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Thread: Medieval...total Roleplay.

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  1. #1

    Default Medieval...total Roleplay.

    Hello everyone. I've been fooling around with the textfiles a bit, and have been mainly working on removing building-related vices, as I found it a bit unfair that one would be penalized for building structures (e.g. getting the Hypochondriac trait from a temple of healing didn't seem right)...in some cases, I removed vices from buildings, while in some other cases, I converted vices into virtues. (in the case of the Drink trait, I made it so the ultimate level was known as drunken_master, granting a +6 to hitpoints, general valour, troop morale, command, and line of sight).

    While doing this, I considered the prospect of modding ancillaries, then considered perhaps maybe the ancillary system could instead be used to represent an inventory system...(e.g. "enchanted armor" giving a bonus to general HP, while the "Lyre of Building" would decrease construction costs.).

    My questions include:
    1) Is it possible to create a system where one can "buy" ancillaries at cities/temporarily transfer the city over to the player?
    2) Is this a feasible premise for a mod, making it roleplay-intensive.

  2. #2

    Default Re: Medieval...total Roleplay.

    I know it could be cool... But I'm not sure about buying. Seems to me like you'd have to get a certain unit or building to get an ancillary, but I'm sure you could make a building like "Smith of Enchanted Weapons" or something like that, that when built would give some kind of sword ancillary. Or have a merc unit like Enchanted Weapon Smiths that give you a sword if you hire them. Something like that. But I can't think of any other way.
    It's actually a pretty good idea... Especially if you could change models... I can't model worth though, so nothing I can help with there.
    I thought about writing something clever, but then I remembered I'm not clever enough.

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