Author Topic: [S] The Gathering Storm - A Wheel of Time Mod (Beta) Latest Version: V0.2.7d  (Read 182922 times)

0 Members and 1 Guest are viewing this topic.

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #15 on: December 06, 2010, 04:22:02 AM »
Just in case, can you unweave compulsion, or will it kill you?

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #16 on: December 06, 2010, 04:46:00 AM »
Only if you were compelled by Graendal...  :wink:

In the mod, if you unravel compulsion, then that agent returns to their original team.

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #17 on: December 06, 2010, 05:38:19 AM »
But you can un-compel yourself, right?

On a side note, do you think you can make the male channelers go crazy (random weaves going to random targets)? That might make for an interesting time. Also, maybe torm would be fun! Slow but insane charge and armor. Also, will there be any new weaves? Like an air weapon, or earthquake, or wards for camping. Might add more depth to the game.

Just a few thoughts. :D

Amagic

  • Master Knight
  • *
  • The First and Last
    • View Profile
    • YouTube Account
  • Faction: Neutral
  • MP nick: Amagic
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #18 on: December 06, 2010, 01:34:15 PM »
I'm in love!

With this mod ofc  :D

You should really work on the diplomacy part. Not saying it's bad, just that it has huge potential. The diplomacy in the book was so great and complicated that adding it to this game would make it shine amongst mods. The possibilities alone make me shiver  :twisted:

EDIT: How do u select weaves? Tried all keys  :(
« Last Edit: December 06, 2010, 02:38:22 PM by Amagic »
"Udinaas might have been amused, had he permitted the emotion, to see the coins burned into the Emperor's penis pop off, one, two, two more then four, as the Emperor's desire became apparent. Coins thumping to the rug-strewn floor, a few bouncing and managing modest rolls before settling." - Malazan Book of the Fallen: Midnight Tides.

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #19 on: December 06, 2010, 06:07:17 PM »
But you can un-compel yourself, right?

On a side note, do you think you can make the male channelers go crazy (random weaves going to random targets)? That might make for an interesting time. Also, maybe torm would be fun! Slow but insane charge and armor. Also, will there be any new weaves? Like an air weapon, or earthquake, or wards for camping. Might add more depth to the game.

Just a few thoughts. :D
No, you cannot uncompell youself.  (Since theoretically, you don't know that it happened.)  You need to have a channeler on your team who is able to unravel.

Not sure about male channelers going crazy.  Cause it would have to stop at some point, since sai'din gets cleansed.

I sort of have air weaves.  The air blast, and bind technically use air.  Maybe tell me more about what you mean.  With all new weave ideas, if you have more than just a name in mind, such as, how would it affect the other agents, that would also help.

To Amagic:  (Wouldn't let me insert another quote for some reason)

Use caps lock to change your active weave. (You must have your magic item equipped and active. And must know more than one weave to notice that anything is happening.) The picture signifying active weave should change.

Diplomacy... what exactly do you mean?  How should I change it?  What aspects?  If you have a more specific ideas, then let me know.  So far, my 'diplomacy' forces certain teams to fight or not fight others per Wheel of Time events.  I don't have active things like the Diplomacy Mod.

Thanks for your ideas.
mat

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #20 on: December 06, 2010, 09:14:18 PM »
The compulsion does make sense. Oddly enough though, seeing as you're totally in control, you can still wipe out your enemies with channeling, and they won't touch you. The only thing you lose is a bit (or a lot in a big battle) of morale. Maybe if the person who wove the compulsion died, it would be removed (can this be done?)

For the air weapon, I was thinking of something like a weapon (like a dagger or sword made of air (or maybe like Rand's flame sword).
Oh, and maybe artifacts would be fun. Like angreal, sa'angreal and ter'angreal.
Maybe even steddings, where no channelers can channel, and shadowspawn can't enter
Also, could you implement a storyline (I've seen other mods do it, and even helped test one)? Something like a parallel story, and you can chose which faction to join or play as one of the main characters

Sorry for the overload of ideas. It's just that I'm re-reading WoT again :)
« Last Edit: December 06, 2010, 09:18:34 PM by lorenzogarch »

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #21 on: December 07, 2010, 05:45:13 PM »
The compulsion does make sense. Oddly enough though, seeing as you're totally in control, you can still wipe out your enemies with channeling, and they won't touch you. The only thing you lose is a bit (or a lot in a big battle) of morale. Maybe if the person who wove the compulsion died, it would be removed (can this be done?)

For the air weapon, I was thinking of something like a weapon (like a dagger or sword made of air (or maybe like Rand's flame sword).
Oh, and maybe artifacts would be fun. Like angreal, sa'angreal and ter'angreal.
Maybe even steddings, where no channelers can channel, and shadowspawn can't enter
Also, could you implement a storyline (I've seen other mods do it, and even helped test one)? Something like a parallel story, and you can chose which faction to join or play as one of the main characters

Sorry for the overload of ideas. It's just that I'm re-reading WoT again :)

Yeah... I'm sort of thinking about making compulsion so it can't affect the human player.  For many of the reasons you said.  It works better when used on the computer agents because they will follow the rules and start fighting for the other team.  But, when you get compelled, you are a wild card.  You can run away and retreat, use the opportunity to kill off your enemies while on their team, or take take the worst option and kill off your own army.

I also might do away with the short range weaves (air blast, defensive blast, and fire curtain) for the computer agents.  They always seem to kill off more of their own troops than the enemies when they use them.  I also might have to remove the 'sliding' effect for air blast, defensive blast, and ranged earth blast.  (for the computer agents at least.)  I think that effect is really hard on processing time.  It seems like most of the crashes I've experienced were when I saw about 30 channelers chain casting ranged earth blast.  Besides, the player is the only one who knows how to intelligently use it to break up formations.

Thanks for the other ideas, too.  I'll have to give them some thought as to whether/how they can be implemented.  Ideas are good on their own, but if you also have thoughts regarding how to get them implemented, let me know.
« Last Edit: December 07, 2010, 05:50:17 PM by mat2rivs »

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [S] The Gathering Storm - A Wheel of Time Mod for Warband (Beta)
« Reply #22 on: December 07, 2010, 09:48:23 PM »
For steddings, I think it's just a matter of making it so that, in an area, the Shadowspawn don't travel (like some kind of code). Channeling is easier. Just make it so that when you pass a certain area, the power weapon disappears, and reappears when you leave (that is possible, right?)
I'm not sure about weaving a weapon, it might not be possible.
Artifacts, I know can be made, but maybe use ter'angreal for most.  Simple stuff: an item that makes some food every day, or increases travelling speed, or grants a new weave in game
As for the storyline, I've seen it done before, but I'm not sure how (I've never coded anything more complex than a very basic website). If you need someone to write the storyline (if you do a parallel story, I mean) I'd love to help.

As for removing compulsion on the player, that might be good. You'd think that if a compelled person started killing the enemy anyway, the troop morale would increase, and enemy morale would go down.

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #23 on: December 08, 2010, 11:30:14 PM »
If anyone finds any repeatable game breaking errors, let me know.  I think I've removed the problematic aspects of the channeling system that cause crashing in battles with large numbers of channelers.  Those fixes will of course be included in the upgrade I'm working on.

bigbuttons

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #24 on: December 10, 2010, 11:27:05 PM »
it might just be me. but the game says that fire ball or any of the other weaves do any damage, apart from bale fire which is a rainbow field thing and the enmy just dissappears. I just wanted to know whether the damage should come up or not.

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #25 on: December 10, 2010, 11:41:31 PM »
The damage does not show as usual, but the enemies still die after enough hits. Fireball, fire wall, and chain lightning do damage, but don't one-hit people generally (but sometimes they do) Not sure, but I've seen people die from ranged earth blast, but I don't think air blast does much or any damage

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #26 on: December 11, 2010, 03:53:00 AM »
it might just be me. but the game says that fire ball or any of the other weaves do any damage, apart from bale fire which is a rainbow field thing and the enmy just dissappears. I just wanted to know whether the damage should come up or not.
Shoot, I always play with that damage reporting feature turned off.  However, all the weaves except, frost blast, heal, unravel, shield, and compulsion do damage.  It just isn't reported.  I think that's because I took a firearm weapon, set the damage it does as a normal weapon to zero, and then wrote all the code for the One Power effects.  I would probably have to add some extra code to make the damage report show up again.

I do use (agent_deliver_damage_to_agent,<agent_id_deliverer>,<agent_id>), though, which means one agent gets credit for damaging the other one.  I don't know... I'm not too concerned about this issue, unless a lot of other people are.

bigbuttons

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #27 on: December 11, 2010, 11:13:17 AM »
So is that why it said that a bandit killed his friend ? It kinda confused me lol, I lauched loadsa fireballs at  agroup and didn't get one kill out of it, it just said that they killed each other.

lorenzogarch

  • Regular
  • *
  • Al dival, al kiserai, al mashi.
    • View Profile
  • Faction: Vaegir
  • MP nick: hakamashakallama
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #28 on: December 11, 2010, 11:43:01 AM »
That doesn't normally happen to me, but sometimes I get knocked unconscious by a random soldier when I channel a lot. It's probably just a hiccup in the channeling system. If you could give any information on when it happened, that would be great.

mat2rivs

  • Squire
  • *
  • Dovie'andi se tovya sagain
    • View Profile
  • Faction: Neutral
  • MP nick: mat2rivs
  • WB
Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #29 on: December 11, 2010, 06:55:22 PM »
So is that why it said that a bandit killed his friend ? It kinda confused me lol, I lauched loadsa fireballs at  agroup and didn't get one kill out of it, it just said that they killed each other.
Are you shooting at the same spot over and over?  If so, you should be killing guys.  I know that works.  The fireball does a lot of damage to those it directly hits, and then less and less damage as you get further and further away from the blast zone.  After the first shot, you can tell if you hit anyone because they will be on fire.  People will also burn longer the closer they are to the blast area.  While on fire, they will lose one health per second.  I should have a patch out sometime in the next few days that should optimize the channeling code. (the updates won't affect the damage report though, unless I fixed it inadvertantly)

That doesn't normally happen to me, but sometimes I get knocked unconscious by a random soldier when I channel a lot. It's probably just a hiccup in the channeling system. If you could give any information on when it happened, that would be great.
I think channeling a lot, especially when fighting other channelers has a tendency to create errors.  And I think a lot of them came from the trigger that caused the 'sliding' motion that occurs when you use air blast or similar weaves.  I took that ability away from the npc channelers and solved a lot of my crashing problems.  Any code that has a tendency to cause crashing probably acts a little screwy even when a crash doesn't occur.  Example:  I was getting compelled by the Seanchan, but the damane power weapon doesn't include the compulsion weave.  Hopefully... a lot of this will be fixed with the patch.  Ahhh, gotta love debugging!