Any possibility of a campaign modding script language?
Posted: Thu Dec 22, 2016 2:20 am
Is it possible for a future game to allow modders to experiment with more complicated campaigns?
For example, it might be fun to have advanced sieges, more variable foraging and skirmishing between armies in a single region, and minor factions. Units could require different resources (ie, manpower, elite troops, gold).
A script language would include operations similar to the following. I realize that this is a pretty ambitious request, but with tools like those modders can create some fairly ambitious strategic games.
Parse units
Parse provinces
Parse armies
Get/set unit info
Get/set province info
Override function that determines if an army retreats, and if so what casualties it sustains
Override function that determines if provinces fall to an occupying army
Place new armies
Create new faction properties
Thanks for your consideration!
For example, it might be fun to have advanced sieges, more variable foraging and skirmishing between armies in a single region, and minor factions. Units could require different resources (ie, manpower, elite troops, gold).
A script language would include operations similar to the following. I realize that this is a pretty ambitious request, but with tools like those modders can create some fairly ambitious strategic games.
Parse units
Parse provinces
Parse armies
Get/set unit info
Get/set province info
Override function that determines if an army retreats, and if so what casualties it sustains
Override function that determines if provinces fall to an occupying army
Place new armies
Create new faction properties
Thanks for your consideration!