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TotalWar Mod (WiP)

Posted: Wed Aug 05, 2015 9:40 pm
by Hangman
So I've been playing for awhile, and I'm just getting into the modding aspect of the game. My goal is simple: constant danger. Towns being invaded constantly, factions warring, death lurking around every corner, virtual armies roaming the lands hunting their prey.

Being new to this, input to improve my chances of dying would be appreciated.

The biggest trouble I run into is becoming extremely powerful isn't that difficult and can be pretty quick in the un-moddified game, and it's hard not to when you know how to. Even the guy with the broken and club only adds an extra day's time. As such I am focused on changing the game to be a lot less forgiving.

Please bear in mind this is a WiP, and my work schedule will make updating this slow. I'll be asking questions in comments below and editing this post (can I?) to reflect the answers and future changes.

Changes so far:

Note: I usually play on 2x squad size and 2.5x population size. Anything higher and I get performance issues. Also right now I have some of the characters beefed up a little so I can run around checking on things to see if they work.

All enemy groups have been increased in size in the editor. More powerful leaders for cannibals (I added stat 25 leaders for cannibals) and dust bandits are in the works. Hungry bandits are now hordes that rely on numbers to overrun you. Town defenders have been lessened in number.

Eyesocket has been taken over by Dust Bandits. Several squads patrol the city and many other squads perform short range patrols or head out to attack other towns. Clownsteady has a good chance to fall to the cannibals soon. I am pondering making new factions to control other towns to level the playing field.

Slavers have been given a -50 rep for most everyone. I want them slaving, not visiting.

Traders have, hopefully, been taught how to buy more then just bread and rum.

Re: TotalWar Mod (WiP)

Posted: Wed Aug 05, 2015 9:46 pm
by Hangman
First question I have is on having factions attack the towns of rival factions. My current attempt is marking the squads I want to attack with the wandering traders AI, which seems to motivate them somewhat to head for different towns. Having dust bandits with the status of 'heading to bed' in pretty funny.

Is there currently a better AI that will convince rivals to attack their enemies towns? I dream of soldiers traveling half way across the map if needed to assault a rival faction's stronghold, but none of the AI seem to be focused on that goal.

Re: TotalWar Mod (WiP)

Posted: Thu Aug 06, 2015 2:11 am
by Hatsune_Neko
Diplomacy options are still a WIP.
so your idea is not possible to add just yet.

Re: TotalWar Mod (WiP)

Posted: Thu Aug 06, 2015 2:45 pm
by Hangman
No, I can't do exactly what I want just yet, but by combining the Attack Target Squad AI with Wandering Trader, I get situations like what happened at Brink today when a bunch of dust bandits decided to visit:

Image

Turned into a pretty great battle to start.

Image

However, 2 large slaver groups had been coming in from behind the bandits, and a caravan just started leaving town, making the outcome a given.

Image


So far, not too bad. Still have a bit of tweaking to do, but given the parameters we have to work in right now this battle is encouraging.

Re: TotalWar Mod (WiP)

Posted: Wed Sep 02, 2015 5:30 am
by xhuggels
increased numbers dont always make for a more diffucult game. Buffing them up like you said will though. Give them better gear too, and increase damage multiplier. If your average dust bandit has 25 stats and decent gear instead of rusted stuff, and you have 1 of all stats to start off with, and damage multiplier is...say 2, then they can pretty much 1 shot you. thats as unforgiving as ur ever gna get.

i played around with armour stats, making special pieces for each group with insane multipliers. i mean combat bonuses, combat speed multipliers, athletics multipliers.At the end my new character with 1 athletics ran faster than my unmodded guy runs with 60 athletics. Those multipliers are OP!

Re: TotalWar Mod (WiP)

Posted: Wed Sep 30, 2015 1:59 am
by ScarabParamit
EDIT: Ok, it works with 0.75.3
I removed some Edits/Dirty Edits to Old Soldier, His stats and OP weapon that replaced Katana (i presume those ware just for test purposes so You can run over whole map and see what works and what not?), grass .dds and health pack? also make some slight changes here and there. Now its more suitble for testing.
I had similar idea also, but one thing that keeps me from moding anything more than gamestarts is ammounth of changes and updates...and ammounth of tools, scripts and elements still lacking. Now i feel it was neither smart or stupid.

Thanks for this, Regards =)