I guess its never too early to ask lol
Forget content and the bugs and blah blah. What I want is a better scripting language. More specifically:
1. A true random number generator, not like RandomPercent. Generate a RandomNumber and then be able to compare it to oher values, only reset the RandomNumber when ResetRand is called, otherwise you should be able to reference it.
2. Some kind of variable(s) other than a counter.
3. Math operations inside a script. For example say I wanted to add/deduct money based on the number of units in a settlement, take the number of units and multiply by 100 then charge the garrison fee. Or even multiply by another variable,
add_money england, (5*Variable)
4. Add other operators, such as Or, Else, and ElseIf. It would make scripts much shorter. If also needs to be able to be used with all conditions not just with the I_Conditions.
5. Either fix the e_select or come up with a new system to reference the current event and pull settlement/character names so you can manipulate them.
6. More events and conditions. SettlementCaptured comes to mind, currently you have to write 4 sections to check this, OccupySettlement, SackSettlement, CitySacked, and ExterminatePopulation.
SettlementPopulation or
SettlementSize
CharacterAge
7. Fix the broken commands, like provoke_rebellion and remove the hotseat limit on control_faction.
8. Add the ability to put existing script commands into the VnV Triggers.
Trigger V0010_Standard_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodAttacker 2 Chance 100
Affects TacticalSkill 1 Chance 10
Command create_unit blah
9. Add some values to what is exported by Events. Just one example:
OccupySettlement exports the following:
nc_character_record, character_record, faction, target_faction, region_id, character_type, target_religion
But doesnt export Settlement, so you cant use
monitor_event OccupySettlement London
or even
monitor_event OccupySettlement SettlementName London
10. Ability to start/terminate a script by command. This would help immensely in cleaning up the campaign_script and organizing things.
For example you could have one, two or ten scripts to create_units for a garrison script. Then you could reference them as a sort of sub routine instead of typing them out 200 times (one for each settlement). Example:
monitor_conditions I_SettlementUnderSiege Jedda
and SettlementBuildingExists = wooden_palisade
script garrison_script1
end_monitor
monitor_conditions I_SettlementUnderSiege Jedda
and SettlementBuildingExists = wooden_wall
script garrison_script2
end_monitor
11. Documentation! The docudemons are a good start but some of the examples are lame and worse yet some of the conditions/commands/events dont work.
I am sure there are lots of other things scripters want, this is probably just the tip of the iceberg, but thats what came to mind for me. We probably wont get everything we want but anything that can be done with the scripting language would be great.