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June 15th, 2008, 08:22 PM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
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Re: Monster SCENARIO Project
The scenario could consist of parallel series of mods (good vs good, evil vs evil, neutral vs neutral) meeting in a final conflict..... or
You could use a sequential series of mods with increasing difficulty. Perhaps you could carry over a small retinue or treasure from the previous mod.
I hope my vague suggestions help.
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June 15th, 2008, 08:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Monster SCENARIO Project
Wouldnt that be "Ceterum censeo Carthaginem esse delendam"?
"Otherwise argue that Carthage be destroyed"?
and we dont talk about hosts that way in my threads
You both need to change your sigs.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 16th, 2008, 02:46 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Monster SCENARIO Project
I'm pretty sure maps are onnly read once, when the game is created. Mods can be changed. The map image could, perhaps, be changed, but the .map can't be, so changing terrain is impossible but adding more provinces might work.
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June 16th, 2008, 08:43 AM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
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Re: Monster SCENARIO Project
Changing the map image as LA Ermor's dominion grows would be fun. For better effect, you'd have to know in which province it is (or check population numbers/income/unrest) but I don't think this info is available, although we can know who Ermor attacked, so you could turn all provinces attacked by Ermor into something ugly...
Unlocking horrors as spell research evolves could be thematic, if random events can be used (like replacing barbarian attacks by horror attacks if someone reached XXX in research).
A simple thing could be blind research, although it could hinder strategy somewhat.
Make many spells impossible to cast until spell research has reached a certain level. That way, the spells wouldn't be documented until someone unlocked the corresponding spell research level. You'd probably know the 9th level spells when someone has researched 4 paths at 7, but it's not much of a problem. This suggestion would only work if the content of the mod isn't known to the players, however, or if the added spells are created randomly (stuff like changing 1 level for fireball, or never allowing a summons spell, or limiting it to a random nation or a nation with the least current number of provinces...).
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June 16th, 2008, 09:37 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
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Re: Monster SCENARIO Project
Graying of terrain under death dominion, greening under growth, whitening under cold, etc... could be very cool. It would have been really nice if the game would reread the terrain and neighbors information in the map file. Regardless, the idea of time progression reflected in the map image really peeks my interest in this project.
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June 16th, 2008, 12:22 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Re: Monster SCENARIO Project
I have absolutely no idea how to do this, but I always envisioned a scenario that starts EA, goes for say 30-40 turns and switches to MA and then a similar sequence to a LA switch. Players would start the next age staying with the same national lineage (ie EA Mictlan, MA Mictlan and LA Mictlan)and same provinces they ended with, maybe have a 10% random change in province ownership to add an unknown variable to the era change. Keep the same pretender, capital province, carryover gems and gold, and research tree. Not a single good idea how to deal with armies and commanders when the era changes.
Probably would be best to start on an enormous 1500 province map with a limited number of nations so the EA expansion has a limited probability of knocking a nation out.
Probably rerandomize (is that a word?) sites just for the heck of it at the era changes. That would at least get rid of carryover castles, but I don't know if that is good or bad.
I think it could be done with a tedious map edit after the end of each era, and the carryover research tree is totally beyond me.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 16th, 2008, 12:51 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: Monster SCENARIO Project
Quote:
Ballbarian said:
Graying of terrain under death dominion, greening under growth, whitening under cold, etc... could be very cool. It would have been really nice if the game would reread the terrain and neighbors information in the map file. Regardless, the idea of time progression reflected in the map image really peeks my interest in this project.
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If there was a way to gain access to that information with a 3rd party program, it would be quite easy to change the map accordingly, with the help of the preexec/postexec, but somehow I just don't see it happening
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I'm in the IDF. (So any new reply by me is a very rare event.)
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June 16th, 2008, 01:39 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
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Thanked 37 Times in 27 Posts
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Re: Monster SCENARIO Project
Quote:
Endoperez said:
I'm pretty sure maps are onnly read once, when the game is created. Mods can be changed. The map image could, perhaps, be changed, but the .map can't be, so changing terrain is impossible but adding more provinces might work.
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I am almost 100% sure you are correct. I have altered map files during a game without effecting any changes.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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June 16th, 2008, 02:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Monster SCENARIO Project
Yeah, that's what I've done as well. Tried to edit #maptextcol and the icon size value, but the changes didn't take effect before I created a new game.
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June 16th, 2008, 02:00 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Monster SCENARIO Project
You can change the map image of course (as I think someone said above), just not the terrains, neighbour lists and so on.
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