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October 9th, 2006, 05:45 PM
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Join Date: Jan 2004
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Re: the Mappers Wishlist
#battlemap <province nbr> <name>
Use this command to specify a specific battlemap to be used for all combats in the province.
drool...
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October 9th, 2006, 07:09 PM
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Shrapnel Fanatic
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Re: the Mappers Wishlist
Quote:
AStott said:
#battlemap <province nbr> <name>
Use this command to specify a specific battlemap to be used for all combats in the province.
drool...
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I like that. Im not much into the battlemap editor thing. But I can see where this would boost its use. I think that Johan would go for this idea.
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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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October 11th, 2006, 06:13 PM
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Join Date: Jun 2003
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Re: the Mappers Wishlist
#neighbor 10 + 11
The purpose of this function would be to allow one way access from province 10 to province 11. This would allow map makers to develop more creative maps. I can provide examples if Illwinter wishes.
#event_gold 12 player_Abysia 1005 "Troops have found an old crashed treasure ship along the shore and brought the gold to the castle."
This gold event would allow mapmakers to provide gold and/or a message to a specific player during the game. The example provided would allow anyone playing Abysia to receive 1005 gold on turn_12.
#event_gems 25 player_Ermor 33fire "Gifts from a strange cloaked figure were left at the fort entrance."
This gem event would allow mapmakers to provide gems and/or a message to a specific player during a game. The example provided would allow anyone playing Ermor to receive 33 fire gems on turn_25.
#event_attack 48 player_Man enemy_Atlantis Group_C province_33 "Some more sea creatures are attacking a province in your kingdom!"
This attack event would allow mapmakers to generate attacks and a message explanation during the game. The "Group_C" section provides the details for commanders and units which are attacking and the details of groups are created within the .map file. The example provided would cause a battle on turn_48 at province#33 where the attacking units belong to Atlantis... if province#33 is not owned by MAN then the attack event does not occur.
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October 15th, 2006, 06:47 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: the Mappers Wishlist
Some ideas to reduce the amount of fixing each map needs :
- in the map editor give a different flag to all plain provinces (makes easier to see if you have forgoten to give to some provinces the right terrain type)
- add an icon on provinces with no neighbours (would also make easier to find superposed provinces due to 2+ whites pixels instead of one)
- a general command #nostartif (a number) making nostart all provinces with fewer than x neighbours (avoid to forget some bottlenecks)
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October 15th, 2006, 10:42 AM
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Major General
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Join Date: Feb 2005
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Re: the Mappers Wishlist
How about two map commands.
#fixed_behavior <num>
where -
0 = default behavior (defend)
1 = hide
2 = patrol
3 = pillage
4 = reanimate
5 = contact allies
6 = capture slaves
7 = search
and then
#hide_behavior <num>
Which gives a (hiding) commander new orders when his province is conquered.
0 = default behavior (keep hiding)
1 = assassinate (as described above)
2 = instill uprising
3 = preach
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October 22nd, 2006, 04:13 AM
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Sergeant
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Re: the Mappers Wishlist
I'd like to see the ability to place constraints on #neighbour definitions, particularly turn limits and limits on what abilities units must have pass.
Something like:
#neighbour 100 101 turn>30,unit=fireres
wich would mean you could travel between province 100 and 101 only after turn 30, and only with units that all have fire resistance.
Secondly, a brief (one to two lines) description of a province that could be shown in-game would be nice for flavour stuff.
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October 29th, 2006, 04:03 PM
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General
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Join Date: Jun 2003
Location: az
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Re: the Mappers Wishlist
Currently a mapedit command exists called
#startspell <player> "spell name" <<<<Broken= Only works for one turn>>>>
I recommend adding the exact opposite which could remove a spell from being researched by a nation.
Something such as #deletespell <player> "spell name"
This command would allow mapmakers to customize what spell options are available to an AI opponent.
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