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Topic Started: Feb 17 2009, 10:02 AM (1,722 Views)
cataphract
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1. Each village should have stock garrison of people of that race. For example, an Elven village should have Elven Recruits garrisoned inside, rather than peasants.
2. Im not sure if this is already implemented, but garrisoned troops do not appear to level up during a fight, I could be wrong, but its what i've noticed. (garrisoned as in stationed inside a castle or village, not troops in your party) If this is true, then maybe, somehow make it possible to level up?
3. I saw beards on Elves, which didn't look quite right, but beards on skeletons? Is that even possible?

Thanks for reading.
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matuy1
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1 More Books that Contain Magic Spells
2 A Few More Cool Wepeans
3 Food Lasting Longer
4 Some Bandit Partis Containing Big Monsters Like Cyclops And More I Cant Think Of
5 Possibly Lasrger Models For Troops So They Are Tall And Big Like Orcs
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Jubal
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Bigger troops is practically impossible in the game engine, the skeleton support is human/horse only.
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+Keedo420+
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cataphract
Feb 17 2009, 10:02 AM
1. Each village should have stock garrison of people of that race. For example, an Elven village should have Elven Recruits garrisoned inside, rather than peasants.
2. Im not sure if this is already implemented, but garrisoned troops do not appear to level up during a fight, I could be wrong, but its what i've noticed. (garrisoned as in stationed inside a castle or village, not troops in your party) If this is true, then maybe, somehow make it possible to level up?
3. I saw beards on Elves, which didn't look quite right, but beards on skeletons? Is that even possible?

Thanks for reading.
1. I agree. The peasants you see garrisoned inside villages are the ones that end up attacking you if you try a hostile action on a village with a small party. It would make more sense if they were based on which race controlled the village. But that's a minor issue right now.
2. I have not looked into that but you might be right. One time I had some troops that were ready to be upgraded and I accidentally garrisoned them in a castle. I took them back out immediately but they no longer had the option to upgrade. I may consider adding an option to have garrisoned troops go through training exercises once a day to have them level up, but not sure at the moment how I would code that.
3. Hair/beards on skeletons is technically possible depending on the level of decomposition, but would not be as full as most of the beards in this game. I'll eventually remove many of the hair and beard meshes from the skeletons, but they have to have at least one of each or it will cause the game to crash when you encounter skeletons ingame.
Edited by Keedo420, Feb 17 2009, 09:58 PM.
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1. Orc villages will have orc people,elven villages have elven people...
2. Please correct this: Sanjar Khan is the ruller of the kingdom of Orcs. SHE is the lord of Ichamur.
Or he is gay or i have found a herror.
3.The Orcs will be more green.
4. Add some faces to choose.
5. The character can work in the salt mine.
6. Esqueletons will stop from apearing again in same location. (Death Dragon)
7. Goblins will be more smaller.
8. Add some isles in map.
9. Add the option "set sail"on the litoral cities,villages.
10. Improvenments will apear wen i select the option "go to the village center" and start from walking along the village.
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+Keedo420+
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Quote:
 
1. Orc villages will have orc people,elven villages have elven people...

A fix for that is on my to-do list. :ninja:

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2. Please correct this: Sanjar Khan is the ruller of the kingdom of Orcs. SHE is the lord of Ichamur.
Or he is gay or i have found a herror.

The gender bug has been an issue from day 1, but I believe I have fixed all of the references to both player and npc race/gender. The "fix" for that will be in 1.19. I may have missed a few references, but those will be easily fixed once discovered.

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3.The Orcs will be more green.
4. Add some faces to choose.

Nothing I can do about either of those atm, but I will one day have new skins for the orcs, goblins, and dark elves. Possibly the Elves as well.

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5. The character can work in the salt mine.

I like that idea. :P Easily doable. It would just be a reverse of the "Wait here for a while" command in towns, except you gain money instead of lose it but you don't regain health. :P There could be risks though.....Ooooh I'm liking this a lot. There could be random events while mining such as bandit attacks in custom scenes. Or the discovery of various mineral veins to increase the amount of gold you earn for that hour. Or even a cave-in that kills or injures one or more of your troops.

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6. Esqueletons will stop from apearing again in same location. (Death Dragon)

I may do that for certain locations, but some locations will have never-ending spawns, such as the ghosts that spawn near the spike pit.

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7. Goblins will be more smaller.

It is not currently possible to change a troop's size.

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8. Add some isles in map.
9. Add the option "set sail"on the litoral cities,villages.

Once I have got the core gameplay elements in place (magic being the most notable), I will consider expanding the map and maybe adding sea battles. I'm not quite ready for that though.

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10. Improvenments will apear wen i select the option "go to the village center" and start from walking along the village.

That would require custom-made scene prop meshes for the Improvements, though I suppose copies of existing props could be used. I am considering asking permission to use the Custom Settlements scripts once they are finished.
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Jubal
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Have you seen Fantasy Mod for 0.808? The trolls from that would make brilliant Orcs, and I got them working in 1.010 so I know it's doable.
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1.Create a iron mine like the salt mine
2.Add the option of we become farmers
3.throwing weapons do more damage...
4.the king of morte will be a mage
5.lances have more thrust damage
6.the morte troops have minor healt and do minor damage but greater healing capacity and training...
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Jubal
Feb 23 2009, 04:57 PM
Have you seen Fantasy Mod for 0.808? The trolls from that would make brilliant Orcs, and I got them working in 1.010 so I know it's doable.
Well, I've read about it but not played it. Do you remember if there were both male and female trolls? If there isn't a female version, I would have to limit those to a non-player race. I could even use them for a dungeon-only race. Trolls would be great for that. It would be nice to add a little more variety to the dungeon encounters, since right now it is just undead and one small goblin spawn.
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igorsb
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1. if is possible the goblins will have spider raiders and dont cavalry...
2.do you have seen the movie "the lord of the rings"you can retire some ideas from them...
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Jubal
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Male trolls only, I seem to remember orcs (which looked quite like your goblins) were meant to be the women but that may be utterly wrong. There were minotaurs too I remember, they'd be really cool to have down a dungeon.
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I may look like an idiot and talk like an idiot but don't let that fool you. I really am an idiot.

Proud mod leader (and sole modder) of Warhammer; Total War, Mount and Blade; Southern Realms, and Nervillsaga mod.
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+Keedo420+
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1. if is possible the goblins will have spider raiders and dont cavalry...

IF it were possible, I would have the dark elves ride spiders. Goblins would ride wolves (which IS possible but I don't have a mesh for a wolf mount atm). Unfortunately, since we can't make custom skeletons, it is not possible to make a mount with more than 4 legs, plus the spider would need custom walking and running animations.

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2.do you have seen the movie "the lord of the rings"you can retire some ideas from them...

Well, there is already a LOTR mod. I believe it is called The Last Days.
Edited by Keedo420, Feb 24 2009, 10:58 PM.
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Jubal
Feb 24 2009, 04:52 PM
Male trolls only, I seem to remember orcs (which looked quite like your goblins) were meant to be the women but that may be utterly wrong. There were minotaurs too I remember, they'd be really cool to have down a dungeon.
Well, trolls and minotaurs would definitely belong in the dungeon. :P I can only add 3 more races though before I hit the limit, so I have to make my final choices wisely. Who knows what else I may want to add? ;)
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igorsb
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1.Create a iron mine like the salt mine
2.Add the option of we become farmers
3.throwing weapons do more damage...
4.the king of morte will be a mage
5.lances have more thrust damage
6.the morte troops have minor healt and do minor damage but greater healing capacity and training...
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+Keedo420+
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1.Create a iron mine like the salt mine

Easy enough to do, but since there is not much yet to do in the Salt Mines, I will wait until I have added some functionality to them before I add Iron Mines. I'm already working on ways for players to earn money working at the salt mine, but I'm also going to make a small underground mining scene so there can be related quests (such as "Please clear those bandits out of the mine") and maybe a mining mini-game (if you have a pickaxe equipped, at certain locations in the mine you could "dig" with random results such as "You found nothing", "You found a small chunk of salt", "You found some rare minerals", or "Ooops you accidentally caused a cave-in").

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2.Add the option of we become farmers

I suppose there could be a way to make that interesting. If it could be done visually so that you can see your crops it would be better, but the only real benefit to the player that immediately comes to mind would be the ability to get free food if your farm produces it.

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3.throwing weapons do more damage...

Yeah maybe. That would require some careful balancing though.

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4.the king of morte will be a mage

He already is! :P He can summon undead in battle. But yeah, once I add a real magic system and not just magic items, he will be a full-fledged mage.

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5.lances have more thrust damage

I think they do enough already, but if you are not satisfied with their damage, open up module.ini and change the following line:
couched_lance_damage_multiplier = 0.75
That only affects the couched damage, but will still give your jousters/lancers a boost.

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6.the morte troops have minor healt and do minor damage but greater healing capacity and training...

Morte troops will vary when I get around to fully balancing the troop stats and skills. Zombies for instance will have high health (str & ironflesh) but will not move very fast (low athletics & agility), but the skeletons will have low health (low str and no ironflesh) but will move very fast (high athletics and agility). Ghosts will be somewhere inbetween.
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