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Re: Orcish Empire
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A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system. PvK [ July 17, 2004, 17:19: Message edited by: PvK ] |
Re: Orcish Empire
Shall I correct the spelling etc. too, or is that "thematic" because orcs can't spell well?
PvK |
Re: Orcish Empire
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Re: Orcish Empire
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Re: Orcish Empire
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Re: Orcish Empire
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A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system. PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It can be a map, and it can be a script/short program editing .map files. You just edit independents and in the mapfile: choose&clear (#land?), set poptype to X, commander X_1, units to X_2 and so on... The program should have some way to choose the number of defenders. BTW, something like that with easily added new maptype (all poptypes/provinces from which to choose) would be a boon to modders... If it was confiqurable along these lines: #provincetype 1 #poptype 1 #terrain mountain #commander1 2001 #unit1 [1-4] 2003 #commander2 2002 #unit2 [1-4] 2004 ...where provincetype would be identification method, poptype the number of the poptype to be assigned, the numbers after commanderNr and unitNr would be the unit type and rarity. 1 would be used for something like knights, 4 for militia... The game would put in random value dependant on that. #terrain would be just for thematic reasons. I might try for that myself if I hadn't enough to do with my 'official' project... Java for university. Almost working... http://forum.shrapnelgames.com/images/icons/icon10.gif It might be possible to tweak that to allow adding some more player-defined special provinces... Think of 'The Sundering', or the provinces inhabited by Solaris (whom I have never seen) or the Cyclopses. |
Re: Orcish Empire
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Re: Orcish Empire
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Re: Orcish Empire
You cannot COUNT on Loremasters. You will not get them in every game, even in a world map, much less in the beginning... National mages have many advantages, the biggest being that reliability, over Loremasters, and I think they were intentionally made to cost much less than they should, because of their rarity.
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Re: Orcish Empire
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