Originally Posted by
DaVinci
Certainly a lot is possible if it is similar to RTW-M2TW scripting (where i was partly quite active with, and know what is possible). I'm personally not enough in the scripting lua language to say anything reliable, haven't ever applied or analysed it.
As for dependence on buildings and technology, there wouldn't be big difference to the current normal recruitment imo. or let me say i see rather disadvantages, if this would be the only criteria, if one spawns certain units and troop amounts along buildings and technology, the spawn is then the difference, and thus the player might be taken away from possible micromanagement of the recruitment, and possibly the AI would have issues to make the right decision about it, if it is overall possible that AI can decide if it would like to accept a unit spawn-offer intelligently.
I guess a script that limits recruitment along number of owned regions should be possible, and even wouldn't be that much work, the amount of work is then dependent on the possible units, and as we have not that much different ones in S2, it is relative less work, but needs though faction consideration, which increases again the workload.
The region dependence is interesting though, so that certain regions allow certain recruitment, where the whole regional infrastructure is a requirement and background, this per special historical locality-traits.
Anyways, such scripting would be murder work. I personally won't do that (the work), but if ie. tan zhi han volunteers for such a project, or has alternative ideas, i'm interested to apply something for this mod.
(Alpaca did something of this branch for ETW, resulted then later in the merged mod Proper Empire:Terra Incognita)
However, a start could also be that tan zhi han offers a start-unit script-mod for S2R+, players could check it out if it enhances the game experience.
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