Exilian

Game Design and Project Resources: The Workshops Quarter => Mods, Maps & Game Add-Ons - The Bazaar => Rome - Total Realism => Topic started by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 09, 2016, 01:30:38 PM

Title: Disabling the management of cities without a govenor
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 09, 2016, 01:30:38 PM
Hi guys,

I'm working on a system that simulates inflation, it would require to disable the option to manage cities without a govenor. Is there a way to make it impossible to manage all settlements?
Title: Re: Disabling the management of cities without a govenor
Post by: Gigantus on October 09, 2016, 02:42:39 PM
If you do not want me to play RTR then go ahead. I already found it extremely annoying to require a governor to do stuff in a settlement, it's a waste of named characters. Letting the AI do my recruiting, building and taxing? Might as well let my hamster run over my keyboard. (http://i290.photobucket.com/albums/ll264/Gigantus_pics/Emoticons/tongue.gif)

Can you describe the base idea of how this inflation works? Maybe there is an alternate way.
Title: Re: Disabling the management of cities without a govenor
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 09, 2016, 04:46:20 PM
It gradually increases the costs of recruitment, construction, e.t.c. but due the limitations of the engine it needs a named character to be present in order to work.
Title: Re: Disabling the management of cities without a govenor
Post by: ahowl11 on October 09, 2016, 04:58:51 PM
Emodude, Gigantus has a good point, many players would've dissatisfied. The solution would be to have recruitable governors and generals or have a script that makes sure each settlement has a governor
Title: Re: Disabling the management of cities without a govenor
Post by: Gigantus on October 09, 2016, 06:25:52 PM
Quote from: ThatOldSchoolEmoDude on October 09, 2016, 04:46:20 PM
It gradually increases the costs of recruitment, construction, e.t.c. but due the limitations of the engine it needs a named character to be present in order to work.

I guess you are giving the governor traits with steadily increasing building and recruiting malus? Working with the principle of diminished income is way more effective (and potentially devastating) - it does however require the EDB ability to set faction wide capabilities, not sure if RTW can do that.

QuoteThe solution would be to have recruitable governors and generals or have a script that makes sure each settlement has a governor
As long as this can be influenced by the player (and I would be the first to keep governors out of settlements if they cause inflation) the inflation will fail. You can script that a governor is required to do any action in a settlement (same effect as the preset option) but you cannot script that a governor will always be present.
Title: Re: Disabling the management of cities without a govenor
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 09, 2016, 06:31:52 PM
We could make it an optional feature and yes you can set faction wide capabilities in rtw
Title: Re: Disabling the management of cities without a govenor
Post by: Gigantus on October 10, 2016, 02:48:18 AM
Optional sounds fine (can that be done with the custom launcher?) - I am still not sure how you are going to force the presence of a governor, they do die eventually on top of that. The only way I can think of at the moment involves some serious scripting.

Great to hear about the faction wide abilities - I'll post more detailed about the 'diminishing income' later.