![]() |
Scenario Options for SEIV - why not?
So again and again im thinking about the inability of SEIV to do any real scenarios and it came to my mind that actually creating a scenario in SEIV should not be as much of a problem.
Scenario editor aside. Thats a more fancy thing than is realy needed. What i mean is if/then system for the game which should not be much of a trouble to implement with any of the future patches. I guess most things in SEIV have their variables - planets, ships, planets' owners and whatever else. SEIV can read sceenario introduction related to the scenario by name. Then why cannot it perform simple if/then tasks at end of each turn? Store your conditions in .txt file with appropiate name and let the game go through it. Or is there something im missing? |
Re: Scenario Options for SEIV - why not?
IMO, the hardest thing about creating a scenario is coming up with an interesting idea that's also playable.
|
Re: Scenario Options for SEIV - why not?
Triggers is what they are called. We wont see them for SEIV, maybe SEV. They are a lot more complex to add to the code than a simple scenario editor that only manipulates current variables in the .gam file would be. And we aren't even going to see that for SEIV, so we definetly won't see triggers.
Geoschmo |
Re: Scenario Options for SEIV - why not?
My question is, why is it difficult to implement triggers (yes thats the word, slipped of my mind). Of course complex triggers aside, i am rather sure that the game has some variables for planets and players and ships which can be used for simpliest of all functions if/then.
Eg: Variables: PlanetNumber123456, PlanetOwner IF PlanetOwner(PlanetNumber123456) == 1 --player one THEN VICTORY |
Re: Scenario Options for SEIV - why not?
If you think about it such a check is present with victory conditions. expand this option to check other variables and you've got your scenarios.
Correct me please if im wrong, i am no programmer, i only have basic experience. |
Re: Scenario Options for SEIV - why not?
it's certainly possible, but it will require a good model for it to work flexibel.
"IF PlanetOwner(PlanetNumber123456) == 1 --player one THEN VICTORY " This would be very possible to comprehend by a computer program. But this can get difficult if you want to allow things like: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">if(player1.numPlanets() == 2 && player1.hasTech("Stellar Manip") || player2.ownsPlanet(3846)) { createNewPlayer(); useVictoryConditions(2); }</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Where you have multiple check for an event, and several events, and several victory conditions, depending on the game situation. Translating this from a text file to executable code through a program is difficult. This is actually interesting, scenario events and triggers. Maybe i'll make something like this. http://forum.shrapnelgames.com/images/icons/icon7.gif |
All times are GMT -4. The time now is 11:36 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.