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Pharnakes
05-14-2007, 19:15
Having been playing as the koinon hellenon, and conquering most of Hellas, I have become more than ussualy fustrated by the pointless, mindless atrocity that CA chooses to dignifiy with the title of "artifical inteligence". This has led me to research into other possiblities, including this: https://forums.totalwar.org/vb/showthread.php?t=64876.

In brief, "this" is a script written by Myrddraal that tricks rome into thinking that more than one faction is the local faction. This means that more than one person can play a campaign, taking turns as their factions come round. You have, therefore, in effect, a multiplayer campaign.

Of course, it is just a workaround, and there are many gaps in it, the principal one of which is that you can't acctualy fight an opposing human player, either your armies or his wil be controled by the AI.

There are also a few other lesser disadvantages, mainly that if an AI faction engages in diplomacy with you during its turn, it is the AI that makes the desicion. Also, if you, as the the seleucids attack a rebel settlement, then pass control to say the macedonians, then the computer still thinks that macedon is the local faction when the rebels sally against the seleucids, so that fight will be autoresolved.

I beleive however that these problems can be solved by creating a pure human campaign, where every faction except the eleutheroi had a human controling it.


With this system that I am proprosing, when a fight occurs between two armies, the player whose turn it is (the aggresor) takes a screenshot showing the two armies and sends it to the defender. The two players then agree between them wether or not they want the battle to be autoresolved. If the answer is yes, then the agressor autoresolves the battle and play proceeds. If the answer is no, then an mp battle as closley resembling the ground as possible is chosen, and the two sides armies are made up as closley as possible.

Rules for these battles are as follows: Any unit under half strength is discounted, any unit over half strength is included.

After the battle casualties are determined thusly:any unit under half strenght must be dismissed, any unit over half strength may be kept. Merging units is permited before this tally is taken.

The lossing army must retreat to nearest ocupied territory, the move_chracter command will be used to do this, as it will be the winners turn.

As I am sure you can see, this game should offer massive possibilities; to name but a few, it would now be possible to give units historic movement points, as the players will be quite capable of gaurding strategic choke points, do away with army spamming and many many more.

However, in my opinion, the greatest advantage of the lot will be the massive potential for diplomacy, with secret allinaces conclouded by players via PMs, non aggresion pacts, mutual support treaties, the possibliteis are endless, not to mention, logical (proably) HI (Human Inteligence).

Anybody interested at all?

Jesus_saves
05-14-2007, 19:21
Two questions.

What will be done about command stars?
Won't the AS have a huge advantage in this type of game? What do you plan to do about that?

bovi
05-14-2007, 19:24
Sounds interesting, but for me unfortunately too time-consuming. I'm sure someone else will want to though.

Pharnakes
05-14-2007, 19:36
Command stars is a tricky question, but as eb makes them more or less redundant anyway, I don't think it should be too much of a problem.

As regards your second question, I don't think they will too much, given that they will not be reciving the massive money injections, and it is pretty much inevtible that all the factions surrounding the seleucids would ally against them.

Also I am sumwhat relying on the eb players love for hsitorical accuracy, not to blitz smaller factions straight out of the game (which would make it rather borring after all)

Foot
05-14-2007, 19:41
You'll need to make to compatible with the script, and I have no idea how you are going to make the homelands stuff work. The homeland precursors are set according to who the player faction is, this will either spawn countless numbers of these everywhere, or (more likely) only one of the players will have correct homelands the rest will be using another factions. Basically, I really don't think this will work too well.

Foot

Pharnakes
05-14-2007, 19:44
I tired it with just a few factions, and it seemed to work (didn't test to exstensivley though) Obviously, large sections of the script will need to be disabled, but that shouldn't be too much of a problem.

Jesus_saves
05-14-2007, 19:49
You'll need to make to compatible with the script, and I have no idea how you are going to make the homelands stuff work. The homeland precursors are set according to who the player faction is, this will either spawn countless numbers of these everywhere, or (more likely) only one of the players will have correct homelands the rest will be using another factions. Basically, I really don't think this will work too well.

Foot

Aren't the recruitable units set by hidden resources rather than buildings now?

other than that I don't see a problem

king hannibal
05-15-2007, 17:17
this is how we used to play MP campiagns it was fun but hard to organise as people are there 1 day and then not on for a week or so anyway as you can see I was winning as gual sorry had to add that:beam: but it's good if you have the time

http://forums.totalrealism.net/showthread.php?t=3157

Xtiaan72
05-15-2007, 19:18
Really had to coordinate.