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July 7th, 2008, 05:07 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Monster SCENARIO Project
Quote:
another NT Jedi example
example:
Event: Give ERMOR
Commander: Demon Knight
Items: Marble Armor; Amulet of Antimagic
Units: 30 Demon Knights
Guards: 2 Devils
Province: Ermor Capital
Day: 58
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This is doable altho the clutter it would create in the home province might make it only a nice thing to do for the AI, not players.
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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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July 7th, 2008, 05:12 PM
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Re: Monster SCENARIO Project
It would be fun if, when an early nation was defeated, a new middle era of the same nation suddenly popped up, and then again for the late age version. Sort of a nation secondform. Or for a scenario, that it happens on a certain turn.
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July 7th, 2008, 08:37 PM
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Re: Monster SCENARIO Project
Quote:
HoneyBadger said:
It would be fun if, when an early nation was defeated, a new middle era of the same nation suddenly popped up, and then again for the late age version. Sort of a nation secondform. Or for a scenario, that it happens on a certain turn.
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Im not sure if I can come up with a way to do that.
The closest I can think of would be something like...
1) Play the EarlyAge Map for 100 turns.
2) Parse the info on each nation still in the game (debug log and scoreboard).
3) Create a version of the same map and name it MidAge.
4) Place the nations the same, give them the same provinces, as much as possible replace the units with appropriate units and extra experience bonuses.
5) Play the MidAge Map for 100 turns.
6) Rinse and Repeat for the LateAge Map.
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-- DISCLAIMER:
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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July 7th, 2008, 09:08 PM
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BANNED USER
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Re: Monster SCENARIO Project
You could use a mod file and change all the recruitment options and national spells of whichever nations you wanted at a certain point in the game. That wouldn't be hard at all.
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July 7th, 2008, 09:15 PM
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Join Date: Oct 2003
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Re: Monster SCENARIO Project
Quote:
Sombre said:
You could use a mod file and change all the recruitment options and national spells of whichever nations you wanted at a certain point in the game. That wouldn't be hard at all.
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That would be great!
Do we know if those will work with mid-game change?
So far my thinking has been tied into the idea of putting a unit in at the start of the game, then changing its parameters in the mod file in mid-game. I have some ideas on how to do game-events, Bogus groups, and in-game messages that way.
If a nation could simply be switched from era to era that would be great. Hmmmmmm.... we might still have to create magic sites in the mod in order to modify them on the fly. Create Ermor-A and Ermor-B magic sites to assign to Ermor, then change them from early age to middle age to late age.
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-- DISCLAIMER:
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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July 7th, 2008, 09:31 PM
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BANNED USER
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Re: Monster SCENARIO Project
Yeah they work with midgame changes just fine. You just wipe their recruitment options and add in all the new ones, move the national spells to different nation numbers etc.
You can't change which magic sites are at the cap using a mod, at least not halfway through a game, but you can easily change the properties of those sites - cap only commanders and troops, gem income etc. No problem.
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July 8th, 2008, 04:02 PM
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Re: Monster SCENARIO Project
Or, maybe on a larger (1500 province) map, at some point adding in the middle, and then the later era nations, on close by provinces, while still keeping the original ea nations, and making those middle and late nations allies to their ea nations, atleast to begin with. This would not only simulate growth and diversity, "new blood": new strategies and techniques for old nations, but also the potential to "split off" into separate colonies, which may become independent. It would also make huge maps more interesting to play. This could later be expanded to include modded in nations, for the sake of interest and diversity-for instance, if a province formerly occupied by independent cavemen suddenly transformed into a strong Ogre Kingdoms nation on the 50th turn and started taking the piss out of you.
If the human-played nation or nations in the game could come to control their middle and late eras, as close allies, that could also be a lot of fun.
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