Curiousepic
Posted: Tue Dec 20, 2005 6:25 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 10 Aug 2005 Posts: 286 Location: NC, USA
Well, here is how I see it. I don't want to go so far as to make the final outcome dynamic. For one, it lasted 10 years and no one is going to play for that long. But, there is so much room to make our/the player's own story in between the real events, and on the outskirts of the known history. We can elaborate on why some things happened, when it's not known, weaving our own stories into the established history.
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Ryuta
Posted: Tue Dec 20, 2005 7:45 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
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I meant as Kuge plot as an example of many.
In Onin no Ran, Hosokawa used the title of Shugo as a bribe to drag Asakura clan (of Echizen, I think) into his side (Echizen was priviously governed by Yamana faction but Asakura rebelled against them and made an alliance with Hosokawa).
For example, Hosokawa clansmen were entitled 6 provinces (I think) and Yamana clan was once governed 11 provinces out of 66 provinces.
There's another official called Kanryo, which would govern more than one provinces. I'm not sure of its definite function, but it seems they acted as an regional governers. Good example was Uesugi Kenshin, who was given the title of Kanto Kanryo by a Shogun (Kanto is the place around Tokyo and contains 8 provinces).
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fujiwara
Posted: Wed Dec 21, 2005 2:46 am Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 364 Location: Austin, Texas, USA
Based on what CE has posted here and other places, it appears that the kuge (or someone who is awarded a court rank *wink*) will indeed have a great deal to do.
I started thinking about ronin quests, and I've fleshed out one that smacks of Seven Samurai: village is being raided by bandits, asked for help from character ronin, who then defeats the bandits in exchange for some food and a little money. Is this something (the Seven Samurai idea) we would like to pursue further, with an advanced ronin quest requiring 7 hero types, as opposed to just seven troops. There's not a direct way to determine which troops are heroes, but a counter can be set up to keep track of how many NPCs have joined the party, since they join separately (and in a different way) from hirable troops.
When we still had teahouses, I came up with the idea of player fame, so that characters who perform various tasks for people will earn fame points, and have their reputations preceed them, so to speak. This could open up certain quests unavailible to less famous characters. Obversely, a character, by failing missions, could loose so much fame they become infamous and be forced into banditry to survive. Now, of course there should be a mechanism to restore lost fame, so that one isn't a bandit forever. Thoughts?
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Wow...lots of good stuff.
Curiousepic wrote:
Actually I mean just a relatively simple scripted option to make time pass by and have items in your inventory disappear and gain money.
If I understand you correctly, you are talking about something similar to sleeping at the inn, where time passes much faster than usual. If so, this should be fairly easy to set up, once you get past setting up the menus. There is an operator called "rest_for_hours" that takes a number as an arguement and you (that's right) rest for that number of hours. This could be inserted into the larger "keeping shop" script to make time move by quickly. Now, deciding which inventory items to remove and how to get money for them is another, more beastly problem, since the operations related to the player's inventory and items are sparse. This code could get hairy.
Curiousepic wrote:
We could do that as an option right off the bat, and then after you gain fame or position with a Za you could buy a storefront in a town, and gain money from it year round, having an npc run it for you and you could talk to him to set different options.
I like this idea actually, but we should keep it as simple as possible, i.e. buy the space from the za and then draw an income from that point forth. Settings options would just get more complicated than is necessary. The buy-in price should also be fairly high, to keep the merchant in a travelling mode longer.
I had some ideas for the harvest scripts:
CE, you said you were going to start the game around July or August. I would argue for July 1 as the start date, since it's the first day of the second half of the year and provides a convinient start time for the summer harvest. The seasonal harvest lasts 30 days, With the summer harvest beginning July 1, the fall harvest Oct 1, and the spring harvest April 1. I would also argue for 12 30-day months, with an intercalary period of 5 days between 12/30 and 1/1. I would rather do something simplified like this rather than try to model the rather complicated feudal Japanese calandar. However, I am always open to other ideas.
Idea The "merchant's stall" can be set up as a quest that never ends. You pay the buy-in to the za, which places your NPC shopkeeper in the stall. Then, speaking to him starts the quest, which periodically adds money to your stash.
More later... Cool
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Ryuta
Posted: Thu Jan 05, 2006 5:46 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 270
C's post said it would be possible to make items that can boost a certain skill. So. it can be used to make a pack horse. It is a simple item with horse shape that increases Inventry Management +1 when it is in inventry slot. If we restrict this item to Merchants (or only obtainable from merchant quests), the merchant class will definitely attract more attention from the player.
Is it possible?
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Curiousepic
Posted: Fri Jan 06, 2006 7:24 am Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 10 Aug 2005 Posts: 286 Location: NC, USA
That is indeed what I meant Fuji.
The calendar stuff sounds good, and in fact I just started a calendar type file, to place various events and economy cycles, starting with July 1 Smile In fact, lets just round it to 360 years, tehre's really no disadvantage, since we're not keeping track of the caldendar date in-game.
Ryuta, I don't know for sure whether it's possible for an item to increase attributes/skills, that would be more of a question for Fuji, but if it is, that's an excellent example of an application for this. We could even have a cart/wagon item or horse-item that increases inv management greatly, that would be another goal for the merchant.
And yet another idea for the seasonal economy; buying prices for certain goods like building material could raise with events such as natural disasters or war damage which could occur at certain times throughout the calendar and eventually wear off. Also, Kyoto would have a higher buying rate for just about everything since both factions are storing up for combat.
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fujiwara
Posted: Sat Jan 07, 2006 12:22 am Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 364 Location: Austin, Texas, USA
As I understand it, items cannot improve character attributes. We can through various dialogs and the setting of control objects, but items don't have that ability. I don't know if Armagan plans on adding something like this, since it looks an awful lot like magic (of course, many people have been clammering for this very thing). It would take a massive remodeling of the way items are handled.
Great. I'll start looking into setting up the menus for that. The rest should be fairly easy.
360 days per year it is (that makes the coding SO much easier!).
On the merchant quests, how do we want to handle how these are given out? Some of them, such as buying goods and reselling them as CE mapped out above is pretty straightforeward, but some of the others, such as the fixed shop, are za-related. Do we want to have a za representative for every good sold in the game, or just certain goods? Should we give the player the ability to buy into more than one shop (setting up a shop in every fixed market available could prove exceedingly lucrative)? I know that playing merchants can be fairly boring and all, but when it comes to raising and outiftting an army, cash is king.

Idea We could, through some quest, be bestowed with a "cart" or "wagon", not seen on the player's inventory screen but manifesting itself as much increased inventory capacity. This phantom item could not be lost or stolen.
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Curiousepic
Posted: Sat Jan 07, 2006 6:44 am Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 10 Aug 2005 Posts: 286 Location: NC, USA
Well, if there is a function to detect if a certain item is in your inventory or equipped, and if there is a function to edit attributes or skills.... this means we can make items that change atr/skills, ne?
For the number of Za... lets see. Reading over the wiki entry again, it seems there were a few high-profile urban Za that had broken away from their sponsers and became independent. Then there were many local Za in the rural areas. Perhaps have the merchant's sotryline originate from within one of these, which would be cool, but otherwise, these rural Za can be ignored I think. The urban Za are the itneresting ones with all the politics going on, and the high profile ones, apparently including Oil and Salt. I think we can just pick a few (3-4 others) to focus the quests around and essentially ignore the rest (except, of course, in flavor dialogue).
For the questline, here are the ways we could do it that come to mind:
A) Merchant class has a quest line to join and gain respect within a Za of a certain tradegood set by us (say, oil or salt), with a detailed storyline that works into the main war storyline. Similar to the Bushi storyline, gaining a shop(s) would co-relate to gaining your own fief.
B) Similar to A, except the player is at the center of events and begins his own Za for a tradegood that isn't covered by one already, OR "takes over" a weaker existing Za.
C) There are Za for a number of tradegoods, and the player can choose which one to join, possibly multiple. "Ranks" can be gained within each, as a character gains shops and rights within the Za. Less focus on storyline and detail, more focus on player choice and economy/guild simulation.
D) The player is a sort of go-between, profitting from the interactions of each Za and the war itself. Also story-driven, and possibly could be an option offered in tandem with A/B.
E) A complicated hybrid of A and C, with a storyline taht could work for any tradegood, and applying it to the player's choice of Za.
For obtaining a shop, given that the Za doesn't provide it for you for some deed or something, here's how it could work:
After gaining a significant amount of money as a travelling merchant, you decide you want to purchase a storefront in a certain town. You talk to someone in charge of that, located int he merchant's quarter, and you can rent the storefront on a weekly basis. You must do the selling yourself, so the way it could end up working is exactly like the original travelling merchant script, just with a faster selling rate (or proportional to the population of the town) and perhaps higher profit. You have to be in town for it to work. Later, you could hire workers, which add wages to the weekly rent, but you don't have to be present for your store to be run. But this is wher ewe run into the problem of exactly what is sold, and how the scripting for that works. With you present, it would pull items from your inventory as usual, but when you're not there....
The alternative (or perhaps additional) way to do it would be to simplify it by "owning" a shop that just gives you profit weekly, and you don't bother with running it or supplying it at all. This would be the way to do it if we want the Za to reward the player with ownership of the shop.
Though I just realized an interesting way to do this. When you have access to your own shop, it's a physical area you can visit, with a number of "customer" npcs proportional to the size/population of the town your shop is in. These customers have nothing to sell, they only buy from you, and thier money is replenished every so often. Hmmm...
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Ryuta
Posted: Sat Jan 07, 2006 12:41 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 270
So, if we choose to go for plan C, would faction number exceeds the max? We can only have 8 factions, can't we? I really like the idea of multiple Za, though.
I'd go for plan D with some element of A.
edit: In Winter's Storymod, you can do a kind of assassination. He used Pathfinding skill to decide to where the character can sneak in. He said in his thread that Pathfinding 1 can make you sneak into Khergit Camp, Pathfinding 3 into The captains Tent.
We can use similar method for assassination quest for Ninja.
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Curiousepic
Posted: Sat Jan 07, 2006 5:23 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
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Actually I believe max factions is 32, read somewhere on official boards.
Oh, wow, so we can do skill checks already? That's great.
Yeah, for Shinobi we can do Pathfiding, Spotting, Tracking, Tactics, Athletics checks for various quests (or various stages of quests, for example, Pathfinding to sneak into an encampment, Tactics to sneak up to a building, Athletics to climb up and infiltrate the building, and Spotting to find information)
For Bushi, there could be quests needing Tactics and Leadership.
Kuge would use a base Charisma check, Leadership, and Maybe we can refer to Trade as a general Negotiation type skill.
Merchants would use Trade of course, base charisma, perhaps inventory management.
Kengo: Trainer, Weapon Master (perhaps he could do performances in towns for money, proportional to weapon master or power strike)
etc. etc.
Actually, quests that require skill checks might better be used for quests that aren't restricted to the player's class. Since the class quest lines are obviously centered around the skills that player would train, these quests would be rewards for deviating from the usual skills.
Also, we could actually use the Shield skill to refer to a new skill we want to add since it will never be used for it's original purpose.
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fujiwara
Posted: Sat Jan 07, 2006 6:59 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 364 Location: Austin, Texas, USA
OK, after IMing AncientWanker, it is indeed possible, using the "player_has_item_equipped" operation, to add 'special abilities'. This opens things up a lot.

Yes, we can do skill checks, but not attribute (str, agi, int, chr) checks, yet. I think that'll be in the next version.
The travelling merchant code was MUCH easier than I thought. The menu is set up thusly: do a check to see if the player has a certain item with a minimum quantity (right now set at 3) in inventory. If so, a menu option is generated to allow the player to sell that item. A random number of this item is then sold at a given price (1.5 times the base item value). Trade skill modifies (positively) both number of items sold and the markup. The sales are calculated and given, plus a small xp point bonus. This menu is access by speaking with a 'properly authorized person' (village headman, temple head priest, etc) and paying a 5 mon fee, basically buying the right to set up your stall. The only drawback with this is that a menu option will have to be set up for EVERY saleable item of itp_type_goods. Fortunately, it doesn't butt heads with the supply_armor and supply_equipment quests; it simply doesn't check for those. The nice thing about this is that most of this is in a script, and you just call the script for each item. Saves a lot of space (and file size).
The harvest code was even easier, plus I made a wonderful discovery: modeling a real calendar is now in the code. Observe:
Quote:
(0.0, 0, ti_once, [], [(assign,"$day",1), (assign,"$month",7), (assign,"$year",1)]),
(0.0, 24, 0, [(lt, "$day", 31)], [(val_add,"$day",1)]),
(0.0, 0, 0.0, [(eq,"$day",31),(lt,"$month",13)], [(val_add,"$month",1), (assign,"$day",1)]),
(0.0, 0, 0.0, [(eq,"$month",13)], [(val_add,"$year",1), (assign,"$month",1)]),
The harvest triggers are then based off the calendar, instead of trying to count days. PLUS, WE CAN MAKE ANY OTHER QUEST IN THE GAME TIME DEPENDENT ON THE ORDER OF WEEKS OR MONTHS OR YEARS!!!! My jaw about hit the floor when I figured this out...
As far as merchant quests go, as much as I would loooove as complicated a storyline as possible, we do at some point have to finish this thing Laughing I would go for something similar to what Ryuta suggested: a combination of D and A. Fixed shops should be a reward/buy-in for completing a task for a za, and they should run pretty autonomously, generating x amount of profit (with different za shops generating different amounts). Za-related quests (esp. the oil and salt za) could involve shipping goods, acting as a courier to daimyo or shogun reps, and clearing/guarding trade routes of bandits (this could be assigned over and over again, allowing the merchant player some combat action. Trade routes could be marked by an invisible party, like the spawn points). Za that we can interact with should be limited to 4 or 5, given the limit on factions (I'm really hoping that limit goes up, to at least 128). My suggestions would be oil, salt, silk, iron, and/or tea. I like the idea of ranks, which would necessarily be separate from fame, since services performed for one za may be of little consequence to another. Certain quests (esp. the clearing trade routes quest) can and should affect fame, since more than just the za use the trade routes.
Whew...comments?
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Ryuta
Posted: Sun Jan 08, 2006 2:40 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
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I agree with Fujiwara's plan. Also C's plan for skill-related quest is very nice. Yes, I agree that skill-check should be mainly for the common quest.
I have forgotten this was discussed before, that we use skill check to upgrade the quests. Say, if you're Kengo, Weaponmaster 1-2 gives you petty job, like scare off a local ruffians, and when the skill went high, you'll get some really huge quests, like defending a village from bandits (or some faction troops), or other factions want your sword for some irregular job (e.g. Jodo-shu want you to clearing up the Tendai monks in a region).
Also it is nice to add a Za for slave trading. I'm not sure if there's a Za for human trading, though. however, I'm sure there're slaves up to Edo period.
edit: I asked Winter about the skill check and this is his reply.
The skill checks are fairly easy to do. Here is the condition code I have for sneaking into the Khergit camp:
[(store_skill_level,reg(1),skl_pathfinding,"trp_player"),(ge,reg(1),2)],
store_skill_level is the important operation. Basically, this menu option only appears if the player has 2 or more Pathfinding skill. If you wanted to make it possible to fail this particular check, you'd just make another line with (lt,reg(1),2), which would only show up if the player has less than 2 Pathfinding skill. This option could then lead to a new menu or other such thing where you describe and execute the consequences of failure.
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fujiwara
Posted: Mon Jan 09, 2006 7:23 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 364 Location: Austin, Texas, USA
Two things:
One, I finally worked out how to get the prices to change dynamically. I was right in my previous method, but neglected to add a conditional to check if the flag was OFF. So, the game changed the prices, then went back again. Silly me...

Two, I hacked together a working version over the weekend. There's not much in it. Hyogo is mostly populated, esp. with all the important stuff (merchants, inn, slave trader), but the rest of the towns are just menus with one option: Leave. There is some bandit spawning, along with police patrols from the neutral towns. The combat looks good, given that we have no new meshes yet, and the troops behave as they should, with ashigaru charging off with their yari and the samurai holding back and firing arrows.
I really would like to get away from menu-based towns. Putting this hack together soidified that for me. If we had one scene for villages, one for towns, and one for cities, that would be fine. But interacting with the city folk is part of the fun for me in games like this.
Here are some screen caps and the module if you want to try it out. Just unpack the whole thing in the Modules Folder.
- Fujiwara
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Curiousepic
Posted: Tue Jan 10, 2006 1:34 am Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 10 Aug 2005 Posts: 286 Location: NC, USA
Fanfreakingtastic! This gets me very excited.
Few notes in no particular order, before I forget them:
- Lots of errors looking for something in D:/armagan/creatures/somethingsomething, but always works if ignored.
- Otherwise, only bug I've noticed so far, talking to rescued prisoners after they were rescued by me, they said one of the lines that you say when challenging a party, like "you will suffer greatly" and gave me no option to say bye or proceed.
- For testing, as well as a feature in the game, we REALLY need an option to spend multiple nights at an inn, say, options for "until morning/evening", a week, and even a month. Also, something i've always hated about OMB, is after staying at the inn, you should appear in the inn, where you were (if possible), instead of outside, having to walk all the way back in to stay another night. I wanted to see the other season messages but that would take forever >_< It will still take a long time for it to go by, but it's much better than nothing.
- Police seem to stray very far from their original towns. Let's experiment with the different AI behaviors and see if we can restrict their movement. Should be renamed also... to what, i'm not sure.
- Can we make the starting year (appear as) 1467? And what about month names, do we want to use them, and is it possible?
- In your first screenshot, you have Hosokawa units... is that from a newer build/cheats, or is there something in this version I missed?
- Minor point, but I hadn't heard Tono before, I think I'd rather use Dono, as more people would recognize it (imo). Also, it would be cool if everyone referred to each class differently, Samurai as (name)-sama, and in higher ranks use Dono, and (name)-san for non-samurai, unless the character has high fame. Disciples could refer to the player (Kengo) as Sensei Smile Is there a honorific or title for buddhist monks?
- more to come later
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Ryuta
Posted: Tue Jan 10, 2006 1:50 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 270
I like the idea of putting honourifics. Though, it'll be very complicated if we try to did exactly in that age. So, I'll make it very simple.
By the way, Samurai and Kuge has three names; Sirname, Calling name and Real name. For example, Hosokawa Katsumoto was actually Hosokawa Ukyo-no-Dayu Katsumoto. Since the Calling name changes rapidly, people are customally described only with Sirname and Realname. Also, it is rather rude to call someone with his Real name. So, you can't call Katsumoto 'Katsumoto Dono'. But instead, 'Ukyo-no-Dayu Dono', or 'Kyocho Dono (Kyocho is the another name for Ukyo-no-Dayu)'
Dono, Tono are diffrent pronounciation of the same Chinese Character. However, Tono came relatively later (late Sengoku?) and the meaning is slightly different, it is to adress your lord, and always used alone. They were used to refer anyone with respect, or politeness (if you're adressing a guy who is in the equal rank). For example, letter usually finished with brah-brah Dono. If the letter was send to lower rank people, it could be as simple as Tonoe, or Donoe (In old Japanese, both are written in the same Japanese alphabets). So we could use it in Samurai's general speech.
When Samurai adress to commoner, he simply call him without any tags (e.g. 'Oi, Minoya!', or more simply 'This one!'). Ronin is the same (He's not technically Samurai, but he's a kind of Samurai).
For more higer ranking people (not only for Samurai, but Kuge as well), things are more complicated. They had to adress with their title. Also some people were refered by his residence (Ashikaga Yoshimi was called 'Imadegawa Dono'. He lived in Imadegawa and Shogun Yoshimasa was 'Muromachi dono'). But I think it's too much to code.
To adress your lord, you can use 'Oyakata' or 'Oyakata sama', instead of calling his name. So, you can say either 'Ukyo-no-Dayu Dono!' and 'Oyakata sama!', if you're his retainer. By the way, Oyakata means 'Residence', your lord is the one who represents the clan.
To adress a shogun, 'Ue-sama' or 'Gosho-sama' 'Kubou Sama' were used instead of calling him with name (I think 'Kubou Sama' is better). To his wife, 'Midaidokoro sama' 'Kitanokata sama' 'Kitano mandokoro sama'. Midaidokoro sama is the best, I think.
Sama and San are again came from the same word. 'San' came much later than Sama (in fact, it is a corrupeted form of 'Sama') and did not used in that era. it is usually used when you adress people who is higher rank than you (and make the sentense polite). It is good for commoners' conversation.
For monks are slightly difficult to put. It is usually 'Dono', or 'Sama'. But 'Gobo' instead of name was used. More complicating thing was, a lord who became a monk but yet still actively involved in ordinary world, instead of retreating to Temples were called 'Nyudo'. Good example of this age was Yamana Mochitoyo, who was Yamana Sozen-nyudo Mochitoyo. Sozen is his name as a monk, plus 'nyudo' You can call him as 'Sozen Nyudo-dono', or 'Nyudo-dono'.
Head Priest of Tendai (and Shingon) sects have special honour; 'Zasu'. when people adress him it is always 'Zasu sama'.
Emperor has so many different calling names; 'Okami' 'Tenshi (Sama)' were the most popular. Retired Emperor (Gohanazono Joko in that time) was called 'Sento (Sama)'
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Curiousepic
Posted: Tue Jan 10, 2006 4:07 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 10 Aug 2005 Posts: 286 Location: NC, USA
Ah, nice guide Rytuta Smile
More comments:
- Ah, figured out the samurai party thing. Looking at the troops' stats, the stats seem a little strange, the ashigaru were higher level than the samurai, and both had skills that didn't quite make sense to me (Higher INT than str or agi), high weapon skills in every type, high leadership, inventory management, etc.... I assume you just copied from an existing troop?
- Is Hime correct when referring to any female samurai?
- Haha, nice gossip from the innkeeper. But the tab seems messed up... it only goes up by one every 2 or 3 drinks, and did you mean for the drinks to be successivly more expensive?
- Hmm, it would be nice if Hosokawa/Yamana samurai troops and the neutral samurai that are upgraded from ronin (of the same type, swordsman, yumi, etc.) would stack in the same party slot. Not sure how to handle that.
- Choosing shinobi or ronin seem to always give that white screen of death, and sometimes the other classes too, and sometimes theres just 4-6 errors, then it goes into the game after each is ignored.
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fujiwara
Posted: Tue Jan 10, 2006 5:08 pm Reply with quote Edit/Delete this post Delete this post View IP address of poster
Joined: 11 Aug 2005 Posts: 364 Location: Austin, Texas, USA
Curiousepic wrote:
Fanfreakingtastic! This gets me very excited.
Few notes in no particular order, before I forget them:
- Lots of errors looking for something in D:/armagan/creatures/somethingsomething, but always works if ignored.
Like I said, it's buggy as hell right now

Quote:
- Otherwise, only bug I've noticed so far, talking to rescued prisoners after they were rescued by me, they said one of the lines that you say when challenging a party, like "you will suffer greatly" and gave me no option to say bye or proceed.
I haven't gotten that far on the dialogs, since I'm basically moving all the code we've come up with piece by piece from a vanilla module system. I hadn't yet played it so much to see rescued prisoners Smile Glad you like it that much. I'll add this to my list of things to fix.
Quote:
- For testing, as well as a feature in the game, we REALLY need an option to spend multiple nights at an inn, say, options for "until morning/evening", a week, and even a month. Also, something i've always hated about OMB, is after staying at the inn, you should appear in the inn, where you were (if possible), instead of outside, having to walk all the way back in to stay another night. I wanted to see the other season messages but that would take forever >_< It will still take a long time for it to go by, but it's much better than nothing.
Agreed, and it won't be hard to add.
Quote:
- Police seem to stray very far from their original towns. Let's experiment with the different AI behaviors and see if we can restrict their movement. Should be renamed also... to what, i'm not sure.
Since I only know of ai_bhvr_hold and ai_bhvr_travel_to_party, I'm not sure how to set the patrol radius. I've seen the ones you're talking about in one of the header files, but I'm still unsure how they work.
Quote:
- Can we make the starting year (appear as) 1467? And what about month names, do we want to use them, and is it possible?
Yes, and yes.
Quote:
- In your first screenshot, you have Hosokawa units... is that from a newer build/cheats, or is there something in this version I missed?
I have it set up so that the kuge class starts out with a small party of troops, since they are so lacking in combat ability.
Quote:
- Minor point, but I hadn't heard Tono before, I think I'd rather use Dono, as more people would recognize it (imo). Also, it would be cool if everyone referred to each class differently, Samurai as (name)-sama, and in higher ranks use Dono, and (name)-san for non-samurai, unless the character has high fame. Disciples could refer to the player (Kengo) as Sensei Smile Is there a honorific or title for buddhist monks?
Watch Ran (I love Kurosawa films). As Ryuta said, it's more Sengoku than Muromachi, but it sounded good at the time. I could set up a 'title' variable which points to some strings, which would make the title dynamic as things change in the game, which is much more true to the period. I portray a minor member of the Fujiwara clan during the 14th C in the SCA (hence the handle), so I have a good idea about how complicated titles can get, esp. for the kuge. This will certainly make things better. Good call!
Last edited by fujiwara on Tue Jan 10, 2006 5:29 pm; edited 1 time in total
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