Thunderbrd
C2C War Dog
Some general guidelines were suggested recently regarding differing types of riding units and combat modifiers they should be receiving in various terrains and features.
When looking at this a little more deeply, thinking I'd be able to easily implement these suggestions, it occurred to me that without a thorough review on the subject we will be revisiting it repeatedly. We should also be keeping a record of the current modifiers assigned so they can be kept aligned on any new units as well.
So I've started a Spreadsheet to help track these. I will probably need to add Attack and Defense columns for each feature and terrain as well - at the moment I've only laid down a structure for overall combat modifiers. Movement modifiers may be noteworthy on this document as well.
Now... the first thing I suspect we should do here is fill in what modifiers are already established. Then note what should be adjusted and to what values they should be adjusted to.
Then of course it can be rapidly inserted into the xml.
However...
Before proceeding with this I would like to point out a few things.
1) These are the kind of tag implementations that are very difficult to keep from overloading help hovers.
2) These kind of implementations, while cool when very well thought out, are often overlooked by players who see little more than mindblowing complexity in these factors.
3) There's a lot of terrains and features (particularly) that are very similar in nature and make it pretty much an automatic thing - if one type of feature is selected for a modifier, it by default means all the other types in the similar vein must also be given those modifiers - example: Forest Attack modifiers should also apply to Ancient Forest and New Forest.
So perhaps I should start working on the Generic Category class project and use it here to group some features and terrain types (flatlands as a category for example) and give our units modifiers by more sweeping categories of features and terrains (plots would pick up whatever categories its features and terrains would have so categories can be more generically referred to for establishing modifiers.)
With this in mind, should we go beyond simply using this document to record what we currently have on these units until the categories are established?
Note: Generic Categories will allow us to define any category we wish and include any type of game object into those categories which then allows us to establish tags that act on categories as a whole. I know this may at first not sound very valuable but we've run up against many matters where it would be - this being one of them.
I've been long planning to generate a Generic Category mechanism so perhaps the time has come. It shouldn't be too great a project to setup the basics - and then would gradually grow in use from there.
Anyhow, the first step here for this project is to record what modifiers are already ON these units. Is anyone who appreciates data management and wishing to help with the development of the mod up to the task of assisting in this regard?
The second step the team can jump on now... discuss suggested plot based combat modifiers for these units here.
When looking at this a little more deeply, thinking I'd be able to easily implement these suggestions, it occurred to me that without a thorough review on the subject we will be revisiting it repeatedly. We should also be keeping a record of the current modifiers assigned so they can be kept aligned on any new units as well.
So I've started a Spreadsheet to help track these. I will probably need to add Attack and Defense columns for each feature and terrain as well - at the moment I've only laid down a structure for overall combat modifiers. Movement modifiers may be noteworthy on this document as well.
Now... the first thing I suspect we should do here is fill in what modifiers are already established. Then note what should be adjusted and to what values they should be adjusted to.
Then of course it can be rapidly inserted into the xml.
However...
Before proceeding with this I would like to point out a few things.
1) These are the kind of tag implementations that are very difficult to keep from overloading help hovers.
2) These kind of implementations, while cool when very well thought out, are often overlooked by players who see little more than mindblowing complexity in these factors.
3) There's a lot of terrains and features (particularly) that are very similar in nature and make it pretty much an automatic thing - if one type of feature is selected for a modifier, it by default means all the other types in the similar vein must also be given those modifiers - example: Forest Attack modifiers should also apply to Ancient Forest and New Forest.
So perhaps I should start working on the Generic Category class project and use it here to group some features and terrain types (flatlands as a category for example) and give our units modifiers by more sweeping categories of features and terrains (plots would pick up whatever categories its features and terrains would have so categories can be more generically referred to for establishing modifiers.)
With this in mind, should we go beyond simply using this document to record what we currently have on these units until the categories are established?
Note: Generic Categories will allow us to define any category we wish and include any type of game object into those categories which then allows us to establish tags that act on categories as a whole. I know this may at first not sound very valuable but we've run up against many matters where it would be - this being one of them.
I've been long planning to generate a Generic Category mechanism so perhaps the time has come. It shouldn't be too great a project to setup the basics - and then would gradually grow in use from there.
Anyhow, the first step here for this project is to record what modifiers are already ON these units. Is anyone who appreciates data management and wishing to help with the development of the mod up to the task of assisting in this regard?
The second step the team can jump on now... discuss suggested plot based combat modifiers for these units here.