Author Topic: [B] The Blue Stone: Call to Arms - A small notice...  (Read 95720 times)

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xenoargh

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You made it to beta, congrats :-)

Lumos

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Thanks. I've had this beta release hanging around for a while now, but the new stuff is gonna be released very soon.

Scyrius

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new release sounds awesome hows the naming of the towns going? also map travel is a little glitchy is that fixed? good mod though
In the next life we will be kings and we will send men to die as we will die today, with courage and honor for the crown

Lumos

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Well, no. :mrgreen:
Naming towns is basically at a nil level - I'd like to be helped in that... :)
Glitchy map travel, you say? Hmm, not on my rig. I'll send the mod to a friend with a slower PC than mine, so I can test that, thanks for informing me!

Currently adding the basis for a realistic ability to use fire arrows in battle and lighting structures on fire, destroying them in the process. However good-looking destruction caused by fire will have to wait and will not be featured in the next release. :)

Lumos

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1324 on: May 18, 2012, 06:35:14 PM »
Fire arrows are finished.
Now it's time I finally wrote that new economy. :)
Oh yeah, and villages will give you raw resources.

Going Economical? I gotta love Terry Pratchett.

zxcvmnb

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1325 on: May 20, 2012, 02:04:32 PM »
Just found this mod today and it's looking great! Can't wait to see a release. Good luck.
Flowers are such delicate things,
if they are not killed by there friends
they die under there own weight.

Wu-long

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1326 on: May 22, 2012, 05:30:02 PM »
Psst did you start naming the village/towns yet?

Lumos

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1327 on: May 22, 2012, 06:55:43 PM »
No!
Here's how it will go: I'll release version 0.3 with the parties as they are - nameless. After that comes the "Name Patch" - that's when the first batch of settlements will be named (possibly all of them?) and will include the unique viillages that some people around here have won. :)
Of course, everyone will be free to claim a village and name it and make it a scene.

Wu-long

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1328 on: May 22, 2012, 09:33:26 PM »
No!
Here's how it will go: I'll release version 0.3 with the parties as they are - nameless. After that comes the "Name Patch" - that's when the first batch of settlements will be named (possibly all of them?) and will include the unique viillages that some people around here have won. :)
Of course, everyone will be free to claim a village and name it and make it a scene.

Everyone/Anyone? :P

Lumos

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1329 on: May 22, 2012, 09:54:18 PM »
Precisely.
You want a village? Sure, have one.
You want another one? OK, here you go.
You'd want a castle? Why not, go ahead. Provided we have free ones.
A town? OK, but I'll name it (unless I don't feel like naming towns at that moment) and you can make the scene, plus an idea for a special quest about this town. :)

Every (settlement) donator will be included in the mod credits.

I believe that allowing players to make their own haven where they like it, the way they like it, is a good thing. Of course, no village-fortresses or crazily uncapturable castles allowed (with a few exceptions, if you like snow, cold and a particular mountain-inhabiting faction), but still, having your own village or a few? I think that'd be cool.
NB: This does not mean that I'll just put my legs on the table, sit back and enjoy the show. No, I'll give names to most places*, but I won't have time to make unique scenes. Maybe I should make a (VERY) high-res game map with all villages, towns and castles on it, so people can see which ones are free and which ones are taken.
* So you'd better act fast before someone else (me included) claims the village you would want!

NB 2: Every name of a settlement could (unlikely but possible) be used in my book**, therefore by naming the settlement you are agreeing for your creation to have a small chance of being included in the REAL thing!
** As a place that the main characters will pass by, or perhaps something more important.


Wu-long

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1330 on: May 22, 2012, 10:50:42 PM »
Guess that means I'll have to pitch in weekends and learn how to do scenary ^^, can we have a npc elder named after ourselves? xD Also suggestion is it possible to have village elders participate in the village defenses?

Lumos

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1331 on: May 23, 2012, 09:35:09 AM »
can we have a npc elder named after ourselves?
I think not, but we'll see.
Also suggestion is it possible to have village elders participate in the village defenses?
Yes, it can be done, but why? They're like 85 years old. :P

hugatree

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1332 on: May 23, 2012, 02:14:18 PM »
I just started playing your mod (which until now looks great :D keep up the good work!) and I found a bug, or whatever you may call it ^^ In the first screen where you can choose your characters Attributes/Skills/Proficiencies, I can't see how many Attribute and Skill points I have left. I could see the Proficiencies points though. Just thought you would like to know about this ^^

Lumos

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1333 on: May 23, 2012, 04:03:22 PM »
That's done on purpose. If you're using WB 1.143 and the Launcher (i.e. WSE), your points will be set 0. It's complicated to explain why I did it, but for now it can be thought of as a feature that add depth to the strategy - you don't know how many points you have, so you must spend them only on important stuff... Or something. :)

And thanks. Be sure to get the new release when it hits.

Wu-long

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Re: [B] The Blue Stone: Call to Arms - Going Economical
« Reply #1334 on: May 23, 2012, 07:58:56 PM »
can we have a npc elder named after ourselves?
I think not, but we'll see.
Also suggestion is it possible to have village elders participate in the village defenses?
Yes, it can be done, but why? They're like 85 years old. :P

Fair enough, well you see the village is the elders as much as it is the young's, and because it is there's they would feel it is their obligation to rise to the demand and help defend the village. I mean it's sorta like the Cavern masters they're weak as heck yet they charge to their own demise at the beginning of every charge. The only sensible explanation in my point of view is that they're doing what they're fulfilling their sense of duty. I mean the elder is sorta like a minister of the castle no? They're placed in the castle as a protector and defender of his lordships realm in the absence of his lord of course.<-lol as contradictory as that seems I think the elder should still be there in the battle just to show his loyalty if not duty you know? Perhaps he could also be a special ops troop, riaisng morale of men every x seconds for those x paces around him? I don't know just throwing out ideas to make them (elders) a bit more useful :)