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-   -   Scenario: recruit THEIR nationals (http://forum.shrapnelgames.com/showthread.php?t=41506)

Gandalf Parker December 7th, 2008 07:19 PM

recruit THEIR nationals
 
Sorry to keep adding undone projects for discussion.
Im reworking my old project files to add them to the new lists on Dom3minionsc.com
http://www.dom3minions.com
and as usual there are far more undone ones than done ones. I could just keep listing the projects but I really dont care if someone else wants to do them before I do.

So if someone is looking for a mod idea to learn modding on, here is one that handles a common complaint. "I have taken their castle, why cant I recruit the same units they do?"

A map can be created which places each nation specifically in a province and wipes out the poptype. Then if someone wants to create a mod which (painstakingly) duplicates everyones capital magic sites to new ID numbers then those could be placed instead of the games version. That would allow a (probably quite cutthroat) game where taking their castle not only gives you their gem income but their capital-only units.

I cant think of an easy way to do the same with their non-capital nationals. Maybe each nations sites could be reworked in a way as to provide those also.

It might also be worthwhile to do this in 3 stages. Make each era available as you work on it, and then paste them together into one big one (if that wouldnt be too big)

Gandalf Parker December 7th, 2008 07:21 PM

Re: recruit THEIR nationals
 
Come to think of it...
it would need to be new ID numbers and slightly new names since I cant seem to get the modding command for startsite to work with numbers.

HoneyBadger December 7th, 2008 07:23 PM

Re: recruit THEIR nationals
 
I wouldn't mind seeing just 1 or 2 units per Nation, to follow Sauromatia's hydra hatchling example.

Endoperez December 7th, 2008 08:10 PM

Re: recruit THEIR nationals
 
Quote:

Originally Posted by Gandalf Parker (Post 658107)
Come to think of it...
it would need to be new ID numbers and slightly new names since I cant seem to get the modding command for startsite to work with numbers.

You could just change the actual starting sites.

I'm doing this from memory, but it should work:

#selectsite "Tower of Avalon"
#clear
#gems 1 2 (2 air gems)
#com "Daughter of Avalon"
#com "Crone of Avalon"
#end

Note that I used #com instead of #homecom. Also, conquering Mictlan would make any nation a powerhouse.

There are poptypes that almost match many nations' units. Garnet Amazons, knights, lizard shamans, heavy infantry/crossbows, various animal tribes, etc. That should also help a bit.

Aezeal December 7th, 2008 08:21 PM

Re: recruit THEIR nationals
 
I was just thinking that indeed just altering the site could do that. And with a few sites you could probably cover most important units and leaders of a nation. If needed you'd only need to create an otherwise empty site for nations with few sites.

Tifone December 8th, 2008 01:41 PM

Re: recruit THEIR nationals
 
Time ago was thinking bout a mod enabling to recruit "hybrids" between your nation and the one you conquer (and vice versa :D ). But it would require skillz and time I don't have :(

Loren December 8th, 2008 04:08 PM

Re: recruit THEIR nationals
 
My inclination would be to give them all the troops, not just the capital-only ones. They would only be in the capital, however.

Interesting would also to allow the casting of the national summons but I don't see how that could be done.

Aezeal December 8th, 2008 04:21 PM

Re: recruit THEIR nationals
 
Tifone: that would be impossible really. Loren what you propose is actually what the OP and I and probably others (not reading back to check) propose too :D

Gandalf Parker December 8th, 2008 05:01 PM

Re: recruit THEIR nationals
 
Im not sure how taking a castle would give access to the national summons. I mean in game logic.

The prolem with giving them ALL of the units is that it would have to be done thru the magic sites.
A) Im not sure if everything we want done can be done in just 4 sites
B) it would clutter up my recruit screen while I still own my castle because all of the non-national units would show up twice.

Sombre December 9th, 2008 11:51 AM

Re: recruit THEIR nationals
 
Except #com doesn't work.

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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