Author Topic: Storymod Chapter 2 v0.3: Suggestions -- Economy suggestions wanted!  (Read 15475 times)

Offline Winter

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If you have a suggestion for Chapter 2 of the epic story, which features the continuation of the brewing war at Chapter 1's end, post it here.

Right now I'm looking for suggestions regarding the AI economy that, ideally, incorporates all things such as town merchants, villages, each town/village producing something, and fluctuating prices and demands. Perhaps even work it into the war system at the highest levels as a full country economy. Please post away!

Postprandially,
Winter
« Last Edit: September 25, 2007, 08:10:41 AM by Winter »

Offline Hellequin

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #1 on: January 13, 2007, 01:36:35 PM »
Reposting from the Taleworlds forum, now that I have much more experience with the module system and know that it could be made feasible:
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One word: romance.  Once you've figured out which side the PC is on during chapter-initialization, generate an opposite-gender NPC of comparable level (or level plus ten, given the AI's limitations).  Let the PC meet them during an interlude of relative peace, near the beginning, without realizing their allegiances.  Design them to appeal to the M&B audience's sensibilities directly... a warrior, smart, composed, realistic in outlook, and competent enough to not need to boast.  Basically, this is the exact counterpart to the PC; the person who they would have been, had they chosen the other way.  (The advantages of this setup in terms of keeping a unified plotline should be obvious.)

Use the combat environment to impress this cool-factor upon the player deliberately... I'm imagining a tavern interior at the close of a barfight, with (unconscious) corpses littered all over it, and a back-to-back temprary alliance against a slew of combatants (the Watch?) who are armed with real weapons and greater numbers.  Later, an abortive fight - perhaps a setup where the NPC is in an elevated position sniping at you, and you're unarmed (say, pilgrim's garb).  Front door of the house in question is locked; back door can only be reached by a roundabout, exposed route.  Part two, by way of the back door, gets you the interior of the house... which turns out to be empty, with a window wide open - can we animate one swinging on its hinges?  Via window, a bunch of rooftops, being shot at the while; the last jump looks possible but the roof you hit is too steep for footing, you will slide off, story sequence about her/him escaping into the night.  Later on you negotiate with her/him under cover of truce, and get a chance to talk life stories over a fire while waiting for the bosses on both sides to deliberate - some really good dialogue options here, taking advantage of the depth of the character creation process you've got in Storymod.  Then the plot inexorably pushes the two of you towards a final duel... one where the ambiguity of whether you want this person dead or not can generate further choices.  (Ooh - convert her/him to a Companion and end up outcast from both sides, or kill her/him and be given great rewards from your own side.  Nice.)

Between this, and the plot-sticks of plague and war, you could paint a beautifully chaotic picture, a worthy successor to the first chapter.

- Hellequin

Winter's comment, previously:
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That's actually not a bad idea. It could be done, though I'd have a hard time keeping levels synchronised without some kind of XP-to-level comparison chart. The module system doesn't have an operation to read a character's XP or to raise a character's level -- only to read the level and raise the XP. :P

Bah.  Read the PC's level; add 100XP to the NPC, read the NPC's level, compare.  Lacerate, rinse, repeat. :P

Mind you that if you don't want this idea, let me know... and once I've got "basic" Schattenlander done, I'll use itmeself.
- Hellequin

Offline Winter

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #2 on: January 13, 2007, 05:41:39 PM »
Bah.  Read the PC's level; add 100XP to the NPC, read the NPC's level, compare.  Lacerate, rinse, repeat. :P

Mind you that if you don't want this idea, let me know... and once I've got "basic" Schattenlander done, I'll use itmeself.
- Hellequin

That is exactly what I had in mind for if I ever get around to doing it. I don't know if I will, though -- after the war system and special features are done, I think I'm going to be pretty tired out.

Nativistically,
Winter

Caer_Baer

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #3 on: January 29, 2007, 03:37:39 AM »
town-specific music would be cool, if you could find a way to implement it.

Offline Winter

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #4 on: January 31, 2007, 06:44:22 AM »
town-specific music would be cool, if you could find a way to implement it.

Easy to do. If you've got the music, I can script it in about 15 minutes.

Secularly,
Winter

Tessien

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #5 on: January 31, 2007, 10:54:07 PM »
If you have morale in game, perhaps it would be a good idea for certain units to not enjoy fighting on each others side, a rivalry per say. They could also gain morale bonuses when fighting against each other.

Caer_Baer

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #6 on: February 02, 2007, 04:19:46 AM »
Winter: Tell me what kind of music you want and I'll try to keep an ear out (public domain/
creative commons, as much as possible, o'course).

I think I ran across some 'fantasy'-ish stuff a while back. can't remember where exactly ATM, however.
Midi files, no prob though, easily convertible if need be (cool thing about midis, though: they're smallish).
Free for non-commercial use I *think* (I'm guessing it's mod-ok, 'slong as it ain't a "3rd-party-xpansh" or nutthin..)

ach, nevermind that last bit. anyway, on the more general 'suggestions' thing, here's another one:
Single/2 paragraph text descriptions upon entering a town for the first time(or always).
This, plus music, plus 2d background art = atmosphere.
yeah, cosmetic, I know, but could make it a bit more immersive, if done properly. plus, it's relatively easy
to do (heh. check my 'suggestion' for yoshi's Pirates - it looks like a mod by itself. god i could be such an ass, i swear..)

Aerothos

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #7 on: February 02, 2007, 05:42:34 AM »
This mod is sweet! I went from playing straight native to this and it's a massive improvment in practically every way. A few things hit me as i was playing that I thought I would share. Might be a bit much in terms of power, but why not a double barreled musket? Im not sure if its possible, but slings were a staple of war for hundreds of years. I was thinking that the slings would increase the range/damage of throwing stones by +1-5 like arrows, and prohaps musket balls could be used as a stronger/more numerous ammo. Not sure if this is possible either, but what about a book shelf in the crafting shop that when u click on it u can view every item u can make there. Is there some way to open a shop like window without letting the player buy the stuff so u can see the stats for comparison? Thats all i can think of for now, sorry if its been posted b4 (which im sure it has :P ).

messenger

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #8 on: February 04, 2007, 08:41:46 AM »
If you want to compare weapons, write down the stats.
Also can I suggest being able to be a mercenary yet again?

Satyr

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #9 on: February 05, 2007, 12:58:52 AM »
I forgot much of what happened in Chapter 1. =\

Aerothos

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #10 on: February 07, 2007, 01:24:15 AM »
If you want to compare weapons, write down the stats.
Also can I suggest being able to be a mercenary yet again?
Nah, finding all the weapons would be a pain due to the random nature of shop inventories, and the massive number of custom weapons in this mod. I dont think being a mercenary meshes well with the theme of story mod, in the end it would only take away from the expierience.

cave sexte

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #11 on: February 11, 2007, 10:38:36 PM »
I think one of the real strengths of your mod is the additional options for roleplaying a character who plays a significant role in the Calradia's history. I think you could add to this by incorporating more of the options you've put into the latest version of craftmod, specifically the camps and retainers. I think it adds a lot to the experience to be able to build up a following of trusted and valuable followers. Another way of accomplishing this might be to add more companions, or to create a little more backstory for them, a la the baldurs gate series. Given how much you've fleshed out the world aready, embedding characters with histories set in the war or the different factions could add even more immersion to the experience.

night raider

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #12 on: February 12, 2007, 08:32:59 AM »
You'll likely groan after reading this, but this would appeal to me :)

I would like the option of following several story lines - 1. I choose side with faction X, meet certain NPCs who provide xyz benefits etc.  2. I choose optionside Y and meet other NPCs who provide different benefits 3. Don't choose either side and play the rebel with a cause etc etc - something to that extent (not well thought out at this point)  It would diverge from what I remember of Chap 1 by allowing more than one path to glory.

Ideally, and really complicated, there would be several options under each main choice as well.  I know this would be a ton of work, but it would make for hours of mysterious game play  :lol:

Kinsume

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #13 on: May 30, 2007, 04:23:29 PM »
How about a large variety of parties makeup that you see as you play the game. Such as things with farmers, scout groups, war parties, exc. i've noticed that each one of them always contains the same exact thing in them though the numbers may vary from time to time it can get pretty repeditive.

Another thing i've been thinking of i think i read somewhere else so its not really original, but would it be possible to allow you to select your troops gear. Like your able to equip your two heros however you want, i think that since you can look at your troops stats you should be able to put certain items on them like you can with the heros.

I noticed the formations you added in and i was wondering do the formations specify like infantry with shields up front and archers in back or polearms in front rest behind or something along those line. Or is it just they move in that formation with no set troop order?

Also i believe i read on your forum about a random morale generator for the different parties, i was curious as to if this was implemented to alter the speeds whether it be faster or slower for the parties moving on the map veiw, since the parties morale can effect the speed at which they move.

Just thought of something, is it possible to code in a type of map... even if its just the basic overview of everything. I find its kinda annoying when i dont know where a town im supposed to escort a caravan is at. Or when im wandering around and have no clue where im at, it'd be nice to have a type of map so i can get a general idea. Im sure they had some kind of rough map type of things back during the time era this game takes place in.

At the moment this is all i can think of if i get anything else ill chalk it up, depending on how these ones are responded to : P

« Last Edit: May 30, 2007, 04:28:35 PM by Kinsume »

Cymro

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #14 on: May 31, 2007, 06:53:19 AM »
Random parties consisting entirely of heroes with a level of around 30. I'm fairly sure that the player isn't the only adventurer in the whole of Calradia ;)