I think the only problem you have nation wise is iC, the robot nation for example can crush (most) everything in its path, however the nation that starts out in the panama is fucked from the start, when you get down to it the old map is kinda meh, however im looking forward to the new E3 map as it adds more provinces which means spread out ic and in return balance issues being fixed
P.S. Found this awesome trailer, do you think you could add a screenshot of the robots for the robot nation?
http://www.youtube.com/watch?v=vG8GtxV8-aI
http://www.youtube.com/watch?v=mt8ohlXaKZw
Very awesome! I love it.
Sword, do you know anything about what it would take to allow for decisions to be used, as well as events? In particular I would love for there to be decisions to hire mercenaries (instead of them build built) or the garrison key points (with locked units)
It's super easy. I just haven't done it yet. I really need to just finish what I'm doing, get the next version out, and maybe start using software that gives version control for the mod so people can work on various things without overhead for me to merge their work.
I'd like to make a suggestion on some possible new nations.
1. I got an idea that perhaps a way to work Hawaii in is that the natives have gone back to their tribal ways with tribes on each island or perhaps a tribal empire sprawling all the islands, you can also is give them initially or via events allow them to salvage naval craft at the pearl harbor naval base though admittedly how much will be their is questionable due to the pacific fleet most likely being close to china though you could say the sailors of the fleet safe on their ships went back their and perhaps even set up their own nation as well, as Hawaii probably would not have been nuked heavily if at all.
2.An idea on to give the enclave an early and enemy is to make either a few small or one big Eskimo nation that perhaps is well armed with left overs of the Battle of Anchorage(weapons from both sides even) also the possibility of a left over us garrison nation that has a 50/50 shot of joining the enclave believing their the true successors of the us or an obviously alt outcome say their full of it and either ignore them of declare war on them.
P.S. Love the mod, Good work and can't wait to see how it further progresses. Also apologies if grammar is bad.
Thanks mate. There were some good ideas in the past for minor nations which could be slotted in north. I like this one too. Giving Enclave stuff to do to tie them down in the early game without crushing New Arroyo is a good idea.
Hawaii is off limits. You can post ideas all you like but I already have plans for that region.
The idea is that they get a generic template at first, thus making it vastly easier for someone to add in content for them later if need be.
Right now if we want to add in a new nation we add in the nation, then we edit a bunch of stuff regarding scenario setup that is time consuming in and of itself. It makes a lot more sense to do that time consuming setup stuff in one big go.
Based on what I know about the way Sword works, he'd really appreciate it if you give him specific graphics for ministers, country "propoganda" images, flags and tech teams, all clearly documented with the appropriate names. Additional perks would be stuff like country specific unit pictures and completely written flavor text for events but that's less necessary. If you can provide all of the images and names, and get them in the formats the game wants then you'd be making a great contribution to the mod. If there are any stuff relating to the database files like tech teams and scenario setup or the coding side of events I could offer you some help with that stuff too.
Amen and Hallelujah, Brother! Someone has understood! Make my life easier, yes please.
Hey Keynes2.0, I'd really love it if you could take over the mod when we put out the version with the new map, if you're interested that is. I'm proud of this mod and am mildly surprised people still actively follow it. So if the interest by players is still there, maybe it should continue to be worked on after I move on?
@Slaughter
You have such good creativity and really put a lot of effort into those ideas. I need to make that nation template soon, huh?
You know what, I think I already made posts on how to do nations. Possibly on the Terranova site if not in this mega thread. And there's the modding wiki too. So it's not that hard and I learnt it myself easily enough. So.... if anyone could just read that information... and get stuck in...
Code:
NEW NATION CHECKLIST
====================
-Config\world_names (to establish tag name)
-AI
Of DB
-Any events that need or already reference the country tags
-Ministers (with all that use id numbers are assigned from my master list to avoid duplicates, etc)
-Leaders
-Tech teams
-country.csv (board color)
-revolt.txt
-airnames
-armynames
-navynames
-unitnames
-province (if need to amended map configuration) of Scenario country.inc file (make sure to remove provinces from other affected country.inc's)
- scenario .eug file (two places: as selectable and line call to country.inc file)
- Flag
- Shield
- Propaganda poster for scenario selection screen
- Selection text for scenario selection screen
- Pictures.
Status Update 09/10/2013
Brother Paladin Robert sent me some great stuff so I am merging his content into the mod. He sent some Hub leader pictures, so last few days I've implemented those with correct names to replace the old pictures. They have a more Fallout style than the ones I had before. While doing that, I updated the leader file slightly and added a few more leaders. I'm also reworking their minister file.
I finally took the time to figure out how the game engine presents which ministers are available for a given ideology. It allows you pick leaders with the same ideology or one adjacent on the matrix.
When I worked on the big minister update years ago, I made alternate cabinets for each ideology for the bigger nations. And I decided that the same people in power in one ideology might also serve in other ideologies. But the game engine will present ministers from those adjacent ideologies as well as the current one as available choices, so this explains why you currently the same leader several times.
I don't like that. So on an adhoc basis, I'll just revamp nation minister files as I do other work for that nation. I now just plan 1-3 possible cabinets for each nation, with some additional ministers in a given cabinet, mostly for the bigger nations.
It's not core work and this is why it's taken so long to release a new version of the mod: I get sidetracked. But anyway, I needed to put in Robert's pictures so it was timely. And I need a break from an event chain for Redding that will probably exceed one hundred events in total.
Robert also sent me great stuff for Mexican Raiders. I need to compare his files to the current mod ones, then copy and paste the relevant differences and generally check it all. That software version control will probably help me a lot when I spend the time to start using it. I have my own way of handling this stuff but it's slightly disorganised and very manual.
OK, so that's another blog post from me. I'll post screenshots of Robert's stuff soon.
Keynes, you sent me some stuff too so yours is next after that. I'm looking at a minor faction based on the remnants of the Nuka Cola company; remember that? And new policy slider work. Cool, I'd totally forgotten about that. Looking forward to reading it.
Cheers,
Sword