Author Topic: NNY (Gameplay mod): Sources released | Mod is on hiatus  (Read 8878 times)

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Geoffrey Ashe

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NNY (Gameplay mod): Sources released | Mod is on hiatus
« on: November 22, 2008, 08:47:56 PM »
Hello there,

05.12.08 Mod goes on hiatus till at least February.
29.11.08 Source code released, see bottom


What is this?

Not much yet, it adds a few gameplay features but perhaps it becomes something big and earning a real name.

Current features:

- Talk to the Village Elder/Guild Master with the game menu.
- Create your own party, give them troops and order them around.
   They follow, stay or patrol.
   Added support for paying them wages and them helping you in battle.
- Bribe bandits into following you (currently they join your party, but perhaps there is potential to keep them as a party)
- Buy ale in a tavern to make your fellows happy.
- Recruit townsmen, refugees and manhunter in the tavern by talking to the  tavern keeper. (like in 0.808 and earlier)
- Other things I perhaps forgot

Plans:

Firstly, if those features work without bugs I want to offer the source for them.
Secondly I would like to make the middle-endgame a bit more interesting:
There is a nicely developed idea about parlay in the suggestion forum.
Adding a special reward for taking over castles from your liege (think lordly item).
And probably other things that are grasping my mind.

What do you need?

I could need someone who writes a few lines of dialog. It isn't exactly my strength.
A bit of background knowledge would be nifty. But I guess that belongs in the sage's guild.
And telling me about any bugs or problems you may encounter.
Suggestions how to balance the new features wouldn't hurt either.

Credits:
me so far
and taleworlds obviously

Download


Since someone asked, everyone is free to use the source, just give the credits where it's due.
Source code



« Last Edit: December 05, 2008, 10:18:02 PM by Geoffrey Ashe »

Kolba

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #1 on: November 22, 2008, 08:49:49 PM »
Nice! Downloading now, to try it...

phorest

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #2 on: November 22, 2008, 11:19:02 PM »
- Create your own party, give them troops and order them around.
   They follow, stay or patrol.



Clear something up for me please, does this mean you can have multiple parties :?:

TitanToe

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #3 on: November 22, 2008, 11:34:18 PM »
- Create your own party, give them troops and order them around.
   They follow, stay or patrol.



Clear something up for me please, does this mean you can have multiple parties :?:

yeah u are correct i think hehe

TitanToe

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #4 on: November 22, 2008, 11:39:55 PM »
but how do u make more parties?

The Mercenary

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #5 on: November 22, 2008, 11:52:51 PM »
Basically, you need to go into triggers, set it so that they spawn, and tell when and where, how many there can be at any one time, reference a script to spawn them, then go to party templates and create the party and add the units you want, then go into dialogues and change it so that they have dialogues when they are encountered, with a way to attack or go away, then you need to debug it.

Geoffrey Ashe

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #6 on: November 23, 2008, 10:47:24 AM »
but how do u make more parties?

You talk to a fellow soldier, there is a new dialog beside the "tell me about your stats" one. [P - Talk - Second dialog entry]
It spawns a new party called "Patrol" for the lack of a better word yet. Then talk to them.

Sorry if it isn't very intuitive.

FleshyStarfish

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #7 on: November 23, 2008, 03:16:03 PM »
Hey that's really cool!  This would be great if it would mesh with Blood and Glory http://forums.taleworlds.net/index.php/topic,50350.0.html, that's almost like the finishing of Native...so to speak.

FS
hay wud up guys u shud mak a mod about lyk stuff i dunno wut but it wuld b kool lyk mabe gangstas were u start ur gang n fite mofos huh

SoTAL

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #8 on: November 23, 2008, 03:51:56 PM »
Yes, talk to Zanyr about integrating mods. If you manage to merge them somehow, it'd be great.

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Telapicus

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #9 on: November 23, 2008, 03:57:26 PM »
Nice work Geoffrey how about for a name OldNative


This thread is just ****ing confusing me now.

Geoffrey Ashe

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #10 on: November 23, 2008, 04:29:02 PM »
Thanks for the kind words.

Hey that's really cool!  This would be great if it would mesh with Blood and Glory http://forums.taleworlds.net/index.php/topic,50350.0.html, that's almost like the finishing of Native...so to speak.

FS

Yes, talk to Zanyr about integrating mods. If you manage to merge them somehow, it'd be great.

To quote myself:

Quote
Firstly, if those features work without bugs I want to offer the source for them.

So this should eventually happen.

Nice work Geoffrey how about for a name OldNative

Thanks for the suggestion.


Did anyone break the code yet? Bugs/problems?

Adorno

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #11 on: November 23, 2008, 05:26:26 PM »
Very impressive.

You forgot to say that bandits, looters etc. now join the battle if you attack some of them.
I almost got mobbed by 20 looters thinking I only engaged 6 - Nice feature  :)

I have yet to find any bugs, but I have some thoughts:
Patrols:
I think the name is just fine, by the way. They make the player very powerful.
Later in the game you can have multiple parties at your side. So as the mod is now, the enemies should be stronger.
You can also become much quicker on the map by having several small parties instead of one large.
That way you easily catch all enemies in sight (think of the quests to capture spies and runaway villagers).
All in all the game is much easier. That needs to be balanced.

Recruiting at taverns:
Excellent. But the troops there are more expensive than at villages (about 24-54 denars per troop).
Perhaps I'll just hire at villages instead. But then again, I get to hire refugees (women) that are hard to come by  :)

Buying ale at taverns:
To boost the morale this way is really good. I think native lacks more ways to boost morale (food is not very efficient).
« Last Edit: May 02, 2009, 02:35:14 AM by Adorno »

Geoffrey Ashe

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #12 on: November 23, 2008, 06:15:14 PM »
Very impressive.

You forgot to say that bandits, looters etc. now join the battle if you attack some of them.
I almost got mobbed by 20 looters thinking I only engaged 6 - Nice feature  :)

Ehm yes, but then this isn't the first mod to introduce it :) (Timeless Kingdoms springs to mind)

Quote
I have yet to find any bugs, but I have some thoughts:
Patrols:
I think the name is just fine, by the way. They make the player very powerful.
Later in the game you can have multiple parties at you side. So as the mod is now, the enemies should be stronger.
You can also become much quicker on the map by having several small parties instead of one large.
That way you easily catch all enemies in sight (think of the quests to capture spies and runaway villagers).
All in all the game is much easier. That needs to be balanced.


Have you got any idea to balance it?

I could think of limiting the amount of patrols to the value of the leadership skill and them only be able to take half your party limit?
Reenable the non npc parties (foragers/partols/war parties)?
Increase their wages?

They also shouldn't take prisoners, unless I add a new dialog for prisoner exchange.

Any complains about the lack of their aggressiveness?

Quote
Recruiting at taverns:
Excellent. But the troops there are more expensive than at villages (about 24-54 denars per troop).
Perhaps I'll just hire at villages instead. But then again, I get to hire refugees (women) that are hard to come by  :)

I'll look into it.

Quote
Buying ale at taverns:
To boost the morale this way is really good. I think native lacks more ways to boost morale (food is not very efficient).

What other ways could you imagine?


Thank you a lot for the input.

NICK.ALTMAN

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #13 on: November 23, 2008, 06:33:13 PM »
Can I input this in Dukes and Mercenaries?

Tell does this have a feature to have lords when you have your own kingdom? that is really missing in native, recruiting lords. I think age of machinery has this feature but I don't like their arty.

Adorno

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Re: NNY - NoNameYet Mod (Gameplay mod)
« Reply #14 on: November 23, 2008, 06:50:28 PM »
Have you got any idea to balance it?
The patrols could be limited - as you say - and they could be more expensive - and have a maximum size.
Perhaps double the amount of troop costs to troops in patrols.
A fun feature could be desertion: On rare occasions a patrol could be bribed to switch sides (not sure how though). (Yes, I've played Medieval II  :))
Introducing the 'old' foragers, scouts etc. would be fun (it's being done in 'The Return of Zendar' mod).

About more ways to boost morale:
I can only think of the possibility to hold feasts at castles and towns to increase morale (it could just be an option in castle/town menu when you own it).


You should think of a name for the mod, perhaps make a poll; it'd be fun  :)