Dhepee
11-21-2003, 15:43
Let's get some votes out for what we want to mod in RTW. In MTW you can't really mod the Glory Goals and you can't mod event triggers.
Assuming that RTW has a glorious achievement option similar in structure to MTW's, if it was fully moddable you could change the conditions of the goal and the points awarded. For instance if you created a late Roman Empire Mod you could have goal: Sack Rome for a barabarian faction, if they conqueor Rome and destroy at least 25% of the city's buildings then they get 10 points.
For fully modable event triggers you would be able to create the action that if in a Late Roman Empire Mod the Romans invade Dacia then the liklihood of revolts increases 25% and if a revolt occurs there is a 100% chance that the rebel army will contain 10 units of flaming pigs.
There are a couple of games that I still play that have a similar setup, both by Norm Koger: Age of Rifles and The Operational Art of War. In the game edit functions there are dialog boxes in which there are drop down menus that allow you to pick certain events, the outcome and the liklihood. They are far ranging, anything from: if the Prussians have 30% of their units routing then their reinforcements rout automatically to something as complex as if the weather is rainy then the allies have a 90% chance of a 10% reduction in airpower. This makes mods so much more in depth and so much more fun to play. Age of Rifles was a little early in PC gaming history to have a huge online following, the MTW or STW do, but Operational Art of War had what amounted to whole expansion packs of downloadable scenarios that encompassed whole campaigns. The Operation Barbarosa Campaign is one of my favorite mods to play ever. It is incredibly complicated and in depth, the fact that you could mod the weather and its effects made the mod so good. If we had that ability for RTW it would be awesome.
Assuming that RTW has a glorious achievement option similar in structure to MTW's, if it was fully moddable you could change the conditions of the goal and the points awarded. For instance if you created a late Roman Empire Mod you could have goal: Sack Rome for a barabarian faction, if they conqueor Rome and destroy at least 25% of the city's buildings then they get 10 points.
For fully modable event triggers you would be able to create the action that if in a Late Roman Empire Mod the Romans invade Dacia then the liklihood of revolts increases 25% and if a revolt occurs there is a 100% chance that the rebel army will contain 10 units of flaming pigs.
There are a couple of games that I still play that have a similar setup, both by Norm Koger: Age of Rifles and The Operational Art of War. In the game edit functions there are dialog boxes in which there are drop down menus that allow you to pick certain events, the outcome and the liklihood. They are far ranging, anything from: if the Prussians have 30% of their units routing then their reinforcements rout automatically to something as complex as if the weather is rainy then the allies have a 90% chance of a 10% reduction in airpower. This makes mods so much more in depth and so much more fun to play. Age of Rifles was a little early in PC gaming history to have a huge online following, the MTW or STW do, but Operational Art of War had what amounted to whole expansion packs of downloadable scenarios that encompassed whole campaigns. The Operation Barbarosa Campaign is one of my favorite mods to play ever. It is incredibly complicated and in depth, the fact that you could mod the weather and its effects made the mod so good. If we had that ability for RTW it would be awesome.