SP Native [WB] Dynamic World

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That's pretty cool. It could give the player the opportunity to stifle construction in a region by attacking the villagers.
A way of making it more interactive is having "build points" which increase whenever a villager party reaches that settlement. That way things like distance and obstacles will be taken into account.

Keep up the good work, man. This is looking to be one of the best additions to warband's gameplay in a long while.
 
I would personally love to see the bandit factions (mountain bandits, forest bandits, etc.) being joinable, and perhaps able to become real kingdoms if acted on by the player. And also, relating to that, expanding the function of lairs to lords attacking them also, and being more than a place to attack if the player visits and is on friendly terms.

Whether or not you accept that, this mod looks ****ing cool, really looking forward to it. :smile:
 
Making some progress :wink:

Merged You Shall Not Pass with Way of the Sea. The factions controlling ports and mountain fortresses chose, who can pass their territory. As such faction relation will have a huge influence on the used travel routes.

Mountain fortresses, which block the path for enemies have a new icon (texture is subject to change):
3038sid.jpg

Ports are fully integrated and any coastal villages/towns can build them. Both player and AI can start using a new port, as soon as the construction has been completed:

14iigwn.jpg

1zxwis6.jpg

I'm still undecided, when to remove a port. If a village downgrades, it's port will be destroyed, but that shouldn't be the only condition.
 
You may also want to merge the "you shall not pass" code to make it so ai cannot use enemy ports.
 
That's already finished. Ports cannot be used by enemies  :grin:

Maybe there should be some interaction with ports, something like raiding it, to disable it for a period of time. Or have a port fight and prevent all units from crossing, if the port is not controlled by the lord who controls the nearby center.

On another note, to give newly built settlements appropriate names, there will be name lists.
When the settlement gets build, the game will check it's terrain and it's surroundings, whether it is near water or mountain, and then choose a random name either from the specific list type or from the plain type.

Types of name categories:
-Snow
-Desert
-Forest
-Coastal
-Mountain
-Plain

I'm currently in the process of filling those categories with names.
 
Fire_and_Blood 说:
Merged You Shall Not Pass with Way of the Sea. The factions controlling ports and mountain fortresses chose, who can pass their territory. As such faction relation will have a huge influence on the used travel routes.

Probably hoping for too much, but will the player eventually be able to create a pass-blocking fortress?
 
It's a bloody awesome idea. And as long as it only needs to prevent ai from passing, it's not even completely unrealistic. Just very unlikely.

Such a path-blocking might cause major lag and it would only work for the ai, as player pathing is done completely engine-sided. Once this mod has more features added, I might try to see, if such a fortress is realistic or simply too performance killing.
 
Small Update:

-Villages can be garrisoned (thanks to Tinerfe)
-If not too greatly outnumbered, a village getting raided will send out their garrison to force the raiding party to battle:

24vnqjc.jpg
 
Judging from that screenshot: Is Dynamic World a Brytenwalda sub-mod now? Or is it a total conversion that uses Brytenwalda map icons?


Also, if the player joins the battle, will the battle be inside of the village?
 
Fire_and_Blood 说:
Small Update:

-Villages can be garrisoned (thanks to Tinerfe)
-If not too greatly outnumbered, a village getting raided will send out their garrison to force the raiding party to battle:

24vnqjc.jpg

Does this mean we no longer have to worry about a lord on 0% health burning down our villages by himself?!
 
The Dark Robin 说:
Judging from that screenshot: Is Dynamic World a Brytenwalda sub-mod now? Or is it a total conversion that uses Brytenwalda map icons?
It's mainly a performance test, as I'm worried that this code combined with the sea travel and You Shall Not Pass might add too many world-map calculations to run smoothly on anything but native. If it works on Brytenwalda, then the intention is to just use that as a base for this mod.

For now, it's not planned as a full conversion, as that would take too long to release.

The Dark Robin 说:
Also, if the player joins the battle, will the battle be inside of the village?
That's a good point. Gonna see, if it's possible to load the village scene, instead of a generic battle scene, when one of the fighting parties are village defenders.

kraggrim 说:
Does this mean we no longer have to worry about a lord on 0% health burning down our villages by himself?!
Pretty much that. The village defender party will only spawn, if the village is getting raided. After spawning, it has two objectives, first: attack and destroy the party raiding the village and second: if victorious, re-garrison the village.
 
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