View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023981 | AI War 2 | Suggestion | Oct 15, 2020 11:41 am | Oct 15, 2020 1:17 pm | |
Reporter | Asteroid | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 2.616 Stop Printing Money, AI! | ||||
Summary | 0023981: User-generated maps and scenarios | ||||
Description | With the whole debate around rerolls and providing multiple choices in buildings, I see a lot of effort expended to cater to people who obviously want a "perfect" or at least "fair" setup. It just doesn't mesh well with procedural generation. I think a better way to make those people happy would be to enable user-generated maps and scenarios. With enough community momentum, it'll give people an endless supply of well-balanced challenges to try, which IMO is a lot more attractive to that crowd than RNG. I myself wouldn't say no to a hand-crafted challenge occasionally. See Age of Wonders Shadow Magic, Creeper World and numerous other classic strategy games for examples of a blooming mapmaking community. Tutorials already enable you to create maps with XML like this (AI War 2\GameData\Configuration\Tutorials\Tutorial 1 - Basic Planetary Controls.xml): <tutorial_planet name="Murdoch" x="0" y="0"/> <tutorial_planet name="Midlander" x="100" y="-20"> <link name="Murdoch"/> <link name="Farland"/> </tutorial_planet> <tutorial_planet name="Farland" x="200" y="20"/> You can also set faction ownership, place ships and what not. It might take a bit of effort to generalize this for full mapmaking, but it sounds worth it to me if it can stop the effort spend on minimizing variance in what's supposed to be a randomized game. The overall idea is that people would be able to generate a map they like through regular gameplay and then export their save to this format and tweak to their heart's content, then share it as a community-made scenario. There's even already an infrastructure to talk to the player for tutorial purposes, so you can actually tell a story if you want. I'm not suggesting the creation of a map editor tool (either in-game or external), though that could be a long-term goal. | ||||
Tags | No tags attached. | ||||
|
In a lot of respects, this is kind of what quick starts are meant to be. Although there is some rerolling of things that happens in those by definition. Having a version of quick starts that saves more details is not a bad idea for at some point. |
|
Yeah, I guess it could be boiled down to quickstarts but human-editable and without the problems that come from trying to load saves with or without mods (just ignore unknown buildings when loading), and without the rerolling. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 15, 2020 11:41 am | Asteroid | New Issue | |
Oct 15, 2020 12:27 pm | Chris_McElligottPark | Note Added: 0059238 | |
Oct 15, 2020 1:17 pm | Asteroid | Note Added: 0059240 |