Requests DRAGON MOD!!!

Users who are viewing this thread

RBC

Recruit
A dragon mod that would be awesome. am sure its VERY possible. One that romes around like the AI bandits just looks like a dragon and you get a reward for handing in looted parts of the beast.

furthermore one can add a Smith mod that would allow you to make UBER cool items (that require alot of parts to make) from certain parts of the dragon loot.

for one.. the model is already there... think it can be borrowed if you will or "stolen"  from the game DARKFALL

http://www.eu.darkfallonline.com/default.php?pname=MediaItem&gid=1&cid=12&item=58&sortBy=gi_order&sortOrder=ASC
http://www.eu.darkfallonline.com/default.php?pname=MediaItem&gid=1&cid=12&item=27&sortBy=gi_order&sortOrder=ASC


there can be like 3 types of dragons

1. Hardest. Few on the map wondering ( 200 + men to kill least 50 archers)
          Looks HUGE NASTY BREATHS FIRE BITES. kills alot of your men flies {maybe} or at certain HP intervals only to land at random spot.
          will attack all that comes close (remember wonders that entire map like a bandit just looks like a RED dragon.) Major item boss including old
          legend sword daggers lances. like random chance of drops.

2. Medium. less of a number not as strong as above but can do all of the above dragon things . or what ever. just still got to be hard and does not attack players often depending on army size. NOTE DRAGON BREATH is just as strong as hardest dragon just less of blast duration. FIRE IS FIRE.

3. Baby ... IE easier to kill. Just reward for dragon kill(hand in head or something). no more. does not fly but bites fights charges army so on.

But remember they still all 3 got to be hard. since they LEGENDS. there can be weak spots like the mouth.... lower chest  head  eyes... random focus points for archers..... and lower chest for legs so on for troops. that run the risk of being stomped or whatever... hard and medium dragon only drop loot items to must help make better items from smith. as for the smith.... he needs to be learn how to make the items hence your going to have to upgrade him like the normal town or cities the higher the upgrade the better the items he makes. at a price and the higher the upgrade level the more it cost and level 3 needs level 1 and 2 to get to lvl 3 and so on.

item example. armor 15 stone (mass)
                              50 protection body
                              18 leg protection

requires. 10 iron 40 dragon scales 3 sets of alcohol  dragon blood a base armor to work off of(what ever kind of modders choice) and so on.... :)


just decent item with in reason. no wack out IMBA GOD ITEM. then you may just aswell hack the game.

what you ppl think? someone that is a genius plz consider making this mod. and do an awesome make of it.  most of all have fun and unleash your creative side :mrgreen:
         
kind regards RBC (Rambo Baby Cow)
 
First off, you need to read the forum rules thread.

Second you need to look at some of the work that has been done here. 

Third, read up on the tutorials and other mod documents.

You would then see that this is not as easy as you think.  Yes it may be possible  If I didn't have to make a living, I would have done something like this.  But to give you an idea of how hard it would be I will tell you how some of these things would have to be done.

First off, there are only 2 skeletal meshes in the game.  Human and Horse.  Right now there is no import or export for skeletal meshes, so creating new ones or changing animations is out.

Even without skeletons, this can still be done.  If you want it to be a slow moving Giant creature, then it can be made of scene prop items.  The benefit of this is that you could make weak spots.  The (extremely) hard part would be to make it move around.  Every joint movement would have to be coded, and tested to see that it works right.  Then you would have to check for clipping, since it would be hard to control z to ground on all the objects at once.  You would most likely only be able to use it in scenes with very flat terrain.  Lastly, the attacking aspects of the dragon too would be difficult.  Since the Dragon would be made of scene props (and not an agent) it could not use the agent AI built into the game.  You would have to code all the targeting and decision scripts yourself.

If I was 15 years younger with the same knowledge I have now, on summer holidays and lived for M&B, I may be able to do this in a couple of months sitting in my basement hermit style, but I'd have to be on a payroll to try to attempt it like this now.
 
lol at payroll... if i had the money id pay.

shots for the info. opened eyes to more knowing of how the game works. :)

:( pitty there  goes a cool mod.
 
There be dragons in this mod: http://forums.taleworlds.com/index.php/topic,69358.0.html
As mounts...

It's different than what you have suggested but at least there are dragons in it.
 
RBC said:
for one.. the model is already there... think it can be borrowed if you will or "stolen"  from the game DARKFALL
sure, and then they'll sue you because of the copyright :roll:

amade said:
As mounts...
in the first release... :mrgreen:
RBC said:
furthermore one can add a Smith mod that would allow you to make UBER cool items (that require alot of parts to make) from certain parts of the dragon loot.
will be in TIC too

jik said:
First off, you need to read the forum rules thread.

Second you need to look at some of the work that has been done here. 

Third, read up on the tutorials and other mod documents.

You would then see that this is not as easy as you think.

exactly :D
 
If I'd known before now that dragon's had alcohol blood, I'd've become a dragon hunter.

But Jik is right... this would be so difficult that a whole mod team would have to work for months to build one dragon that would behave correctly in one scene, and even that would leave a very high chance of failure...

Interesting idea about a creature built from scene props, but scene props seem to lose their collision while in the process of being moved by scripts.  It's my major problem at the mo.
 
There s a way around this, but again it's not fun at all.  You would need to code the collisions in the mission template.  I've made some "secret" code for spiritwolf that checks for the closest agent to a specific pos.  So in the case when the dragon lunges his head to eat a soldier, you would need to check if there is an agent(s) in that area.  If they are, they will get eaten.  Spitting fire and fire balls has been done already so that would be fine.  The moving would be the issue. 

I don't think you'd need a whole dev team to do the movement, unless you want some complex moves.  each leg move can be the same for left and right legs (though staggered movements), and the head and neck would be controlled separately.  The bigger issue is that this would not be skinned, and so there would be gap issues when it moved.
 
Back
Top Bottom