Thread: Wishlist The Modder's Wishlist
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Old October 15th, 2006, 10:13 AM
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Default Re: The Modder\'s Wishlist

I've got some requests regarding pretender design.

Firstly, I'd like to add additional options under the pretender design (in the toolkit) and under the check-for-cheaters control.

For example - four types of pretenders, normal (as it is now), weak, strong and devastating.

Weak pretenders are built on 200 points. Scales cost 20 points each, and the dominion cost multiplier is 3. Dormancy is only worth 100 points, and imprisoned is worth 175 (which gives you a slight boost for those choices.)

Strong prenteders are built on 600 points, scales cost 30, the dominion cost multiplier is 10. Dormancy is worth 225 points, imprisoned is worth 375 points.

Devastating, 800, 40, 15, worth 300 or 500.

My suggestion is an #add_scheme command, with the following child commands.

#base_points <num>
#dominion_multiplier <num>
#magic_multiplier <num>
#scale_multiplier <num>
#points_dormant <num>
#points_imprisoned <num>
#end

The game should automatically add the option to cycle through all existing schema in the Design Pretender God dialogue, and in the game creation dialogue "cheat prevention" should scroll through all available design schema.
Of course, there are other ways to achieve the same result (replacing all the national pretender lists, say,) but I think this ought to be achievable directly.
It'd also be nice if the AI could read these schema when making pretenders (assuming it spends points and doesn't pick them from a pre-compiled list.)

---

My second request may be completely infeasibl - but I'd like to be able to bring back themes.

I'd like to add another entire panel to pretender design. In that panel, I'd like to add a host of options, which either cost or give you points, and which modify your national characteristics. This is the logical way in which I think it'd be structured. I've got an entire list of ten sets of these, I'd like to put them under a pretender design section called "Commandments". I'm sure everyone could see how this would be cool.
The underlying idea is that I'd like to be able to take any position and "twiddle" it into a (second-rate, like vanheim, say) blood position (or necromancer position, or amphibious position, etc.). Concept is - I'm the new God, if I start demanding blood sacrifices, I expect Timmy the Archtheurg to get with the program.
I expect a lot of people wouldn't like this - and it'll be hell to game-balance it - but

#add_misc_option
#option_type 1
-- You can't have more than one option from the same "type".
#option_name "Make me an altar of splintered bones and rotting flesh!"
-- If possible, load these dynamically into the sub-menu.
#option_requires_mdeath 5
#option_requires_sdeath 0
-- Likewise for each magic path and scale. "Require death 0" means doesn't allow growth.
#option_nation 29
-- Now we have a block of mod commands which it runs if you are Pythium. All the same mod commands should be available as when modding a faction from scratch, in addition...
#option_cost_fixed 3
#option_cost_cumulative 2
-- Cost in pretender design points. Fixed points are multiplied by the cost of a scale - cumulative points are added together and then priced as an equivalent dominion increase, so discourage people from piling on lots of options.
#remrecunit <nbr>
#remreccom <nbr>
-- Ideally, this should pull all instances of a given unit number from the national recruit list. If the only commands you can support clear the list entirely - then just add this one.
#clearcapitalsites
-- So that you can change the list of capital-only units.
#end_nation
-- And a list for each nation that can take the mod.
#end

---

And, thirdly, I'd like some more nation modding commands, but I'll compile that list later.
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