Events - better scripted?
from
Stardock Forums
Hi,
just a little something I thought about...
Since I don't know how random the events are, I'm taking a wild guess here and say they are completely random.
[Nerd mode]Perhaps there should be a few "if a=1 then do event1 else do event2"[/Nerd mode]
I'm referring to a system that decides if the event is practical at the moment.
For instance, why with the UP convene, to discuss between it's two members, who are at peace, if there is to be a general cease-fire treaty?
Doesn't really make sense, and as far as I know, it would be fairly simple to regulate
This reminds me - exactly what kind of info are the Devs looking for in these particular builds?
I've been doing a more or less random shooting of stuff here, not really knowing what to tell and what no tell.
Since most of the glaring bugs are ironed out, we are now down to stability, balance, gameplay issues, and suggestions right now - am I right?
/Flemming
just a little something I thought about...
Since I don't know how random the events are, I'm taking a wild guess here and say they are completely random.
[Nerd mode]Perhaps there should be a few "if a=1 then do event1 else do event2"[/Nerd mode]
I'm referring to a system that decides if the event is practical at the moment.
For instance, why with the UP convene, to discuss between it's two members, who are at peace, if there is to be a general cease-fire treaty?
Doesn't really make sense, and as far as I know, it would be fairly simple to regulate
This reminds me - exactly what kind of info are the Devs looking for in these particular builds?
I've been doing a more or less random shooting of stuff here, not really knowing what to tell and what no tell.
Since most of the glaring bugs are ironed out, we are now down to stability, balance, gameplay issues, and suggestions right now - am I right?
/Flemming