp) helped me a lot understand the language.
In spite of 346 triggers which reinforce the programmation from which a lot take their inspiration from other scenarios(ex.the maid of Orleans, Shogun,Lepanto, Azincourt), I’m sorry not to have discompiled some under-programmes which must exist on the CD(Mod Pack, Studio allows it), because that programmation is really tiresome .That’s why it’s limited to a serie of « copied-sticked »which, for example, just takes the player 7 in account and only two levels of difficulties corrected by two starters. The only originality programmed in the language is the moving of « St Marc’s horses Square on the racecourse of Constantinople.
By getting backall the sound files from the original scenario, thes dialogues must be automatically translated in the language of the user.It’s an indeniable advantage which gets over the risk of confusion between the Third and the Fourth Crusade( ex : Barbarossa didn’t join that crusade).
That scenario is composed of eight players. It can be used in network(player 1 and player 7), but it hasn’t been created for that.
When I added crude anachronisms(the explosion of AZF fatoryof Andrinopolis for example), I just wanted awake in the reader some interest for the story, and a critical mind concerning the historian : I’m myself critical and doubtful.
I just want to add that all that gives a rather technical game( you can catch Constantinople by cunning,) but it’s very long. You’d better play on several days. |
laz123 |
Posted on 05/07/07 @ 10:55 AM
You've just taken a senario from The Conquerers and beefed it up to make it harder. Nice try. |
HGDL v0.8.2 |
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Size: | 3.21 MB |
Added: | 05/08/04 |
Updated: | 01/03/05 |
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