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  #51  
Old February 2nd, 2007, 10:26 PM
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Default Re: the Mappers Wishlist

That would also make for a very interesting game variant if I could assign items based on a random from 1 to 2000.
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  #52  
Old February 3rd, 2007, 09:59 PM
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Default Re: the Mappers Wishlist

Quote:
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.
I would like to ditto Edi's observation and add the ability to define custom population types on a per province basis.

For example:
#land 96
#clearpop
#custpop 1 970 -- hybrid trooper
#custpop 2 967 -- hybrid
#custpop 3 968 -- hybrid
#custpop 4 969 -- hybrid
#custpopcom 1 972 -- hybrid lord
#custpopcom 2 443 -- star child
#custpopcom 3 971 -- hybrid soldier
#custpopcom 4 331 -- illithid

#setland 97
#poptype 33 -- Lt. & Hvy Inf, X-bow
#custpop 1 523 -- Fire Drake
#custpopcom 1 389 -- Fire Lord
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Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #53  
Old February 4th, 2007, 05:37 AM
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Default Re: the Mappers Wishlist

That's a somewhat bad idea, as most summoned creatures have a recruitment cost of 0 gold, 1 resource. It would be more appropriate to have poptype modding added to modding possibilities and then modding the monsters you want to add into that poptype. Then assigning poptypes to provinces.

Otherwise chaos ensues.

Edi
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  #54  
Old February 4th, 2007, 11:53 AM
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Default Re: the Mappers Wishlist

Ok, add #goldcost and #rescost to the list of commands. The ability to do it in a mod would be nice, but I would prefer to have it within the map for a bundle of reasons. Or if it is easier to implement, add a command to enable a given mod from a map.
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Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
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  #55  
Old February 10th, 2007, 07:22 AM
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Default Re: the Mappers Wishlist

Yeah, I've been wishing for a map command that enables spesific mod for a long time now. It'd be great for scenarios.
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  #56  
Old February 10th, 2007, 01:01 PM
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Default Re: the Mappers Wishlist

Hmmmm there is a command-line switch for enabling a mod but I didnt consider a map command when I requested the switch. It would make sense for scenarios though. And I suppose there might be room for a mod command that specifies that its meant to be used with a particular map only.
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  #57  
Old March 6th, 2007, 12:59 PM
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Default Re: the Mappers Wishlist

Apparently the Map Editor in the game will recognize nostart terrain bits but not the #nostart command.
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  #58  
Old March 6th, 2007, 02:56 PM
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Default Re: the Mappers Wishlist

Apparently #startspell only works for one turn?
Do we have second and third confirmation on this?
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  #59  
Old March 16th, 2007, 11:31 AM
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Default Re: the Mappers Wishlist

If its not majorly prefereable for this not to happen, I would like a switch on map generation (command line switches) to do the random name assignments that is avaiable inside the map editor.

Unless having 1500 provinces named is a cpu drag making it a good idea for the default to be leaving that off. Then the extra steps to get it would make sense.
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  #60  
Old March 16th, 2007, 12:36 PM
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Default Re: the Mappers Wishlist

I would like a map switch (menu and command line) to set how many neighbors means nostart.

And then if it could let me know how many starts we ended up with that would be great also but not if thats too hard to add.
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