You Shall Not Pass is an attempt to give fortresses overlooking mountain paths the ability to prevent enemies from passing, forcing enemy units to take the long way round, while any allied neutral troop can pass right through.
Alpha 1 preview:
Download
Alpha 1 module system: http://1drv.ms/1DxWkbE
Ready to play on native: http://1drv.ms/1Fy1h66
As it stands, holding fortresses in strategic positions to control access to certain areas of land, roads, etc. is non existent, since any troop can pass by an enemy fortress.
This proof-of-concept will be for Maras Castle.
To have a mountain fortress control who passes nearby, I've placed a small stripe of mountain under Maras Castle, which will prevent any unit from passing and then created a script based path by using portals. There are two parties "Maras Castlewalls", one on each side of the castle. These will serve as portals (they are shown for testing purposes, in game they would be hidden):
I've edited every trigger, script & event, which gives parties an order to move somewhere and added a script, which will run distance checks to decide, whether the unit should travel directly to it's target, or travel through the portal and then to the target. If it's shorter for a unit to travel through the portal, it's original destination will be stored in a slot and the destination set to the closest portal entry. When the unit reaches the portal entry, it will get spawned at the other portal and original destination will be restored. If the party's faction is at war with the faction holding Maras Castle, this portal will be ignored and the party has to travel the long way around.
Since I have no idea how the path gets selected for the player, the player needs to visit Maras Castle and then can chose to travel to either side. This option will be hidden, if the player has negative relation with faction that holds Maras Castle.
By creating a script based portal across a mountain fortress, capturing and holding fortresses in strategic locations will become a vital part of the overall game strategy.
It's working decently so far.
However, there are a couple of bugs:
-some hole in the map under Maras Castle, since I don't know how to use blender properly
-Any party that wants to visit Maras Castle will use the portals, then walk a loop around the mountain. Instead of traveling to it directly.
-Sometimes it's not possible to access Maras Castle from both sides. Gotta experiment with the map a bit more to fix this.
-Haven't included the relation check, yet.
Probably gonna release as OSP, once it's working properly.
Alpha 1 preview:
Download
Alpha 1 module system: http://1drv.ms/1DxWkbE
Ready to play on native: http://1drv.ms/1Fy1h66
As it stands, holding fortresses in strategic positions to control access to certain areas of land, roads, etc. is non existent, since any troop can pass by an enemy fortress.
This proof-of-concept will be for Maras Castle.
To have a mountain fortress control who passes nearby, I've placed a small stripe of mountain under Maras Castle, which will prevent any unit from passing and then created a script based path by using portals. There are two parties "Maras Castlewalls", one on each side of the castle. These will serve as portals (they are shown for testing purposes, in game they would be hidden):
I've edited every trigger, script & event, which gives parties an order to move somewhere and added a script, which will run distance checks to decide, whether the unit should travel directly to it's target, or travel through the portal and then to the target. If it's shorter for a unit to travel through the portal, it's original destination will be stored in a slot and the destination set to the closest portal entry. When the unit reaches the portal entry, it will get spawned at the other portal and original destination will be restored. If the party's faction is at war with the faction holding Maras Castle, this portal will be ignored and the party has to travel the long way around.
Since I have no idea how the path gets selected for the player, the player needs to visit Maras Castle and then can chose to travel to either side. This option will be hidden, if the player has negative relation with faction that holds Maras Castle.
By creating a script based portal across a mountain fortress, capturing and holding fortresses in strategic locations will become a vital part of the overall game strategy.
It's working decently so far.
However, there are a couple of bugs:
-some hole in the map under Maras Castle, since I don't know how to use blender properly
-Any party that wants to visit Maras Castle will use the portals, then walk a loop around the mountain. Instead of traveling to it directly.
-Sometimes it's not possible to access Maras Castle from both sides. Gotta experiment with the map a bit more to fix this.
-Haven't included the relation check, yet.
Probably gonna release as OSP, once it's working properly.