Roleplay

I have got a roleplay trouble when playing Sheim with oldman Tebry on a rule.
He is going to destroy the word and start Armageddon, right, but must do it without AV religion and also, when I was playing him I was first to destroy every AV city in the game and banish Hyborem. Why? Read lifestory of Ti. He must hate and fear Infernals. He want to destroy creation, but not let it fall to the Infernals grasp, because destroying Creation by transforming it into hell is personal lose for Ti, damning his soul (Os-Gabella don’t care, she simply want to die.).

So playing Sheim this way is rather challenge, because AV is the one of the best way to rise AC, but you would lowing it by destroying AV!

so dont let the AV come up ;)
 
Yeah, there may be some interestign game options that provide that kind of functionality. I dont want FfH to play "on rails" and I love the fact that the Elohim and Sheaim could gang up in a game. It is your world and your game. But an option to change these aspects is fine by me.

Nikis-Knight recommended an option for "Balanced Alignments" so that randomization places an equal amont of good/neutral and evil players. Unfortunatly I can't find a decent way to code that (random players aren't selected in the SDK). So we are looking for somethng along those lines that will help. Maybe a good/evil start at war, or no diplomacy between good/evil would be interesting.

I would love to see a game mode with that kind of functionality, especially things like diplomacy adjustments based on the civilization.
 
As I'm on the roleplayer side me too would love a gameoption that would activate an "enemyciv-tag" giving diplomali. I really prefer flavorgames to flavorbreaking ones and this might set some things "right" for me.
As long every civ only gets one enemy that might not be too much a hassle. But a plain your are Clan or Bannor message seems a little boring maybe a flavortext here that could be individual for each civ would be great.
Pretty please!:D
 
I would love to see a game mode with that kind of functionality, especially things like diplomacy adjustments based on the civilization.

Yeah, I think that is more the realm of scenarios (even if they were random map scenarios) to play out more specific agendas rather than the core mod which should encourage more random play.
 
In general, the ability to create custom lists of players to be randomly chosen between would be great. If this were possible, the game could start with a "random good", "random neutral", and "random evil" list (containing all the leaders with said alignments, thus allowing you to balance alignments or create the challenge of playing a game with everyone predisposed to hate you), plus the ability to create your own list of favorite civs to play as (probably requiring at least some minor xml modding). I usually prefer not to know what civ I'll be leading, but there are some that just don't fit my style.

A "personal grudges" option that gives civs diplomatic modifiers based on the backstory would also be nice.
 
In general, the ability to create custom lists of players to be randomly chosen between would be great. If this were possible, the game could start with a "random good", "random neutral", and "random evil" list (allowing you to balance alignments or create the challenge of playing a game with everyone predisposed to hate you), plus the ability to create your own list of favorite civs (probably requiring at least some minor xml modding). I usually prefer not to know what civ I'll be leading, but there are some that just don't fit my style.

A "personal grudges" option that gives civs diplomatic modifiers based on the backstory would also be nice.

Yeah, Nikis-Knight requested that asd soon as I mentioned we can play with the game options now. Unfortunatly I dont see anyway to code it (that civ selection part isnt in the SDK).
 
Maybe you should try to talk to firaxis about that, and get them to add the ability in a future patch. I'm sure no one would mind if they decided it was important enough to include in 3.13, even if it delayed it another month or two. ;)
 
Yeah, I think that is more the realm of scenarios (even if they were random map scenarios) to play out more specific agendas rather than the core mod which should encourage more random play.

Hm not entirely sure of that. I know it's pretty easy to do this by wbs file adjustments but some poeple(like me) really like to play flavorgames on random maps and seeing too many civs breaking the flavor often spoils some fun for me. A gameoption to fix this wouldn't hurt poeple that favor random gameplay after all.
BTW the warscripts are also not that consequent in this matter.

p.s.: that's no request uttered to get on with warhammer since that will use a scenario anyway and I also don't want to pester you if it's too much effort;)
 
Hm not entirely sure of that. I know it's pretty easy to do this by wbs file adjustments but some poeple(like me) really like to play flavorgames on random maps and seeing too many civs breaking the flavor often spoils some fun for me. A gameoption to fix this wouldn't hurt poeple that favor random gameplay after all.
Events can do this. Say, 30% of games if you are playing Bannor and the clan or Doviello are in, you get an early event referencing past history and giving -10 diplomacy. Vice versa and ditto for other leaders.
 
That's a cool idea.
 
I agree (although it may be best as an optional thing). These events would probably be best triggered by first making contact. Make sure the events give a flavorful back story explaining the grudge. It might be nice if the events (or latter events that won't occur unless these negative one already had) gave a choice of whether to do something to reconcile with your long time foe (like, if you are the clan you may need to convert to the Order) or to to further exacerbate things.

Some positive backstory events would be nice too, like Auric being grateful to Varn for saving his life.

Now if only we can find a way around that inability of the SDK to control the random selection of leaders... I'm not so sure events would be helpfull here. I suppose we could redetermine the leaders in the game after it has begun (deleting the existing ones and adding more after the game has started), but that is probably too messy.
 
Exactly. Even if you didn't want to add it to the core game, as a game option it would not effect those who didn't like it and could be used only by those who did.
 
I agree (although it may be best as an optional thing). These events would probably be best triggered by first making contact. Make sure the events give a flavorful back story explaining the grudge. It might be nice if the events (or latter events that won't occur unless these negative one already had) gave a choice of whether to do something to reconcile with your long time foe (like, if you are the clan you may need to convert to the Order) or to to further exacerbate things.

Some positive backstory events would be nice too, like Auric being grateful to Varn for saving his life.

Now if only we can find a way around that inability of the SDK to control the random selection of leaders... I'm not so sure events would be helpfull here. I suppose we could redetermine the leaders in the game after it has begun (deleting the existing ones and adding more after the game has started), but that is probably too messy.

:goodjob: (10 char)
 
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