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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default CA propositions thread

    Well, Lusted and my own self decided (after an instigation from Pnutmaster) to open threads here and on the TWC where all modders can propose (modding) features that you would like to have requested from CA.
    Since we'll be the ones that present it to the two kind people we know over MSN (Caliban and Palamedes, big thanks for what you're doing for us already), we will also author it.

    The system will work like this:
    Everybody can make propositions, and we will collect them in the first post of these threads (and probably mirror them from time to time).
    Append to each proposition a number from 1 to 10 signifying it's importance/urgency for you (where 10 is most important).
    Also ask for features that have already been asked, as I will treat features that are asked for more often as having a higher priority.

    We will then discuss these propositions privately to see what we think is feasible to request from CA and then pass that on to them.
    After that, all we can do is twiddle our thumbs and see what happens. The devs are pretty busy with the expansion right now, and we don't have a programmer contact anyways. Usually, we'll get a reply within a few weeks though and will then post that in these two threads.


    I know it's not the perfect system (and am already afraid of spam), but it's -the best we can do right now.

    A last command: Only post sensible (i.e. small) requests. It's not too likely we'll get things that involve a lot of workload.


    Here's a link to the thread on the TWC: http://www.twcenter.net/forums/showt...32#post1631132

    Features that were already asked about:

    - View city feature: won't return
    - raising the maximum number of provinces: could happen if it doesn't impede performance too much (pre-caching). Scott K. promised to test that within a few weeks
    - Sprite Generator: Will come in 1.3 or if we're lucky in 1.2
    - Contextual scripting commands (asked on April, 19th - no reply yet)


    Propositions

    - Increased hardcoded limits(unit, province, trait)
    - More Tools
    - Shieldwall formation for spearmen, with possibility to use secondary weapon in very close melee like pikemen.
    - More dynamic cavalry combat which could last longer.
    - a way to remove an ancillary if a certain event occurs
    - a way to directly check for whether a character currently has a given ancillary [without having to give it its own type]
    a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying]
    - a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters
    - Conditions working with OR [instead of only AND - saves a lot of extra triggers]
    - Possibility to make our own conditions for certain events or more basic conditions
    - Better documentation for some files
    - Ability to give faction's a "desire" rating for particular regions
    - Ability to read and use faction leader traits in the strategy AI
    - Access to character name and age
    - A setting to enable the choosing of faction heirs
    - a configurable message box with yes, no buttons to interact with the player
    - a command to disband units through scripting (the reverse of create_unit pratically)
    - create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages)
    - a system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner
    - destroy_building command
    - raised culture limit
    - raised map size limits
    - raised unit size limit
    - raised unit cap
    - raised faction limit
    - provoke_rebellion working for characters in addition to settlements
    - Allow more slots for trade goods, so we can add to the existing
    - City/castle wall mechanics. Non-interlocking concentric walls.
    - A list of hardcoded limits
    - The ability to configure walls to behave like in RTW, aka capturable towers, and towers that fire automatically without unit proximity.
    - I'd like to be able to adjust growth rates within a specific campaign without heavily effecting everything else from economy to unrest
    - Ability to use up to 4 turns per year with the appropriate number of winters showing up
    - It should snow on sub-arctic climates
    - Artic (permanent snow) climate
    - In-depth details on savegame structure for single player
    - The ability to destroy already created watchtowers in game, both normally by generals and through console commands
    - Process_rq working
    - A fix for the obnoxious bugged province/can't build watchtower/reduced movement deal that happens after a disaster
    - Ability to make *every* building in a settlement destructable, including walls.
    - Ability to set the tax rate for castles
    - Ability to set how many actions agents can perform per turn
    - Ability to set min/max range 'cooldown' required between crusades/jihads
    - Ability to configure what constitutes a valid target for crusade/jihad
    - Ability to set line-of-sight distances for watchtowers and cities
    - addition of a working float "multiplier" variable for both of these that can be used to speed up or slow down animations
    - Allow users to create their own UNIT formations, like Horde in RTW
    - turn based event trigger
    - A setting for how much characters should age per year
    - Be able to have additional Jihad (or culture)* type missions - for other faction groups
    - An ability to vary the seasons in multiple turns per year games
    - Engine calculations formulae
    - ai_gta commands explanation
    - FactionWideTraitExists condition
    - OffspringTrait condition
    - Enabling negative building capabilities
    Last edited by alpaca; 04-20-2007 at 13:56.

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