It's not all bad, though. Only mostly bad.
We'll have to see for ourselves, ultimately, but that's at least one hardcoded aspect (victory conditions) lifted.Originally Posted by The Shogun
-Simetrical
Where do we submit questions for this FAQ?
This is interesting:
Shame they couldn't ask anyone what this question meant.Q. Will there be civil wars?
A. Yes. The rebellion mechanisms have changed to allow for rebellions to spread, and to allow for disloyal generals making a stab for ultimate power themselves.
This is a bugger, as trade resources are one of the few ways we have of having non-settlements appear on the campaign map.Q. Will the issue of infantry behaving sometimes like cavalry be fixed?
A. Sorry, but after much thought we have no idea what this question means.
Q. Will there be ability to create new trade resources?
A. No. Aspects of trade and resources are hardcoded.Obviously we can change who the marian conditionals apply to already. I wonder what is meant by new events... If it's just new historical events then we can do that already - if it's a new event that can be used as a conditional (doubt it) then that would be much more useful.Q. Will there be ability to create new events? Will there be ability to attach appearance of units and buildings to certain dates or events?
A. New events can be added. You won't be able to change the *appearance* of units and buildings as a result of events because these are tied to the underlying culture of a faction, not any particular event. If, however, by appearance you mean availabilty on a particular date, then the game can be modded so that different units rely on the Marian Reforms to trigger their availability.
Have modders not already been doing this?Q. Like the feature you added to Viking Invasion, will CA add the option of adding new campaigns to the game, rather than having to replace the original campaigns?
A. Actually, dropping the right files into the campaign/custom folder will cause a new provincial campaign to appear. This is a big item, and can't be explained quickly, but the talented modding community will undoubtedly get their teeth into the business!
Q. Will we be able to save the replays for campaign battles again?
A. No. The underlying game code will not support this feature.
If they had just taken out the requirement for an AI faction to have a settlement and given us the correct parameters for spawn_army we could do this already. *sheesh*Q. Will the Huns have possibility to move their settlements or they'll be static like all other factions?
A. Settlement locations are fixed in the game; ownership of settlements is not. This might annoy a few people, but there are usually very good reasons why towns and cities are located where they are, and little tendency for them to be completely abandoned even when conquered. What can happen with the Huns and other people is that a horde will form when the (last) settlement is lost as all the inhabitants go on the road in search of a new homeland. If they are lucky, they'll manage to conquer someone else's territory (although they can migrate peacefully too). If they are unlucky, the people will be cut down during the migration.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
what a dissapointment
i never will understand why in mtw they let you mod the game freely and now you have the hardcoded limitations why ?
"The essence of philosophy is to ask the eternal question that has no answer" (Aristotel) . "Yes !!!" (me) .
"Its time we stop worrying, and get angry you know? But not angry and pick up a gun, but angry and open our minds." (Tupac Amaru Shakur)
What makes you so sure? In VI you could.... I'm keeping my hopes up untill it comes out. We'll have to see.there will be new factions, but there is no telling whether you can put them AND the old faction in a single campaignmap. Actualy I'm quite sure you can't.
Just give me a list of what parameters we can use where and which commands work and which don't, that's all I ask...
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
It's a luxury problem IMO. CA lets us import units, buildings, landscapes, edit factions, interface, sound and animation. No other game gives us that possibility. We can always wish for more, and we will no matter what they give us. But that doesn't change the fact the current build allows alot already.
About the addition of factions. I am sure that you can add them to the exisiting batch. Think about it; the engine must know which faction eblems to use, in descr_models_battle.txt it is needed to have have different tags for each faction so that R:TW knows which skin to use.
And M:TW had the same limitations on the amount of factions and units.
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