Results 1 to 17 of 17

Thread: Scripting Suggestions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default 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
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

  2. #2

    Default 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...



  3. #3

    Default 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.

  4. #4

    Default 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.

  5. #5
    Paul d's Avatar Praepositus
    Join Date
    Oct 2006
    Location
    Lost in the New Real
    Posts
    5,424

    Default 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.

  6. #6

    Default 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
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

  7. #7

    Default 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.

  8. #8
    Paul d's Avatar Praepositus
    Join Date
    Oct 2006
    Location
    Lost in the New Real
    Posts
    5,424

    Default 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.)

  9. #9

    Default 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.
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

  10. #10
    Ketchup's Avatar Senator
    Join Date
    Jan 2007
    Location
    London (well around there anyway...)
    Posts
    1,420

    Default 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

    Roma Surrectum 2.0 Team Member
    R.I.P Calvin

  11. #11
    Paul d's Avatar Praepositus
    Join Date
    Oct 2006
    Location
    Lost in the New Real
    Posts
    5,424

    Default Re: Scripting Suggestions

    i think all 3 of the named battles occur after the campaigns end. sorry.

  12. #12
    Ketchup's Avatar Senator
    Join Date
    Jan 2007
    Location
    London (well around there anyway...)
    Posts
    1,420

    Default 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.

    Roma Surrectum 2.0 Team Member
    R.I.P Calvin

  13. #13

    Default 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.

  14. #14

    Default 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)
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

  15. #15

    Default 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.

  16. #16

    Default Re: Scripting Suggestions

    That thcript idea with the law hit is quite good. Keep up the good work, gentth!

  17. #17

    Default 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.
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •