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-   -   Is this possible, and how hard would it be? (http://forum.shrapnelgames.com/showthread.php?t=46801)

earwicker7 December 20th, 2010 08:43 PM

Is this possible, and how hard would it be?
 
I just bought Campaign Cartographer 3, so that I could try my hand at map-making, and was thinking about a neat scenario that, if it wouldn't be too hard to make, I could base a map around. Keep in mind, I have never modded anything, so it may be too much for me to handle.

Here's the idea. There are eight artifacts (could be rings, staves, etc.) that are needed to rule the world. Each one is hidden in one of eight continents, and each corresponds to one of the magic paths. So, for example, there is a Wand of Fire hidden somewhere in Continent A (The Land of Fire), so everyone who is playing knows they need to look for a Fire 4 site on that continent. Once someone has discovered the site, they would then possess the Wand of Fire, and could use it as a very powerful miscellaneous item. Here's the kicker... on the next turn, everyone gets a message saying "This player has the Wand of Fire!", so it becomes public knowledge that this person is now the Frodo to the other players' Sauron.

You can win by either destroying everyone else through standard victory, or by owning all eight artifacts. So, more or less, it would be a combination treasure hunt/capture the flag scenario.

How hard would this be to mod? Is it even possible?

Gandalf Parker December 20th, 2010 08:52 PM

Re: Is this possible, and how hard would it be?
 
Anything is possible, its computers. However, Im pretty sure it would take more than a mod. It would involve mod commands, map commands, and some server side tricks. But it can be done as a Scenario game on a server.

earwicker7 December 20th, 2010 08:54 PM

Re: Is this possible, and how hard would it be?
 
So basically, it's over my head lol

llamabeast December 20th, 2010 08:59 PM

Re: Is this possible, and how hard would it be?
 
You can make special magic sites and hide them on a map, but you can only do things that sites currently do. So perhaps rather than giving you an item (no sites do that), the fire site would allow you to recruit an awesome fire monster or fire mage. As for the messages part, you'd just agree with all the players beforehand that they had to announce when they found one of the powerful sites.

Edit: Also, I meant to say: sounds very fun! :)

Gandalf Parker December 20th, 2010 09:22 PM

Re: Is this possible, and how hard would it be?
 
I think the server side can see the gains in the debug log (or at least the taking of the province). And if you had a GM in the game by use of a game master mod like watcher.dm or one of the others then you could have it send the message to everyone

earwicker7 December 20th, 2010 09:24 PM

Re: Is this possible, and how hard would it be?
 
Could you randomize the sites so that the fire site shows up only on the fire continent?

earwicker7 December 20th, 2010 09:29 PM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by Gandalf Parker (Post 766660)
I think the server side can see the gains in the debug log (or at least the taking of the province). And if you had a GM in the game by use of a game master mod like watcher.dm or one of the others then you could have it send the message to everyone

If the site itself can't spit out the object, would there be a way to use this info to send the object to them on the next turn?

Gandalf Parker December 20th, 2010 10:06 PM

Re: Is this possible, and how hard would it be?
 
I didnt think of that. Sure. the GM "nation" (often referred to as Pantokrator) could send the item in a message. That nation could start out with all of the special items, watch for the taking of the province, then send the item with some sort of thematic message. The tactic has been used before to create new events.

earwicker7 December 20th, 2010 10:09 PM

Re: Is this possible, and how hard would it be?
 
So, big question... how much work would this involve, keeping in mind I've never done something like this? Are the mod commands hard to learn?

Stavis_L December 20th, 2010 10:45 PM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by earwicker7 (Post 766668)
So, big question... how much work would this involve, keeping in mind I've never done something like this? Are the mod commands hard to learn?

IMO, the mod commands themselves are relatively easy, especially if you've ever done any scripting or programming before. The only hard parts are a few of the more esoteric things like multi-form units or spell modding (which is still largely a matter of trial and error for non-basic effects.)

If you wanted to do the "event" type behavior you describe, though, you'd need to go outside the realm of what's documented in the mod commands and do some dynamic modification of the mod files, e.g. something like the scripting framework Illuminated one posted here:
http://forum.shrapnelgames.com/showthread.php?t=43892

That would take a bit more effort.

Gandalf Parker December 20th, 2010 11:56 PM

Re: Is this possible, and how hard would it be?
 
The only modding item left I think is making the items.

But apparently that might be difficult since its about the only "lets add stuff to the game" area that I havent seen multiple mods for. Too bad because Id really like to see one on par with the more pretenders, more heroes, more magic sites, more summons, more spells, more nations mods.

earwicker7 December 21st, 2010 01:03 AM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by Gandalf Parker (Post 766677)
The only modding item left I think is making the items.

But apparently that might be difficult since its about the only "lets add stuff to the game" area that I havent seen multiple mods for. Too bad because Id really like to see one on par with the more pretenders, more heroes, more magic sites, more summons, more spells, more nations mods.

Wow, I thought would have been the easy part... this attack, this defense, yada yada yada, lets you summon so and so.

I think the simplest thing, thematically, would be to have the items be big-time gem generators, but I have so little experience with this game that I'm not sure how that would affect balance.

For now, I have a learning curve with Campaign Cartographer 3, but hopefully it won't take me too long to grasp.

Gandalf Parker December 21st, 2010 10:09 AM

Re: Is this possible, and how hard would it be?
 
Its been mentioned here before. Not sure if any of the old posts would help but here they are....
http://www.google.com/webhp?rls=ig#s...4ee6e4e8056c32

DeadlyShoe December 21st, 2010 11:42 AM

Re: Is this possible, and how hard would it be?
 
Maybe mod existing items to be powerful gem generators, than stick immobile commanders with that item in those provinces, such that the tiem can be captured. Of course then people will just take it back to their capital.

llamabeast December 21st, 2010 11:51 AM

Re: Is this possible, and how hard would it be?
 
You cannot mod gem generators. :(

earwicker7 December 21st, 2010 07:52 PM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by llamabeast (Post 766729)
You cannot mod gem generators. :(

So I couldn't make an item that generates 10 pearls a month, or do you just mean that I couldn't mod an existing item?

thejeff December 22nd, 2010 08:43 AM

Re: Is this possible, and how hard would it be?
 
Item modding is very limited. You cannot make an item that generates 10 pearls a month. Or change how many an existing gem generator makes. Or really anything about the special abilities items have.

DeadlyShoe December 22nd, 2010 11:59 AM

Re: Is this possible, and how hard would it be?
 
If you're willing to GM it you could send people income every month or year they hold the province~

earwicker7 December 22nd, 2010 03:31 PM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by thejeff (Post 766837)
Item modding is very limited. You cannot make an item that generates 10 pearls a month. Or change how many an existing gem generator makes. Or really anything about the special abilities items have.

That stinks :(

Duncan_Frost December 24th, 2010 01:52 PM

Re: Is this possible, and how hard would it be?
 
When item modding is properly implemented I hope they allow nation-specific items. I'd like to make a Forces of Vvardenfell nation (if i ever finish the Inuk) with unique artifacts to craft such as Sunder or Wraithguard, but it would kinda detract from the theme if everyone could forge them.

Foodstamp December 27th, 2010 11:55 PM

Re: Is this possible, and how hard would it be?
 
Actually you can sorta do both the things you are trying to do.

For the gem generator. Create a unit that is an item that is recruitable in the province with the #unique tag. Imagine something like the fountain for example, that produces 10 pearls.

There is a way using mod commands and map commands that you could also give yourself a unique item in a province.

Using mod commands, create a #unique unit (Say a pedestal or something). With map commands, place this unit in a hidden province with the item you are wanting to associate with another province.

In the province you want the item to spawn in, create a magic site that allows the unique item bearer to be recruitable.

Here is how it plays out:

Whoever gets to the province first can "recruit" the item bearer (Pedestal, weapon rack, whatever) and take the item from that unit. Recruiting a unique unit makes the unit appear in the province, no matter if it is already somewhere else on the map.

So the player who gets there first gets the item. Later on, if the province is conquered by another player or the AI. They can recruit the unit bearer, but the item will be gone.

Stavis_L December 28th, 2010 09:51 AM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by Foodstamp (Post 767148)
Actually you can sorta do both the things you are trying to do.

For the gem generator. Create a unit that is an item that is recruitable in the province with the #unique tag. Imagine something like the fountain for example, that produces 10 pearls.

There is a way using mod commands and map commands that you could also give yourself a unique item in a province.

Using mod commands, create a #unique unit (Say a pedestal or something). With map commands, place this unit in a hidden province with the item you are wanting to associate with another province.

In the province you want the item to spawn in, create a magic site that allows the unique item bearer to be recruitable.

Here is how it plays out:

Whoever gets to the province first can "recruit" the item bearer (Pedestal, weapon rack, whatever) and take the item from that unit. Recruiting a unique unit makes the unit appear in the province, no matter if it is already somewhere else on the map.

So the player who gets there first gets the item. Later on, if the province is conquered by another player or the AI. They can recruit the unit bearer, but the item will be gone.

Interesting idea! As a side note, you'd probably want to make sure the province containing the "itembearer" units doesn't have any connections to other provinces, to make certain that no-one stumbles across it. If this is for a multi-player game, you'd probably also want to give the province some over the top defenders, to prevent someone (including the AI) teleporting in to grab the goods. And of course you'd need to set a victory condition other than 100% elimination, as no-one "should" be visiting this province in normal play.

Also, note that the item(s) would still be available via wishing, in case wish would represent an easier method to obtain (not likely for the kinds of items you can actually mod.)

earwicker7 December 28th, 2010 03:14 PM

Re: Is this possible, and how hard would it be?
 
Is there any way to randomize the unique locations? For example, say I use the unique item available through site recruiting (brilliant idea, by the way!); there are 160 provinces available, 20 for each path. Could I set it up so that in each game, the fire item will go to one of the 20 fire provinces, but nobody knows in advance which one it is? This way, I could play the game too, instead of just watching others enjoy it:)

Stavis_L December 28th, 2010 03:42 PM

Re: Is this possible, and how hard would it be?
 
Quote:

Originally Posted by earwicker7 (Post 767173)
Is there any way to randomize the unique locations? For example, say I use the unique item available through site recruiting (brilliant idea, by the way!); there are 160 provinces available, 20 for each path. Could I set it up so that in each game, the fire item will go to one of the 20 fire provinces, but nobody knows in advance which one it is? This way, I could play the game too, instead of just watching others enjoy it:)

You might be able to get there using Semi-Random. It would take some effort:

1) Create .GAN (province templates) for each of the special provinces aligned with your recruitables. Make the templates apply to e.g. a Fire Site. Make the templates unique provinces.

2) Modify your map to specify that a certain number of provinces are e.g. unique fire sites.

3) Run Semi-RanDom with *just* your custom province files.

4) You'll still need to add your special "item holder" province to the map manually.

This will work if your items/recruitables are pretty well aligned with the "special site" types defined. If they don't, then you may not be able to use this.

Also, I wouldn't say that Semi-Random is a "guaranteed" solution. It doesn't always behave 100% consistently, so you might be in for a disappointment if for whatever reason it only places 9 out of 10 special sites, for instance. Definitely do some test runs first if you go for this approach to make sure it will work for you.


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