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Build on ruin mod?

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9 years ago
Oct 15, 2016, 7:26:18 AM

There are numerous quests that can make use of already explored ruins, including the victory quest. Attempting to build on top of them will likely break these quests.

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9 years ago
Oct 16, 2016, 12:49:23 AM

I understand that, but i'm sure someone making a mod could figure out a solution for that.

A ruin surrounded by a city isn't really accessible as it is.

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9 years ago
Oct 16, 2016, 8:03:48 AM

I'm assuming much of the quest locations are generated with the map. Any mod would need a way of seeing what quests use a ruin you intend to replace and move them to another, which is far beyond the scope of modding.

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9 years ago
Oct 16, 2016, 11:09:47 AM
Overkill wrote:

I'm assuming much of the quest locations are generated with the map. Any mod would need a way of seeing what quests use a ruin you intend to replace and move them to another, which is far beyond the scope of modding.

So you're saying that you could think of nothing? How about; don't move the location, keep the ray of light, keep the 'show location' button, make it so you have to be next to the tile and you have to press 'parley' instead of clicking on the ruin itself to interact. 


There are many ways to get around that problem. Surely someone has made this mod.

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9 years ago
Oct 17, 2016, 6:26:46 AM

It's all hard-coded scripting, you would need source-code access.


I'm pretty sure if ruins could be removable the cultists would be all over that. As it stands, they're just another static feature of the map.

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9 years ago
Oct 17, 2016, 9:04:31 AM
Overkill wrote:

I'm assuming much of the quest locations are generated with the map. Any mod would need a way of seeing what quests use a ruin you intend to replace and move them to another, which is far beyond the scope of modding.

Really? This seems a bit odd to me. It feels like a bit of a trap to generate all quest locations on map generation instead of on the fly, as it locks that in as a permanent part of the game's design and generation.


That aside, a solution I could see is allowing districts to be built on top of ruins, while keeping it treated as a ruin tile, so it is both a district within your city and a ruin for the purposes of quests and navigation. Still, seems like it'd be a pain to mod in. Ideally, it'd also require a high level tech (Era IV or V?) to prevent people like Cultists just rolling over ruins to build perfectly optimal cities.

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