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  1. #1
    Member Member paullus's Avatar
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    Default Re: Scripted Interventions

    Quote Originally Posted by Ludens
    It is a nice idea, but I think there should be a penalty for accepting the mission and then doing nothing, for example another trait. But doubtlessly the EB team has already considered this.
    True, they probably already have. And as for the negative side, I would say the war declaration could be enough, but we all know it probably wouldn't be. That's why I think it would be important to incorporate the traits (or use some other method) to trigger a revolt (or at least a bump in unrest for the faction leader) if the "mission" were not carried out.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  2. #2

    Default Re: Scripted Interventions

    Holy crap!

    This is seriously an awesome idea! One of the things I love about Europa Universalis II is the scripted events that pop up, and allow you to choose whether to accept or decline certain agreements.

    If you can find a way to mix scripted events with Senate-type missions, we have a seriously interesting possibility here! Scripted events can include certain actions that could turn populations more Roman, for example, allowing a Type I government to be built where once only a Type II could be. Tribal migrations could spawn barbarian (Eleutheroi) invasions (i.e. barbarian rebel armies springing up). The death of a king could cause a war, like the many between Parthia and Rome over Armenia.

    The possibilities are limited only by how slow this would make the game run!

  3. #3
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: Scripted Interventions

    Quote Originally Posted by GodEmperorLeto
    Holy crap!

    This is seriously an awesome idea! One of the things I love about Europa Universalis II is the scripted events that pop up, and allow you to choose whether to accept or decline certain agreements.

    If you can find a way to mix scripted events with Senate-type missions, we have a seriously interesting possibility here! Scripted events can include certain actions that could turn populations more Roman, for example, allowing a Type I government to be built where once only a Type II could be. Tribal migrations could spawn barbarian (Eleutheroi) invasions (i.e. barbarian rebel armies springing up). The death of a king could cause a war, like the many between Parthia and Rome over Armenia.

    The possibilities are limited only by how slow this would make the game run!
    Agree. Seriously, what makes EB a great mod? The map, units? No, the script, it´s the key and if it could be exploited furthermore it will make EB an epic game. I´ve long debated the lack of in-depth realism in RTW and shure miss that EUII-flavour. I still play that darn game only due to its historical realism and I´d still play EB in 5 years if the script will be furthermore exploited. This is the path guys!

  4. #4

    Default Re: Scripted Interventions

    Quote Originally Posted by PseRamesses
    Seriously, what makes EB a great mod? The map, units? No, the script, it´s the key and if it could be exploited furthermore it will make EB an epic game.
    I don't know about all that. The map and units add a huge amount of depth because they've been executed so well.

    Quote Originally Posted by PseRamesses
    I´ve long debated the lack of in-depth realism in RTW and shure miss that EUII-flavour. I still play that darn game only due to its historical realism and I´d still play EB in 5 years if the script will be furthermore exploited. This is the path guys!
    I totally hear you. Actually, the perfect war game would have the nigh-unlimited faction, script, and map/global potential of Europa Universalis II, combined with the tactical and strategic maneuvering and building involved with Rome: Total War, and maybe even add some city-planning and zoning like in Caesar II (but maybe only at the risk of having way too much depth, like Master of Orion III or Hearts of Iron). But that's all just me speculating on the perfect strategy/war game, which to me, is like the perfect woman: an ideal that only exists in my imagination.

    Honestly, EB is the first game I've played that is as addictive as EU II for its depth, subtlety, and challenge. In the original R:TW, I never had to strategically plan out wars like I did in EU II. EB has brought that necessity for planning into R:TW. For example, if you just charge off to fight Epirus while playing as Rome in Turn Number One, you might just get your ass handed back to you, and loose Cannae and a general in the process.

    The biggest drawback I see that EB has is the very drawback that R:TW has: limited faction and unit slots. If you could somehow get past this hardcoded situation, limitless possibilities can open up.

  5. #5
    Member Member paullus's Avatar
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    Default Re: Scripted Interventions

    So LorDBulA, you said that some of this stuff might be possible. Has EB planned to do anything along these lines at some point in a future release?

    If not, could you point me toward a good editorial on making these sorts of things? I have zero experience with editing and very little time, but I'd really like to see something like this happening, if it could be made to work well.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  6. #6

    Default Re: Scripted Interventions

    There are few misions implemented.
    Makedons and Seleucids (i think) can return body of Alexandross back to Macedon. Other script lets you assist at capturing some province (sorry dont remember specifics, i wasnt making this one).

    If you want to make some you are more then welcome.

    ER wrote two excellent guides for scripting in RTW

    This is basic one:
    https://forums.totalwar.org/vb/showthread.php?t=46738

    Its the bible for scripting. As it contains list of all avaible console_commands, monitor events etc...

    There is also intermediate guide, you can find it in scriptorium.

    If you know anything about programing or scripting you can start doing scripts in 5 minutes
    If you dont know anything i would advice spending 1 hour in library.
    Take handbook for some very simple programing language (even old one like QBasic) and read first few chapters. Dont go to deep, read about loops, variables, if conditions, logic statements. This is all you need because RTW unfortunately doesnt offer much more.
    For example in my book for C++ everything you need is in second chapter (first is Getting started chapter), 23 pages in total out of 1200+ in whole book.

    Good luck.
    Last edited by LorDBulA; 02-28-2006 at 20:29.

  7. #7
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Scripted Interventions

    Ranika and I are considering some scripting options for getting the other Gallic tribes more involed in the civil war.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  8. #8
    Member Member Birka Viking's Avatar
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    Default Re: Scripted Interventions

    Yeah I also like Europa Universalis II and its scripted events. Hell this could be very fun if you could do it to EB.

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