Thread: Forge
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Old December 27th, 2006, 08:54 AM
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Default Re: Forge

To comment some more on the
Quote:
I don't think it would be too hard to program into the game, and it would make for a lot of strategic and modding possibilities.
bit in the opening post:

No, it wouldn't be too difficult, it'd only require a major engine rewrite because of the way the units are programmed into the game and how they're modded. It would require in-game, on the fly modding and every separate different combination of things (unit+armor+weapons). Every such combination would have to be modded in as a new unit, on the fly, and made available as a recruitable unit, so not only would you be modding the units themselves, you'd also be modding the nations on the fly. When you toss in the roughly 1800 different units, ~1000 weapons and ~200 armors and start running combinations where each unit can have up to 4 (or is it 6 now in Dom3?) weapons and 3 armors, I'd really like to see just how much unit namespace you'd require for even a 4-player game, never mind all the other crap this would entail.

With the way the unit coding is done currently (I've seen a couple of samples), this just WILL NOT work.

Then there is what Endo said about the forge. It's incorporated into the fort and the lab as they are right now. If you happen to find Ancient Forge, The Steel Ovens or Banefire Forge, the sites that give forge bonuses, THAT is the specialized "devil bound in an anvil etc" kind of forge of truly epic descriptions that has the kind of facilities not normally available. Otherwise the lab or lab/fort combo is sufficient.

The whole idea is stillborn and would also lead to a complete micromanagement hell even if it was doable. There are other games out there that have this sort of thing, such as afaik Space Empires V.

Edi
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