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-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Scenario: recruit THEIR nationals (http://forum.shrapnelgames.com/showthread.php?t=41506)

Gandalf Parker December 9th, 2008 12:14 PM

Re: recruit THEIR nationals
 
It will on the next patch

Endoperez December 10th, 2008 05:00 AM

Re: recruit THEIR nationals
 
http://ulm.illwinter.com/dom3/dom3progress.html
7th december
* Modding command #com didn't work properly, fixed.

Edit: oops, didn't notice the second page...

Wrana December 17th, 2008 08:23 AM

Re: recruit THEIR nationals
 
Probably maps could be modified to make poptype appropriate for each nation. Of course, this won't give the conqueror most national troops - but at least it'll allow to avoid silliness of getting to recruit, say, ichtyids after conquering Abysia's capital.
The downside is that this require to modify each map instead of just enabling 1 mod & I don't know whether this process can be automated... :(

Gandalf Parker December 17th, 2008 11:00 AM

Re: recruit THEIR nationals
 
Nope. Its impossible. Which is always just technicians talk for "it really IS possible but its more trouble than its worth".

There is already code written to make sure that only good starting positions are open on a map as start points (such as making sure that land has at least 5 land connections and water has at least 5 water connections). And there is code to recognize terrains so that start positions would appropriately be water, forest, plains, mountain, swamp, cave, etc. And it could be possible to write code that makes sure that all of the starting positions are at least X moves from all other start positions. So a program could feasably automatigicaly give all nations a fairly decent set starting location and then reset the poptype to match.
But most likely the answer is that its impossible because Im sure not going to do it. :)

Wrana December 20th, 2008 02:04 PM

Re: recruit THEIR nationals
 
Maybe should be placed into a wishlist then.


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