The big post about campaigns
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: The big post about campaigns
Not pissed off, just irritated greatly as his post infers that only CA is suitable for a campaign, which is a gross misstatement, however his intentions are good so I'll be nice...
Why the fuck would I want to put time and resources into creating a campaign for a MOD that uses ILLEGAL content instead of doing it for my own game?
Why the fuck would I want to put time and resources into creating a campaign for a MOD that uses ILLEGAL content instead of doing it for my own game?
Re: The big post about campaigns
+1 and -1 for ca, sorry but i just dont like ca the changes feel like they just wanted to change somehting, not change it becaus it would be better, if i was a musician i would make my own songs in the same style, put them on a cd and sell them, what ca does it get some random free songs, with a style that just doesnt combines and then puts them on a cd and sells it, that just doesnt work, use ba as a base for the global campaign, if there would be one, its not very hard to learn and when people have played some spring and know how it works they will try ca and if they like it they play it more, if they dont then they dont play it.Forboding Angel wrote:Not pissed off, just irritated greatly as his post infers that only CA is suitable for a campaign, which is a gross misstatement, however his intentions are good so I'll be nice...
Why the fuck would I want to put time and resources into creating a campaign for a MOD that uses ILLEGAL content instead of doing it for my own game?
Re: The big post about campaigns
CA does a lot of great things both in the area of gameplay and graphics.
Re: The big post about campaigns
that is true, i was just talking about the downside of ca, but i shouldnt talk about whats bad or good at ca, becaus i dont play enough ca to really know what im talking aboutsmoth wrote:CA does a lot of great things both in the area of gameplay and graphics.
Re: The big post about campaigns
CA is also very open. meaning that entire faction's models could change overnight.
Just look at how unfinished it is. I don't think you can judge if it should be part of a campaign or not, it will really depend on what CA looks like when the time comes.
Just look at how unfinished it is. I don't think you can judge if it should be part of a campaign or not, it will really depend on what CA looks like when the time comes.
Re: The big post about campaigns
Fatal keep your posts two a couple paragraphs or else we all know its just bullshit.
Nobody here is willing to do anything about campaigns because the engine and client works ok and nobody really wants to realize any kind of potential.
Nobody here is willing to do anything about campaigns because the engine and client works ok and nobody really wants to realize any kind of potential.
Re: The big post about campaigns
Scratch, feel free to show those of us who are already working on things exactly what kind of potential can be achieved. If you don't have the ability to do it yourself, or are not willing to work and learn, kindly stuf.
On topic: its not that we're ignoring single player, its that in order to code a decent set of missions into a campaign, we'd need people to do that or take time off of making the actual game. Personally I'd like to get the balance and gameplay and units sorted out before I spend time on single player stuff.
On topic: its not that we're ignoring single player, its that in order to code a decent set of missions into a campaign, we'd need people to do that or take time off of making the actual game. Personally I'd like to get the balance and gameplay and units sorted out before I spend time on single player stuff.
Re: The big post about campaigns
I'm going to get serious about building campaign stuff when I get back, I think. I think P.U.R.E. is "complete enough" that other than balance issues and minor crap, it's ready for release, so it's time to start building that stuff. I have a number of experiments sitting around, so hopefully it'll go at a decent pace...
Re: The big post about campaigns
Bullshit. Balance does nothing but kill the game, vet players quit BA when it was 'balanced'. Means it gets boring. No more interesting unit exploits to play with. :/Nemo wrote:Scratch, feel free to show those of us who are already working on things exactly what kind of potential can be achieved. If you don't have the ability to do it yourself, or are not willing to work and learn, kindly stuf.
On topic: its not that we're ignoring single player, its that in order to code a decent set of missions into a campaign, we'd need people to do that or take time off of making the actual game. Personally I'd like to get the balance and gameplay and units sorted out before I spend time on single player stuff.
I dont know what you guys are working on, if somebody made campaigns then we would retain maybe 25% of the noobs that wander in here. Then we would see potential as in an explosion of player population sticking around.
Re: The big post about campaigns
If you are convinced of your approach, then just do it yourself? That's what we're doing...
Re: The big post about campaigns
I think that my "pouring gasoline to fire" wasn't all wrong after all!
Anyhow, I'll resist the urge and just take the hits and not fight back. That would just derail this piece of thread.
I'd like to get in touch (no, not like that) with some of you people, to hear what you think and how I probably should just slit my wrists for suggesting all this. So, some IM contacts would be nice.
I think I'm a cool guy. eh give out IM information and doesn't afraid of anything.
Skype: SnowblindFatal
MSN: fatal_1337@hotmail.com
AIM: HitmanFortySeven
Argh, do you mean by campaign building that this campaign would be for P.U.R.E.? Not that P.U.R.E. is out of the question, to be honest I haven't even tried it, but that instead of having a bunch of one man armies, there should be a team. Check your PM.
AF and quantum, thanks for the input. I haven't worried my head with LUA rules (or any LUA stuff for that matter), but it sounds that it's time to learn that pretty soon!

Anyhow, I'll resist the urge and just take the hits and not fight back. That would just derail this piece of thread.
I'd like to get in touch (no, not like that) with some of you people, to hear what you think and how I probably should just slit my wrists for suggesting all this. So, some IM contacts would be nice.
I think I'm a cool guy. eh give out IM information and doesn't afraid of anything.
Skype: SnowblindFatal
MSN: fatal_1337@hotmail.com
AIM: HitmanFortySeven
Argh, do you mean by campaign building that this campaign would be for P.U.R.E.? Not that P.U.R.E. is out of the question, to be honest I haven't even tried it, but that instead of having a bunch of one man armies, there should be a team. Check your PM.
AF and quantum, thanks for the input. I haven't worried my head with LUA rules (or any LUA stuff for that matter), but it sounds that it's time to learn that pretty soon!
Re: The big post about campaigns
LOL Spring cannot support campaigns... we already had threads about it...

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Re: The big post about campaigns
why not?
Re: The big post about campaigns
actually tasclient already support a prototype campaign file type ... it's not complete yet but it will be soon (or late)smoth wrote:LOL Spring cannot support campaigns... we already had threads about it...
Re: The big post about campaigns
right there is one of the reasons.actually tasclient already support a prototype campaign file type ... it's not complete yet but it will be soon (or late)
Btw, satirik, did you work it out yet so we can have missions open up new ones allowing for a story line.
Re: The big post about campaigns
Every mod can have campaigns, we dont need to pick just one. Almost every mod barring BA has at least some kind of plan for single-player content, and CA already has chicken (and now, most other mods do too...) and the tutorial.
If people want to work on a CA campaign- its open source. Anyone can do it. Just pick it up and start working. Thats all that matters. It doesnt need to be discussed, it needs to be done.
If you want to follow the CA storyline, even better, come talk to us, go to http://www.caspring.org, join the #CA channel, we already have a lot of ideas. But its doing the work and getting it done that matters.
If people want to work on a CA campaign- its open source. Anyone can do it. Just pick it up and start working. Thats all that matters. It doesnt need to be discussed, it needs to be done.
If you want to follow the CA storyline, even better, come talk to us, go to http://www.caspring.org, join the #CA channel, we already have a lot of ideas. But its doing the work and getting it done that matters.
Re: The big post about campaigns
saktoth campaigns require a series of missions which require progression path(s) and/or a story. Otherwise you have just an assortment of missions.
Re: The big post about campaigns
Campaigns must be content specific, which means they are developed by a game or mod maintainer or contributor for a specific game or mod. As a community we hold too many torches to pick one. If you want one for one game or mod, you need to make it for that game or mod.
Re: The big post about campaigns
the campaign prototype allow you to do that, but it's a prototype and it's gonna change a lot for sure but braindamaged and I have discussed about the campaign system, you can read the ideas (and post yours) here : http://spring.clan-sy.com/phpbb/viewtop ... 12&t=15320smoth wrote:right there is one of the reasons.actually tasclient already support a prototype campaign file type ... it's not complete yet but it will be soon (or late)
Btw, satirik, did you work it out yet so we can have missions open up new ones allowing for a story line.
and we're trying to make it as flexible as possible (completely controling the lobby briefing part and maybe more, having dynamic missions depending on how the user ended the previous one etc)
Re: The big post about campaigns
I might add that while incomplete (IE integration, no linux support), Satirik's front-end is a great step forward. It offers any campaign development project an organizational tool and bridges the gap between generation and continuity.