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February 3rd, 2006, 07:41 PM
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Corporal
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Join Date: Sep 2004
Location: US-Eastern (Raleigh,NC)
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Re: Map Makers asking for placing timed events
I wrote up a really long reply with a lot of examples, but I got bored reading it myself. I think a system like this would be great for adding flavor for special MP/tournament maps, as well as opening up a much bigger playspace for player-made SP scenarios. I hope when the developers setup the "Shepherds of Creation" scenario it made them yearn for some more options like this, so maybe things are already happening in DomIII.
Think of all the options you can make with programmable combinations of Triggers (like "Turn# = X" or "Pretender/Nation X defeated" or "Total units in the game > X"), Actions (like "Message 'x' to all", or "Alliance between AI nation X and Y", or "Event X happens in a random province of nation Y"), and Recurrance (do it once, do it every N turns, N% to do it each turn). You could even use these just to improve the "strategic AI" by giving programming Fort/lab events to AI opponents at intervals.
Think of the story ideas lurking that could create new scenarios and maps with tools like this, the same way communities of map/scenario creators sprung up for FPS games, and games like MythII, and Wesnoth, etc. Imagine logging onto Arryn's site and finding hundreds of scripted SP scenario .map files to play, instead of a handfull and some randomizer scripts as options.
Sill
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February 6th, 2006, 03:57 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Map Makers asking for placing timed events
silhouette....
Thanks for providing better details of the type of events. Events can provide so many functions and experiences which currently are not available.
Kristoffer O .....
Take your time making the game, we look forward to this masterpiece!
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February 6th, 2006, 06:20 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Map Makers asking for placing timed events
I'd like to add my vote for timed events to Jedi's. I was discussing a new game idea in IRC the other day that centered around magical trinkets. Long story short we all agreed that what was required was a script or event where each nation recieved a particular (or random) magical trinket every turn or two turns. If this kind of functionality is present in dom3 that would be awesome!
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March 6th, 2006, 07:20 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Map Makers asking for placing timed events
Not sure if the ability to place timed events will exist in DOM_3, but at least the devs saw the idea.
Being able to setup unique events for nations and/or provinces can make a map more interesting... such as earthquakes, volcanoes, floods and/or creating a storyline for gamers to experience.
example:
Event: Give ERMOR
Commander: Demon Knight
Items: Marble Armor; Amulet of Antimagic
Units: 30 Demon Knights
Guards: 2 Devils
Province: Ermor Capital
Day: 58
post message to human players:
"Ermor has recalled his greatest knights from a distant land to remove his enemies from this realm."
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March 7th, 2006, 12:38 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Campaign
If this was added, it might even be possible to make a structured (single-map) campaign. Sandboxes are great, but the idea of a Dominions map that had a plot and storyline (rather than just a backstory) is quite intriguing. Age of Wonders and HoMM III are good examples...
On the other hand, a good campaign might require triggered events, which would probably be a lot of work to add (and esp. debug) compared to timed events.
Regardless - I agree with your suggestion. And even little touches like messages arriving, or pop-ups popping up:
"One of your soldiers, born in nearby Hillshire, refuses to go any further. 'The forest eats those who enter. I fear no man, but to enter the Vinewoods is folly.' His prompt execution teaches his fellows that all must fear their god above all else, but there are mutterings amongst the generals - and the forward scouts have yet to report back."
...can add a lot. Timed/triggered messages with enclosed items might also be interesting. On this end we can't really tell what's practical and what's not, but I do know that good campaigns on poor game engines can be much more fun than good game engines with bad/absent campaigns. X-Com versus Laser Squad Nemesis, Star Control II versus Freelancer, and Unreal Tournament 2004 versus Deus Ex (or even System Shock) all come to mind.
But just adding support for a good campaign does not make one appear out of nowhere...
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March 7th, 2006, 12:24 PM
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Captain
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Join Date: Feb 2004
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Re: Campaign
I strongly support NTjedi's suggestions too! (but maybe not his prototype-syntax yet) I also think that simple things like place item/message/troop here on turn X or if site Y is discovered or if province Z is owned by A would already be a big boon!
Quote:
Saber Cherry said:But just adding support for a good campaign does not make one appear out of nowhere...
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The community will probably help itself again: - Extensive documentations and spread sheets most are GOOD!
- Dozens of complex mods, including novel graphics - GOOD!
- Combat probability charts generators (no rating
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- Plenty of maps of all kinds (no rating
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- Randomized maps - OK!
- Turn Notificators - GOOD!
- Map statistic tools - GOOD!
- Even an automated game server - GOOD!
So just pray and believe! 
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