Author Topic: Storymod Chapter 2 v0.3: Suggestions -- Economy suggestions wanted!  (Read 15297 times)

Offline Winter

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #15 on: June 01, 2007, 12:03:13 AM »
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.

There is still a core set of parties that you'll see, but they all get run through a script that gives them additional random troops on top of their usual assignments.


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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.

This is highly problematic and I won't be using it beyond Craftmod.


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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?

Right now they just move in a coherent blob. More experimentation will be done, but I can't say when.


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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.

Modded morale and hardcoded morale have no overlap. Neither can influence the other. Party map speed is something I'm also completely unable to change due to module system limitations.


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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.

It'd be easy to put in mission markers around parties if I had a model for them.

Kinsume

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #16 on: June 01, 2007, 09:44:28 AM »
Ah that sucks, i was hoping there was a way to change the speed every now and then, it can get kinda annoying knowing that when your chasing someone you will never catch them or if your running from someone that you'll never get away.

As for the mission models, what types of things would you be looking for i may be able make something, i'd be new to moding and designing but i have the time so i doubt it would take me long to figure stuff out.

And to Cymro, i was meaning player controlled adventurers not AI controlled. like having multiple groups you could control on the main map rather then the one constant group that it seems to center around.

sturm

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #17 on: June 30, 2007, 12:49:15 PM »
as long as you can recruit from prisoners, im happy.  :P

Sunhawken

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #18 on: July 10, 2007, 08:41:37 AM »
You get married and she dies.

Offline Zenosknight

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #19 on: August 27, 2007, 08:59:59 PM »
Sorry, I was away from Story Mod for a while, so maybe I'm not too updated ><!

How much time has passed since chapter 1? We could have something like, the players relative, preferrably a nephew who was not very close to his uncle, and having the new guy find Marnid, old and drunk, in Zendar. He says something about you being familiar and will agree to join you if you give him a replacement for his padded cloth (I seriously forgot what we were supposed to give him in chapter 1...leather?)  since his old one is torn and stuff. Later into the game, when Marnid discovers you are "chapter 1 player's" nephew, he can give you that two handed sword (you know, the one that monk had in his robes when he was a captive in chapter 1) he had for safe keeping (for some reason :-\) and give some elaborate story on how he met his uncle, leading to a side-quest or whatever.

If the knergit (sp?) lord is still being implemented, how about you have him being the heir of the previous lord (which is still possible even if his blood was in your hands) and have more than one body guard instead of that orc-tongued idiot.

Borcha's son  :shock:   Borcha could be dead and his son wants revenge  :green: another great side-story  :D

Offline Fisheye

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War / economy suggestions
« Reply #20 on: September 25, 2007, 02:17:57 PM »
I suggest implementing a campaign instead of a war

Basically spend less focus on coordinating multiple fronts and troop movements and think more like maybe the overland map is an RTS (like warcraft) rather than a War game.

The organic nature of the borders (or lack thereof) lends itself much better to the RTS campaign with a single-stage specific objective than a full scale war. There's a big difference even if the single objective is wipe out every other enemy.
« Last Edit: September 25, 2007, 02:59:15 PM by Fisheye »

Offline Winter

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Re: War / economy suggestions
« Reply #21 on: September 25, 2007, 03:25:43 PM »
I suggest implementing a campaign instead of a war

Basically spend less focus on coordinating multiple fronts and troop movements and think more like maybe the overland map is an RTS (like warcraft) rather than a War game.

The organic nature of the borders (or lack thereof) lends itself much better to the RTS campaign with a single-stage specific objective than a full scale war. There's a big difference even if the single objective is wipe out every other enemy.

I think the current system is working quite well, but it does also lend itself to campaign-based play. All it takes is coding a load of quests. You interested? :P

Regards,
Winter

Offline Fisheye

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Re: Storymod Chapter 2 v0.3: Suggestions -- Economy suggestions wanted!
« Reply #22 on: September 27, 2007, 04:49:01 AM »
I understand what you mean by "economy suggestions" now.

I just saw game_event_buy_item and game_event_sell_item  :D

khakhan

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Re: Storymod Chapter 2 v0.0: Suggestions
« Reply #23 on: October 24, 2007, 01:21:50 PM »
town-specific music would be cool, if you could find a way to implement it.
What about playing ride of the Valkyries as you order your mounted units to charge?