Chilperic
Posts: 964
Joined: 3/21/2010 Status: offline
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Now, as the subject has been raised, let's study some WIA events about epidemics and the reasons they are IMO not efficiently designed for gameplay purpose... SelectFaction = $GBR SelectRegion = $Kebec StartEvent = evt_nam_Smallpox_inQuebec|0|1|NULL|NULL|$Kebec|NULL Conditions FixedDate = 1783/02/01 Actions SelectSubUnits = Region $Kebec;Faction $GBR EvalUnitSel = NULL ChgGroupHealth = -10 ChgGroupCoh = -40 EndEvent This one will alter English units in Quebec region at the same date , the 1st February 1783. After a few games, you will just let a militia in Quebec. Fixed dates must be reserved for flavour events without real effects, or first turns events, or such important ones another date would seem strange ( like end of WW1 in FY). When applied to events having effects in game without being absolutely tied to a date, they just become predictable...except to the AI, but who cares about AI? AI is so much better than human such a new unbalance is worth mentioning it. SelectFaction = $GBR StartEvent = evt_nam_GBR_Epidemics_Canada|999|1|NULL|NULL|NULL|NULL Conditions MinDate = 1775/10/01 TurnIndex = 10;11;0;1 Probability = 25 PickUnit = $Canada;1;$Regular GenMsg EvalUnitSel = NULL Actions GenMsg ChgGroupHealth = -10 ChgGroupCoh = -40 EndEvent This one will affect one regular unit in Canada theater.Yes one. I've said before why it was impossible to replicate in game the real impact of epidemics which were the first mortality cause in armies in WIA and RUS. But this one is so much lenient, one unit only, it has no impact about gameplay. It just one of the 200 messages you get each turn without real consequence. By selecting biggest stack in one theater, my FY Typhus event will have to be taken into account by player. I prefer having flavour event imposing player to rethink his plan than a message among other. Nothing essential, but more nervous gameplay. Interesting change. In WIA, after 5 occurences of this event, you know you don't really have to care to check what unit has been altered, 10% losses isn't a so drastic change for one unit. For 15 subelements, it's different SelectFaction = $USA StartEvent = evt_nam_Storm_at_Sea_USA|999|1|NULL|NULL|NULL|NULL Conditions CheckIsPlayer = NULL MinDate = 1775/03/01 TurnIndex = 0;1;2;9;10;11 Probability = 33 SelectSubUnits = Areas $Atlantic;Models $mdl_USA_Bat $mdl_USA_Bri $mdl_USA_Lak $mdl_USA_Tra $mdl_USA_Brg $mdl_USA_Frg EvalSubUnitCount = >;0 Actions SelectSubUnits = Areas $Atlantic;Models $mdl_USA_Bat $mdl_USA_Bri $mdl_USA_Lak AlterCuSubUnit = ApplyToList;probability 50;ChgCohesion -25;ChgHealth -3; SelectSubUnits = Areas $Atlantic;Models $mdl_USA_Tra $mdl_USA_Brg $mdl_USA_Frg AlterCuSubUnit = ApplyToList;probability 5;ChgCohesion -15;ChgHealth -3; GenMsg EndEvent Without being wrong, this one could be written more simply. No need to evaluate if subunit total is superior to 0 and select twice subunits in the area,in condition then in action. The bold lines could be removed ( sparing a few millisecond processing time), the event would work the same. SelectFaction = $GBR SelectFaction = $GBR StartEvent = evt_nam_USA_Poor_Sanitation|999|1|NULL|NULL|NULL|NULL Conditions EvalEvent = evt_nam_GBR_AIis3;=;0 MinDate = 1775/01/01 TurnIndex = 9;10;11;0;1;2;3;4 Probability = 15 SelectFaction = $GBR SelMostNumGroup = CPCount;EvenFixed GenMsg EvalSubUnitCount = >=;52 Actions GenMsg ChgGroupHealth = -5 ChgGroupCoh = -25 EndEvent Last this one will select the biggest stack in whole map if this stack has more than 52 subelements. 2 defaults: - a 45 stack is as much powerful than a 52 one, but will be immune to epidemics. Where is the realism? How much gamey for the player knowing this limit ? And those ignoring, but keeping an army at 45 when the AI, which ignores the event, will build its 55 stack? Never, never think about AI That's why the event is excluding it to fire if AI is at level 3...I don't need this sort of AI bonus, as Human and AI are affected in the same way by my typhus events. - It will always be the same stack affected by the event. let's say your biggest stack is 55 and your second is 45, the latter will remain immune. With my solution, any stack may be reduced, as generally you have only one big stack by theater.... Amateurish design. I looked at them, learnt from reading them, but I've modified them to reach better gameplay experiencand avoid inflicting to AI more penalties. Sorry to have done this comparative study. But I would be proud if the Great Lords at AGEOD would have the humility to learn from others rather than thinking they are the best because they are "official volunteers"and assess anywhere their certitude, in spite of successive business failures. They would do better,even progress, and I would spare time. But they are just redoing the same endlessly. The official RUS has pretty good AI events files and those of FY aren't protected. The PON DLC are just using the same way to deal with AI events than in 2009 and with the same results, by weakening AI. Yes, weakening it. However, it's certainly much more confortable to stick with his own shortcomings than having the humility to learn from others... Usual problem when incompetent and egotists are trusting the "Official" functions for thier own pride Lebedev could be a member of some teams Why WIA haven't used muy AI files as model? Why some are waiting SVF 2.0 when my tools are just those of AGEOD? Why my AI files in RUS haven't been modified ( not a line) since my departure? WHy the AbsorbFaction command has been used first in FY rtaher than in Official RUS when it offers a very simple way to unite White factions or Siberian Whites to poles as in the official version without having the shortcoming mentioned here 5 days ago: http://www.ageod-forum.com/showpost.php?p=217490&postcount=1 Why I should have been the only one to be able to create this? I'm not superhuman or gifted. I'm just trying new things, learning from others and despising odfficial titles for real efficiency. In short, I work, I don't write PM about others in their back or consider myself as a game designer because I 've decided I was one. I'm trying to be one, and a good one, by working rather than writing endless messages about my pet ideas or the way to become an official modder. I've read fro hours the AI log file to understand how AI is working. That's uneasy, even painful sometimes. At last, those having tried FY are generally yet downloading my daily updates Why the AGEOD forum has become with the creation of coordinator functions a few years ago a recipient for self proclamation about his own value in modding, a denial about gameplay and AI shortcomings rather than a place where are discussed how to mod smartly to enhance gameplay and AI? Maybe because the officials aren't playing anymore AGEOD games? Why some are talking here about WIA when OneArmedMexican message about Poland trouble has not yet be offcially replied since 5 days? Because AGEOD likes only fanboys, not customers? I play FY. I love playing FY. That's why I'm not alone. Back to FY.And SVF. Next time, I will use Golovin as nickname . Too much Lebedev building Kheops Pyramid with sand to their glory without learning to use all the AGE 2.0 features...
< Message edited by Chliperic -- 9/19/2011 10:06:26 PM >
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