Collection of Scenarios

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Corbeau
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Re: Collection of Scenarios

Post by Corbeau »

TBLOK wrote:
:D 8-)
What?
--
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
cazfi
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Re: Collection of Scenarios

Post by cazfi »

cazfi wrote:Loading some of these to freeciv-2.6 gives warnings about failing sanity checks.
Could anyone work on resolving these issues? I'd still want to make number of these available via modpack installer.
cazfi
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Re: Collection of Scenarios

Post by cazfi »

I don't know if it would provide any more feedback, but I'm pretty sure that getting any modpack to a shape where we could make it available through modpack installer's default list would dramatically increase the number of users for it, compared to just announcing modpack on this forums.

These forums have 2221 users registered over the course of many years (presumably most of those are not active any more).

While down from what we used to have, we still have about 1000 weekly downloads from sourceforge alone (19650 total this year 1.1 - 1.5)
Molo_Parko
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Re: Collection of Scenarios

Post by Molo_Parko »

Link to the 21 new scenarios / maps which I posted in 2021 (has it been that long?): http://forum.freeciv.org/f/viewtopic.php?t=91964

And the following six additional scenarios (created and tested with Freeciv 2.6.4) are attached.

Ennead islands 43x43=2k, 65% land, Classic, Flat, v1
Nine islands, the central member of which has notable outcroppings and sandbars that create unusual issues for unit movement both by land and sea.

9 islands for 9 tribes. Start-units are 2 settlers per tribe. No borders, barbarians, disasters, global warming nor cooling.
^ In this one I wanted to create a small map, but with terrain issues that cause somewhat longer travel times in some areas, unlike a prior scenario "Spiral Sea" in which longer travel routes affect the entire map. The outcroppings and sandbars force boats into longer routes, while the terrain tile types of the outcroppings generally slow-down "fast" land units such as horsemen. Despite the small size of the map, either by land or sea, travel time is increased. Terrain tile types which reduce the movement speed of fast units could be overcome by building roads and/or rail on the outcroppings and sandbars. Boat travel could be reduced or even eliminated by building enough boats to park one at each of the eight outer islands where it acts as a bridge to the outcroppings and sandbars -- at which point if road or rail is in place, a unit can quickly move from one island to another.

Flooded Fells, 43x43=2k, 55% land, Classic, Flat, v1
Floodwaters have suddenly surrounded each of the scattered mountains of this area. The people who formerly lived in the lush valleys below have all been forced up to the bits of higher ground around each of the mountains. The low roads of the valleys are all washed away, and travel between the mountains is now far more difficult, though short paths across the remaining land may be found. Each mountain has two land passages which each connect to another nearby mountain.

36 mountains for 36 tribes. Start-units are 2 settlers per tribe. No borders, barabarians, disasters, global warming nor cooling.
^ This one was designed to interfere with expansion during the early part of the game. Small land areas with only 2 land-bridges each, and a map crowded with too many tribes = very little expansion happens early, which to a notable degree nullifies the AI Trait "Expansionist". It also makes for a game with a lot of action by land and sea.

Go with the Floe 81x81=7k, 83% land, Classic, Flat, v1
Wars in the south have driven your tribe -- among many others, over the mountains in search of a place to begin again. During your travels you encountered an explorer, grievously wounded by a fall. The explorer died despite your aid, but not before telling you of the area past the mountains. An inland sea is there, ringed by rough land, then many small ice floes on the water, and beyond them a central island formed by a volcano long ago. The island is somehow still warmer than the land and water surrounding it, despite that the volcano had collapsed perhaps several generations ago. The area around the crater of the volcano is now lush, beautiful land, perfect for growing crops.

Is it better to start your new settlement on the rough and cold outer ring of land, or to travel even farther in hope of reaching the central island to build on better land? If your tribe doesn't settle the central island... will some other tribe claim that better land and potentially gain a major advantage?

Start-positions on the outer ring of land for 32 tribes. Start-units are 5 settlers, 2 workers, and 8 diplomats per tribe. No borders, barabarians, disasters, global warming nor cooling.
^ This one gives the human player (the AI units will never try to race to the central island before building cities) a choice of starting locations, one bad, and one really good -- but to get there requires travel time, potentially making wrong turns and even having one's units trapped and killed in an ice-maze, and loss of research time if the player hasn't built any cities on the outer ring. If the player has built cities on the outer ring and then builds additional cities in the central area, then the issue of corruption due to distance from the capital city becomes a major factor. The diplomats as start-units allow meeting all the tribes while also sending the start-unit settlers and workers to the central island. Diplomats also make it possible for the human player to rapidly "catch-up" on technology by stealing it. My favorite approach to the start of this game is to meet both neighboring tribes, give them each an embassy and shared vision (and later ally with both), then send all settlers, workers, and 4 diplomats to the central island, while the other 4 diplomats race around the outer ring meeting tribes* and eventually stealing tech. The 4 diplomats on the island watch the land-passes onto the island until a phalanx is built and sent to block each pass. *=Be careful to maintain cease-fires with tribes whose territory is still ahead of the diplomats...


Hillzapoppin 81x81=7k, 99% land, Classic, Flat, v1
This scenario uses Lua scripts which were tested and working on Freeciv v2.6.4

A race of dwarves had held this mountain valley for eons. Recently the dwarves announced that they had mined all of the gold and gems from the valley, and used their wealth to purchase a small continent in the Southernmost Sea, to which they were moving. Free and unsettled land is even more rare than gold, so our tribe immediately set-off for the now empty valley. Upon arriving there, two problems quickly became apparent.

First, there doesn't seem to be any water in the valley at all and we're not sure how the dwarves were surviving here without water, so we're not sure that we can survive here at all.

Second, the dwarves created high-speed underground rail tunnels between all the hills for their mining operations. Just step onto the simple metal platforms right inside each and every tunnel and WHOOOOSH! Away you go across the valley to some other hill -- with the (presumably magnetic) platforms gliding so fast that it is difficult to catch a breath! Algae in the tunnels provides a beautiful bluish light and pleasant aroma which combined with the extreme speed of the platforms makes each 'trip' an incredible experience. It's an enormous rush and quite addictive. On the other hand, it's difficult to manage personnel when they are constantly popping off to, and popping-up at various hills around the valley.

Each of the dwarven high-speed underground rail tunnels has a sign at the entrance probably indicating the destination for the particular tunnel... but there is a problem with that as well. We can't read their writing, at all. Every word in the dwarven written language looks like a line with some bumps and dips in it -- and they all look the same to us. Despite that we never have any idea where we might emerge, we can't stop taking 'trips' on the dwarven underground high-speed rail system. The result is frequent bouts of chaos. We are addicts popping hills instead of pills, and from that observation of mine, the term 'Hillzapoppin' became popular and stuck.

Though the dwarves took all of their tools and possessions, they left haphazard mining shacks on each hill, but those are useless to us due to the structures being too small, and many have only two stone walls and a triangular grass roof. They are just recent ruins of the successful dwarves who left this valley behind.

We must get organized and start building our new civilization. Each day that we wait the danger of other tribes arriving to found settlements in this strange valley increases... and sharing a land too often brings war.

Start-positions for 16 tribes. Start-units are 4 settlers per tribe. Borders enabled. No barbarians, disasters, global warming nor cooling.
^ This is a larger map than most of these, in which the issue of travel time is substantially ameliorated by teleporting units (most of them, but not settlers since their wagons are too big for the tunnels) from any hill to some other hill at random. As a result the game starts off slowly, but quickly picks up speed. Originally I intended to limit the total # of water cisterns, such that the human player would be induced to research pottery very early, build workers, and then use the worker units to "search" for cisterns deliberately. After playing it several times, I found that even without the limit, I already panic about finding a cistern if I don't have one by turn 30, so I left-out the limit. Only workers have the skills and opportunity (they being so close to the land rather than up in the cab of a bulldozer) to spot the characteristic signs of a cistern in the ground (grassland with a downward grade to the center for gathering the water to a central cistern. :) ) Incidentally, a prior scenario "Rapids Canyon Valley" also features a large map with a different method of overcoming travel distance times -- lots of rivers.

Ice-olation Island, 43x43=2k, 54% land, Classic, Flat, v1
The center island (of nine) is completely isolated from the others by a ring of ice. If you happen to start on the center island, methods of leaving the island are limited, such as: diplomats to bribe passing boats; Marco Polo's Embassy to ally with tribes on the other islands, then hop aboard an allied boat, or trade for a city on a different island; research Explosives and transform the arctic/glacier ice tiles to tundra, upon which a city may be built; or planes and paratroopers may be able to capture cities on some of the other islands.

9 islands for 9 tribes. Start-units are 2 settlers per tribe. No borders, barabarians, disasters, global warming nor cooling.
^ A prior scenario "Prison Islands" was the base of the idea for this one, it offers an unusual situation which can be overcome in various ways. Originally I intended to force the human player (me) to start on the central island as a handicap, but found that the gameplay has some interesting elements either way and I enjoyed it as it is, though I would rate this scenario "easy".

Trigon Daze, 43x43=2k, 62% land, Classic, Flat, v1
A strange cluster of triangular islands provides a variety of strategy options beginning at turn zero.

16 islands for 16 tribes. Start-units are 2 settlers, 2 workers, and 1 trireme per tribe. No borders, barbarians, disasters, global warming nor cooling.
^ Here the idea was heightened competition for land on a small map configured in such a way that most cities will be "stealing" some tiles from another tribe's land (neighboring islands.) It's also possible to instantly inconvenience some neighbors by building a city on turn zero, and to further annoy a neighbor by loading a settler and a worker in a trireme on turn zero, and then building (on turn 2) a city on the neighbor's island instead of one's own.


Have fun and 'thank you' to those who share scenarios here!
Attachments
Ice-olation Island 43x43=2k, 54% land, Classic, Flat, v1.sav.zip
(5.87 KiB) Downloaded 152 times
Hillzapoppin 81x81=7k, 99% land, Classic, Flat, v1.sav.zip
(15.06 KiB) Downloaded 139 times
Go with the Floe 81x81=7k, 83% land, Classic, Flat, v1.sav.zip
(8.57 KiB) Downloaded 143 times
Flooded Fells 43x43=2k, 55% land, Classic, Flat, v1.sav.zip
(6.82 KiB) Downloaded 159 times
Ennead islands 43x43=2k, 65% land, Classic, Flat, v1.sav.zip
(5.61 KiB) Downloaded 140 times
Last edited by Molo_Parko on Mon Oct 16, 2023 2:19 pm, edited 13 times in total.
Molo_Parko
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Re: Collection of Scenarios

Post by Molo_Parko »

Oops, only 5 attachments allowed per post so the 6th "Trigon Daze" is attached here instead.

By the way, of these 6 scenarios, my favorites are (in order): Go with the Floe, Hillzapoppin, and Flooded Fells.


And another one, "Raiders Pass 43x43=2k, 99% land, Classic, Flat, Lua, v1" which uses Lua scripting to make the beginning of the game as action packed as the end. The Lua scripting was tested working with Freeciv 2.6.4. Raiders Pass is 1 human player vs. Barbarians. It is in essence a duel to the death* between the two, and the barbarians have a significant head start...
*=Civil war may split to another tribe, but victory is limited to conquest -- all other tribes must be eliminated.

Removed Raiders Pass because a newer version is available a few posts down, or on the next page of posts apparently.
Attachments
Trigon Daze 43x43=2k, 62% land, Classic, Flat, v1.sav.zip
(5.58 KiB) Downloaded 124 times
Last edited by Molo_Parko on Sun Oct 15, 2023 8:47 pm, edited 4 times in total.
XYZ
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Re: Collection of Scenarios

Post by XYZ »

Any sneak peek screenshots? :D
Molo_Parko
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Re: Collection of Scenarios

Post by Molo_Parko »

Pictures of the whole maps would give-away some surprises in a couple of the scenarios... ;)
cazfi
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Re: Collection of Scenarios

Post by cazfi »

Loaded these 7 scenarios with "--warnings" to freeciv-3.0, and the only notable warning was about lua signal deprecated in 3.0 in two of them. But as long as you want to keep these compatible with 2.6 too, can't really fix that.

Code: Select all

2: Deprecated: lua signal "turn_started", deprecated since "3.0", used. Use "turn_begin" instead
Molo_Parko
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Re: Collection of Scenarios

Post by Molo_Parko »

Thank you for the feedback! Does Lua in Fc3 -know- that the error is generated? Could I add something like "if error then use the v3 command instead"? That wouldn't stop the error though, but would make the script better prepared for the death of the old usage in some future version of Freeciv. Or if Lua can detect the Fc major version #... then use the newer form.

Ah, use fc_version to detect 2 vs 3.
Last edited by Molo_Parko on Sat Oct 14, 2023 6:04 pm, edited 2 times in total.
cazfi
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Re: Collection of Scenarios

Post by cazfi »

cazfi wrote: Sat Oct 14, 2023 5:23 pm Loaded these 7 scenarios with "--warnings" to freeciv-3.0, and the only notable warning was about lua signal deprecated in 3.0 in two of them. But as long as you want to keep these compatible with 2.6 too, can't really fix that.

Code: Select all

2: Deprecated: lua signal "turn_started", deprecated since "3.0", used. Use "turn_begin" instead
Edit: Actually starting Raiders Pass:

Code: Select all

2: Deprecated: lua construct "create_unit()", deprecated since "2.4", used. Use "edit.create_unit()" instead
...
2: Deprecated: lua construct "create_unit()", deprecated since "2.4", used. Use "edit.create_unit()" instead
1: lua error:
	[string "tolua: embedded Lua code"]:5: bad argument #2 to 'create_unit' (got 'nil', 'Player' expected)
stack traceback:
	: in field 'create_unit'
	[string "tolua: embedded Lua code"]:5: in function 'create_unit'
	[string "script.code"]:58: in function 'turn_callback'
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