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Diplomacy Kludge


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#1 feld

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Posted 22 October 2009 - 07:02 PM

Question: Can the allegiance of the indigenous population on a land map be changed in game?

PR's work on the new hero system has got me thinking about the (non-existant) EAW/FOC diplomatic model. I know that the game doesn't really have anything that simulates diplomats working their magic to win a local population to their cause but figured that we might at least be able to simulate which way the generated planetary militia goes in a land battle.

For example, the inhabitants of Coruscant might start the game favoring the Empire but sending a diplomacy heavy character there on a "spy" mission might change their allegiance to Rebel.

Just a thought...

#2 Kitkun

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Posted 22 October 2009 - 07:39 PM

Only things that I know of that might work would be the bribe and corruption systems.

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#3 Phoenix Rising

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Posted 22 October 2009 - 11:27 PM

Actually, the diplomacy mechanic that never made it into the game is still semi-dormant in the engine... it's not that it doesn't exist; it just was never finalized. I've seen enough where I can tell you that political control (the internal name for it) was supposed to be displayed as a separate level for each planet, similar to space or land slots. Presumably, this level was passively influenced by the heroes and units present in the garrison and in orbit, but also could be influenced actively through deployable abilities. I have a hunch it also affected the civilian units like you're referring to. The problem is, that part of the engine is unrecoverable (or so PG claims, I haven't actually tested it). But, yeah, otherwise there's no good way to do it; the spawn house affiliations are not affected by XML, but are rather placed on each map.

#4 jdk002

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Posted 23 October 2009 - 05:17 AM

All civilian spawn houses are placed directly on the map and given affiliation to either Rebel, Empire, etc. I've always wondered this myself because the amount of options under the faction drop down for a spawn house is pretty numerous but a lot of that is for skirmish I believe. :[

#5 feld

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Posted 23 October 2009 - 02:25 PM

Actually, the diplomacy mechanic that never made it into the game is still semi-dormant in the engine... it's not that it doesn't exist; it just was never finalized. I've seen enough where I can tell you that political control (the internal name for it) was supposed to be displayed as a separate level for each planet, similar to space or land slots. Presumably, this level was passively influenced by the heroes and units present in the garrison and in orbit, but also could be influenced actively through deployable abilities. I have a hunch it also affected the civilian units like you're referring to. The problem is, that part of the engine is unrecoverable (or so PG claims, I haven't actually tested it). But, yeah, otherwise there's no good way to do it; the spawn house affiliations are not affected by XML, but are rather placed on each map.


grumble grumble...frickin half finished piece of...grumble...coulda been like Rebellion but better...grumble grumble...glad I only paid half price for the half finished software oh wait i didn't...grumble.

Frickin frickty frick.

#6 Kitkun

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Posted 23 October 2009 - 03:01 PM

Yeah, that pretty much sums it up.

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#7 Phoenix Rising

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Posted 24 October 2009 - 07:30 AM

This is going out on a limb, but my guess is that late in EaW's development, they had to make a choice between special structures and political control, and obviously they went with the structures (otherwise it would've been Land Base 1-5 just like in space). So they manually placed set-faction civilian spawners on each map as a quick fix for the control-influenced code that would never get finished. I can't think of any other reason why the civilians are not more data-driven. Also, I would bet that this choice had other implications, like Leia (an obvious political control hero) getting cut from the game.

Edited by Phoenix Rising, 24 October 2009 - 07:31 AM.




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