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World Changing Events!


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#1 -The_Swordalizer-

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Posted 28 June 2005 - 12:36 AM

Is it possible to have the worldmap change mid game? And then change back?

Say, for example, I have the party travel to a far off land. Can I have the worldmap change whilst they are there, they travel round and explore the new map, and then return to the old worldmap? :blink:

#2 Yacomo

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Posted 28 June 2005 - 01:04 AM

Is it possible to have the worldmap change mid game? And then change back?

Say, for example, I have the party travel to a far off land. Can I have the worldmap change whilst they are there, they travel round and explore the new map, and then return to the old worldmap? :blink:

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Unfortunately you cannot change the worldmap itself :( . But there has been a trick in discussion for quite some time and that was to use normal areas as a replacement world map. The idea here is to (mis)use an area just like the old maps in games like Ultima or Zelda, where you go through a 'door' to enter the 'worldmap' walk around the 'worldmap' for a while and then go through another 'door' to go back to an actual play area. Uh, simple idea, but not so simple to explain, hope this was understandable :wacko:

#3 -Guest-

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Posted 28 June 2005 - 02:25 AM

Yeah, that makes sense. Use trigger area's or something, and tightly controlled movement paths. I see what you mean. Sounds a little clunky tho.

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#4 SimDing0

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Posted 28 June 2005 - 03:44 AM

In practice, it works absolutely horribly, yes.
Repeating cycle of pubes / no pubes.

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#5 Yacomo

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Posted 28 June 2005 - 03:46 AM

In practice, it works absolutely horribly, yes.

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That's most interesting - there is actually a mod using this trick? Which one is it?

#6 SimDing0

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Posted 28 June 2005 - 03:49 AM

DLTC tried it but rejected it.
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#7 -Guest-

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Posted 28 June 2005 - 04:15 AM

What about having the world map as simply an area with clickable hotspots that run a script that takes you to that area? You could set a GLOBAL when you move to it that tells the game the area you are at, and it would increase game time accordingly. The only problems I can see are that you wouldn't be able to see how long you ouwld be travelling (not a major issue, and the PC's would be visible on the map - can this be worked around?

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#8 SimDing0

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Posted 28 June 2005 - 04:27 AM

As above. Area worldmaps are horrible.
Repeating cycle of pubes / no pubes.

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#9 NiGHTMARE

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Posted 28 June 2005 - 04:55 AM

How about using an extremely large worldmap icon to alter it? Though I'm not sure how the game decides which icon appears on top when two or more overlap.

Edited by NiGHTMARE, 28 June 2005 - 04:55 AM.


#10 SimDing0

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Posted 28 June 2005 - 05:00 AM

That might just work, you know. And I'd hazard a guess that it'd depend on the order of entries in the file.
Repeating cycle of pubes / no pubes.

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#11 -Guest-

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Posted 28 June 2005 - 05:02 AM

If you could remove (or hide) the PC's from the map shouldn't it work pretty much like the original world map?

#12 SimDing0

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Posted 28 June 2005 - 05:07 AM

There are various awkward delays as scripts respond and stuff.
Repeating cycle of pubes / no pubes.

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#13 -Guest-

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Posted 28 June 2005 - 05:55 AM

Oh. Bugger.

I have no idea how an "extremely large worldmap icon" would help. I have a mental image of a huge Trademeet swamping Amn and its not pretty. :D

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#14 NiGHTMARE

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Posted 28 June 2005 - 06:01 AM

Give the icon the same dimensions as the worldmap, give it 0,0 co-ordinates, and bingo! It replaces the entire worldmap.

#15 -Guest-

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Posted 28 June 2005 - 07:11 AM

And you can layer icons on top of each other? Has anyone ever tried this?

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#16 NiGHTMARE

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Posted 28 June 2005 - 08:12 AM

Not as far as I know. I just thought of it a couple of hours ago :).