Author Topic: Upgraded Village Scene  (Read 2364 times)

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Revan Shan

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Re: Upgraded Village Scene
« Reply #15 on: September 04, 2011, 03:41:59 PM »
2- make new scenes for villages fully upgraded (rearrange the village by adding the 5 improvements)

It's out of my knowledge, but I think it's technically possible to add objects using a code that makes them be like an NPC so they can spawn. This means it would be possible to have certain buildings popping on each scene depending on the upgrades it has.

I think, I just think.

Or even easier, make a race without animations, and dress it with buildings. Then you would only have to place the entry points correctly, and add a code that makes each npc-building appear, depending on the upgrades you have.

Tsewe

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Re: Upgraded Village Scene
« Reply #16 on: September 05, 2011, 12:07:25 AM »
(click to show/hide)

Yeah, but that would be cool - you will have to tear down the church or you lose relation per time (if you are non-christian). And build f.e. a mosque to regain relation. Just on a theretical idea. But to think about the game and the work efford - maybe it would be good to restrict the possibility of changing religion on the castles and cities the villages belong to? So add the possibility to build a church/mosque/synagogue inside towns or castles.

I'd have another idea for the manor in villages though: How would it be to have the possibility when you built it to garrison no more than maybe 25 Soldiers of low grade - and by that stretch the time it takes to raid a village and of course have these additional men to defend it.

---and by the way I always liked to fully upgrade the village I owned first, but it takes an awfull long time. Actually it would be nice if one could upgrade villages a bit quicker. Especially with E1200 as there are always new versions to expect which are not save-game compatible.---

I hadnt thought about the religion changes, thank you for mentioning it - its pretty damn important. The thing is we don't really know how the religion changes will be done after having conquered a town / castle / village yet... at least I don't know...
Quapitty, i dont fully get your idea in your 1st paragraph. You mean that if the village you conquer f.e. is a muslim one, and that you wanted to destroy the mosque to build a church, then you would loosea lot of relation points with the villagers because they would have their religious building destroyed because they were muslims. In fact, you would have to wait for converting those villagers to christianism before being able to build a church. but we don't know how village's or town's religious conversions will be done like i said. Is that what you meant?

Anyway for now I will only add churches in christian villages, and mosques in muslims villages from the current and actual factions. Which means that villages from Almohads f.e. will have a mosque when fully upgraded, and villages of France f.e. will have a church when fully upgraded. I'll add those religious buildings even if we won't have the option to build them ingame (maybe it will be implanted after, it'll be Korinov's choice), just for the look, and for realistic sake (and fun too).

I like very much your idea quapitty of improving the manor in a sort of a little fortification or barrack to train a little local milice and add 15, 20 or 25 troop capacity to protect the village when raided. It would only train lolcal villagers though - you wouldnt be able to add you super top tier troops. (Is that what you meant, cause i think its pretty nice).

Are you suggesting that it should cost less money to make an improvement? that way it would take less time to the player to upgrade the village?

It's out of my knowledge, but I think it's technically possible to add objects using a code that makes them be like an NPC so they can spawn. This means it would be possible to have certain buildings popping on each scene depending on the upgrades it has.

I think, I just think.

Or even easier, make a race without animations, and dress it with buildings. Then you would only have to place the entry points correctly, and add a code that makes each npc-building appear, depending on the upgrades you have.
I dont think so, but i will ask scener communities to be sure. That would be awesome if it were true of course! I'll get back on it when i'lll have an answer. thanks for the suggestion!

quapitty

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Re: Upgraded Village Scene
« Reply #17 on: September 05, 2011, 12:30:06 AM »

Quapitty, i dont fully get your idea in your 1st paragraph. You mean that if the village you conquer f.e. is a muslim one, and that you wanted to destroy the mosque to build a church, then you would loosea lot of relation points with the villagers because they would have their religious building destroyed because they were muslims. In fact, you would have to wait for converting those villagers to christianism before being able to build a church. but we don't know how village's or town's religious conversions will be done like i said. Is that what you meant?
Well, I mean, it depends on how the religion system is going to work. There are several possibilities like f.e. if you destroy an existing building you loose maybe 10 relation and for the time there is no building you loose 1 relation every XYZ until you build a new one. But I think that may be going too far for the game and the guys who may be able to script that (I don't know anything). Maybe a more simple way would do pretty fine. And I think the religious affairs should be drawn away from the villages, as there are way too many villages. (And it pays tribute to the fact that churches were not usual in villages that time) Let's put the Religion only towards castles and towns if to be done ever. Otherwise it is going to be never if ever....
Quote
I like very much your idea quapitty of improving the manor in a sort of a little fortification or barrack to train a little local milice and add 15, 20 or 25 troop capacity to protect the village when raided. It would only train lolcal villagers though - you wouldnt be able to add you super top tier troops. (Is that what you meant, cause i think its pretty nice).
:) agreed. Several others did mention it already.
Quote
Are you suggesting that it should cost less money to make an improvement? that way it would take less time to the player to upgrade the village?
Well, I think it shouldn't be less money but less time instead.


Tsewe

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Re: Upgraded Village Scene
« Reply #18 on: September 05, 2011, 09:38:16 PM »
So I've started reworking native's scene. I've finished making a basic village (not upgraded, just normal) in France.

Here is native's village scene:
(click to show/hide)
(click to show/hide)

Here is the new basic village scene that i made:
(click to show/hide)
(click to show/hide)

So the village would look like this normally, at the beginning. Then, I'll modify this scene and put the improvements (upgrades) and add other details in order to have the scene of this same village but fully improved. But before i do that, do you have any constructive suggestion or critique about the new basic village scene?

Korinov

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Re: Upgraded Village Scene
« Reply #19 on: September 05, 2011, 11:30:08 PM »
The new village looks great, much better than the Native one.

About the scene changing when improvements are made... hmmm, it's a feature I'd personally like to get into the mod, but I won't lie to you guys: it's not in the high priority list. I'd even prefer if you just rework other native scenes like this one, then we'll see about the upgrades  :wink:
At least it's true that man has no control, even over his own will.

Tsewe

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Re: Upgraded Village Scene
« Reply #20 on: September 06, 2011, 02:51:47 AM »
Ok got it

Are there any scene top priorities (other than reworking on native village scenes)?

Korinov

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Re: Upgraded Village Scene
« Reply #21 on: September 06, 2011, 09:52:34 AM »
Ok got it

Are there any scene top priorities (other than reworking on native village scenes)?

Not really. Feel free to scene what you want, when you want  :wink:
At least it's true that man has no control, even over his own will.

quapitty

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Re: Upgraded Village Scene
« Reply #22 on: September 06, 2011, 12:36:57 PM »
So I've started reworking native's scene. I've finished making a basic village (not upgraded, just normal) in France.

Here is native's village scene:
(click to show/hide)
(click to show/hide)

Here is the new basic village scene that i made:
(click to show/hide)
(click to show/hide)

So the village would look like this normally, at the beginning. Then, I'll modify this scene and put the improvements (upgrades) and add other details in order to have the scene of this same village but fully improved. But before i do that, do you have any constructive suggestion or critique about the new basic village scene?

Very nice.

ganso

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Re: Upgraded Village Scene
« Reply #23 on: September 08, 2011, 04:25:21 AM »

So Brubar how are you planning to work on the village scenes? Do you think you need a hand with those? I kinda got some spare time for scening

Sayd Ûthman

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Re: Upgraded Village Scene
« Reply #24 on: September 08, 2011, 01:50:53 PM »
Actually, it shouldn't be made that way (25 scenes for each village) you just have to make a scene containing all the improvements, but make those improvements into the ground so that they're not visible, and move them to the ground level when the upgrade is accomplished by code :)

Tsewe

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Re: Upgraded Village Scene
« Reply #25 on: September 08, 2011, 06:10:14 PM »
So Brubar how are you planning to work on the village scenes? Do you think you need a hand with those? I kinda got some spare time for scening
Of course it would always be welcomed. My "plan" is quite simple. I want to make at least one new village scene per faction / culture so we would have new village scenes all across the map. I am finishing one in France. If you have a particular interest or wish to do one village of a scpecific region, go ahead. It doesnt have to be the exact historical plan of a specific village since the scene will be used as a generic village.
Just tell me which one you'll do please!

Actually, it shouldn't be made that way (25 scenes for each village) you just have to make a scene containing all the improvements, but make those improvements into the ground so that they're not visible, and move them to the ground level when the upgrade is accomplished by code :)
waaah dude that's called being a genius
though i dont know anything about coding :P I wouldnt be able to do that... but for now Korinov said it wasnt a priority so well see about that. Thanks for the idea though, that would be awesome!!

I wish Korinov will see your post lol


Sayd Ûthman

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Re: Upgraded Village Scene
« Reply #26 on: September 08, 2011, 08:11:06 PM »
I'm not a genius, this is not my idea , this is what other people do :D

Tsewe

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Re: Upgraded Village Scene
« Reply #27 on: September 09, 2011, 02:14:24 AM »
I'm not a genius, this is not my idea , this is what other people do :D
Ah come on man, i want you to be a genius.

Anyway lol, how do "other people" (not geniuses :P ) deal with the AI mesh? Cause when the buildings are underground, no problem. But when they'll get upon the surface, then the AI will try to go through the "new" buildings because the old AI meshes wont have changed and will still be there... ???

Sayd Ûthman

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Re: Upgraded Village Scene
« Reply #28 on: September 09, 2011, 09:39:43 AM »
Hehe i have no clue :P

Tsewe

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Re: Upgraded Village Scene
« Reply #29 on: September 11, 2011, 06:19:21 PM »

I've been told that in order to make your little technique work, i could also bind the "new buildings" to entry points, but for that, i would need to play into the python files..., which i cannot do. I might be the same for what you suggested.

Do you have another idea? without having to modify a python file?