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-   -   Monster SCENARIO Project (http://forum.shrapnelgames.com/showthread.php?t=39304)

Zentar June 15th, 2008 08:22 PM

Re: Monster SCENARIO Project
 

The scenario could consist of parallel series of mods (good vs good, evil vs evil, neutral vs neutral) meeting in a final conflict..... or

You could use a sequential series of mods with increasing difficulty. Perhaps you could carry over a small retinue or treasure from the previous mod.

I hope my vague suggestions help.

Gandalf Parker June 15th, 2008 08:55 PM

Re: Monster SCENARIO Project
 
Wouldnt that be "Ceterum censeo Carthaginem esse delendam"?
"Otherwise argue that Carthage be destroyed"?
and we dont talk about hosts that way in my threads http://forum.shrapnelgames.com/images/smilies/happy.gif

You both need to change your sigs.

Endoperez June 16th, 2008 02:46 AM

Re: Monster SCENARIO Project
 
I'm pretty sure maps are onnly read once, when the game is created. Mods can be changed. The map image could, perhaps, be changed, but the .map can't be, so changing terrain is impossible but adding more provinces might work.

LDiCesare June 16th, 2008 08:43 AM

Re: Monster SCENARIO Project
 
Changing the map image as LA Ermor's dominion grows would be fun. For better effect, you'd have to know in which province it is (or check population numbers/income/unrest) but I don't think this info is available, although we can know who Ermor attacked, so you could turn all provinces attacked by Ermor into something ugly...

Unlocking horrors as spell research evolves could be thematic, if random events can be used (like replacing barbarian attacks by horror attacks if someone reached XXX in research).

A simple thing could be blind research, although it could hinder strategy somewhat.
Make many spells impossible to cast until spell research has reached a certain level. That way, the spells wouldn't be documented until someone unlocked the corresponding spell research level. You'd probably know the 9th level spells when someone has researched 4 paths at 7, but it's not much of a problem. This suggestion would only work if the content of the mod isn't known to the players, however, or if the added spells are created randomly (stuff like changing 1 level for fireball, or never allowing a summons spell, or limiting it to a random nation or a nation with the least current number of provinces...).

Ballbarian June 16th, 2008 09:37 AM

Re: Monster SCENARIO Project
 
Graying of terrain under death dominion, greening under growth, whitening under cold, etc... could be very cool. It would have been really nice if the game would reread the terrain and neighbors information in the map file. Regardless, the idea of time progression reflected in the map image really peeks my interest in this project. http://forum.shrapnelgames.com/images/smilies/happy.gif

Edratman June 16th, 2008 12:22 PM

Re: Monster SCENARIO Project
 
I have absolutely no idea how to do this, but I always envisioned a scenario that starts EA, goes for say 30-40 turns and switches to MA and then a similar sequence to a LA switch. Players would start the next age staying with the same national lineage (ie EA Mictlan, MA Mictlan and LA Mictlan)and same provinces they ended with, maybe have a 10% random change in province ownership to add an unknown variable to the era change. Keep the same pretender, capital province, carryover gems and gold, and research tree. Not a single good idea how to deal with armies and commanders when the era changes.

Probably would be best to start on an enormous 1500 province map with a limited number of nations so the EA expansion has a limited probability of knocking a nation out.

Probably rerandomize (is that a word?) sites just for the heck of it at the era changes. That would at least get rid of carryover castles, but I don't know if that is good or bad.

I think it could be done with a tedious map edit after the end of each era, and the carryover research tree is totally beyond me.

Agrajag June 16th, 2008 12:51 PM

Re: Monster SCENARIO Project
 
Quote:

Ballbarian said:
Graying of terrain under death dominion, greening under growth, whitening under cold, etc... could be very cool. It would have been really nice if the game would reread the terrain and neighbors information in the map file. Regardless, the idea of time progression reflected in the map image really peeks my interest in this project. http://forum.shrapnelgames.com/images/smilies/happy.gif

If there was a way to gain access to that information with a 3rd party program, it would be quite easy to change the map accordingly, with the help of the preexec/postexec, but somehow I just don't see it happening http://forum.shrapnelgames.com/image...ies/tongue.gif

Edratman June 16th, 2008 01:39 PM

Re: Monster SCENARIO Project
 
Quote:

Endoperez said:
I'm pretty sure maps are onnly read once, when the game is created. Mods can be changed. The map image could, perhaps, be changed, but the .map can't be, so changing terrain is impossible but adding more provinces might work.

I am almost 100% sure you are correct. I have altered map files during a game without effecting any changes.

Endoperez June 16th, 2008 02:00 PM

Re: Monster SCENARIO Project
 
Yeah, that's what I've done as well. Tried to edit #maptextcol and the icon size value, but the changes didn't take effect before I created a new game.

llamabeast June 16th, 2008 02:00 PM

Re: Monster SCENARIO Project
 
You can change the map image of course (as I think someone said above), just not the terrains, neighbour lists and so on.


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