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November 8th, 2006, 12:35 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: the Mappers Wishlist
Quote:
Singularity24601 said:
Speaking of which, how is your "Semi Random" project going Gandalf Parker? Is it still progressing? Because I think it's an excellent idea. I'd write one myself, but I am quite busy and may not have time until this Christmas, or even Christmas 2007 :-/.
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Yes I would also like to know the progress...
I'm right in the same boat as you Singularity24601... my life is so busy and chaotic I rarely have time for games.

I can't even take a day off from work... long story, but even if I could take a day off from work it would be spent doing boring/annoying errands.
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Currently a command exists called #allies <nation#> <nation#> for setting computer opponents as allies.
I recommend an opposite command called #war <nation#> <nation#> which would place two computer opponents to always be at war. Also it could be used to instantly create a permanent war between a human and computer opponent.
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December 11th, 2006, 03:51 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: the Mappers Wishlist
What I'd like is some improvement to scripting sites and populations.
Currently, the way site scripting works is that first the game creates the map, randomly assigns sites and populations and adds provncial defenders and only then does it execute map commands such as #feature or #knownfeature. This means that if random site allocation fills up a province, scripted sites will not be added.
There is a way to ensure that the scripted stuff happens, which is #killfeatures. The problem is that it removes everything and then you add scripts.
So it's either script without #killfeatures and hope for the best (rather chancy of site frequency is high) or get guaranteed scripted sites but no randoms whatsoever.
And the whole bloody point is being able to script something that appears with certainty and then maybe getting something extra. Not the other way around.
It'd be much the same with the province defense. Better that the poptype scripting runs before assignment of native defenders, that way you won't get amazons defending some measly militia/light infantry combo as is liable to happen otherwise.
Edi
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December 26th, 2006, 10:21 PM
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Join Date: Oct 2006
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Re: the Mappers Wishlist
I'd like the ability to add special abilities to units in certain regions. I'm thinking airshield for all units while they're underground-different levels for different provinces, like 20% to represent open caverns or 80% for tight, twisting tunnels, or certain provinces boosting ability in a certain path for any unit who happens to wander in and jungles where if you stay too long you get a disease-think Tsitzi-fly infestation, only it might be microscopic imps or atomies with elfshot etc. If there was a global command #underground_airshieldR then the computer would randomly assign 20%-80% airshield for all underground provinces. Samd thing for jungles- #jungle_diseaseR and the computer would randomly assign say a 1-10% chance for every unit in a jungle province to catch a disease each round they remain there. The magic bonus could be handled something like #magic_allR and #forest_magicR where the computer would give each province or each forest province a 1% chance to boost magic by 1 in 1 specific path, with maybe a 1 in 500 or 1 in 1000 chance to boost more than one path or one path by 2 points, etc. Other commands could include #desert_fireR where the computer would give each desert a 1% chance to boost fire magic by 1 point. These random abilities or detriments should come accompanied by a short message describing that they're in effect. I wouldn't mind just having a special site that could duplicate these abilities, but I don't know if such things currently exist or can be modded in.
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December 27th, 2006, 06:41 AM
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National Security Advisor
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Location: Eastern Finland
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Re: the Mappers Wishlist
There are too many variables for it to work like that. It won't work, not that way. Adding magic spells to certain provinces is much more feasible. Arrow Fend for both sides of the battle in all provinces that are caves, as an example.
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December 28th, 2006, 12:29 AM
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General
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Join Date: Oct 2006
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Re: the Mappers Wishlist
I don't care how it would work as long as it works. What about the possibility of certain creatures who can't leave certain types of provinces, such as underground, forests, deserts, mountains...in the same way as water-breathing creatures can't leave the water unless they're amphibious or have magical support? Mythologically, this would make a lot of sense for a LOT of creatures.
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December 28th, 2006, 09:24 AM
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National Security Advisor
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Re: the Mappers Wishlist
Quote:
HoneyBadger said:
I don't care how it would work as long as it works. What about the possibility of certain creatures who can't leave certain types of provinces, such as underground, forests, deserts, mountains...in the same way as water-breathing creatures can't leave the water unless they're amphibious or have magical support? Mythologically, this would make a lot of sense for a LOT of creatures.
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This idea would require some work, but it's very interesting because at least Hama Dryads already have a somewhat similar ability: they can't leave their home province without getting weaker (losing hp).
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December 28th, 2006, 04:37 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: the Mappers Wishlist
According to the description, Blood Guards and Blood Lords also share that same drawback. Home province only or they start dying.
Edi
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