sman1975
Emperor
Great suggestions!
I actually started a Hundred Years' War mod a long time ago.
I think it looks pretty good, but gameplay is a bit erratic on it, as the game engine tries to play the map like it's a "normal" Civ5 game, and not a campaign with specific objectives. So the AI units move all over the place and don't behave in a way you'd want to play against.
When I finish the new "scenario management engine (SME)" I'll add this mod to it. It should help "steer" AI units in a way that makes more sense.
I had planned to reuse the map for 3 separate phases of the war:
1. The End of Homage (1337-1360) - Edward III/Black Prince vs. Philip VI/John II
2. French Ascendancy (1369-1389) - Edward III/John of Gaunt/Earl of Buckingham vs. Charles V/VI
3. The Lancastrian War (1415-1453) - Henry V vs. Charles VI/VII
Since the map and units are already completed for this mod, perhaps it should be the one I start testing the engine with?
As for the other 2 suggestions: who should be the antagonists? Is the simple "Greeks vs. Troy" and "Byzantium vs. Ottomans" approach enough? Or should there be some other playable/nonplayable civs? I really do believe the scenario is more fun if you can play more than the "big 2."
Finally - at least at first, I want scenarios to focus on "campaigns/wars" and not battles. It's easier for the SME to get AI behavior to mimic "intelligence" for campaigns than battles. You have to use a lot of commands in LUA to "order" a unit to move to a specific X/Y coordinate, but as soon as that order is given to the unit, other AI activities can quickly override the order and the unit will go in a completely different direction. This means often I'm making suggestions to the unit rather than an order.
On a large-scale campaign map, it's easier to control these unresponsive behaviors in a way that's harder for a human player to notice. On a small-scale battlefield, where there's nothing but units, it's harder to hide.
So, I can set up a detailed map, with beautiful units in line and I can issue them all orders to meet in the middle. About half the time, the units will. At other times random units go off on some odd "adventure" exploring the map.
I've had some decent luck getting battlefield scenarios to play almost like you'd expect, and we'll definitely have a few battlefields scenarios (how can you have an ancient war mod an NOT have Marathon????). But I want to make sure the SME is fairly mature and working well before I add the extra steps to get it to engage in hyper-managed battlefield-level of granularity.
I actually started a Hundred Years' War mod a long time ago.
Steam Workshop::Guerre de Cent Ans: A Hundred Years of War
steamcommunity.com
I think it looks pretty good, but gameplay is a bit erratic on it, as the game engine tries to play the map like it's a "normal" Civ5 game, and not a campaign with specific objectives. So the AI units move all over the place and don't behave in a way you'd want to play against.
When I finish the new "scenario management engine (SME)" I'll add this mod to it. It should help "steer" AI units in a way that makes more sense.
I had planned to reuse the map for 3 separate phases of the war:
1. The End of Homage (1337-1360) - Edward III/Black Prince vs. Philip VI/John II
2. French Ascendancy (1369-1389) - Edward III/John of Gaunt/Earl of Buckingham vs. Charles V/VI
3. The Lancastrian War (1415-1453) - Henry V vs. Charles VI/VII
Since the map and units are already completed for this mod, perhaps it should be the one I start testing the engine with?
As for the other 2 suggestions: who should be the antagonists? Is the simple "Greeks vs. Troy" and "Byzantium vs. Ottomans" approach enough? Or should there be some other playable/nonplayable civs? I really do believe the scenario is more fun if you can play more than the "big 2."
Finally - at least at first, I want scenarios to focus on "campaigns/wars" and not battles. It's easier for the SME to get AI behavior to mimic "intelligence" for campaigns than battles. You have to use a lot of commands in LUA to "order" a unit to move to a specific X/Y coordinate, but as soon as that order is given to the unit, other AI activities can quickly override the order and the unit will go in a completely different direction. This means often I'm making suggestions to the unit rather than an order.
On a large-scale campaign map, it's easier to control these unresponsive behaviors in a way that's harder for a human player to notice. On a small-scale battlefield, where there's nothing but units, it's harder to hide.
So, I can set up a detailed map, with beautiful units in line and I can issue them all orders to meet in the middle. About half the time, the units will. At other times random units go off on some odd "adventure" exploring the map.
I've had some decent luck getting battlefield scenarios to play almost like you'd expect, and we'll definitely have a few battlefields scenarios (how can you have an ancient war mod an NOT have Marathon????). But I want to make sure the SME is fairly mature and working well before I add the extra steps to get it to engage in hyper-managed battlefield-level of granularity.