my reveiw and verdict of MFM 1.07[message #149814]
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Wed, 18 July 2007 15:41
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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allright Will Gates, you knew this moment had to come!
this is my half time verdict after playing through more than half of the game.
first of all, i just cleared tropico island.
man, that "d-day" scenario was tight! very well done, such events bring quality to the game.
tropico itself looks a wee bit small. a little more landmass here and there would be nice. as is, the island somehow has a little odd shape. and a better name for it would be nice also. something that fits more to the rest of the game.
other than that, i had some of my toughest fights there. especially in the urban sector. i
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First Sergeant
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Re: my reveiw and verdict of MFM 1.07[message #149838]
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Wed, 18 July 2007 18:21
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Will GatesIf I could assign each faction a certain look I would. As it was I could only edit the named characters to have a group look about them.
agreed. There's so much uncontrollable stuff about factions that making a militia factions themed mod in itself is walking on thin ice.
i have been requesting ways to allow for better differentation between different enemy and npc types in the 1.13 forums, but there wasn't much reaction to this.
i, for my part, left the planned factions/ npc/ stuff away for the biggest part of the game because of this.
But i still think there's something in in that specific field.
for example npc behaviour and lines can be linked to certain events, in particuliar to active quests and triggers, sometimes this can be limited to npc's of a particuliar sector or even body type
the problem there is to know what overrides what. i think faction member tag overrides the "specific sector" tag but then other triggers like "queen is dead!" or "battle going on" can override neutral npc faction behaviour/ routines
from memory, only kingpin and hicks faction have specific behaviour for being hostile. Other factions, that might be battleing you, still use the "please end the fighting" lines of generic NPC's.
also, factions turning hostile and being hostile later on differs. KP and hicks are apparently saved as once hostile = always hostile, other factions however...
sometimes it also takes some turns until all the faction members of one faction in one specific sector turn hostile at all. his can be confusing for the player. It appears they require to see one of their faction buddies that already is hostile, or one of them turning hostile.
maybe this is different with KP/ Hicks... don't know
this is of course unless you gained a better grip on these issues, will.
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Sergeant Major
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