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| Topic Started: Dec 18 2008, 04:52 AM (9,810 Views) | |
| +Silver Wolf+ | Nov 5 2009, 05:43 PM Post #316 |
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Silversmith
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Good job Keedo ! Dragon's Death now really looks alive ! |
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| +Keedo420+ | Nov 5 2009, 11:35 PM Post #317 |
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All glory to the Hypnotoad!
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Thanks. It looks more alive as it grows. The larger the population, the more peasants you will see wandering around. If you have any prisoners in the settlement, you will see them wandering around the three resource piles as they are forced to work. Wickedshot did a great job designing Custom Settlements. For the Manor and Castle scenes (Military levels 1 & 2), the castles defenses will be improved. Some walls and towers will be repaired, and the little keep at the back will be increased in size.
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| +Keedo420+ | Nov 6 2009, 07:59 AM Post #318 |
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All glory to the Hypnotoad!
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Progress report for Nov. 5th.... I didn't actually get around to working on the Dragon's Death manor scene like I had intended. However, I have added in the Improved Autoloot & Autosell scripts to v2.0 (they will also be added to v1.23). Additionally, I have added in all of the horses and other mounts to v2.0 from v1.23. |
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| +Keedo420+ | Nov 7 2009, 07:09 AM Post #319 |
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All glory to the Hypnotoad!
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Well, here's the progress report for today, Nov. 6th... I fixed a couple of bugs related to the Autoloot/Autosell that were caused by an oversight on my part. The autoloot code was designed for native, and while it was easy enough to fit into Custom Settlements, I had forgotten that CS uses different constants to define the heroes (a.k.a. companions). I also added in the Change Commander code, the Spear Bracing code, and the code to whistle for your horse if it ran away while you were dismounted. And I also got around to working on the Dragon's Death manor scene. I may still tweak it a little, but here are a few screenies of it as it looks now.... The overhead shot show very little difference from the camp scene, but you can see the Weapon shop which I have circled in red).... ![]() Here's a look at the partially rebuilt main entrance (from the inside)... ![]() And here's a simple little screenshot of the training area out in front of the manor itself....
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| +Keedo420+ | Nov 8 2009, 09:15 AM Post #320 |
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All glory to the Hypnotoad!
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Progress report for Nov. 7th: Work on v2.0 continues... I did some minor scene editing on the Dragon's Death camp scene (I removed the intact tower at the back of the ruins, and changed a few minor details). That tower will also be removed from the Village and Town scenes, but will remain in the Manor and Castle scenes since it is the building that will be used for the Manor. I also added in all of the Dark Elven armor and weapons (the samurai stuff), some of the Orc weapons, the elven arrows, some of the undead armor and weapons, and the firearms. I should note that a lot of the weapons and armor I used from the OSP packs (including those Morte cloth armors with the skulls on them) are already part of Custom Settlements, so I don't have to add most of the OSP stuff that I used in v1.22. Additionally, I added in an improved version of Jik's string typer kit for renaming settlements and the player's faction. This version of the kit uses a presentation instead of a scene/mission template, so it is a much smoother and better looking transition. And finally, I added Galstaff to the ranks of heroes, so he now wanders around the map like any other hero. He uses Dragon's Death as his hometown and patrols around it. Like other heroes, he will build up his own party and fight bandits. He might even claim Dragon's Death as his own settlement if no other hero or the player does. And also like other heroes, if your relation with him gets high enough, you can recruit him to your party and (once you have a settlement with military level 2) make him a lord or steward. However, unlike other heroes, he is currently the only one who uses magic in battle. And of course, he is still the one you go to to learn fireball and buy potions, though I had to alter his dialogue slightly (there is no longer the interaction with Picard and Night Blade, but that conversation may be restored if you encounter him for the first time in the tavern instead of on the map). |
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| +Keedo420+ | Nov 9 2009, 04:54 AM Post #321 |
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All glory to the Hypnotoad!
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Progress report for Nov. 8th: Dragon's Death Dungeon is now a part of v2.0, complete with all of the same random encounters and an improved script for randomizing the loot in the treasure chests. The dungeon can be accessed from any of the Dragon's Death scenes, regardless of what economic or military level the settlement is. Additionally, I have done the Castle scene for Dragon's Death. I may need to make some minor adjustments to it, but here are some screenshots of how it looks now: The overhead shot....Here you can see the main entrance has been fixed up a little more. You can also see the new Armor shop, and in the back you can see the castle itself. ![]() A close-up shot of the weapon and armor shops.... ![]() And a close-up of the castle. The lower door is the entrance to the Manor, while the upper door is the entrance to the Castle.
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| +Keedo420+ | Nov 10 2009, 06:30 AM Post #322 |
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All glory to the Hypnotoad!
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Progress report for Nov. 9th: Today I made it so that any peasants/workers you have in your settlement in v2.0 will have their race based on the culture you choose for your faction. This also works for when a traveling peasant visits your settlement while you are in the settlement scene. So if you choose the Undead culture, like I did, you will get peasants and workers that look like this: ![]() I had to create separate peasant/worker troops for each culture to make this work without messing up the scripts related to settlement population and other related scripts. These extra troops are only used for spawning peasants in a scene. The actual peasants that are "garrisoned" in your settlement are a generic troop that is used by all cultures and the peasant parties you encounter on the world map. |
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| +Keedo420+ | Nov 16 2009, 06:21 AM Post #323 |
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All glory to the Hypnotoad!
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Progress report for Nov. 15th: Progress on v2.0 has been slow this weekend. I've been watching a Battlestar Galactica marathon, and I also went to see 2012 with BG yesterday. However, I did manage to get some work done on the AI meshes for some of the Dragon's Death scenes and fixed a couple of small bugs. Most notably a texture error with the undead left hand. It was showing up white ingame (though the right hand was showing up normally). When I opened the body_meshes.brf (which has the undead body, hands, and legs) in the M&B CommonRes folder, I noticed that for some reason the mesh for the left hand was no longer textured. So I copied the right hand to a BRF in the v2.0 resource folder, cloned it, then mirrored the clone so it became the new left hand. I am unsure why the left hand is no longer textured, but this undoubtedly affects the undead in 1.22 as well, so when I release 1.23 I'll probably have to do the same for that version since it also used the undead body parts (except the head) from the CommonRes. |
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| blackfang | Nov 16 2009, 08:13 PM Post #324 |
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Outworker
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battlestar galactica, cant blaim you:P its AWSOME (i watched all the episodes>:) |
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Nomy Cocain Damn its so addicting! | |
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| +Keedo420+ | Nov 17 2009, 05:51 AM Post #325 |
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All glory to the Hypnotoad!
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I am currently on season 2.Progress report for Nov. 16th: I have completed the AI meshes for the Camp, Village, Town, Manor, and Castle scenes. I also began work on an AI mesh for the Tavern scene after I noticed that in Custom Settlements, when you are in the Tavern for an extended period, some NPCs will start to wander. And for fun, I added an Archery Target in the tavern scene to act as a sort of dartboard. While there is no official scorekeeping, when you hit the target with an arrow (I did not test it with crossbows or firearms, but I believe it works for them as well since they both have projectiles) you get a message reporting the distance the shot was fired from and your score for where the target hit. Scores range from 0-10. 0 seems to be for hitting the outer red ring. 1-7 seems to be for hitting within the white ring. 8-10 seems to be for hitting the bullseye (10 being more or less the exact center). There is no real purpose to it other than for fun. You do not gain experience or money...at least not until I can figure out a way to make that work.
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| Marcus | Nov 17 2009, 06:51 AM Post #326 |
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I am a badly edited piece of concept art
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Glad to see progress going well Keedo, hope it hasn't completely overrun your life.
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| +Keedo420+ | Nov 20 2009, 05:34 AM Post #327 |
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All glory to the Hypnotoad!
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Progress report for Nov. 19th: Just after the Cylons appear and are about to attack the Colonial Fleet, Starbuck makes her dramatic reappearance and tells Lee that she has been to Earth. As for work on the mod, I have begun the Manor/Village scene. I have also added in the Banking scripts. Now, any settlement that has reached Economic Level 2 will have a bank that you can take loans from and deposit money to. It works exactly the same as in v1.22. When you take out a loan, once a week you will be charged interest which will be taken directly from the money your character has on them. If you deposit money, once a month your deposit will gain a small amount of interest. For example, I deposited 2000 and after a month I had gained 2. So far, it all seems to work fine, but I did not test it past two months. |
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| blackfang | Nov 20 2009, 04:20 PM Post #328 |
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Outworker
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Well there is a battle soon i think, its awsome:D and as for the mod, great:D |
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Nomy Cocain Damn its so addicting! | |
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| +Keedo420+ | Nov 23 2009, 04:54 AM Post #329 |
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All glory to the Hypnotoad!
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I don't have access to season 4 to watch, so I've been driven mad by the cliffhanger of Starbuck returning at the start of the battle and finding out who 4 of the Final Five cyclon models are. I know a little about what happens in season 4, so I'm guessing the Final Five are part of the rebel cyclons which would explain why the original 7 wouldn't tell Baltar about them. Anyway....Progress report for Nov. 22nd: I have added the Bridge Battles script and related scenes to v2.0. I also did some minor work on the overland map, adding in 3 small islands whose only purpose is to contain the inactive towns, villages, and castles so they don't litter the map when I'm viewing it in the Map Editor (you won't see them ingame, but they still show up in the map editor). I'm hesitant to remove them completely as I don't want to accidentally create more bugs by doing so. Anyway, I also rearranged the Empty settlements to areas of the map that were somewhat lacking in settlements. All 50 settlements are now spread out better, with all settlements being relatively close to at least one other settlement and none that are "too close" to other settlements.
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| blackfang | Nov 23 2009, 06:25 PM Post #330 |
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Outworker
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btw, this is like the custum settlements right? then will any of them be as large as that first settlement outside curaw? i dont remember the name (but it was huge like three cities spread out) when i tried a mock siege there i used two hours just to find the last people since we were walking around in circles... and it took like 5 min just getting to the town with a horsie (whitout it would take like half an hour) and this is the town before any upgrades (its three towns and a castle after the upgrades) Very confusing tough i liked that isengard settlement thingie:)
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Nomy Cocain Damn its so addicting! | |
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![]](http://209.85.48.18/static/1/pip_r.png)




For the Manor and Castle scenes (Military levels 1 & 2), the castles defenses will be improved. Some walls and towers will be repaired, and the little keep at the back will be increased in size.













I know a little about what happens in season 4, so I'm guessing the Final Five are part of the rebel cyclons which would explain why the original 7 wouldn't tell Baltar about them. Anyway....
tough i liked that isengard settlement thingie:)
5:27 PM Nov 25