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Author Topic: History modding.  (Read 988 times)

Hungry

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History modding.
« on: September 03, 2009, 01:46:17 am »

Takeing the histories and make them genable in different worlds with pick and choose inhabitants, events, ect...

End result, making perfered worlds with perfered peoples and perfered events...
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Capntastic

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Re: History modding.
« Reply #1 on: September 03, 2009, 03:36:16 am »

But histories of peoples and locations are effected by their worlds.   I don't see how this would really work?
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Neonivek

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Re: History modding.
« Reply #2 on: September 03, 2009, 03:40:16 am »

I have to agree with Captain Tastic... It vapourised logic in several ways.

For example if the main cause of a conflict was a specific resource but the world had uniform resources... it wouldn't make sense.
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Rowanas

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Re: History modding.
« Reply #3 on: September 03, 2009, 05:08:28 am »

The storming of certain races by other races would also make no sense if they were in completely separate bits of the world, and with the caravan arc coming up, this would mean loss of troops, less resources, maybe more skill etc etc. It cannot happen.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
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Granite26

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Re: History modding.
« Reply #4 on: September 03, 2009, 08:28:04 am »

There's a certain merit to being able to stop world gen and fire off an event (SimCity disaster style) in order to nudge world creation.

As stated though, this idea is anathema to what Worldgen actually is.  (Usually I try not to say such negative things, but srsly)