It isn't a priority for me so it gets pushed back until I do first the things that ARE priorities. Guspav hasn't completely accepted me as a co-worker,mokrygorky said:I looked but you didn't answer, so I will ask: Could you add freelancer in future? This mod has race compatible armours so there wouldn't be problems like in Warsword Conquest - it brings its sort of smaller bugs but it is one of the easier things to implement into game.
although handing me his source is a pretty big first step. My immediate calendar targets:
a) prejudice system (status: prepared at PhoII but waiting on tests)
b) added debugging from reports
c) for non-player factions, taking over towns/castles changes their npcs to race corrected variants, as well as their villages. (tested working at PhoII)
d) re-arrange items so that drinks immediately follow food in order to activate morale from drinks, which also needs a line in constants changed
e) remove food and drink consumption / effects from undead
f) adjust raw materials supply to promote player ability to engage in profitable early game trading. Especially adjust supply of salt in desert, iron near dwarves, silk near drow capitol for lore purposes. Adjust costs and output from enterprises to be more profitable. Adjust starting prices and weights on some ordinary items.
g) inspect trade routes and add routes according to location and natural alliances; reduce routes that go to enemies but allow some to exist where possibility of future capture or diplomacy state might allow temporary peace. There should be *at least* 6 routes to/from each city, of 15 allowed.
h) add graveyards after battles and remove them each 73 hours by simple_trigger (code exists for this in Rigale)
i) prisoner chat allows recruiting of prisoners except first is filtered by prejudice to block hostile races from accepting easily
j) at least 2 more ransom brokers to adjust for added cities / factions
k) a second tree viewer to specifically dump lords, ladies, mercenaries, special troops (elf/drow females etc) for inspection / dynamic stat checks
this might be cheat menu hidden but needs doing for faster debugging. It should show magic and resists as well. Some kingdom ladies should have entertainment capability and entertainment skill should be a party function.
l) at the moment the Diplomacy source I used had Wife as a Companion pre-merged, but it has an exploit where the player can farm gear by attaching the right personality wife to party then removing the wife. I'd prefer to flag this the first time with a new, as yet undefined troop slot variable to block this from being able to be done more than once. It's a simple change already done in my code elsewhere.
m) selling prisoners to barkeep but at 2/3rds price, and subject to prejudice filters, with a check to block the option from happening again too quickly (each 71 or 73 hours). In essence, I can't see a elf tavern keeper helping to repatriate orc prisoners, but might help some faction they don't greatly detest get their soldiers back. The idea of prejudice filtering opens up a number of possibilities. How would Blazing Hand look at prisoner selling? Do females sell for more cash than males? These are future discussions...
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code for all of these functions already exists so they should be quick enough integrations.
I can put in a generic graveyard following every battle, consisting of unburied soldiers and a few stragglers. Stragglers might be a source of easy fights or recruitment, depending on your relations and prejudices; (later) it might be honorable to bury the dead or do other things. Those are later steps; the first step is placing the battlefield and making sure they don't begin to make too many parties on the map, which leads to stutter in fast movement. This is why a tool is put in early to count total active and inactive parties on map, and break out categories of interest.mokrygorky said:Also, what is the status of this task "WORKING ON IT!- skeleton-zombie sources : cursed graveyard, cursed battlefield" ? Done, still working, removed?
edit: I just rode past a lair symbol marked "cursed cemetery" in the mage kingdom. So Guspav already put SOMETHING in game ...
this seems to be an ordinary bandit camp encounter with skeletons. However my party spawned with a delay and then started attacking me, or at least some did. Possibly they were charmed, so I'll have to test further... mission_templates is entirely Guspav code at the moment. If I think something really is broken in it I'll chase it down comparing with a clean source. At least I have a half dozen or so mods to compare it with...
There are already several things that can be made - at least 4, from the already released Phantasy you have now. I won't be adding Rigale crafting, at least not in the short term. I'm sort of against deep changes to Phantasy without Guspav's blessing; they belong more to a submod than his mod - at least for now. Thus I have to make changes with a light touch. I would like to see more crafting someday; it's not the 105 or so recipes from Rigale that excite me so much as just the roleplaying possibility of influencing the economy by personal actions. But for now that is too much mutation for Phantasy. It might yet make it to a submod, but only with Guspav's permission. This is an October or later long term discussion.mokrygorky said:gnome's crafting recipes, are there more than crossbow now?
I have PBOD turned off for Guspav's test and will turn it on after he first gets used to Diplomacy, since I want to know when exactly his test breaks. The less variables, the more clear the testing feedback. Both of those, and more, are options at PBOD.mokrygorky said:Not sure, but are the horseman lancer and horse archer fix part of diplomacy or PBOD?
Technically, all of mission_templates should be re-optimized but this is a later phase and I'd prefer it to be done last not first to reduce the amount of time spent on finding errors that are already present.
Many buildings to choose from implies changing the data model and adding the new choices to dialogs, game_menus, and simple_triggers from Diplomacy.mokrygorky said:Last thing: Will you do something about village management? I love Pendor in this, they have patrols, many buildings to choose from and such.
Before I would do that I must ask some permission from Guspav as to what sort of buildings he wants in a main mod. Everything is possible in a possible later submod. Patrols can be automatically created, but with fewer of them than Perisno 0.772/0.773 or Warsword Conquest. The total number of parties on the map slows down fast movement so it is best to not auto-create many parties when possible. Even graveyards are parties, so it is needed to perform some garbage collection with them or they start to become a big distraction.
- GS