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 Post subject: Territories gamerules
PostPosted: Sun Dec 09, 2007 5:40 pm 
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Posts: 240
Good news everyone!

Olmys gave me permission to use his territories gamerules http://forums.relicnews.com/showthread.php?t=156906
and AI for warlords. I have a working version and I am seeing how I can customize it to Warlords (I already have the AI capturing and building Warlords ships and have made larger territories suited to the warlords gameplay)

now this presents an interesting problem with the AI so I have to ask a few questions. Basically the AI is incompatible with the standard AI and there is no easy way to switch this in game (though I am looking into it)

Here are the options I am evaluating

a separate big file for the territories mod, you use a different shortcut to play it, will not impact the normal game

eliminate the standard build mode with resourcing in favor of a mode that works with territories (basically resourcing would be opportunistic, but the majority of resources would be through the automatic system) and shipyards would be objectives rather than buildable




reinforcements mode fits quite well with the territories game settings so it will receive a slight change

this also means that AI will be disabled in Multiplayer games (though it will work in skirmish)


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 Post subject: Re: Territories gamerules
PostPosted: Sun Dec 09, 2007 9:03 pm 
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Joined: Mon Oct 30, 2006 11:24 am
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Personally, I am little tired of harvesting RUs. I think the new "territories" feature would be awesome and I definitely would prefer this over RUs. Tell me if I got this right: You start out in a given map with a fleet, and you have to capture certain territories within this map to gain Credits, along with shipyards lying around in order to build up your fleet?


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 Post subject: Re: Territories gamerules
PostPosted: Sun Dec 09, 2007 9:34 pm 
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Joined: Fri Jun 15, 2007 12:58 pm
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sounds great to me. personally, for a first release at least, i think a seperate .big is the way to go, so you can get some feedback, and we dont have to overhaul our installations to test it out. a new shortcut is easier than rolling back the mod version.


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 Post subject: Re: Territories gamerules
PostPosted: Sun Dec 09, 2007 10:39 pm 
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Joined: Sun Oct 29, 2006 1:57 am
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I'm with Shadow on this one. It makes sense to test it separately first.


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 Post subject: Re: Territories gamerules
PostPosted: Wed Dec 12, 2007 11:58 pm 
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Joined: Wed Sep 20, 2006 8:33 pm
Posts: 2
Agreed


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 Post subject: Re: Territories gamerules
PostPosted: Thu Dec 13, 2007 12:23 am 
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Joined: Fri Jun 15, 2007 12:58 pm
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lol, woot, i had a good idea apparently.....ive contributed :P


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 Post subject: Re: Territories gamerules
PostPosted: Thu Dec 13, 2007 7:49 am 
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"Great Kid! Don't get cocky!"


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 Post subject: Re: Territories gamerules
PostPosted: Tue Feb 26, 2008 11:40 pm 
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Joined: Tue Feb 26, 2008 6:59 pm
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I've never played the Territories mod, but it sounds like a great idea.


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