gsanders
Grandmaster Knight

* ROAD MAP follows*
Haven't fixed much of anything in Perisno this week.
Did look at other mods / OSP stuff.
did accomplish the following:
a) rebuilt (my) PC at work to have stronger hardware. I'm not really encouraged to program on "work's" laptop, which is fairly
slow but probably the strongest PC in the shop. My PC from home is at least 3x faster. Duplicated that build on the PC I placed at work. Thus I have same hardware environment now at home and at work.
b) this needed a full rebuild of the software, starting from a blank hard disk. Did it a second time for SSD boot disk.
Restored all the data my work needs as well since I prefer to justify taking my gear to work so that, if they ask me to, I
can work on day job stuff at best speed.
c) figured out where the original OSPs for spell casting were, and which OSP begat the next OSP. Downloaded and examined each.
"Magic" for best spell casting, "Chronicles of Talera v3" for examples of Necromancy
Perisno wont use magic, but that doesn't make it something that is of no interest. The technique for coding is of interest.
Also an enemy might use some similar power, especially dragon breath or special area effect. I'll never have necromancy be a "player skill", in anything I work on. Might make a battlefield risk raising undead if certain conditions are met, in this or some future mod...
d) Downloaded and studied Rigale for crafting and more importantly economy tuning ideas. Not a fan of economy in Perisno.
Took two full days to fix Rigale enough to even fight a bandit. There are versions 0.5, .64, .7, .8 -- none of those work with Warband 1.158 very well. Downloaded 0.10 today and got it working after about 5 hours. Spent a few hours cleaning it up.
e) downloaded perhaps 20 other OSP kits for my study.
bookmarked around 50 sites / warband modding threads
investigated 2 fractal mapping packages for faster map making
and of course bookmarked game engines both free and paid for MMO type platforms.
none of which explicitly fixes Perisno...
f) started merging Polygamy with native, to feed back into Perisno later.
This is needed as the Polygamy osp material is a changeset against native.
Need native as a reference against Perisno for determining potential weaknesses in pre-existing Perisno code.
Some bugs have been in Perisno far longer than I have.
g) Would like to see a less militaristic true coop campaign game as the next mod for me, as the first of 4 planned stages ending in an MMO roughly 2-3 years from now.
That's really outside the scope of Perisno, but its what I want next. In the meantime easy fixes as targets of opportunity will get done in the next two weeks. Don't really know what my schedule will be after that.
- GS
===
not going to reply to my own thread, so will piggyback it
I will ask for permission to make a sub-mod sort-of like Melanie's Perisno where Perisno supplies a loose base but I remove/add things as I see fit until
its a test framework for my more exotic experiments. If allowed, the value to Perisno team is I'll post the source I make on a separate folder for them to use as they wish for mainstream Perisno, including bug fixes, features, and anything else that comes to mind.
I expect to heavily overhaul the data structure so that may remove some OSP compatibilities
If frequent updates become a nuisance I'll just make it a closed pre-alpha but I really don't mind leaving it open if people don't mind me working on it
I don't necessarily subscribe to lore, OSP list used, or any other precondition. What I want eventually won't really be Perisno anyway. I'm just too lazy to redefine maps, races, gear and such, plus they ARE well done.
Short features list:
phase 1:
Castable magic, both players and AI
Clerical powers are similar to magic, in the same way electricity resembles magnetism.
battlefield priests both heal and act as morale boosts
morale in general is more important in battle
Use of magic may attract opposing creatures/forces
unburied/unsanctified battlegrounds risk spontaneous creation of undead
magic use risks attracting magical opponents
necromancy is strictly not a player option, but remains a threat from AI
Several religions exist but each has a unique focus and style.
For example, Shaolin/wing chun type monks and nuns exist but will be rewarded and penalized strictly according to the tenets of their faith
They will fight only to preserve life; so rescueing a village is honorable and gains exp. But jumping a caravan just to loot it would not do so.
Asking a toll from an enemy is allowed. And so on. These tend to be wanderers or inhabit monasteries where they live quietly.
These have an affinity for Air - they might have power of Lightning, flying, predict/control weather, and fast movement.
Their power is not tied to day or night. They are vegetarian. Their policy on wealth is to give away half of their earnings.
They are mostly found in the mountains or with caravans. Women have equal rights as men in their society. Slavery is not accepted.
Powers of this Faith are both Offensive and Defensive.
I reserve the right to not make game faiths match your expectations or stereotypes of faith.
The Inquisition as outsiders call them are called to cleanse unbelievers; at least, that is how outsiders know them.
Some consider them apostates against the faith of the Redeemer, and these label enemies of Light as their works bring
greatest gain to Darkness. However there can be a compassionate side as well: they believe in charity. They are desert
dwellers; their power is greatest during the daylight and their elemental affinity is Fire. Jin sometimes assist them if they have been righteous.
They wear white as a symbol of their cleanliness. These are the second oldest Faith. Their policy on wealth allows each man to retain their earnings.
Their policy on slavery is that only infidels may be kept as slaves; believers must be set free. Women have least rights; men rule. This Faith's powers
are primarily Offensive. They may walk through fire.
Paladins of the Redeemer exist but wear black in order to remind themselves and the world that all are sinners compared to their God, lest they boast.
But they will choose their companions, and take quick offense from actions they consider disreputable. This Faith has an affinity for Water, which is
also a metaphor for time. As such they are well known to fishermen and shepherds. Their policy on wealth is to donate 10% of earnings. Men rule, and women have less rights. The power of this Faith is Defensive - healings, courage, and turning away of undead. They can resist poison.
Old Church looks towards nature but recognizes a need for balance. This came from the observation that release of magic often causes an opposite energy to spill into the world elsewhere. Trees, which harm none and renew the planet, are holy to them. Few of these exist, and mostly are found in non-human settlements. Women are considered superior, and rule in these lands. Men have less rights. The affinity of this Faith is Earth. These can resist drowning. They are life aspected, which means they gain from decisions that increase life rather than from killing. However as they inhabit the most magical (and ancient) places there is a high risk of magically endowed neighbors, either stunted by the presence of so much magic or grown in other ways dangerous. Therefore they are always vigilant. The power of this Faith is highest during the night. They have animal companions but are not vegetarians. There is not an official stance on slavery.
and finally the Faith of Transcendence looks to each other Faith as an expression of divine essence, like the colors of a rainbow are components of a larger bright light. This one believes all men are charged with the need to change their beliefs according to knowledge both old and new. Although despised by the Inquisition especially and also disliked by the Redeemers, this faith believes all were brothers and sisters inspired by one God, did they but know it. These are the fewest in number. These tend to be wanderers or sages. Their power is of the Stars: dreams and the intellect are their strengths. they can message across far distances, see afar, and map the strengths of magic across the land (as magic varies in strength from location to location, as well as the calendar).
They are fond of collecting books, and believe even women should know how to read! Women and men are equals.
the burden of morality (depending on background, you may not even get exp for killing things, depending on circumstances) exists even for magic users.
Its possible, although rare, to die the final death, in which case your items are not necessarily stolen by the first passing player or npc
instead you may will them, and they or a portion of them will be delivered or available for your heirs. In short, doing good deeds helps reduce the risk
of death, while doing evil deeds increases the risk of death. This tends to weed out griefers over time, provided it remains difficult to "farm" karma.
crafting exists
trade is greatly enhanced
magic does not work everywhere
where magic does not work it is possible firearms exist. Firearms do not work where magic works.
No overlap is planned; one or the other exists, depending on where you are.
possible split map -- one is a realm of dreams and magic, where flying is possible but gunpowder is not.
Everyone has Faith in the magic world, even demons
The other is mundane and firearms work but magic does not. Many are atheists in this world. Magic spilled in one world leaks
into the other but manifests as divine energies. People dying here either return to this world or are banished naked to the other world, depending
on their actions.
phase 2:
multiplayer coop / LAN party mode
(this is different from PVP MP battle)
players may vote blessings on other players, but it is done anonymously.
the most helpful players tend to be watched more, but likewise have greater favors granted.
any node can be "shared" so someone else may watch the node but not take over.
optionally the shared controls could allow a 3rd party to run a battle for mentoring or as a rare divine gift
this is a side effect of the scheme used to perform coop
at GM discretion or on triggering AI alarms players may also become unlucky, especially if griefing or molesting other players
depending on faith and honor (which will be MUCH harder to "farm"), players may ask help or protection from a usually disinterested "Emporer"
who may arrive (or not) at a moment of need. This always is costly, so save your favors. It's possible to have AI bless you or curse you if
you meet specific conditions, but the incidence is low and logged.
phase 3:
server based storage of current patch
random checking against client side modifications of the runtime
savegames to SERVER only
automatic migration of savegame format so patches do not corrupt savegame
I'll pay for the server as a cost of development
of course this means I can take it down as needed to work on it
phase 4:
true client /server separation. In phases 2 and 3 each client acts as a server and a client in terms of splitting AI processing across many nodes
this works to a point and then begins to saturate the socket driven internode communications. The good thing about phase 2 and 3 is battles can occur
locally with both players hosting the same battle on the local client. The AI on both has the same sequence of rolls; all the players do is submit realtime commands (formations, rally of routed troops, magics and prayers, etc) as inter-client messages and the AI displays the battle similarly to SP mode.
In essence this means replacing the random dice rolling to a scheme that allows both instances to get the same sequence of "random" rolls. As each starts with the same seed, the same battle setting, the same rolls, then both will generate the same battle. The main caveat is one PC dramatically less bandwidth than the other, in which case the settings for the battle are auto-scaled to stay in step (so that one doesn't set for example "battle sizer = 500 troops" because they have 16 GB RAM; reinforcements and sizes and visual settings are determined before the battle starts according to each player's hardware capabilities. This to prevent e-bullying of poor people.
What else? Phases 1-3 are totally free. Phase 4 should be but may have a steep license cost for development. We'll see.
phase 5:
some MMO lite. This would be years from now, giving bannerlord plenty of time to come out. Maybe by then a better 3rd party engine can be found or licensed. We'll see. Its too early to be sure. I'll be happy to get to stage 3; I don't have the critical mass to get farther than that by myself. Just flat out cant get past that stage for now.
haven't decided what to call phase 1 (or Phase 0). It will take long enough to put something together anyway.
If Perisno is disallowed as a component then I'll make it from other sources and close the source.
It's to the advantage of the team to accept it so I can bugfix those portions of Perisno kept. I'm not the only coder Perisno team has. They always have the right to say "No", and manage their own bug fixes. I'm cool with that. I'll fix the bugs I put in Perisno either way - specifically Princesses and player enterprises. That's a pretty narrow set.
Well, these are my thoughts for the day.
Its why Ive spent a few thousand dollars in the last 3 months boosting development tools, hardware, and buying time from my day job.
I'm fairly serious, that's why December has a lot of changes very fast -- too fast actually. I need to release less often of have a very few players,
either/or.
- GS
thinking out loud / day dreaming.
Project name for Phase 2: "the Prince"
Project name for Phase 4: "the Pearl"
Haven't fixed much of anything in Perisno this week.
Did look at other mods / OSP stuff.
did accomplish the following:
a) rebuilt (my) PC at work to have stronger hardware. I'm not really encouraged to program on "work's" laptop, which is fairly
slow but probably the strongest PC in the shop. My PC from home is at least 3x faster. Duplicated that build on the PC I placed at work. Thus I have same hardware environment now at home and at work.
b) this needed a full rebuild of the software, starting from a blank hard disk. Did it a second time for SSD boot disk.
Restored all the data my work needs as well since I prefer to justify taking my gear to work so that, if they ask me to, I
can work on day job stuff at best speed.
c) figured out where the original OSPs for spell casting were, and which OSP begat the next OSP. Downloaded and examined each.
"Magic" for best spell casting, "Chronicles of Talera v3" for examples of Necromancy
Perisno wont use magic, but that doesn't make it something that is of no interest. The technique for coding is of interest.
Also an enemy might use some similar power, especially dragon breath or special area effect. I'll never have necromancy be a "player skill", in anything I work on. Might make a battlefield risk raising undead if certain conditions are met, in this or some future mod...
d) Downloaded and studied Rigale for crafting and more importantly economy tuning ideas. Not a fan of economy in Perisno.
Took two full days to fix Rigale enough to even fight a bandit. There are versions 0.5, .64, .7, .8 -- none of those work with Warband 1.158 very well. Downloaded 0.10 today and got it working after about 5 hours. Spent a few hours cleaning it up.
e) downloaded perhaps 20 other OSP kits for my study.
bookmarked around 50 sites / warband modding threads
investigated 2 fractal mapping packages for faster map making
and of course bookmarked game engines both free and paid for MMO type platforms.
none of which explicitly fixes Perisno...
f) started merging Polygamy with native, to feed back into Perisno later.
This is needed as the Polygamy osp material is a changeset against native.
Need native as a reference against Perisno for determining potential weaknesses in pre-existing Perisno code.
Some bugs have been in Perisno far longer than I have.
g) Would like to see a less militaristic true coop campaign game as the next mod for me, as the first of 4 planned stages ending in an MMO roughly 2-3 years from now.
That's really outside the scope of Perisno, but its what I want next. In the meantime easy fixes as targets of opportunity will get done in the next two weeks. Don't really know what my schedule will be after that.
- GS
===
not going to reply to my own thread, so will piggyback it
I will ask for permission to make a sub-mod sort-of like Melanie's Perisno where Perisno supplies a loose base but I remove/add things as I see fit until
its a test framework for my more exotic experiments. If allowed, the value to Perisno team is I'll post the source I make on a separate folder for them to use as they wish for mainstream Perisno, including bug fixes, features, and anything else that comes to mind.
I expect to heavily overhaul the data structure so that may remove some OSP compatibilities
If frequent updates become a nuisance I'll just make it a closed pre-alpha but I really don't mind leaving it open if people don't mind me working on it
I don't necessarily subscribe to lore, OSP list used, or any other precondition. What I want eventually won't really be Perisno anyway. I'm just too lazy to redefine maps, races, gear and such, plus they ARE well done.
Short features list:
phase 1:
Castable magic, both players and AI
Clerical powers are similar to magic, in the same way electricity resembles magnetism.
battlefield priests both heal and act as morale boosts
morale in general is more important in battle
Use of magic may attract opposing creatures/forces
unburied/unsanctified battlegrounds risk spontaneous creation of undead
magic use risks attracting magical opponents
necromancy is strictly not a player option, but remains a threat from AI
Several religions exist but each has a unique focus and style.
For example, Shaolin/wing chun type monks and nuns exist but will be rewarded and penalized strictly according to the tenets of their faith
They will fight only to preserve life; so rescueing a village is honorable and gains exp. But jumping a caravan just to loot it would not do so.
Asking a toll from an enemy is allowed. And so on. These tend to be wanderers or inhabit monasteries where they live quietly.
These have an affinity for Air - they might have power of Lightning, flying, predict/control weather, and fast movement.
Their power is not tied to day or night. They are vegetarian. Their policy on wealth is to give away half of their earnings.
They are mostly found in the mountains or with caravans. Women have equal rights as men in their society. Slavery is not accepted.
Powers of this Faith are both Offensive and Defensive.
I reserve the right to not make game faiths match your expectations or stereotypes of faith.
The Inquisition as outsiders call them are called to cleanse unbelievers; at least, that is how outsiders know them.
Some consider them apostates against the faith of the Redeemer, and these label enemies of Light as their works bring
greatest gain to Darkness. However there can be a compassionate side as well: they believe in charity. They are desert
dwellers; their power is greatest during the daylight and their elemental affinity is Fire. Jin sometimes assist them if they have been righteous.
They wear white as a symbol of their cleanliness. These are the second oldest Faith. Their policy on wealth allows each man to retain their earnings.
Their policy on slavery is that only infidels may be kept as slaves; believers must be set free. Women have least rights; men rule. This Faith's powers
are primarily Offensive. They may walk through fire.
Paladins of the Redeemer exist but wear black in order to remind themselves and the world that all are sinners compared to their God, lest they boast.
But they will choose their companions, and take quick offense from actions they consider disreputable. This Faith has an affinity for Water, which is
also a metaphor for time. As such they are well known to fishermen and shepherds. Their policy on wealth is to donate 10% of earnings. Men rule, and women have less rights. The power of this Faith is Defensive - healings, courage, and turning away of undead. They can resist poison.
Old Church looks towards nature but recognizes a need for balance. This came from the observation that release of magic often causes an opposite energy to spill into the world elsewhere. Trees, which harm none and renew the planet, are holy to them. Few of these exist, and mostly are found in non-human settlements. Women are considered superior, and rule in these lands. Men have less rights. The affinity of this Faith is Earth. These can resist drowning. They are life aspected, which means they gain from decisions that increase life rather than from killing. However as they inhabit the most magical (and ancient) places there is a high risk of magically endowed neighbors, either stunted by the presence of so much magic or grown in other ways dangerous. Therefore they are always vigilant. The power of this Faith is highest during the night. They have animal companions but are not vegetarians. There is not an official stance on slavery.
and finally the Faith of Transcendence looks to each other Faith as an expression of divine essence, like the colors of a rainbow are components of a larger bright light. This one believes all men are charged with the need to change their beliefs according to knowledge both old and new. Although despised by the Inquisition especially and also disliked by the Redeemers, this faith believes all were brothers and sisters inspired by one God, did they but know it. These are the fewest in number. These tend to be wanderers or sages. Their power is of the Stars: dreams and the intellect are their strengths. they can message across far distances, see afar, and map the strengths of magic across the land (as magic varies in strength from location to location, as well as the calendar).
They are fond of collecting books, and believe even women should know how to read! Women and men are equals.
the burden of morality (depending on background, you may not even get exp for killing things, depending on circumstances) exists even for magic users.
Its possible, although rare, to die the final death, in which case your items are not necessarily stolen by the first passing player or npc
instead you may will them, and they or a portion of them will be delivered or available for your heirs. In short, doing good deeds helps reduce the risk
of death, while doing evil deeds increases the risk of death. This tends to weed out griefers over time, provided it remains difficult to "farm" karma.
crafting exists
trade is greatly enhanced
magic does not work everywhere
where magic does not work it is possible firearms exist. Firearms do not work where magic works.
No overlap is planned; one or the other exists, depending on where you are.
possible split map -- one is a realm of dreams and magic, where flying is possible but gunpowder is not.
Everyone has Faith in the magic world, even demons
The other is mundane and firearms work but magic does not. Many are atheists in this world. Magic spilled in one world leaks
into the other but manifests as divine energies. People dying here either return to this world or are banished naked to the other world, depending
on their actions.
phase 2:
multiplayer coop / LAN party mode
(this is different from PVP MP battle)
players may vote blessings on other players, but it is done anonymously.
the most helpful players tend to be watched more, but likewise have greater favors granted.
any node can be "shared" so someone else may watch the node but not take over.
optionally the shared controls could allow a 3rd party to run a battle for mentoring or as a rare divine gift
this is a side effect of the scheme used to perform coop
at GM discretion or on triggering AI alarms players may also become unlucky, especially if griefing or molesting other players
depending on faith and honor (which will be MUCH harder to "farm"), players may ask help or protection from a usually disinterested "Emporer"
who may arrive (or not) at a moment of need. This always is costly, so save your favors. It's possible to have AI bless you or curse you if
you meet specific conditions, but the incidence is low and logged.
phase 3:
server based storage of current patch
random checking against client side modifications of the runtime
savegames to SERVER only
automatic migration of savegame format so patches do not corrupt savegame
I'll pay for the server as a cost of development
of course this means I can take it down as needed to work on it
phase 4:
true client /server separation. In phases 2 and 3 each client acts as a server and a client in terms of splitting AI processing across many nodes
this works to a point and then begins to saturate the socket driven internode communications. The good thing about phase 2 and 3 is battles can occur
locally with both players hosting the same battle on the local client. The AI on both has the same sequence of rolls; all the players do is submit realtime commands (formations, rally of routed troops, magics and prayers, etc) as inter-client messages and the AI displays the battle similarly to SP mode.
In essence this means replacing the random dice rolling to a scheme that allows both instances to get the same sequence of "random" rolls. As each starts with the same seed, the same battle setting, the same rolls, then both will generate the same battle. The main caveat is one PC dramatically less bandwidth than the other, in which case the settings for the battle are auto-scaled to stay in step (so that one doesn't set for example "battle sizer = 500 troops" because they have 16 GB RAM; reinforcements and sizes and visual settings are determined before the battle starts according to each player's hardware capabilities. This to prevent e-bullying of poor people.
What else? Phases 1-3 are totally free. Phase 4 should be but may have a steep license cost for development. We'll see.
phase 5:
some MMO lite. This would be years from now, giving bannerlord plenty of time to come out. Maybe by then a better 3rd party engine can be found or licensed. We'll see. Its too early to be sure. I'll be happy to get to stage 3; I don't have the critical mass to get farther than that by myself. Just flat out cant get past that stage for now.
haven't decided what to call phase 1 (or Phase 0). It will take long enough to put something together anyway.
If Perisno is disallowed as a component then I'll make it from other sources and close the source.
It's to the advantage of the team to accept it so I can bugfix those portions of Perisno kept. I'm not the only coder Perisno team has. They always have the right to say "No", and manage their own bug fixes. I'm cool with that. I'll fix the bugs I put in Perisno either way - specifically Princesses and player enterprises. That's a pretty narrow set.
Well, these are my thoughts for the day.
Its why Ive spent a few thousand dollars in the last 3 months boosting development tools, hardware, and buying time from my day job.
I'm fairly serious, that's why December has a lot of changes very fast -- too fast actually. I need to release less often of have a very few players,
either/or.
- GS
thinking out loud / day dreaming.
Project name for Phase 2: "the Prince"
Project name for Phase 4: "the Pearl"
