Lonehwolf
Sergeant
Note: Don't skip on reading the Thread Information spoiler if this is your first time visiting this post. It contains a quick rundown of what has started and basically "introduces" you to the coding department. I am Lonehwolf, main and only coder for Mongol Mod Team for the time being
Thread Aims:
- Gives a general rundown of what coding is about and how it affects the Mongol mod.
- Provides an organized section for coders and readers alike to understand what's going on in the coding department.
- Provides an organized list of all that's been done and implemented, including previous versions and next versions.
- Lists all the features that are going to be implemented.
- Discuss singular features that could be added in the mod in the near or far future.
Coding's uses.
A game is just like a car. A car requires the wheels, the body, the engine and a bunch of pipes and **** I don't know about to work . Same goes for a game. The engine is the game engine, the body are the textures that make it look good, the padding are the graphical brushes, the wheels and "bunch of ****" is the coding.
All together they make a game, and while texturing and modeling provide for a varying game experience, and scene editing provides for a more immersive and realistic gameplay, and music builds up a realistic atmosphere, coding gives the game identity, functionality and features.
Coding Department.
As a quick recap of all that's happened since I've become the new coder:
-The previous coder, Pali Gap, left the group forever and request to receive a permanent ban. (Confirmed in the 'Who are these banned guy?' thread)
-The code looked totally messy when I received the old "shell" from mongol delta. It was like running a fork-lifter with a faulty lifter. The code was not compiling, plenty of errors were being generated, and I started again from scratch. It was not use-able.
-My first task: Quick modification of some commonly used identifiers. I could have left them the way they were, true, and the whole day of coding could have been saved, but this psychologically helps me a great deal. I'm in a more comfortable coding environment now that the identifiers make more sense, having given them more descriptive names.
-Second task: Factions. This was essential. We wanted to increase the number of factions. It was decided we'd include 9 major factions (2 of which were to be chinese), and 4 small tribes that band together but are still driven individually.
-Third Task: Ability Code. This was a total pain in the butt. Too much code, too many troubles, I really wanted to put this in later, but I was all pumped up to see it in action that I put it in for my own amusement. Not something anybody will see till later on in the beta release.
-Fourth Task: Just had to organize my posts and provide informative information. I hate being messy or walk blindly. Organization is what keeps me going at a solid pace.
-Fifth Task: Actual code tweaking. This time I went in the game menus section. I messed around a bit here and there and slowly edited a couple of things. I backed up a copy of this file and set it aside for the actual release (aka Beta v1.0).
-Sixth Task: This will be my last task entry. Everything was set up and running, and my job is to code, so that's what I'm doing. I proceeded to modify the troop names, add more troop branches, modify town names, faction leader names, lord names, research on shield bash and formations (Mirathei's) and steadily moved on through the code. At times errors pop up, but they're one by one eliminated and the code once again is able to compile. I advanced the tier levels so they can level up at a more divided stage rather than 1 level aside from the previous tiers The (Beta v0.1) has been already released, and most of this work will be present in (v0.2), where factions will no longer be eliminated after 5 minutes of gameplay, but they will have their own fiefs and strength to compete. To sum it up, I also planned out what I'll be doing in which version releases. They're listed down in the "Plan of Action" section, which follows right below.
- Gives a general rundown of what coding is about and how it affects the Mongol mod.
- Provides an organized section for coders and readers alike to understand what's going on in the coding department.
- Provides an organized list of all that's been done and implemented, including previous versions and next versions.
- Lists all the features that are going to be implemented.
- Discuss singular features that could be added in the mod in the near or far future.
Coding's uses.
A game is just like a car. A car requires the wheels, the body, the engine and a bunch of pipes and **** I don't know about to work . Same goes for a game. The engine is the game engine, the body are the textures that make it look good, the padding are the graphical brushes, the wheels and "bunch of ****" is the coding.
All together they make a game, and while texturing and modeling provide for a varying game experience, and scene editing provides for a more immersive and realistic gameplay, and music builds up a realistic atmosphere, coding gives the game identity, functionality and features.
Coding Department.
As a quick recap of all that's happened since I've become the new coder:
-The previous coder, Pali Gap, left the group forever and request to receive a permanent ban. (Confirmed in the 'Who are these banned guy?' thread)
-The code looked totally messy when I received the old "shell" from mongol delta. It was like running a fork-lifter with a faulty lifter. The code was not compiling, plenty of errors were being generated, and I started again from scratch. It was not use-able.
-My first task: Quick modification of some commonly used identifiers. I could have left them the way they were, true, and the whole day of coding could have been saved, but this psychologically helps me a great deal. I'm in a more comfortable coding environment now that the identifiers make more sense, having given them more descriptive names.
-Second task: Factions. This was essential. We wanted to increase the number of factions. It was decided we'd include 9 major factions (2 of which were to be chinese), and 4 small tribes that band together but are still driven individually.
-Third Task: Ability Code. This was a total pain in the butt. Too much code, too many troubles, I really wanted to put this in later, but I was all pumped up to see it in action that I put it in for my own amusement. Not something anybody will see till later on in the beta release.
-Fourth Task: Just had to organize my posts and provide informative information. I hate being messy or walk blindly. Organization is what keeps me going at a solid pace.
-Fifth Task: Actual code tweaking. This time I went in the game menus section. I messed around a bit here and there and slowly edited a couple of things. I backed up a copy of this file and set it aside for the actual release (aka Beta v1.0).
-Sixth Task: This will be my last task entry. Everything was set up and running, and my job is to code, so that's what I'm doing. I proceeded to modify the troop names, add more troop branches, modify town names, faction leader names, lord names, research on shield bash and formations (Mirathei's) and steadily moved on through the code. At times errors pop up, but they're one by one eliminated and the code once again is able to compile. I advanced the tier levels so they can level up at a more divided stage rather than 1 level aside from the previous tiers The (Beta v0.1) has been already released, and most of this work will be present in (v0.2), where factions will no longer be eliminated after 5 minutes of gameplay, but they will have their own fiefs and strength to compete. To sum it up, I also planned out what I'll be doing in which version releases. They're listed down in the "Plan of Action" section, which follows right below.
23-Feb-09
Been working on the troop tree for about 2 hours now that I finally got some free time. The jin troop tree is finished, totaling 132 lines. That's pretty impressive for just a single troop tree as far as I'm concerned. I'll be tackling the other monster tomorrow or the next day if I get some time. Maybe later today. It's 2AM and the computer project is making me worry too much. So I'm probably K.O. for the time being. But I'll keep glancing and coding every now and again.
18-Feb-09
Nothing special, just finished removing all native troops. Been one hellufa busy day. Tomorrow I'll be removing the custom troops I had built in to that point. I'll quickly take down all of the pictures the midget hamsta put up on us so i have them handy in a window that I can move around.
17-Feb-09
The project was on hold up until now. Work has now resumed, and the coding department deserves yet another update on how things are progressing. I have to thank Lord Corentin (aka "Huge Whale" aka "Midget Hamster") for providing me with new troop trees.
Now that we're back, the main focus is getting the actual Mongolians in the mod. This basically consists of the various troops that belong to the Mongolians themselves. We had 3 troop trees that have now been revamped as well as a whole new set of trees added. I have moved back on the work I had done so far, and instead of deleting and recoding the new trees, I shall be working on removing the Native factions (3 already out, 2 more to go) and then removing the current modified trees (consisting of 6 in total). Once that's over with, I shall recode the new trees, bind them via script events, reinforcements and skills. Each new tier is a total "hop" of 10 levels. If a particular faction has 6 different tiers, that means the first tier (generally the ones you recruit from villages) will be level 10. The final (6th) tier troop shall be level 60. A total difference in survivability. The skills would then be brought up to match with each corresponding troop tree.
I have decided that balance will not be an issue I shall be paying attention towards. In real life, balance rarely exists. There are always groups that dominate over others, one of them shall always climb up and become the star. And it's the same for Mongolia. The Chinese shall loath you. You will not be able to become their vassal, at least not easily.
Version Releases
I had, originally listed down all my tasks under this section, but I have now a more clear and planned way to develop the mod, and it's listed below for my own use and for the viewers to have a general idea of what to expect from each release.
-Version 0.1: Out-dated. Factions were declared, all but 5 of them die out a minute or so after the combat resumes. This was mainly just a quick sneak peek to what things will be like. The troop names were included, but they were all a copy of "rhodok tribesman". Expecting a mounted heavy axeman to have a mount? Or an axe? You'll be disappointed. They're just names, a simple skeletal layout.
-Version 0.2: Out Already. This is where factions become functional. Kings will be present, Lords will be balanced, the Jin will dominate all. Does your Mongolian blood show in this version? Or will you run towards the Jin and beg their mercy, join those scum as a mercenary and slowly gain power? Will such an action be even possible? Will you be able to talk to the Jin on neutral or friendly terms?
-Version 0.3: In Progress. At this point, you'll be seeing different troop names. While this seems simple it will be as hard as ****. I'll be building up individual troop trees for each and every Faction out there. This is no longer the point where I look away and say 'I was setting it in a hurry and all...'. While no equipment will be added, so they'll look the same, all their stats, skills, levels, professions and cores will be modified.
-Version 0.4: Untouched. Abilities will be coded in at this point. Map Icons, if available, here.
-Version 0.5: Untouched. Formation Code coded in. Map icons will have to be concluded at this point before version is released.
-Version 0.6: Untouched. Shield Bashing will be possible. Weapons and Armorsstart being CODED in at this point. They will NOT appear in game, but they will be present in the code.
-Version 0.7: Untouched. Assassination code will be added. Only activated via quests which come in later in the tweaking. All troops will have distinguished equipment on them. They'll ride in all of their glory in the battlefield!
-Version 0.8: Untouched. Core Quest code at this point. Nothing that affects gameplay. Weapons and Armors will be completely involved. All factions will be validated at this point. More towns will be present on the map, all the tribes will have land that's close to each other instead of sparsed around. THIS VERSION WILL NOT BE RELEASED
-Version 0.9: Untouched. All troops will have actual, historically accurate equipment with them, new mounts will appear. The storyline will be closer to the player via in-game dialogs. Townsmen will be able to reveal various historical facts when talking to. THIS IS STILL BETA - ERRORS WILL BE EXPECTED AND WE WON'T MOVE ON TO THE NEXT STEP UNLESS I BELIEVE THE GAME IS CLEAN FROM ISSUES.
-Version 1.0: GAMMA VERSION.
Tangut Troops Built In
They have been coded in. Levels will be added. Highest tiers will be total rapers (up to level 60). Fear those bastards.
Steve's Adds:
Ok. This is the 'FINAL' Faction List until the Epsilon Release when we 'may' add more.
Individual Factions:
-Merkits
-Tatars
-Naimans
-Kereits
-Jin
-Tangut
-Oirat
-Ongut
Huddled Clans (These appear as one solid alliance with individual "brain"):
-Jadarans
-Tayichidiuds
-Borjigens
-Jerkins
-Khongkotats
Groups represented but not currently factions:
-Manghit
-Dorbet
-Barlas
-Jalayir
-Buriyats
-Uriankhai
-Khoritumat
here are some troop trees as well. 2 Tribal ones and the Jin one.
JIN TROOP TREE
MONGOLS.NOMADIC TROOP TREES
Individual Factions:
-Merkits
-Tatars
-Naimans
-Kereits
-Jin
-Tangut
-Oirat
-Ongut
Huddled Clans (These appear as one solid alliance with individual "brain"):
-Jadarans
-Tayichidiuds
-Borjigens
-Jerkins
-Khongkotats
Groups represented but not currently factions:
-Manghit
-Dorbet
-Barlas
-Jalayir
-Buriyats
-Uriankhai
-Khoritumat
here are some troop trees as well. 2 Tribal ones and the Jin one.
JIN TROOP TREE
MONGOLS.NOMADIC TROOP TREES