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  1. #1
    Taelok's Avatar Senator
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    Icon1 Scripts

    So I played EB 1.2 for the first time recently, but I was pretty skeptical as I heard that the script slows the game down loads. I found, however (I think they refined the script in 1.2), that the game ran very quickly, perhaps a tiny bit slower than RS (loading times, that is).

    It seems to me that one of the main reasons for not using a script was because of performance and game slow down, but as this no longer seems to be affected as much (i.e. no 5 minute loading times) is there any reason not to have a script? It will take more work, but the amount of features you can add in with a script (4tpy, multiple reforms for all factions, triggered events / invasions etc) surely mean that it's worth considering?

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  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: Scripts

    Rs2 will most likely use a script.

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  3. #3
    Tigrul's Avatar Campidoctor
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    Default Re: Scripts

    Quote Originally Posted by dvk901 View Post
    Rs2 will most likely use a script.

    I don't know how well scripting goes, or if it's even possible, but would you consider making alliances more reliable?

    Is it possible and are you willing to script it so that the more allies help each other, the less likely it is for them to betray each other or to break the alliance? It would offer a good reason for human players to try and cooperate with allies and it would make parts of the game less annoying. Fighting on all fronts is by no way difficult once past the initial turns, but at times, I wish I could have a reliable ally. I've very often "used" allies to stay under the 50k gold limit, I think it would be great if it were possible to do that and know that the ally won't betray you.



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  4. #4

    Default Re: Scripts

    Quote Originally Posted by dvk901 View Post
    Rs2 will most likely use a script.
    BETRAYAL!!! I remember the days when you promised minimal script!!!

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  5. #5
    Brusilov's Avatar Local Moderator
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    Default Re: Scripts

    Quote Originally Posted by chaplain118 View Post
    BETRAYAL!!! I remember the days when you promised minimal script!!!
    As Apple has posted there will be a script for RS2.0 but the impact will be minimal - otherwise it won't get in.

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  6. #6
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    Default Re: Scripts

    We have some plans, be assure of that, but they are all secret and on the drawing board right now.
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  7. #7
    dvk901's Avatar Consummatum est
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    Default Re: Scripts

    I imagine it's possible....I would have no idea how.

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  8. #8
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    Default Re: Scripts

    if scripting can use permanently stored variables (which are saved with the savegame for instance, or with any other external file), it would make things go well. Just use "trust point" variables or nation relationship meters. War against a country drops heavily from those points, allying increases the points, helping allies win battles increases points, being helped by allies in battles decreases points (we assume that the one initiating the attack or being attacked is the party that gets helped by the ally) offering money raises points, asking for money decreases points and so on. The better the relationship between two countries, the less likely it is for them to engage in conflict. Is it possible to influence the behaviour of AI factions through scripting? Because this seems like the most challenging part to me, but I really have no clue about scripting for TW games.



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  9. #9

    Default Re: Scripts

    We'll put these questions to our scripting expert


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  10. #10
    Tigrul's Avatar Campidoctor
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    Default Re: Scripts

    Excuse my childish moment, but.... Thank you!



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  11. #11

    Default Re: Scripts

    From what I know about scripting (very little... ), you use the console to make things happened. So, in fact what you do is cheating. So if there is a command about ally "loyaltie", what you suggest would be possible. But keep in mind you're not using a programmation tool =).

    Again, I might be totally wrong, wait for a scripter to answer.
    I just hope this might help.

  12. #12
    apple's Avatar Searching for 42
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    Default Re: Scripts

    That is still true, we will keep scripting at minimal.
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  13. #13
    Taelok's Avatar Senator
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    Default Re: Scripts

    Quote Originally Posted by Apple View Post
    That is still true, we will keep scripting at minimal.
    But why minimal? Why not go all out when you can add so much to the game at minimal expense to performance. I'd say they're a more worthwhile investment than the new battlemap environments and will cause less of an FPS hit. (Just using this as an example, I've got nothing against the new environments - to the contrary in fact, they're excellent!)

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  14. #14
    Brusilov's Avatar Local Moderator
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    Default Re: Scripts

    Quote Originally Posted by Taelok View Post
    But why minimal? Why not go all out when you can add so much to the game at minimal expense to performance. I'd say they're a more worthwhile investment than the new battlemap environments and will cause less of an FPS hit. (Just using this as an example, I've got nothing against the new environments - to the contrary in fact, they're excellent!)
    So, do you know something we don't about a FPS hit with the new environments?

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  15. #15
    Taelok's Avatar Senator
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    Default Re: Scripts

    Quote Originally Posted by Brusilov View Post
    So, do you know something we don't about a FPS hit with the new environments?
    I know that there will be a FPS hit (a small one, though), which is more than scripting will add (as a large script will only increase load times, and even then by 5-10 seconds at most). Perhaps that was a bad comparison though. I'm just trying to make a point that scripts don't slow the game down anywhere near as much as is thought.

    Because I think you overestimate the power of scripting. Be assured that the scripts we currently have planned will add a great deal to the game, they're just not an every turn occurrence.
    That's good to hear. If any of you are dubious, as I sense some are, about the effects of scripting, I suggest you play (or at least read up on) EB. I understand both mods are different and that's a good thing, I just hope the benefits of an extensive script are considered.

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  16. #16

    Default Re: Scripts

    I think a lot of the scepticism regarding scripts stems from the fact that the ones that are the most noticeable are the ones that check for a condition in each city at the end of every turn, producing quite a noticeable performance hit on slower machines.

    However, there is a great deal to add to the game without resorting to these types of script, I hope RS2 makes as much use as possible with this potential. The Romna cursus honorum is a fantastic start!

  17. #17
    Calvin's Avatar Countdown: 7 months
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    Default Re: Scripts

    Because I think you overestimate the power of scripting. Be assured that the scripts we currently have planned will add a great deal to the game, they're just not an every turn occurrence.
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  18. #18
    Herr Lindstrom's Avatar Semisalis
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    Default Re: Scripts

    all I know is that i think of this song when I look at the new battle map environments


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