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Thread: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

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  1. #1

    Default Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    SCRIPT OVERLOAD SUBMOD for DAC 0.52
    part 1: Resources(ALPHA)

    1. This mod adds these main resources to the game.
    Iron, leather, wood, stone, coal, food, silver, gold, dunedain, prestige
    (100% done)
    2. Everything logical requires a combination of these resources, or a counter is turned off and that building cannot be built or that unit recruited
    3. Resources are added via buildings....so mines increase iron, hunting camps increase leather and wood, etc...
    (99% done)
    Spoiler Alert, click show to read: 

    4. This mod adds an economic advisor, he will keep track of your current resources
    (100% done)
    Spoiler Alert, click show to read: 

    5. Every recruited unit draws down resources as well
    (75% done)
    6. If you run out of any resource, every general will lose all of their movement points... this is done to stop the exploit where a character can fill the queue and still recruit even when resources are gone...
    (0 % done)
    7 . Every recruited unit will draw down the population of the town they are recruited from...but disbanding will increase the population of the town they are disbanded in...disbanding will also return resources.
    (100 % done)...disbanding and adding to population can only be done globally, still working out if possible.
    8. AOR units and units that are not outfitted with materials such as woodsmen do not require any resources but food. Only "imperial" troops require resources such as iron, wood, leather, coal


    Problems: The script is large, and time consuming...I am about 95% done with the Northern Dunedain as a testing faction(the only faction I play)... it is unlikely that I will finish the other factions...but when released this will become open source. I have no idea the effect on turn time...it doesn't seem immense right now with one faction done.

    I posted this update to measure if anyone would actually like to try a northern dunedain campaign with the resources as a limiting factor. I do have many other scripts in the works that related to the Northern Dunedain, if people are interested I will fast track the resource mod, separate it from my other mods and release it. With some encouragement, I imagine a playable version of the resource mod will be available soon, but I am weird and find weird things interesting. If other have no interest then it will save me work and a release.



    Last edited by orclover5; February 05, 2016 at 10:54 AM.

  2. #2
    Gratzy2's Avatar Semisalis
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    i like this idea something different and even closer to lore

    The remnant of the King's Men who survived in Middle-earth after the destruction of Númenor were called the Black Númenóreans since they worshipped Sauron and were "enamoured of evil knowledge". They worshipped Darkness, and believed that Melkor and Sauron were its most powerful servants. At the end of the Second Age two of their number, Herumor and Fuinur, became lords among the Haradrim, though what became of them is unknown.

  3. #3

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Please fix the Image links, and this sounds amazing! Hopefully you can work out something with Arachir.

  4. #4

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by c.ryo View Post
    Please fix the Image links, and this sounds amazing! Hopefully you can work out something with Arachir.
    Whats wrong with the links, they work on both of my browsers...

  5. #5
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Ain't working on mine.

  6. #6
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    This looks really exciting..... Yeah the images are'nt showing up using google as browzer either.

  7. #7
    Tar-Falassion's Avatar Tiro
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    How - and why - are Dunedain a resource exactly ?

  8. #8
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by Tar-Falassion View Post
    How - and why - are Dunedain a resource exactly ?
    the dunedain are not the resource just his test faction
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  9. #9

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by Tar-Falassion View Post
    How - and why - are Dunedain a resource exactly ?
    I would assume to represent how very few in number the Dunedain are and that only Dunedain units would draw from this resource and not Hunter or Militia units. Pretty clever actually!

  10. #10

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Thank you for fixing links. The mod sounds very interesting, however two questions.

    Will it cover AI controlled factions as well or only human controlled? If only human that will give AI insane advantages.

    If AI will be covered as well, then how exactly will it manage its resources?

    Other then that very interesting idea, I can't wait to see how it will be realized.

  11. #11

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by c.ryo View Post
    Thank you for fixing links. The mod sounds very interesting, however two questions.

    Will it cover AI controlled factions as well or only human controlled? If only human that will give AI insane advantages.

    If AI will be covered as well, then how exactly will it manage its resources?

    Other then that very interesting idea, I can't wait to see how it will be realized.
    It would be "easy" to translate the script to other factions but takes many hours and would probably double the DAC script size!!!!!!. I am unwilling to spend those precious hours on factions I never play...plus the AI is just too stupid to manage their resources. The reality is they would just recruit low tier units as they would not have the intelligence to go through the steps(conquer resources) to get higher tier. I have a decent number of working scripts, which expand on what I think are really creative game play mechanics but I have little time...I had work off due to snow which made me think I was more free than I am...I don't want to make promises to things I can't keep.

    It would be best to view the release as a very PERSONAL mod I am sharing and making open source so others can use it at will...it will probably only be a plug and play for those who love the ND faction.... And could like just be released as some code depending on my work load in RL.



    Last edited by orclover5; February 04, 2016 at 07:33 PM.

  12. #12

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by orclover5 View Post
    It would be "easy" to translate the script to other factions but takes many hours and would probably double the DAC script size!!!!!!. I am unwilling to spend those precious hours on factions I never play...plus the AI is just too stupid to manage their resources. The reality is they would just recruit low tier units as they would not have the intelligence to go through the steps(conquer resources) to get higher tier. I have a decent number of working scripts, which expand on what I think are really creative game play mechanics but I have little time...I had work off due to snow which made me think I was more free than I am...I don't want to make promises to things I can't keep.

    It would be best to view the release as a very PERSONAL mod I am sharing and making open source so others can use it at will...it will probably only be a plug and play for those who love the ND faction.... And could like just be released as some code depending on my work load in RL.



    Still if AI is not covered by the mod, what is the purpose of the mod? If the player is limited by resources, while AI has uncapped resources it makes it virtually impossible for human player to win the campaign.

  13. #13

    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Quote Originally Posted by c.ryo View Post
    Still if AI is not covered by the mod, what is the purpose of the mod? If the player is limited by resources, while AI has uncapped resources it makes it virtually impossible for human player to win the campaign.
    I can't speak for the other factions but a faction like ND is modded already to be difficult, especially compared to the TATW and MOS versions of Eriador. I have modded in a number of rpg scripts for ND to increase their power, if played really well. IE they will get the best smithies, have Breeland absorbed into their faction, and have heavy armored imperial troops(arnor)...and still be able to AOR their way across middle earth. All of those occurrences are minigames, similar to aragorn's RPG Maybe 1/10 campaigns I play well enough and have enough luck to get into position to win(destroy ring) and that is quite gratifying. Heck the last one I played I ran out of iron, couldn't recruit any unit with weapons, and couldn't conquer Annuminus to get mines, so I had to start over.
    Last edited by orclover5; February 05, 2016 at 10:52 AM.

  14. #14
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Script Overload Submod(SOS)---For DAC 0.52(Part I: Resources)

    Some like to push the challenge
    Spoiler Alert, click show to read: 

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