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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by bovi
    Yes, I think you can disband by script if you know where they are. If they move away from where you expect them to be, you have no way to find them again.

    You cannot assign movement to specific units, I think it's a setting per unit type (IE infantry, cavalry, artillery, ship).
    No, it works differently. Firstly you have to use kingdoms, and secondly what you do is apparently disbanding all units of a certain kind a certain faction has.

    I only have the scripts for Kingdoms so I can't tell you more, especially not about how you define the kind of units to be disbanded.

    Here's a half-baked idea I'm considering for II: You could create a few special bodyguard units for this script. You then spawn a few characters with armies consisting exclusively of one of these units in the city (since you spawn them you'll know the name). These characters could then be removed using the kill_character console command.
    You need the special units anyways, even if you use kingdoms (because of the unit kind thing mentioned above), so the sacrifice in resources is minimal.
    Last edited by alpaca; 10-06-2007 at 12:13.

  2. #2
    Lover of Toight Vahjoinas Member Bootsiuv's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by bootsiuv
    What if instead of a group of units popping up, a general with an enormous bodyguard of peasants shows up in the city, and give him a trait which forbids movement?
    Would something like this be possible? Or am I totally off my rocker?
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  3. #3

    Default Re: Feature Requests

    Feature requests? Re-emerging factions!

    Nothing like MTW VI, playing the Scots and having a couple of stacks of Picts pop up in the middle of your kingdom. That'll teach you!

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by HistoryProf
    Feature requests? Re-emerging factions!

    Nothing like MTW VI, playing the Scots and having a couple of stacks of Picts pop up in the middle of your kingdom. That'll teach you!
    One of the things we are hoping to do is to have every faction capable of reemerging, unless this causes them to do something stupid.


  5. #5

    Default Re: Feature Requests

    Quote Originally Posted by MarcusAureliusAntoninus
    One of the things we are hoping to do is to have every faction capable of reemerging, unless this causes them to do something stupid.

    A full stack of elites of a defeated faction appearing out of nowhere is stupid imo. If there is a rebellion I would imagine swarms of peasants and levies.

  6. #6

    Default Re: Feature Requests

    Quote Originally Posted by Vorian
    A full stack of elites of a defeated faction appearing out of nowhere is stupid imo. If there is a rebellion I would imagine swarms of peasants and levies.
    I could definately see some medium infantry with more than a few chevrons (representing veterans of the old faction - depending upon the length of time since the last king), backed up by one or two missile units and one or two crappy cavalry units, and the General, d'accord. The rest would most likely be citizen-farmers, so that could also mean fairly well-equipped men. Hoplites or Swordsmen? The General would have good equipment, and some quality. After all, he is in all probability a nobleman. Which means he has money. Which means some mercenaries, too. Could even see some defectors of your own troops, if they were raised in a regional MIC. I think it adds a level of difficulty to the game, and realism. History is rife with insurrection and rebellion, shism and civil war.

    Perhaps, make it only on VH? If that's possible?
    Last edited by HistoryProf; 10-08-2007 at 01:03.

  7. #7

    Default Re: Feature Requests

    Slightly off Topic I know but, with the amount of work to required to complete EB 1.0 and resolve any outstanding issues, and with the announcement of "Empires", will the team continue to work on EB2 or will it support EB1 until the release of Empires to see if it offers better prospects for modding?

  8. #8

    Default Re: Feature Requests

    Quote Originally Posted by MarcusAureliusAntoninus
    One of the things we are hoping to do is to have every faction capable of reemerging, unless this causes them to do something stupid.
    Thanks for the response. Perhaps you could link it to whether or not any princesses were on the roster at the time of the last generals death? Or link it to the unhappiness of the populations in the defeated factions Type I areas?

  9. #9
    Member Member [EB]Demulon's Avatar
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    Default Re: Feature Requests

    I like what I've read thus far. I think that garrison units that spawn under siege should be immobile, crappy militias who have fled the country to defend the city. But I think it should be up to the player to make sure that better trained units are nearby to meet any invasion.
    These spawning of these units should take away 1000 minai to represent the arming and feeding of these refugees turned soldiers.

    A script to disband them after the siege would be awesome, as they would return to being productive citizens.

    Keep coming up with these awesome ideas!

  10. #10
    The Galatian, AtB Member Member Admetos's Avatar
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    Default Re: Feature Requests

    Unfortunatly, it's impossible to disband units using the script. You could play with a house rule to immediatly after the siege has been broken or lifted, but the AI wont disband units given to it for free, no matter how bad, although, if it was possible, I think personally it would be a good idea, even if only in certain areas.


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  11. #11
    EB annoying hornet Member bovi's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by alpaca
    No, it works differently. Firstly you have to use kingdoms, and secondly what you do is apparently disbanding all units of a certain kind a certain faction has.
    That sounds like a... somewhat odd functionality to implement. For making old units obsolete perhaps ? I can't understand why they'd make that feature and not a way to disband specific units. But I haven't explored this much, so I bow to your expertise .

    Here's a half-baked idea I'm considering for II: You could create a few special bodyguard units for this script. You then spawn a few characters with armies consisting exclusively of one of these units in the city (since you spawn them you'll know the name). These characters could then be removed using the kill_character console command.
    You need the special units anyways, even if you use kingdoms (because of the unit kind thing mentioned above), so the sacrifice in resources is minimal.
    That sounds like it could work! More evidence of your genius, beyond what revolutionizing concepts you've posted about in the AD/II forum. Will these special units take up EDU space though? They'd need the attribute that they are general's units right? EDU space is at a premium in EB .
    Last edited by bovi; 10-07-2007 at 10:43.

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  12. #12
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by bovi
    That sounds like a... somewhat odd functionality to implement. For making old units obsolete perhaps ? I can't understand why they'd make that feature and not a way to disband specific units. But I haven't explored this much, so I bow to your expertise .
    It is used to disband pagan units in the Teutonic campaign.

  13. #13
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by Bootsiuv
    Would something like this be possible? Or am I totally off my rocker?
    Yeah sorry I didn't have the time to read the whole thread. That's basically the idea I had in mind, too. There's a maximum unit size though so you'll need multiple of them.

    Quote Originally Posted by bovi
    That sounds like a... somewhat odd functionality to implement. For making old units obsolete perhaps ? I can't understand why they'd make that feature and not a way to disband specific units. But I haven't explored this much, so I bow to your expertise .


    That sounds like it could work! More evidence of your genius, beyond what revolutionizing concepts you've posted about in the AD/II forum. Will these special units take up EDU space though? They'd need the attribute that they are general's units right? EDU space is at a premium in EB .
    Yep Bozos gave the right answer, CA only used it (along with the destroy_building command which has the same caveat) to mark the transition of Lithuania from their original religion to Christianity.

    And yes, the extra units will take edu space. I know it's a problem for many mods (well for II it's not such a large problem because the area is of course much smaller, but for AD it'll probably be), so you might want to limit it to a few generic units and call them levy spearmen or something. They'd just be levied to the army in short time to defend their homes and would probably not be very well equipped. Maybe some veterans, too (i.e. you give them experience).

    The complexity of the script itself depends on what exactly you want to do. Most people use monitor_conditions to observe whether a settlement is under siege - I'd do it a bit differently but as I said I didn't work on garrison scripts yet.

    Well you seem to be reading our forums anyways so you'll see when I start on it. If you like what I come up with you're of course welcome to use the system. Otherwise, GrnEyedDvl over at the TWC is working on a garrison project and there are some existing takes on it that your scripters could check out, too.

    @Re-Emergence: An example for this written by Red Spot iirc and my general explanation of how it can be implemented can be found in the script-o-rama. The only minor problem is that it requires giving every faction the ability to horde (but if you don't give them any horde units that doesn't matter) so that they can "stay alive" and be spawned a new army.

  14. #14
    Lover of Toight Vahjoinas Member Bootsiuv's Avatar
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    Default Re: Feature Requests

    Thanks Alpaca....I actually had a good idea involving some sort of mod!

    w00t!

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  15. #15
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Feature Requests

    Can we have more RPing elements? Characters are one part of TW that are about as bland as ever :(. Also, is there anyway of tweaking unit cohesion in M2TW? It would be interesting to see an obvious difference between well disciplined units and point and click hack and slash units.
    Last edited by antisocialmunky; 10-07-2007 at 19:10.
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