Is it possible...

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DMcain

Veteran
Had a nifty idea LATE last night....

Is it possible, and how much actual work would be involved in making all those tiny village grow into actual towns?

My thought was to add the various town improvements to the menu for the villages, Tavern, Merchants, Town walls, etc. Adding them to the management menu is easy, but getting them to be considered 'walled centers', once walls are purchased and built, would be doable but a bit tricky. Maybe a generic tavern could be used for those. The main problem I see would be building the scenes for sieges once the village has the appropriate upgrades, again, maybe some sort of generic siege scene could be used.

Anyway, that's my idea. Not likely that I will go through with putting something like this together, was just wondering if it was doable and the probable amount of work involved.
 
Really nice idea, I have to say.

Although I don't have the knowledge to script I know pretty much everything there is to make a scene.

And that alone is very time consuming. You would have to do a scene for every upgrade and also change the map icon when the city has built a stonewall. To make it look good, that is. Otherwise you could just make the "Completly Upgraded Scene" and the "Siege Scene".

For example if you have 3 possible upgrades there will have to be... (My math sux) aprox 9 different scenes.

6 upgrades will be 36 different scenes. Like I said, that is just to make it look good. You could just do as above.

Time will be spent on this.
 
NaglFaar, you are correct if you just look at scenes.  I am in the process of doing something similar, so I know how this all works, though I with the heraldic side track, I have been out of it for a few weeks.

Since I like to share, I will tell you my ideas, and how they will work.  First off, if you haven't seen my thread (search for my name) on founding villages, you should look at that.  You cannot change a village into a town (from what the game understands as the difference), but you can remove the village party and put a town party there.  This would mean that you would have to have unused towns floating around.  Read the thread and you should follow what I mean.

As to the scenes, you would most likely need only 2.  One without walls, one with walls.  This is for the village/siege attacks.  You would need this for the AI meshes (telling the AI to climb ladders or belfry with walls).

The upgrades can be handled with "hiding" the unmade structures.  You can move them below ground when you define the village/town scene.  Then, uppon entering the village, you can check the upgrade slots (if you don't know about slots, you're going to have some trouble with this whole process) for the buildings that are hidden with a trigger in the mission_template.  if the building is present, you can have it "aline with ground" or something like that.  There are a few scene prop operations , and I remember one that is there to line things up with the ground.  I tested this myself with a well I had added to the town.  The only catch that I saw was that the first time I ran the command (I mapped it to a key), the well didn't line up 100% (if was down ever so slightly, that you probably wouldn't notice, but when I hit the key again, it move just right).  After 2 presses of the key, it was fine.  You could just run the command 2 times in the script.

So what you would have to do is make the scene with all objects you want, track with objects (and there instances - starting a 0) you wnat to move, then script it.  There is a thread on this as well, though I think is was started by MISHO.
 
My thoughts, for simplicities sake, was to have minimal upgrades and put as many as I could in one place.

- Tavern
- Market place - 1 building, 3 stalls (1 each for Weapon, armor and goods)
- Troop Barracks - I already have this incorporated in my mod, but no scenes for it as I don't really need them. It just hires and trains the garrison.
- Stables - Probably should attach this to the Troop Barracks, which would mean adding a scene.
                Would probably be best if Troop barracks and were pre-reqs for this one as horses are rather expensive to raise and maintain.
- City Walls

For simplicities sake, could make the vendors all menu driven with no scene for them. But to make it really exciting and dynamic, I'd rather have the marketplace
with the merchant stalls and the player would have to hire merchants. Possibly recruited from passing caravans or captured Caravan Masters.

If merchants are menu driven, that would only leave the tavern and city walls to build and scene. The tavern COULD be built with the merchant stalls, but no
merchants until they are hired.

 
GetAssista 说:
http://forums.taleworlds.com/index.php/board,122.0.html

Nice link, but could you describe what you are linking to?

DMcain,

You can script it so that all the stalls pop up as one event (just like the tavern).  Did you search for my thread?  HockieBT had one too about a moving door, or something.  Same idea, though done differently.

You will still need a whole new scene for the walled town.
 
yea dude, custom settelments is the closest to wat you are talking about, its a great mod, i made some scenes for it  :grin:
 
jacob25 说:
yea dude, custom settelments is the closest to wat you are talking about, its a great mod, i made some scenes for it  :grin:

Custom settlements is a good mod, but like so many other great mods out there, for this and other games, they make changes I don't particularly care for. Also, I much prefer to do my own work.

@jik - yea, I followed that thread for a couple days. Some good info there.

Anyway, if it wasn't for the super, time consuming scenes, I'd prolly try to put this together. I'm not at all interested in the graphical side of modding.
 
jacob25 说:
yea dude, custom settelments is the closest to wat you are talking about, its a great mod, i made some scenes for it  :grin:

Sure !

But isnt too good yet
When i played last, was with soooooo maaaanyyyy bugs
and only the first city that i conquer growed up lol
 
jacob25 说:
yea dude, custom settelments is the closest to wat you are talking about, its a great mod, i made some scenes for it  :grin:

Actualy thats incorrect.

Peasants mod is the closest to what hes talking about.
 
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