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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: CA propositions thread

    As an afterthought, please append each proposition with a number from 1 to 10 signifying it's importance/urgency for you (where 10 is most important)

    Please also ask for features that have already been asked, as I will treat features that are asked for more often as higher priority.

  2. #2
    Member Member Andromachus Theodoulos's Avatar
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    Default Re: CA propositions thread

    Sprite Generator - 8
    Increased hardcoded limits(unit, province, trait) - 10
    More Tools - 10 (Modding capabilites are one of the biggest assets to PC games...)

    Thanks

    AT

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: CA propositions thread

    There is already the shiedwall formation from RTW ingame, and you can have both spear and sword infantry.

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: CA propositions thread

    Ancillary file and Traits file:
    - a way to remove an ancillary if a certain event occurs (7)
    - a way to directly check for whether a character currently has a given ancillary [without having to give it its own type] (10)
    - a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying] (5)
    - basing on the above: a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters. (7)
    - Conditions working with OR [instead of only AND - saves a lot of extra triggers] (4)
    - Possibility to make our own conditions for certain events or more basic conditions (6)

    General:
    - More guiding on range and meaning of variables in files. Several files are lacking any documentation making it a trial and error thing to figure out what a change of a certain variable effects. [example: campaign_db.xml, diplomacy_xml] (3)
    Last edited by FactionHeir; 04-04-2007 at 13:20.
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  5. #5

    Default Re: CA propositions thread

    1. Ability to give faction's a "desire" rating for particular regions that can be used in the campaign AI decisions i.e make explicit and moddable how much a particular faction wants certain terriotory so we can set historical type expansion aims. (10)

    edit: this is possibly almost there already. the AI already seems to take into account the faction_creator of regions and has a preference for attacking rebel regions where they are hostile to the faction creator. unfortunately that means they have a tendency to ignore regions where *they* are the faction creator as they are not hostile to themselves. if that could be tweaked so they prefer those regions that would be great.

    2. Ability to read and use faction leader traits in the strategy AI e.g mod a trait for faction leader type (expansionist, defensive etc) and that being able to be used in the AI decisions so factions vary whenever their faction leader changes. (4)

    3. Strategic AI "event" for new faction leader. An entry to check against when the old leader dies and new leader takes over to use for potential vassal revolts. (3)

    4. Access to some of the data passed to events/triggers so you don't need a script for every region (******10+*****)

    So instead of something like

    Code:
    character_turn_end
    
    condition specific_settlename_name
    trait y > 1
    
    create_building specific_settlename_name

    instead something like

    Code:
    character_turn_end
    
    trait y > 1
    
    create_building this_settlename_name (whatever it is)
    5. Access to character name and age. (4)
    Last edited by nikolai1962; 04-19-2007 at 01:54.
    It's not a map.

  6. #6
    Member Member Herkus's Avatar
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    Default Re: CA propositions thread

    Quote Originally Posted by Lusted
    There is already the shiedwall formation from RTW ingame, and you can have both spear and sword infantry.
    Though I would love to have the shieldwall formation to work similar like pikemen with secondary various melee weapons for close combat. Having separate spearmen and swordsmen infantry types is not the answer.

    Another thing:
    raise the max number of men in unit to 200. 7

    I guess it is pointless to ask for, but dismounting ability for cavalry at least in sieges would be wonderful. 8
    Last edited by Herkus; 04-04-2007 at 12:10.

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: CA propositions thread

    I meant that, you can have units with both spears and swords, just like in RTW.

  8. #8
    Member Member Re Berengario I's Avatar
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    Default Re: CA propositions thread

    Not my role but I think some requests are bit off topic:
    200 units, shieldwalls, ships, flying saucers are new game features (some a lot desiderable) but not modding improvements in themselves and they'll require deep modifications to the current game engine.

    Anyway here's my list:

    - expansion of the "this" keyword to more console commands and also to script commands (like proposed by nikolai1962) (10)

    - a configurable message box with yes, no buttons to interact with the player (6)

    - make console_commands like give_trait, give_ancillary, remove_ancillary, kill_character, move-character, mp, etc usable inside scripts using the character data exported by triggers. (6)

    - a command to disband units through scripting (the reverse of create_unit pratically) (5)

    - create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages). (5)

    - remove or raise hardcoded limits for provinces and map dimension. (5)

    - a system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner (3)
    Last edited by Re Berengario I; 04-04-2007 at 13:38.

  9. #9

    Default Re: CA propositions thread

    i ditto all re berengario's as well :)

    plus i thought of a new one

    destroy_building command (2)
    It's not a map.

  10. #10
    Member Member madalchemist's Avatar
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    Default Re: CA propositions thread

    (10) - Remove ANY hardcoded feature so that skilled modders can fix and adjust the game according to their desires, with no need of patches, updates or any other release.

    ...frankly, that would solve all problems, given time.

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