scripting campaign battles is a great idea. total annihilation did this with a very large 3rd party participation. the idea of TA was that 2 AI robotics factions were fighting for the universe and each mission in the campaign would be on a new world in contention. they made quite a deal out of this on the TA site. i made one 10 mission campaign for that game myself. each new world would have different features and terrain and added a lot of variety to an already interesting game.

railroad tycoon II had a LARGE scenario script set for making and setting parameters to any given game. it worked for single and multiplayer and was a ton of fun to set up a variety of scenarios.

along with my other wish list items i'd like some better ways to move my troops. i mentioned in an earlier post about column left and right, but i'd also like a rotate formation feature where if my opponent suddenly veers off to my right or left flank, i, as the defender, can simply rotate my troops to face him while keeping the current formation intact.

i ran into another thing today while editing a new map. the texture list is far from complete. with having several 'base' or background colors available it becomes increasingly impossible to provide for all the combinations of blending one tile to the next with the spline lines showing due to mismatched textures. i wont even go into the for instance here as it gets quite complicated trying to match up a tile that falls inbetween a tree line, a hut tile, a road tile and so on. there are currently at least 3 diff green base textures, light, medium and dark and that's only the base color of green. with each new shade you have to then make liteally hundreds of new tiles to be able to blend this new shade into all the existing textures and features and colors. and this becomes next to impossible in the current format. either change the format for tiles/textures/models or reduce the number of base colors that have to be mixed and matched.

K.