Thank you guys for your interest for this thread. I know you two are experienced gamers and coders here and it's really great you decided to speak up a bit.
I have played Persistent World and thought it was great. Still it lacked a bit of simulation-like elements. I mean there were many things done like in real world. Chopping trees, harvesting grain, getting gold and so forth, but even despite mod's awesomeness it felt a bit PC-game like. I know it might sound odd. Still I believe that MnB WB already offers that sort of depth that could be used for making it splendid. Way lot more, than a common PC game. I just think about making that mod that might go a bit beyond standard understanding of PC games. I just wish to make a really fun simulator, not quite a game where your goal is set for xp and gold. I wish it was a bit more about other feelings (apart xp and gold), like seeing that you create a land of medieval setting, live in it and get yourself educated a lot about medieval. I have graduated with the specialization on XI/XII century medieval daily life in Europe. I got past through about 40, thick with information books about that period and that didn't bore me. It just made me thrilled about all that thing even more. I know some might not share the same interest, but the goal of this mod is to make simulation. I wish I had the same good feeling while reading books about Python coding. I know the basics. I learned about them, still my mind isn't that logical to get past through imagining on how advanced codes work.
On the other hand I have some sort of good recognition of what I
need to achieve in borders WB's engine creates. I'll write it in list.
1. The code for scene props disappear permanently from scene if destroyed (even after another next entering into the scene).
2. The code for dialogue option, making the order to move to a pre-set location and start attacking any nearest item next to the pre-set location. That thing is the hardest thing I imagine that would need to be done in the whole coding process.
It is needed for "bots" to go, if ordered, to the lumberjack camp, or farm or quarry, or ironsmithy, or any other economical basing location. There that "bot" would need to automatically start chopping trees, harvesting grain or do any other thing for a piece of time. Then it would start doing nothing (like starting the laying on the ground animation) for another piece of time. After that the loop would start again and he would get back to his working activity.
3. The code for spawning enemy party in one of the entries and making it move towards one of three player's locations (could be randomized). After the spawn the location mask would be needed to got changed for battle one. After all enemy agents would got killed the mask would be needed to get restored to the "peaceful" one.
4. The last crucial code for counting the resources gathered and adding them to the player's chest. That is if a tree would got chopped it would be transported to lumberjack camp by the serf (making the animation is my goal). In that moment that resource counter code would need to add one log to the player's chest. I mean it might not need to be done strictly dynamical. The log could be stored in some string or anything and got added after player re-enters the scene.
That is it. Four codes that are crucial to this mod. I'll say one more thing about that re-entering the scene. At current I plan for automatic re-enter every 15 minutes of the game. Might be, it would got stretched to an hour if that was to become necessary. The automatic re-enter would be like the saving of the progress. So all chopped trees would be permanently removed. All other resources gathered would be removed. The counter for gathered resources would be actualized and proper amount would be added to chest. "Bots" would start again their previous tasks automatically. Saying it straight, I lied, that re-entering autosave is the final
5th crucial code that would need to organize the functions of the previous four.
On top of that player would be able save his game normally via ESC menu, just to save the progress of the game and keep the resources attached to the player next time he loads his game (also via classic menu - just normal WB function).
About building structures. There would a bunch of pre-set locations for building that player might erect during the game. That progress of buildings already added would be connected with the first code. It would be done like through dialogue menu with a chamberlain or someone like that and by choosing which building the player would want to build. Builder serfs would need to be ordered "manually" (via their dialogue menu) to go the site and start their building tasks. After some serf's working loops would got ended, building would got spawned from under the ground (I guess that mod that allows player to build there towns uses spawns like that. I forgot the name of that mod. Played it though. It was a great time.).
I would wish to get two more codes but those are cosmetics. First is making the day night cycle actually work. It would be like the day scene was going to be attached to village mission template and night to the town mission template. That would allow me to change the skybox without changing the scene. It would work (I think, it's quite a guess) if the same scene was set for two world map locations. After the day is over (like after that mentioned 15 mins) the player would leave village location and the needed code here would automatically attach him to the town location with autoenter menu that would load night skybox in that same scene. The loop then would start in a sort of reverse mode and after the night time is over, player would be "transported to" day location, that is the one with village mission template. I don't know if that would work however that well I imagine. I think, that village and town mission templates are pretty much the same in terms of functions granted to them. Still I might be wrong. It might be there's no way it might work. The cause might be based on different "leaving" of the battle mode after enemy party got spawned. I mean I guess that village mission template can switch modes easily. I don't know if town's can do the same.
This whole thing about night/day cycles might be really hard to achieve. Still I am aware everything I ask for is dead hard to achieve.
Last code, not a crucial one would be meant to work like a dynamical entry point for every agent. So if the autosave would start and scene would got re-loaded all agents wouldn't move to the static, starting entry point. Instead of starting in start entry point agents would start in their previous location. That code most probably is near to impossible to achieve, or totally not possible because of engine's limitations. Still that is a cosmetic I really wish to have, yet the world wouldn't end without it.
Thank any of you who got to that point for your attention. That mod's need list is over. That mod apart of that coding would need a lot of care in terms of making scene props, animations, items and a lot more things I'm really thrilled on thinking on doing.
In the end I'd like to ask anyone who did made through that wall of text to try to judge if those codes are possible at all to make. I am aware that even if those codes are possible, I might never find someone willing to help on writing them. Yet as you two guys, xenoargh and MadVader suggested, I made my first step. I written about the concept from a technical point of view. It's like I have said at the beginning of this post - I really appreciate your effort on reading my previous posts and giving some advices.
I have also written in the earlier post I intended on doing some cloth mesh. Here's a picture. It's basically only a texture changed a bit. The base for it is nobleman's outfit. I know that for all you guys craving for the battle glory such sort of items are totally worthless in current game. My idea of making things like that one for this mod would be based on showing some distinction of player's character. On the other hand items like that, if accumulated are going to be precious enough, that after selling them, player will be able to buy more proper items, like swords i.e.
The picture above is lord at the gate of his wooden keep.