- Joined
- Dec 21, 2016
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- 41
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Greetings, community. Today I have a slightly confusing question I hope someone can answer. The short of it is, how can I tell an event to move to the nearest other event marked with x?
What I want to do is create a... semi-dynamic wargame happening at all times on the overworld map. The idea is that skirmishes will pop up from time to time that the player can take part in or not. If they don't, eventually the situation will resolve itself by RNG, but I don't want that roll to be completely random. I'd like for a buildup of nearby forces to influence the outcome.
What this creates is a situation where the player can--you know, I'm getting off track. Sorry, I like to enthuse. Anyway!
The primary element I'm having trouble with in making this happen is getting events that pop up from time to time to move on their own. I was thinking that if an enemy moves from the "core" of their kingdom to a stronghold, they fortify it, driving the "strength" score up by one. Sure, I could do this with a common event, but I'd like to player to have the opportunity to divert from their usual activities to help out the main army by engaging some of these enemy regiments in guerrilla warfare! Touch one of these mobile forces on the map, and you'll enter a series of battles that, if won, destroy that enemy and prevent them from beefing up their side's nearby stronghold.
So that's the gist of it. I'd like a script that allows me to tell an event to travel to the nearest spot marked as an allied stronghold, and once there, to add a point to that stronghold's strength value and then delete itself. An on-rails approach is plausible enough, if a lot of work, but ideally I'd like to be able to "automate" it slightly, rather than go into every single stronghold and troop event and code them by hand. Any idea how I might do this?
What I want to do is create a... semi-dynamic wargame happening at all times on the overworld map. The idea is that skirmishes will pop up from time to time that the player can take part in or not. If they don't, eventually the situation will resolve itself by RNG, but I don't want that roll to be completely random. I'd like for a buildup of nearby forces to influence the outcome.
What this creates is a situation where the player can--you know, I'm getting off track. Sorry, I like to enthuse. Anyway!
The primary element I'm having trouble with in making this happen is getting events that pop up from time to time to move on their own. I was thinking that if an enemy moves from the "core" of their kingdom to a stronghold, they fortify it, driving the "strength" score up by one. Sure, I could do this with a common event, but I'd like to player to have the opportunity to divert from their usual activities to help out the main army by engaging some of these enemy regiments in guerrilla warfare! Touch one of these mobile forces on the map, and you'll enter a series of battles that, if won, destroy that enemy and prevent them from beefing up their side's nearby stronghold.
So that's the gist of it. I'd like a script that allows me to tell an event to travel to the nearest spot marked as an allied stronghold, and once there, to add a point to that stronghold's strength value and then delete itself. An on-rails approach is plausible enough, if a lot of work, but ideally I'd like to be able to "automate" it slightly, rather than go into every single stronghold and troop event and code them by hand. Any idea how I might do this?
