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November 03, 2007, 08:11 AM
#1
Scripting Suggestions
For our next version of ROP we are looking for specific input regarding historical battles and possibilities for the background script, hence these threads.
Currently we have thought about or tested these scripts:
-4tpy script (approved)
-Reinforcement script (thought about, might be useful)
-Faction death when capturing capital (not yet approved - needs alot of extra conditions imo)
We would greatly appreciate any suggestions regarding any of the above scripts, or scripts not mentioned yet
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November 06, 2007, 07:56 AM
#2
Re: Scripting Suggestions
In general, the less scripting, the better. Heavily scripted mods are often buggy as all get out.
I don't think 4tpy is really necessary. If you want to include it I guess that's fine, just make sure it works properly.
I feel the same about garrison scripts -- don't see them as vital, but if it can work smoothly I guess it's fine.
The 'faction death' script seems like a bad idea to me. Wouldn't it make the game less challenging?
I am a bit -- concerned, shall we say -- about the direction you may be taking. RoP is excellent as it is, it just needs the factions and units completed to be a great, solid, beautifully made mod. I hope you're not going to add a bunch of stuff that will cause all sorts of balance/bug issues and require months more playtesting to iron out...
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November 07, 2007, 08:56 AM
#3
Re: Scripting Suggestions
Well the garrison script is pretty much linked to the faction death script. The faction death script being thought about because of the far higher level of accuracy you can get in playing the game.
This way you can create an army, defeat your opponent in the field, sack his capital and be the victor of the war. Just like Cyrus did.
This changes the game quite a lot so its still in the ideas stage.
Scripting and coding wise the main things we are trying to do are address problems that you guys have brought to us. A lot of which comes down to balancing in game battles.
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November 10, 2007, 03:47 PM
#4
Libertus
Re: Scripting Suggestions
how bout when you capture a capital, or even major city you get the minor cities around the capital/major city, but if there are some big/huge cities left they still belong to that faction as they'd have a chance of still fighting back.
its a great idea to have a bit more of an emphasis on capturing a capital (its pretty hard too).
capturing the capital and making the faction die might be realistic but might also take away a lot from the longevity of the game.
not to mention while human players are going for capital since they know how to win, AI will be going for the cities close to their border.
Last edited by papoose; November 10, 2007 at 03:50 PM.
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November 10, 2007, 09:11 PM
#5
Re: Scripting Suggestions
well, thats what the garrison script helps prevent. if a player tries to blitz the enemy capital, he will in fact have a pretty big defense force waiting for him.
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November 25, 2007, 06:14 PM
#6
Re: Scripting Suggestions
In the mean time 4tpy is working seamlessly, and the campaign map balance is better than ever (mostly due to a complete revision of all regions' base farming levels).
We haven't really decided on any other scripted features yet, so if you have seen things you like in other mods and would like to see it featured in ROP, let us know
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November 25, 2007, 07:15 PM
#7
Re: Scripting Suggestions
Good to hear Nero!
I'm trying to think up cool scripting ideas but I'm terrible at this sort of thing.
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December 01, 2007, 02:51 AM
#8
Re: Scripting Suggestions
how about scripted rebellions when a faction reaches a certain number of provinces? it could slow down the crazy AI expansion, and make the player think twice about rushing to make a huge empire quickly.(like, 35 provinces, and then 4 rebel stacks spawn at random locations in the empire, and if the difficulty is on VH, they will attack towns.)
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December 01, 2007, 08:23 AM
#9
Re: Scripting Suggestions
That's a very nice one imo. I'll figure out how to do that next week - hope it's not too hard to achieve.
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December 06, 2007, 12:31 PM
#10
Re: Scripting Suggestions
Nice idea Paul d, but maybe we could have the armies scripted to appear in certain troublesome areas (Egypt and Madfa for Parsa and Greece for macedon etc.).
Also, another idea i think could work is the historical battles on the campaign map: Each participating faction would gain a srcipted army at a certain place at a certain time and a scripted battle would commence (basically like normal historical battles). I think it would be a great idea but I don't know if its possible.
Ideas:
Thermopylae (obviously
)
Marathon
Platea (maybe?)
Any other famous battles (not too good with persian history)
Cheers
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December 06, 2007, 05:52 PM
#11
Re: Scripting Suggestions
i think all 3 of the named battles occur after the campaigns end. sorry.
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December 07, 2007, 12:08 PM
#12
Re: Scripting Suggestions
Yeah my bad Marathon is the only one that fits in ( September 480bc) bout you know what I mean
Last edited by Ketchup; December 07, 2007 at 12:11 PM.
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March 09, 2008, 09:51 PM
#13
Laetus
Re: Scripting Suggestions
As for the destruction of a faction when their captial is captured maybe a slightly different approach could be taken, which could be more fun.
Maybe a hidden wonder type bonus could be given to each original starting city, which gives a huge law bonus too all settlements under each factions control. So when a faction loses its original capital, their whole empire is hit with a massive negative law hit, which should make all but the most heavily garrisoned settlements rebel, effectively destroying that faction, but still giving them a chance to re-emerge.
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March 10, 2008, 03:40 AM
#14
Re: Scripting Suggestions
That's a very nice suggestion - we will see if and how we can work that into the game
(Sounds possible to me)
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March 10, 2008, 05:23 AM
#15
Re: Scripting Suggestions
I also really like this idea. It would introduce an item of strategy that no other mod ever though of. In fact, I highly recommend implementing the idea.
Also, one script I thought of, would be to have the AI factions conquer the cities the actual faction did in history, so that the AI factions aren't expanding randomly. But that might have been done already.
Other than that I have no further ideas on the campaign map, because I don't know much at all about the time period (pre-Classical Roman and Greek era), but I did write suggestions about the look of units on the battle map (see the thread title "Sparta as a faction").
One thing I'd request would be that the next version of ROP be made with the ROP folder, so that it could be installed like the RTR and EB mod, so that people don't have to duplicate the whole RTW folder to install ROP. Great work on the mod and I really like it.
Last edited by ThePianist; March 10, 2008 at 05:30 AM.
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March 10, 2008, 06:25 AM
#16
Re: Scripting Suggestions
That thcript idea with the law hit is quite good. Keep up the good work, gentth!
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March 10, 2008, 03:49 PM
#17
Re: Scripting Suggestions
Later this week I can tell if and how we can implement that suggestion about the law hit when losing your capital.
We won't implement a script that makes the AI conquer certain regions - we however can edit the circumstances on the map itself so a faction is more likely to go into a certain direction so that'll do
.
The next version (2.2) will have its own mod folder and will be installable just like EB etc.
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