Author Topic: [M] Empires of Faith (ex-Caravan Raiders)  (Read 30539 times)

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The Bowman

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Re: [M] Caravan Raiders
« Reply #30 on: October 21, 2011, 06:20:19 PM »
Thanks to all for the kind words!

Multiplayer is indeed bugged. The message I'm getting is: "Synchronization with server failed; trying to recreate existing object").

I'll fix that, and hopefully the bot-count message spam.

Loot that rolls and sinks as you come up to it is a function of the server-client relationship, I think. What's happening is that after a certain period of time, the loot goes away -- sinks out of sight, is the way that the game handles it. the client (your computer) does not update old loot until you come across it. Freshly-created loot should be stable. I'll try to figure out a way around this.

I can make the game last longer, I think, a la Persistent World. I'm not sure I want to make more of a delay for respawn. I have found that the period is sufficient to choose equipment, because you don't respawn when you're busy with menus

Once this is stable enough, I'll try to do some more maps with different character classes and factions.

Have any modders ever been able to do convincing-looking moving animal-drawn wagons? Because that would work for caravans in European maps.

Thanks again for the feedback!

Realistic carts are possible indeed, you can ask Vincenzo for that.

Also, look at the video.

http://www.youtube.com/watch?v=lPPUhpxK00g&feature=related
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Re: [M] Caravan Raiders
« Reply #31 on: October 21, 2011, 07:43:42 PM »
Its looking great. I should give it a try.
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Re: [M] Caravan Raiders
« Reply #32 on: October 21, 2011, 11:11:46 PM »
Any servers?
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Re: [M] Caravan Raiders
« Reply #33 on: October 21, 2011, 11:16:43 PM »
nijis, I am disappoint...that taleworlds hasn't featured this as a core part of M&B:W multiplayer, it sounds like a hell of a lot of fun and creative to boot. I'll be sure to give it a try, great work. :D


Belendor

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Re: [M] Caravan Raiders
« Reply #34 on: October 22, 2011, 07:23:14 AM »
Sadly, I couldn't find time to play it yet but with what i read so far, i believe a Captain NPC which is leading the caravan would be a nice extra.
« Last Edit: October 22, 2011, 07:57:01 AM by Belendor Torheal Artendor »

nijis

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Re: [M] Caravan Raiders
« Reply #35 on: October 22, 2011, 09:46:25 AM »
Ah, that is an impressive bit of animation, there. I'll look into something like that. Thanks!

There might be a role for a caravan leader. For the time being, I'm trying to minimize different bot AIs, but possibly in an update.

Currently working on an Afghanistan-inspired mountain map, then possibly a livestock-stealing, village-raiding game mode set in the Anglo-Scottish borders.

« Last Edit: October 22, 2011, 10:04:06 AM by nijis »
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Re: [M] Caravan Raiders
« Reply #36 on: October 22, 2011, 10:53:46 AM »
I now want to drive down to the border and attain stolen english sheep for you to model.

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Re: [M] Caravan Raiders
« Reply #37 on: October 22, 2011, 11:39:02 AM »
Village game-raid mode, something like the one in Vikingr where you burn the houses with Torches?

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Re: [M] Caravan Raiders
« Reply #38 on: October 22, 2011, 03:12:47 PM »
Great fun - even though it's just bots  :)

The map is a little boring though, but I'm sure it was made quickly for testing purposes.

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Re: [M] Caravan Raiders
« Reply #39 on: October 22, 2011, 04:06:14 PM »
I took a look at how this works, and from what I can see, basically the caravans move from point A to B, using the entry points and A and B. Im supposing that the raiders act like "normal", as in just charge in to attack the closest enemy, not pinpoint the cavarans? I also noticed that the scene had no AI mesh, and that might be the reason the caravans move straight to point B instead of using the roads? Ill need to test that by adding an AI mesh, it might **** up the raider pathfinding though, if the AI mesh only covers the roads.

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Re: [M] Caravan Raiders
« Reply #40 on: October 22, 2011, 04:17:29 PM »
will you share the souce code?
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Re: [M] Caravan Raiders
« Reply #41 on: October 22, 2011, 05:15:35 PM »
The raiders move to attack the enemy caravan, even if enemies would be way closer.
 
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Re: [M] Caravan Raiders
« Reply #42 on: October 22, 2011, 05:50:33 PM »
Saw a server with a module called caravan.  :?

nijis

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Re: [M] Caravan Raiders
« Reply #43 on: October 22, 2011, 05:51:45 PM »
I'll gladly put up the source code and walk anyone who's interested through it. It's pretty simple stuff, for the most part. Feel free to incorporate into mods, apply to different settings, tinker with behavior, etc.

Basically, the caravans go straight from A to B. The guards have a few variations in their actions depending on how close the enemy is.

The raiders don't target the caravans specifically, but until they're on the enemy side of the map their aggressiveness is set to very low, and they aim for the midpoint of the caravan route. If the raiders are wounded, they retreat to the caravan destination to heal.

There is no AI mesh for the desert map, although one would probably help -- assuming it covers the whole map. If it only covers part of the map, it will create complications.

I didn't add in too many scene props so as to keep the map big (which I like) and no stress on low-end machines.

For villlage raid mode, I was thinking that you would break into animal pens and then try to escort animals to your side of the map. Herding would be simplified -- stay close, and they'll go the right direction. Villages would have alert levels that would draw defensive patrols, so if raiders hang around too long they'll get overwhelmed. Torching a la Vikingr could be added for extra mayhem.
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Re: [M] Caravan Raiders
« Reply #44 on: October 22, 2011, 06:04:36 PM »
Actually, you can merge them all in one place like a Village War. I mean, there can be different ways to decrease the enemy's points like as you mentioned the Stealing Herd, others one would be;

-Burning House as i mentioned.
-Looting the Grainyard.
-Killing the Neutral NPC Villagers in villages which other team should protect.
-Raping Women. (?) (Nothing sappho, it is medieval)
-Killing NPC Guards.

Hmm, about the Caravan mode, i guess instead of choosing our own equipment and such, we should be a "trp_caravan_guard" to avoid the careful eyes of enemy, also if there is going to be a Leader. Anyone can pick him up in first second before others, so until death he may be kept in that role than another player can pick him up and so on...