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  #1  
Old October 3rd, 2006, 07:29 PM
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Default Re: the Mappers Wishlist

#assassinate
These stealthy commanders will remain in a hiding status and will try to assassinate any commander which is not an independent. The commanders don't have to be stealthy if that would make it easier to add the command.

#break_siege
These units will attack any troops laying siege to the current castle in the province.

#travel
The commander and its units will randomly travel into another nearby independent province. Perhaps eventually it could made available for computer opponents. These units would only provide defense for existing provinces and never attack.

#mad_march
The commander and its units will randomly travel into any nearby province thus possibly attacking a human or computer opponent. Perhaps eventually it could be made available to work for computer opponents as well.

#summon_allies
Allows this commander to use his ability to summon allies at the start of the game. For example if used with the fire king elemental he would be summoning his units which would increase the strength of the province as each turn passed. Please note this only works for commanders which can summon allies.

#scale_(type)(#)
No matter what domain or magic sites exist the province always holds this scale.
Example: #scale_growth 2
This province would always have a growth scale of 2
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  #2  
Old October 9th, 2006, 05:45 PM

AStott AStott is offline
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Default 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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  #3  
Old October 9th, 2006, 07:09 PM
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Gandalf Parker Gandalf Parker is offline
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Default 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...
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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  #4  
Old October 11th, 2006, 06:13 PM
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Default 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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Old October 15th, 2006, 06:47 AM
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Default 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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  #6  
Old October 15th, 2006, 10:42 AM
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Default 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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  #7  
Old October 22nd, 2006, 04:13 AM

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Default 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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