Diplomacy Kludge
#1
Posted 22 October 2009 - 07:02 PM
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...
#3
Posted 22 October 2009 - 11:27 PM
#4
Posted 23 October 2009 - 05:17 AM
#5
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.
#7
Posted 24 October 2009 - 07:30 AM
Edited by Phoenix Rising, 24 October 2009 - 07:31 AM.
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