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Post by Boaster on Aug 18, 2009 10:46:04 GMT -6
...I'm ready to start working on the mod again. About once a year, or so (I don't really keep track), I experience burn out from modding the game constantly and playing it. As a result, I take a break from modding and playing LOMSE all together. This gives me a chance to refresh my mind and allow me to make better updates and have newer/better ideas to add to the mod.
But as for the PIC5R3, that's still a month or more off from now. I'll resume work on colorizing portraits within the week.
Any comments?
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Post by pigtails on Aug 19, 2009 17:55:35 GMT -6
So you're saying that you play this game non stop? I... I could never do that. Not unless it was the only game I owned.
Got any new ideas? I'm listening :-)
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Post by swiftfoxmark2 on Aug 20, 2009 10:17:11 GMT -6
I have a few new ideas: - When you start the game, all other faiths should have a Neutral attitude toward you and you toward them except for Death and whatever faith is your antithesis, which would be Loathing. So an Earth Lord would start out as having a Loathing attitude toward Death and Air but neutral to all others. This would create scenarios where alliances would be more difficult to create, but could come from faiths that you may not expect. In multiplayer, however, make all faiths start out as Neutral toward each other.
- Allow the player to manually change their own attitude of a faith without having to parley. That way you could get a better attitude of a faith (or worse) based on certain actions they take and have it not be tied down by parleying.
- Whenever you dismiss a unit, it automatically becomes a marauding unit, regardless of whether it was a mercenary or a regular follower. Conversely, if it was a follower unit, just add the follower back to the Capital follower pool and make a mercenary unit a marauding unit. I prefer the former, though, because it gives you a penalty for creating and destroying units unnecessarily.
- I would like to see the marauder unit AI to be more aggressive where if they have a certain level of strength, they will attack certain buildings and (if possible) demolish and abandon them if captured within one turn. Also, allow marauding units to combine themselves as they meet up on the map, if they don't do that already. I think finding a way to create marauder ships and sea monsters would be pretty cool as well (besides the dismissing those units).
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Post by Boaster on Aug 20, 2009 14:04:40 GMT -6
I have a few new ideas: - When you start the game, all other faiths should have a Neutral attitude toward you and you toward them except for Death and whatever faith is your antithesis, which would be Loathing. So an Earth Lord would start out as having a Loathing attitude toward Death and Air but neutral to all others. This would create scenarios where alliances would be more difficult to create, but could come from faiths that you may not expect. In multiplayer, however, make all faiths start out as Neutral toward each other.
- Allow the player to manually change their own attitude of a faith without having to parley. That way you could get a better attitude of a faith (or worse) based on certain actions they take and have it not be tied down by parleying.
- Whenever you dismiss a unit, it automatically becomes a marauding unit, regardless of whether it was a mercenary or a regular follower. Conversely, if it was a follower unit, just add the follower back to the Capital follower pool and make a mercenary unit a marauding unit. I prefer the former, though, because it gives you a penalty for creating and destroying units unnecessarily.
- I would like to see the marauder unit AI to be more aggressive where if they have a certain level of strength, they will attack certain buildings and (if possible) demolish and abandon them if captured within one turn. Also, allow marauding units to combine themselves as they meet up on the map, if they don't do that already. I think finding a way to create marauder ships and sea monsters would be pretty cool as well (besides the dismissing those units).
Dismissed mercenaries becoming Marauders could be abused, by players dismissing them just to attack them for experience purposes. I've been trying to figure out how to get marauders invade occupied buildings. I thought at one point I had a good lead, but I was wrong.
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Post by pigtails on Aug 20, 2009 21:52:11 GMT -6
considering that the death faith has an advantage over the others in that it can populate dungeons I think his idea has some merit. And to add I like that death spell.
It would be interesting to create a spell for any such faith. It will require some shuffling of the already crowded spell roster.
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Post by swiftfoxmark2 on Aug 21, 2009 12:36:36 GMT -6
Yeah, given that the GS5R2 mod allows you to define every type of dungeon conceivable, the Spawn Cave spell is irrelevant because you can make a map that has tons of caves and dungeons. The one I made certainly has plenty of encounters that will keep you busy when you're not trying to conquer other faiths. I actually think it is a cheap tactic for Death because you can create max level units without too much hassle from other faiths.
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Post by pigtails on Aug 21, 2009 20:39:14 GMT -6
Yeah, given that the GS5R2 mod allows you to define every type of dungeon conceivable, the Spawn Cave spell is irrelevant because you can make a map that has tons of caves and dungeons. The one I made certainly has plenty of encounters that will keep you busy when you're not trying to conquer other faiths. I actually think it is a cheap tactic for Death because you can create max level units without too much hassle from other faiths. it's a cheap tactic I like :-)
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Post by Rusty on Aug 26, 2009 18:56:07 GMT -6
Just a suggestion for a cheat code... a "repeat last code entered" cheat preferably a one letter, number or symbol code example After entering 'bingo' or other cheat... enter: '5' or = 'r' or something easy
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Post by pigtails on Aug 30, 2009 2:37:28 GMT -6
Just a suggestion for a cheat code... a "repeat last code entered" cheat preferably a one letter, number or symbol code example After entering 'bingo' or other cheat... enter: '5' or = 'r' or something easy I'm not positive but I think there's a limit on codes just as there's a limit on spells. A code that came with the game was removed for the mod to make room for others. It was also pretty cheap and easy way to get large armies, favor with your enemies during parley, auto calc quick battles to weaken a dungeon. It was the zilla code and I've kind of gotten over not having it. What your suggesting is an interesting idea, but I find i tend to forget things I don't repeat often. Ever time I come back to an old game I have to go through a short period of relearning things. Anyway, if your cheating that often enough to need a repeat cheat cheat then I can't see what fun you're getting out of playing.
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