Page 1 of 2 12 LastLast
Results 1 to 20 of 26

Thread: Some questions about scripted battles and possible replacements

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Some questions about scripted battles and possible replacements

    This is a question about modding in a way but it still mostly concerns the mod and campaign as a whole so I hope it's allright to post it here. I have a question about the spawned and teleported armies that appear in the beginning and are teleported to attack most factions, part of (maybe the whole) the script that is called "4. script battle" in the campaign_script.


    The scripted battles in the beginning irritate me beyond belief. Not because it is too difficult which it certainly isn't, but they ruin the gameplay for me and turns the campaign into something that just feels like a row of custom battles with no connection to what I am doing on the campaign map. I am no expert in Warhammer lore but they don't seem to be very lore-accurate or logical to me either. So as you probably have guessed I am thinking of removing them and have all factions do as they please until the main events unfurl with Krom, Grimgor and the Chaos Storm.

    Now the big question; what must I do to maintain at least the same level of overall difficulty while still removing these scripted battles?

    Increase corruption? Vast AI kings purses? Recruitment bonuses? Multiply the beastmen starting armies? All ideas are welcome.
    Last edited by Maltacus; February 14, 2013 at 04:31 AM.
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  2. #2
    Himster's Avatar Praeses
    Join Date
    Jul 2010
    Location
    Dublin, The Peoples Republic of Ireland
    Posts
    9,838

    Default Re: Some questions about scripted battles and possible replacements

    The scripted battles were fixed in 1.4, only the essential battles are in it now (a vast improvement IMO)
    They work lore-wise because it's supposed to be a local noble who takes it upon himself to raise an army in the name of the emperor to thwart an imminent threat that the local count is not aware of, it's this sort of story line that is found in most (good) warhammer novels that deal with the empire.

    However, the teleport effect: passing over defended bridges and choke points is still a major issue.
    The whole problem with the world is that fools and fanatics are so certain of themselves, but wiser people are full of doubts.
    -Betrand Russell

  3. #3
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    There's, I think, a command to order an army to walk instead of teleporting.

    Yeah, I think teleporting the armies is silly, I learned the lesson the hard way. I got this awesome defensive army with two Nuln cannons batteries, pikemen, halabards, handgunners and two pistoliers for mopping ends, posted in the bridge near Nuln that the ork invasion early on needs to go to Averland. My surprise, they not only pass beyond me, but two ork armies appear out of nowhere and take out my southern province in a single turn, even with the dwarf help of their armies there (the AI still tends to mass armies outside your cities to betray you like in vanilla Medieval 2).
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  4. #4
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: Some questions about scripted battles and possible replacements

    We all have our own views on the aspects of the scripted armies and their movement and that is well worth discussing, but could we please move back to the purpose of the thread which is how and with what the scripts could be replaced to maintain the overall level of difficulty?
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  5. #5
    mr.blonde's Avatar Tiro
    Join Date
    Dec 2006
    Location
    Ioannina, Greece
    Posts
    204

    Default Re: Some questions about scripted battles and possible replacements

    Hello there, imho if you remove the random spawned armies, you will get to the point of facerolling everything even with cheap units, sooner or later. I would suggest mod longer recruitment time for units and longer building construction time.Nerfing money income will help also.
    In general, think what you would do to even the odds(for the AI ofc) like you were playing vanilla M2. Although there is fixed diplomacy(except if you remove and those scripts) and you ll need to adapt.

    Walk softly and carry a big gun






  6. #6
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    You need to modify the "Script battle" and the "Orc script" sections
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  7. #7

    Default Re: Some questions about scripted battles and possible replacements

    Increase building costs and have things like artillery production buildings have a cost representing gunpowder/shell production? Increase costs of cavalry... have traits nerfing you general's command... make strict army composition rules based on faction, greatly reduce replenish times of some of the mid tier but actually strong units (pistoliers and halberdiers come to mind).

  8. #8

    Default Re: Some questions about scripted battles and possible replacements

    You can make everything cost waaay more than now, but there will be nothing to fight for players like Hochland/Nordland etc, if events are gone.

  9. #9
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: Some questions about scripted battles and possible replacements

    Building costs could work I guess, supposing the EDB code to make them cost 1 gold piece for the ai works in CoW too.

    Regarding the latest post; what if Sylvania, Beastmen and Dark Elves get their kings purses multiplied by 10, or 100, when they are the ai? Even the central imperials will eventually be pressured from some direction.

    It seems to me that the main area to focus on is economy, either increasing income for the ai to let it produce stacks instead of having them magically spawned and teleported, or reduce your own financial abilities to resist what you face right now. Probably a combination of both things. Recruitment priorities could probably use an overhaul too, making the ai build the biggest and baddest orcs whenever possible and get out daemons before endless heaps of marauders.

    If we take the kings purse as an example; assuming the ai is ordred to produce the best units it can whenever possible, what sums would seem viable to get the same level of challenge as the mentioned scripted armies? 10 000? 50 000? 100 000? How much for each (beastmen with their close and exposed position next to the empire culd probably use more than most, for example)?
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  10. #10

    Default Re: Some questions about scripted battles and possible replacements

    Quote Originally Posted by Maltacus View Post
    Building costs could work I guess, supposing the EDB code to make them cost 1 gold piece for the ai works in CoW too.

    Regarding the latest post; what if Sylvania, Beastmen and Dark Elves get their kings purses multiplied by 10, or 100, when they are the ai? Even the central imperials will eventually be pressured from some direction.

    It seems to me that the main area to focus on is economy, either increasing income for the ai to let it produce stacks instead of having them magically spawned and teleported, or reduce your own financial abilities to resist what you face right now. Probably a combination of both things. Recruitment priorities could probably use an overhaul too, making the ai build the biggest and baddest orcs whenever possible and get out daemons before endless heaps of marauders.

    If we take the kings purse as an example; assuming the ai is ordred to produce the best units it can whenever possible, what sums would seem viable to get the same level of challenge as the mentioned scripted armies? 10 000? 50 000? 100 000? How much for each (beastmen with their close and exposed position next to the empire culd probably use more than most, for example)?
    I don't know how much increasing money bonus will help smaller factions because often they are trapped by replenish/availability rates more than money. Easy to see when you x KP by 100 the AI will build a bit more yet still not expand much but hugely increase its treasury which turns into exploit if you fight their armies as ransoms etc are always paid. Best option is more money and then some mercs or spawned stacks set to AI only. Not sure can do that with building recruitment can be made higher rate for AI only but mercs can.
    Last edited by Ichon; February 21, 2013 at 03:39 PM.

  11. #11
    IrishBlood's Avatar GIVE THEM BLIZZARDS!
    Join Date
    Jan 2009
    Location
    Hibernia
    Posts
    3,687

    Default Re: Some questions about scripted battles and possible replacements

    well at least in terms of the beastmen, their random spawning scripted armies work well, both for gameplay and lore wise. They attack from the forests, they dont have or need cities, so capturing their temples shouldnt equal their destruction. They are an easy way to give some of the central provinces some action and currently I think they work just fine, all thats needed for them is a bit of unit variety

  12. #12
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    In my mod scripted armies move around instead of teleporting. It's quite a fun. I haven't released the update yet working on this.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  13. #13
    Reiksfart's Avatar Senator
    Join Date
    Apr 2010
    Location
    Southern Philippines
    Posts
    1,093

    Default Re: Some questions about scripted battles and possible replacements

    Quote Originally Posted by Lord Baal View Post
    In my mod scripted armies move around instead of teleporting. It's quite a fun. I haven't released the update yet working on this.
    You have made me a happy man, saving me a lot of work. Any chance you could keep track of your changes to the script in detail to make it easily transferable to a modified campaign script?

  14. #14
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: Some questions about scripted battles and possible replacements

    Aye, the beastmen work well. I am not planning to alter their regular spawning, only aiming at the chaos, orc, elf scripted stuff in the beginning and their teleporting.

    @Lord Baal
    Does that mean that they then can be blocked by holding bridges and other narrow passages and so on, all like a "normal" army?
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  15. #15
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    Yeap. Right now I'm experimenting with the Grimgor invasion, it seems to works fine, next I'll adapt it to the rest of the scripts, so they are still a big threat but a more handleable one instead of the unstoppable things they are, specially on the start where you tend to have weaker armies and try to block them in bridges and such only for them to drop a huge LOL on you.

    Expect weird things to happen sometimes tough, as Grimgor getting killed before the invasion even makes it to the empire or things like that.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  16. #16
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: Some questions about scripted battles and possible replacements

    Well, that's sort of what you would expect of any TW game, isn't it? Alternative lore as well as alternative history.

    About Grimgor, and Archaon for that matter, is it possible to make the armies walk in a big group with the commanders army in the middle? So that Grimgor for example is more protected from random ai assaults?
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  17. #17
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    Yes, in fact that's my very own approach. They will move like:
    Code:
    xxx
    xox
    xxx
    Where obviously x is the most important character, then for sieges, I have a little script that makes the important character initiate it or, in the case he's death, any of it's lieutenants gets the place as assaulter.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  18. #18
    Lord Baal's Avatar Praefectus
    Join Date
    Apr 2011
    Location
    Republica de Venezuela
    Posts
    6,699

    Default Re: Some questions about scripted battles and possible replacements

    The mod already give good sums of money every time the AI falls in debt, so it should not be an issue.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  19. #19
    Artifex
    Join Date
    Mar 2010
    Location
    Sweden
    Posts
    1,314

    Default Re: Some questions about scripted battles and possible replacements

    So, if not money in itself, then what kind of combination? How much of each of the various enemy bonuses would make it at least as difficult as the targeted spawned stacks makes it right now?

    Quote Originally Posted by Lord Baal View Post
    The mod already give good sums of money every time the AI falls in debt, so it should not be an issue.
    Increased income does still make the ai able to build many more stacks, even when money scripts of this kind are present.
    The Misadventures of Diabolical Amazons - Completed.
    An Orcs Tale, a Third Age AAR - Completed.
    Reviewed by Alwyn in the Critics Quill
    My Dread Lady, a Warcraft Total War AAR - A few chapters done.
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - Completed (pictures remade up to chapter 19).
    Reviewed by Boustrophedon in The Critics Quill

  20. #20

    Default Re: Some questions about scripted battles and possible replacements

    Quote Originally Posted by Maltacus View Post
    So, if not money in itself, then what kind of combination? How much of each of the various enemy bonuses would make it at least as difficult as the targeted spawned stacks makes it right now?

    Increased income does still make the ai able to build many more stacks, even when money scripts of this kind are present.
    But the Elven replenish rates are very low so every with lots of money they are impossible to spend it all. I'd suggest more mercenaries for Elves but that takes alot of work- far as scripting goes really it has to be either free stacks or that the Elven units are buffed- or some special unit is created that only AI can recruit in high numbers as buffing units or making replenish easier all help human players significantly. I think main mods designers wanted Elves and some factions to be the most difficult to play as they had little roles relative to Grimgor etc.

Page 1 of 2 12 LastLast

Posting Permissions

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