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  1. #1

    Default Ideas for events and missions

    The point of this thread mainly is to put forward ideas for possible events within the free form campaign, With the Twili civil war event revealed I thought it could be good to see what ideas other people have
    Also why not suggest any unique missions that factions could have, shake it up a bit. Also this is just ideas, I'm not making suggestions just voicing possible ideas . final note, if this has been done before then I apologise for repeating it.

    well here's one to start off with
    Spoiler Alert, click show to read: 
    For a Sheikah event, there could be a trigger which results in two possibilities:
    1- The Sheikah betray the KOH and essentially become the Dark Interloopers, this could mean that Impa defects to the KOH, but Bongo(human) becomes a General and you can recruit the Interloopers units from the Historia Missions. This could also result in an automatic declaration of war against the Hylians except perhaps you automatically spawn spies across their Empire. Also the Sheikah would function like an ordinary faction and no longer have the stances, with Kakariko serving as the automatic capital.
    2- The Sheikah essentially stay the same, Impa doesn't defect, Bongo is executed and you gain Bongo-Bongo as a hero, you remain on good terms with the Hylians and are free to switch between stances.

    This could also link to a Hylian event where by performing certain tasks for the Sheikah e.g. capture a certain settlement or give them Kakariko, then they will gain Impa as a general, as well as gain the opportunity to recruit some low level Sheikah units. Where as if they fail these requests then the Sheikah will become the Interloopers and automatically take Kakariko and Hylia Marine, so essentially what happens above. Also I think this event is sort of in development and called 'truth is perception' or something, I'm not quite sure.


    Well there you have it, I would love to hear your thoughts and your ideas. I would also like to apologise for my dreadful grammar, English was never my strong point

  2. #2

    Default Re: Ideas for events and missions

    Is this okay with Neph? Not to rain on your parade OP, I'd like to submit some ideas too, I just want to know it's okay first.

  3. #3

    Default Re: Ideas for events and missions

    No but as I said it's just ideas and if Neph doesn't like it then I'll stop, but I don't see how it's any different to balancing suggestions, or new units.

  4. #4

    Default Re: Ideas for events and missions

    I don't think I phrased that well, I meant that I haven't asked him.

  5. #5
    Drazule's Avatar Campidoctor
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    Default Re: Ideas for events and missions

    I'm always up for suggesting ideas like this. Even if Neph prints out this thread just so he can physically burn the ideas, it's always a good idea to put...good ideas forward.

  6. #6
    Jakeford's Avatar Ducenarius
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    Default Re: Ideas for events and missions

    I don't mean to rain the parade, but in my opinion I don't think many events should be implemented. These events need scripting to work, scripts need more from your computer to run, making the AI turns slower with the more scripts. Hyrule total war has quite a lot of scripts, although it hasn't gone overboard like some mods. *cough call of Warhammer cough* I have always preferred less scripts and faster Ai turns, if the AI turns take longer then 30 seconds then it just feel like I am waiting rather then playing a total war game. Their are plenty of ways to make a campaign better then scripting.
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  7. #7

    Default Re: Ideas for events and missions

    Well @jake you raise a a fair point and your entitled to it, but I would say that maybe 3-4 events would just improve the gameplay, but as I said I'm not making this mod. Plus does every event need scripting, since I did have this idea involving the Druthulidi but in my head it doesn't seem like the Twili war or the idea I mentioned above.

  8. #8
    Civis
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    Default Re: Ideas for events and missions

    I donīt think these kind of scripted events slows down the game that much. It really depends on the triggering conditions rather than the amount of script. I made a submod (stalfos idea submod or something like that) and added like +15000 lines and like +1600 condition test and it didnīt slow down the game to a noticeable level [I donīt know why, maybe because they were simple conditions tested only when starting turn or I donīt know]. I dare to say that these scripted event will not be any problem if the conditions that triggers them are tested at the end of the turn and not while the player/AI turn, so making the condition of triggering very simple wouldnīt make any slowdowns I think.

    That sheikah event sounds interesting, but: What would need to happen in the campaign to make that event happen?

  9. #9

    Default Re: Ideas for events and missions

    Well I was thinking that after a set amount of turns, maybe 20-25, a rebel army would spawn outside Hylia Marine, which has Bongo and maybe nearly a full stack of Interlooper units. This would prompt a message for the Sheikah asking if they wanted to join Bongo's rebellion or not, if they accept then then possibility 1 would happen. If they refuse then they will be prompted to take down the army, after which a message would appear saying that Bongo has been executed, then 5-6 turns later Bongo-Bongo joins. I hope that makes sense, plus I doesn't sound to complex does it?
    Last edited by tedster1995; May 02, 2014 at 05:04 AM.

  10. #10
    Civis
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    Default Re: Ideas for events and missions

    Quote Originally Posted by tedster1995 View Post
    Well I was thinking that after a set amount of turns, maybe 20-25, a rebel army would spawn outside Hylia Marine, which has Bongo and maybe nearly a full stack of Interlooper units. This would prompt a message for the Sheikah asking if they wanted to join Bongo's rebellion or not, if they accept then then possibility 1 would happen. If they refuse then they will be prompted to take down the army, after which a message would appear saying that Bongo has been executed, then 5-6 turns later Bongo-Bongo joins. I hope that makes sense, plus I doesn't sound to complex does it?
    It seems pretty simple to me. In terms of scripting it sounds like:
    1.- A script that is constantly checking if it is turn 20-25: if it becomes true, then it pops up a message asking for joining the rebellion.

    2.- Then there is another script that have been checking the result of that accept or decline of that message since turn 1 [sidenote; I think if you want the action to happen but in the next turn it will make the game less slow than the action happening instantly after acepting/declining]. It may create a problem if the player does not click any of them and then saves and reload the game, so it has to be in consideration somewhere in the script, like if the values arenīt changed in x turn then it will itself change the value like if the player declined.

    -So if the player accept, it will run a script that spawn bongo and a event_counter that will work for some files to check if it is true then the interpoler sheikah units are recruitable. pretty easy and then it terminates the two checkers so it doesnīt have to check if these conditions meets again. Here will be added the script for making worse the relation with the hylian.

    -If the player decline, in the same script or in another (it depends on how do you script it), spawn bongo as a rebel army. Take note that for some reason rebels armies cannot attack like by itself: these action has to be scripted (like in x turn, the army with the label Y attack a settlement with the name z). Plus you have to modify the files needed to add bongo and the interpoler units (both names, availability and animations) to the rebel faction.

    3.-So, for the player declining: I donīt know how to program missions (like the mission that in x turn conquer y settlement): but There could be a script that checks if the player declined, then spawn a message saying that bongo needs to be killed; and then there would be another script that checks if the general named "bongo"[of whichever the name is] exist or not, so if it doesnīt exist then the mission would be acomplished.

    -If the player accept, there would be another script constantly running so it spawn a spy with a random name near a settlement and take down their movement point so it doesnt move. I have not seen being possible to spawn a spy inside another factions settlement by only a script, so trying to make them from other methods like spawning a spy and them moving them to a settlement would cause many problems in my opinion.

    So yes, it is possible to do it in some way or another and it would need like 7 or 8 different scripts (or monitor_event , monitor_condition for those who know how to make a script in this game), and their condition would be checking each turn since turn 0 [one of them will be checking constantly inside each turn, thus making the game run slow]. Thats why jakeford commented that many script eventually would make the game turns to run slower. In my opinion it depends on the kind of condition. So we can have as many ideas as we want but eventually there will be a limit of how many event will be in the game itself if there is no way to improve the way the scripts works.

  11. #11

    Default Re: Ideas for events and missions

    When you say it like that it sounds quite simple, but would an event involving traits and ancillaries require any scripting? Sorry if i keep bothering you but I know literally know nothing about modding

  12. #12

    Default Re: Ideas for events and missions

    Tedster1995, any single event needs a script. No matter how seemingly simple.

    Why? Because absolutely nothing would happen in the campaign without a script. This includes wealth, region and army monitors, which are used to make things happen. They don't do so magically, the computer needs orders and directions, which we call script. Any events, missions, trait- and ancillary-gaining systems, pretty much everything is in some way linked to the scripts.

    I would recommend you to take a look to the campaign script. I did so too, and even with absolutely no experience or even any idea of changing it, it was enlightening experience. The script is fairly easy to understand and by looking to it approximately 50 seconds (As I did) will truly tell you something about this mods greatness. Again I wish to inform you that I could not write a script and I do not know what can be done.

  13. #13

    Default Re: Ideas for events and missions

    I may just do that @teknoraatti, I might even look at the tutorials and get to grips with the basics .


    seeing as ideas seem to be a bit stale ill suggest another
    Spoiler Alert, click show to read: 
    Seeing as Neph has said he managed to get single unit generals to work I had a thought. With the Druthulidi units Demise, Vaati, Majora/Master Entity and possibly Deth, becoming part of the free form and becoming generals I though that they should have a special trait/ancillary which ever is needed to work, a simple thing like Ancient evil or Druthulidi. It gives them a huge Command and Dread boost. But the main thing happens when one of these generals are killed by an enemy General. Because if say a Hylian General killed Demise, then that General would gain a new trait/ancillary, they would essentially become possessed by the Demon they just 'killed', maybe this new item would give them a large Dread boost. But it would also do something for the Moblins as well, because as long as that general is possessed then the Moblins can see all Hylian territory, basically like getting new map info each turn. But what happens if the possessed General is killed by another faction like say the Gerudo, well that Gerudo general would now become possessed. Basically turning the specialised trait into a passable disease type thing. It would have the same effects as above.


    When the Moblins then kill said possessed general then Demise will Re-spawn in his true form again. Thus giving you the chance to repeat the process. Now I hear you ask what if Demise is killed by a Captain? Well he will simply re-spawn outside the Capital, with much reduced stats . Essentially making the Druthulidi very hard to kill. Except that certain generals like the Sages, Link?, Hylia and a few other Heroes have an immunity to being possessed and are therefore the only characters that can kill the Druthulidi. So this will make having certain Hero units very important, it will also mean that you will need to keep an eye on who you use to fight a Druthulidi it will be nigh on impossible to remove the possession, (unless you put them in a city with another general, after which it will pass to them).



    now I have absolutely no idea if the engine will allow this, and it does make factions with Druthulidi to have a powerful advantage, but I think it will add a fun new aspect to gameplay. I also realise I probably blabber end on a bit more than I needed to, but hey why use 3 words when you can use 50 .


    as before I welcome your ideas and critique. I am now going to look at the tutorials to see if I can possibly look into making a sub-mod with these events in place.

  14. #14

    Default Re: Ideas for events and missions

    That will be quite an enormous task to complete as a beginner. It will be difficult, and I do not know of any extremely similar things in mods. However, don't let that dishearten you. I may have some ideas, too.

    In the TATW mod there is a submod which respawns the Nazguls if they are killed. You would probably like to look at that. (Also if you find the energy, the TATW mod also has more stable alliances, which I would like to see in HTW. I haven't had time or energy for that myself yet. It would be fun to play as Ordona without hyper-murderous and -treacherous Hylians attacking from the north.) Also in unmodded M2TW when fighting, your general might get, for example "Hates Germans" or something like that as a trait. It will be useful too, I suspect.

    Be prepared, though, that your idea can most possibly not be realized in one singular event, but technically you must make at least two different events for that. That captain-monitor will with a great chance be the most challenging of them all. I don't know how well the engine separates armies with or without generals. Also risk of the druthulidi trait duplicating exists, should for example Dethl or Demise fall against an army led by several generals.

    I wish you good luck and great patience, it would be interesting to see the idea realized.

  15. #15

    Default Re: Ideas for events and missions

    Quote Originally Posted by Teknokraatti View Post
    (Also if you find the energy, the TATW mod also has more stable alliances, which I would like to see in HTW. I haven't had time or energy for that myself yet. It would be fun to play as Ordona without hyper-murderous and -treacherous Hylians attacking from the north.) Also in unmodded M2TW when fighting, your general might get, for example "Hates Germans" or something like that as a trait. It will be useful too, I suspect.
    Oh, how much I want better AI. I heard that the Medieval 2 campaign map AI doesn't correlate with diplomacy, so tons of times, my friendly French/Elven/Hylian neighbors offer vassalage and attack me, often on the same turn.

  16. #16
    Civis
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    Default Re: Ideas for events and missions

    About the diplomacy I think that happens because some numeric values like being good to the AI doesnīt have as much value as the "Player is getting powerful, lets hate him" value; so it is simply arithmetic. But in a scripted event I believe you can just change the general value of relationship so it has the best relation or a instant declare of war.

    Talking about the Druthuili event, It may or may not be possible; I donīt know if there is a thing that allows to know if a general with a specific name won the battle and killed X other general. The easiest part in my opinion would be the "druthulii" to respawn back if it is killed (there can be a script that executes if X general/character doesnīt exist) and even with the reduced stats (scripted, you will have to have a counter to count how many times it have been killed). It would also require many counters to see if a X general/character have the "druhiliti" thing, and a script to verify if after a battle x character was killed and by with faction and then by with general/character. It would be quite long.

  17. #17

    Default Re: Ideas for events and missions

    how about a death mountain eruption which damages surrounding settlements of the crater every so often
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  18. #18
    Drazule's Avatar Campidoctor
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    Default Re: Ideas for events and missions

    That would nerf the hell out of the Gorons. They'd need a massive increase in resources to make maintaining any settlements there worthwhile.

  19. #19

    Default Re: Ideas for events and missions

    Quote Originally Posted by Drazule View Post
    That would nerf the hell out of the Gorons. They'd need a massive increase in resources to make maintaining any settlements there worthwhile.
    the mines they have especially when combined with deep mines when that works properly, i would say give plenty enough resources for the gorons. It wouldnt just be certain death mountain settlements that are affected, Hyrule castle may be damaged slightly as well as kakariko, vigjaro glade and maybe a couple of others. It would be nice if you could script an element of randomness as to how much damage each settlement received with closer ones having a higher chance of more damaged buildings
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  20. #20
    Drazule's Avatar Campidoctor
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    Default Re: Ideas for events and missions

    Maybe if it has a rare chance. My first impression is this sort of thing would have been frequent (and that may have been the wrong impression).

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