I don't know if this is the best place for this discussion, eventually it can be moved to an other board.
I am not a modder, and I think that they are somehow the best players of this games. Because they have the deepest knowledge of them, they see the battles not at the level of what the toons do on the screen, but at the level of why they do it. At a script or code level. No surprise for me that some of them play very seldom and find modding the game more interesting than playing it, at the level they see the game is much more challenging, who can write scripts to have enemies fighting in an effective way is also much more effective fighting scripted enemies.
This part of the Solaufein Mod readme is enlighting about:
"Q: Undead Solaufein keeps ending my life. Why isn't Solaufein this powerful
when he's on my side?
A: He is this powerful on your side. Actually, he's more powerful on your
side (if you know how to use him)."
And I know that some modder communities organize modding contexts where each modder can compete with his mod based on a certain theme.
I had an idea of a different kind of context, the battle of modders.
The rules are quite simple, an empty area is chosen and a party composition is decided. Then a modder has to script his party as an enemy group, the other modder write custom scripts for his toons, the parties are identical.
And the number of code lines for both the modders is also identical.
With AI activated the "player" modder's party is teleported to the area, or enter it in another way, and the "game" modder's party wait there scripted to be hostile. Then no more player's intervention, only AI against AI, the party with a better one wins.
Each modder meet each other one and in the end the one who has the largest number of victories wins the context.
I suppose that one of the members of the "game" party has to be regarded as a charname, if he die is game over, other way that party would be at advantage. And maybe some other rules can be set, like not using reallyforcespell, you modders know how to do it, I can just guess about it.
If you modders are interested it can be an interesting way to find a new challenge in a game that you know so well.
And I see also some collateral benefits, as a lot of material for improving the game AI would be produced and shared. And tested is an unusual way, AI against AI.
If the battles are recorded it can also be very interesting for regular players to see them on You Tube, a lot of IE material is there, but that would be something completely new and different from the many let's play that now we find.
I just had the idea, that imho is enough interesting to be shared, now is up to you decide if that kind of new challenge appeal you or not.
I am not a modder, and I think that they are somehow the best players of this games. Because they have the deepest knowledge of them, they see the battles not at the level of what the toons do on the screen, but at the level of why they do it. At a script or code level. No surprise for me that some of them play very seldom and find modding the game more interesting than playing it, at the level they see the game is much more challenging, who can write scripts to have enemies fighting in an effective way is also much more effective fighting scripted enemies.
This part of the Solaufein Mod readme is enlighting about:
"Q: Undead Solaufein keeps ending my life. Why isn't Solaufein this powerful
when he's on my side?
A: He is this powerful on your side. Actually, he's more powerful on your
side (if you know how to use him)."
And I know that some modder communities organize modding contexts where each modder can compete with his mod based on a certain theme.
I had an idea of a different kind of context, the battle of modders.
The rules are quite simple, an empty area is chosen and a party composition is decided. Then a modder has to script his party as an enemy group, the other modder write custom scripts for his toons, the parties are identical.
And the number of code lines for both the modders is also identical.
With AI activated the "player" modder's party is teleported to the area, or enter it in another way, and the "game" modder's party wait there scripted to be hostile. Then no more player's intervention, only AI against AI, the party with a better one wins.
Each modder meet each other one and in the end the one who has the largest number of victories wins the context.
I suppose that one of the members of the "game" party has to be regarded as a charname, if he die is game over, other way that party would be at advantage. And maybe some other rules can be set, like not using reallyforcespell, you modders know how to do it, I can just guess about it.
If you modders are interested it can be an interesting way to find a new challenge in a game that you know so well.
And I see also some collateral benefits, as a lot of material for improving the game AI would be produced and shared. And tested is an unusual way, AI against AI.
If the battles are recorded it can also be very interesting for regular players to see them on You Tube, a lot of IE material is there, but that would be something completely new and different from the many let's play that now we find.
I just had the idea, that imho is enough interesting to be shared, now is up to you decide if that kind of new challenge appeal you or not.