Anyone Interested in a Community Mod?

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I think the second option is preferable to me - you as moderator/librarian of the submissions could choose one, and asterisk it or something so that anyone can see 'aha! there are alternatives!' and then have the alternative for seperate download. 

 
Stonewall382 说:
*Raises eyebrows*
Assassins were something I wanted in, but had only given a little thought to implementing.

How any given individual thinks assasins ought to be is very subjective. Here is what my code can do:

1. Spawn a party directly on top of you party and have them attack/track your party until eliminated
2. Spawn only happens every so often (three days I think, could be made random very easily)
3. Spawn only happens if a certain variable or variables have reached a specifiable value (could be changed to be how negative your faction relation is)
4. Party is scaled to make sure it has at least as many members as your party attacking you + a few Leader like troops(could be changed to make overwhelming odds against player favor)

What my script does not do:

1.Jump to a special scene where you dual with some uber assasin dude (I just didn't think that made a lot of sense for this game)

Another possible contribution I could make:

I think I have found a way to make the size of the scene that you fight in dependant on how many people you are fighting as well as how how many are in your party. Hence 1 vs 1 would be in a tiny map and two huge war parties of a 100 each attacking each other would meet in a grand and large battlefield. I haven't coded this yet its just an idea...
 
the battle size one is important.  As for assassins - maybe you should make them hero-types?  Maybe, when you capture them, you can then skip to a 1-1 showdown where they are replaced by a non-hero (=mortal) version, who can then be killed
 
Hey, I was going to resurrect this when the time was right.  No matter, the discussion is good.
The battle one is very important, and I'd love to see it ingame.
The way I see assassins working is this:  An enemy faction sends an assassin, or groups of assassins (depending on player level), after the player's party.  Their speed would be very high compared to the player, so they would catch the player's party.  Then, we jump to a battle scene with the player and his/her heroes, vs. the assassins.  It might become far too easy to spam assassins then, though.  Maybe a castle only has a few possible assassins, and they regenerate slowly?

@  Amman--I'm not quite sure what you mean.  You're saying that the player has to capture the assassin first, and then the battle begins?  Why wouldn't people just not capture them?
 
I am having some difficulty with the battlesize thing, it appears that althought there are game menus that seem to correspond with the prebattle view, they aren't actually used... :???: :!: Anyway it may be a case of Armagan having plans of modularizing it in the future but is currently hard coded. I would have to confirm this with one of the real gurus but I also might be able to find a work around although it might be kind of ugly for a community mod.

Today I have to study for chemistry, tomorrow is 8 1/2 hours of school time but I may be able to look into it on thursday.

As to assasins your idea is doable and I think I could implement everything except the new battle mission simply because I have never done any work in figuring out mission templates and all the comands involved. If someone wrote the mission template I could likely do the rest, however if you wait long enough I might just figure out mission templates so either way.

Note: rather than having each town have a certain number of assasins (this gets more complicated) its far easier to just have a total number of assasins per faction and have them spawn randomly from the factions towns (or spawn specificly depending on the situation).
 
Well, I'm not a guru, but you're right about the pre-battle screen being hard coded and those similar, modular ones not being used.  To change the default encounter battles, you pretty much have to ditch the hard coded combat menu and trigger everything manually.  That leaves the nastiness of not having the troop stacks listed on the menu, though.
 
ah it is just as I suspected then...perhaps in the new version it will be completely modular since that seems to be the direction headed (why else have menus not currently used). Till then I suppose  you could do it manually for special battles and have the rest be default. Might be better to see what happens in the new version to see if going to that work is a waste of time.
 
I've just made a (crude) phalanx - but it has 29,000 polygons and won't UV map.  Anyone want it?  I was going to donate it to the mod...
 
my.php

bigphalanxfz0.jpg


this is version 0.01
Next version will seperate the shields, spears and 'bodies'.
I will then have a 'phalanxspear' as a weapon, a phalanxshield, and the bodies will stay what they are at the moment.... a helmet.

I will also reduce it to three across and only one rank.  Makes the one-man hitbox a little more realistic.
 
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