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  1. #1
    Germanicu5's Avatar Will buy spare time...
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    Default Stainless Steel Role-Play Project

    Thread originally started by Rozanov.
    Quote Originally Posted by Rozanov View Post
    I mooted this in my 2TPY/Alltowns/ etc etc etc thread and various people have shown an interest so I suggest a stand-alone project that can be incorporated into the main SS 6.2 (or my 2TPY etc mod) or whatever.

    These were my initial thoughts:

    Ideas for future:

    possible using various civilian ambient buildings (labelled "forts") we could create some new elements to the game,
    more role-playing?

    Note: very speculative atm.

    Prison: ideal for Kings who upset nobles or treasonous nobles. Has garrison of 1 own faction unit. Oh dear is that a rebel army approaching ...
    Any general, king, FM incarcerated here has all movement points deducted using trait like Locked but with enough minus movement points to stop movement whatever movement bonuses they have.

    Leper Colony: General with leprosy? Place him in a leper colony. No garrison. Resident priest.

    Sanctuary: a place of refuge for battered armies or defeated generals. No garrison but anyone attacking an army here
    will suffer massive piety drop. 1 resident priest.

    Exile: A fort on an island, far far away. You can't land there. Anyone sent there stays there until released. Or they die. 1 loyal unit garrison.

    Hermitage: Got a priest low on piety? - send on retreat to a hermitage for a few years. Resident priest.

    Pirate Haven: fort on an island - rebel garrison. A place where abducted family members are held. Until ransom is paid. (move characters off map)
    Or the haven destroyed. (must be island where you can land an army.) Rebel garrison. (Must start as rebel region.)

    Holy Shrine: A visit here should gather FMs plenty of piety. No garrison but has resident priest.

    Bedlam: Sadly mental health issues were also a feature of the medieval period too. Place your afflicted General or FM here where he can be looked after with kindness.
    No garrison. Priest stationed here.

    (How do we know what the various buildings are - again speculative but one can make a named_character with the name of the building and place them in it.
    Make sure they have no MP - or are locations they can't move from. Check every turn to see if they are still alive - if not spawn a replacement with the same name.
    Check every turn to see if a character with that name has randomly popped up anywhere - if they have then kill_character. Or something like that.)

    All this just for human player. Some factions will have more scope for this than others.

    wilddog and makanyane are doing wonderful things enabling plazas and pathfinding in ambient buildings - all damn clever stuff, hopefully we should be able to use
    some of the existing ambient buildings, label them as forts in descr_strat and plonk them where we want them.

    Sounds so plausible I can almost believe it can be done!!
    Subsequently others have made some very interesting suggestions.

    I'm off to see if I can get the ambient buildings on the strat and battle maps.


    -----------------------------------------------------------------
    http://www.twcenter.net/forums/showt...86#post6810886
    @Roz
    Looks like we're thinking along similiar lines .
    I've been working on Achievement Mod for TATW lately (among about 3 other things, lol), it'll include earning points counting towards an achievement and unlocking higher tiers of prizes, if some of them are accumulated by one king, the reward will get better (occasional free units in capitals, some cool traits etc). I expect to release SS version as well, but I need to find some rpg-reality balance first. I'll also need to rewrite victory conditions (so yes, slaying a "dragon" is possible, it'd be spawned next to your original capital - probably mumakil-like creature would do the trick ) to connect them to these events. Generally it's alot of work, but fully doable.

    I've also found a solution that lets us use commands that require a name (kill_character etc) , I'll post it after I've polished it a bit. It gives immense scripting posibilities if used wisely.

    Regards

    @Roz and wolfslayer

    P.S. If you could do some more world editing it'd be really cool, I've been dying to see some more directly applicable solutions for months (I hope fort_g doesn't influence AI much, theoretically it shouldn't but moving structures out of their ordinary positions etc. could cripple AI).
    My efforts to make someone edit pathfinding and related files were pure "scouting"... although results wouldn't be that promising anyway (due to pathfinding<->actual map proportions as I believe).
    P.S.2 I posted some of my questions in world modified thread.
    Last edited by Germanicu5; March 01, 2010 at 03:44 PM.
    I have no memory of this place.

  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    Relics might well have a purpose for obtaining passage into places ?
    perhaps you get extra piety if you place certain relic in a holy shrine?

    The idea of custom tiles looks promising - we could place a "fort" on the side of a mountain (stop me if you've heard this one before ..)
    Depending on what you want for the custom tile you either get a boring old fort, or for some characters (perhaps if they have right ancilliary)
    get transported into a pitch black environment (night-time technically) with only their torches to guide them.
    (er dunno if that's actually possible.)

    Can we restrict the PoV to first person in custom battles? Would make them more immersive.
    You then have to explore the custom battle tile and battle end of level baddy to get the precious things.
    (you have to defeat the enemy there or else it's a defeat - loss of whatever etc.)

    Never tried to edit a custom tile - had even forgotten about the battle editor until wolfslayer reminded me of it -so long since i last saw it
    (and SS doesn't enable it by default.)

    the custom tile has all sorts of possibilities - but i don't think we can put them next to each other and obtain passage between them?

    (I think that's how one could use them anyway!)
    ----------------------------------------------------------------

    OK three screenies from campaign map of ambient buildings placed direct on strat map and usable for other sorts of uses:

    Attachment 76100Attachment 76101Attachment 76102

    me_country_est_large ; me_sm_monestary_a ; ne_la_monestry_a

    feel free to speculate on what they might also be used for in role play context.

    (on the strat map they still look like forts.)

    Herewith the relevant files that go into your SS6/data/ folder

    Attachment 76165
    Last edited by Gorrrrrn; February 23, 2010 at 04:25 PM.

  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    Progress is speeding up with transfering the ambient buildings into "forts", now I'm getting used to the tools required to the job, and the correct order to do things in.

    So without further ado here's some screenies of 3 more items that can now be used. Let me know if there's any particular items you find in the ambient section of the Battle Editor that would
    make useful additions to our collection.

    Attachment 76186Attachment 76187Attachment 76188


    ne_sm_fortified_house_a ; me_med_farm_a ; me_la_fortified_house_a

    I'll post the relevant files in due course.

    here we are settlements2 (unzip into your SS6/data folder)

    Attachment 76277
    Last edited by Gorrrrrn; February 24, 2010 at 10:37 AM.

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel Role-Play Project

    Ok what immediately pops into mind in regards to ambient buildings is monestaries. Monestaries (at least in medieval Russia and ERE) were quite wealthy. Perhaps if you win a battle and capture the monestary you get a cash bonus but the chance of -piety traits. If the faction who owns the region is garrisoning (and therefore protecting) the monestary, the governer of the region could have a chance of getting +piety traits

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Role-Play Project

    Quote Originally Posted by Caesar Clivus View Post
    Ok what immediately pops into mind in regards to ambient buildings is monestaries. Monestaries (at least in medieval Russia and ERE) were quite wealthy. Perhaps if you win a battle and capture the monestary you get a cash bonus but the chance of -piety traits. If the faction who owns the region is garrisoning (and therefore protecting) the monestary, the governer of the region could have a chance of getting +piety traits
    Indeed they were Emperors and Nobles gave huge sums to the Church except maybe Nicephorus I ,who taxed and confiscated land " treated the clergy like slaves ",see if carnt have a mount Athos ,Have you seen the Orthodox churches in Ruishi ?But that might be too much work .But theres some greast ideas floating around here


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  6. #6

    Default Re: Stainless Steel Role-Play Project

    All this sounds truly amazing! Keep up the great work on this!

  7. #7

    Default Re: Stainless Steel Role-Play Project

    Sounds cool.

  8. #8
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    There's 2 monasteries in the first batch of settlements.

    Ideas for names and locations on the early era full campaign map (or if you want - any other campaign map)

    The files for the second batch should be up by the time you read this with their screenies.

    next batch should hopefully have some south european buildings.

    I'm slowly getting the hang of doing these - still too many unforced errors due to my usual sloppiness.

    anyway here's the three southern_european buildings I promised - note issues with steep sided buildings.
    all are playable as is, but enterprising bods are welcome to edit the plaza sites etc using the IWTE tool available here:
    http://www.twcenter.net/forums/showt...62#post6568462

    (do rep wilddog who has made this part of the project possible.)

    the pix should be:

    Attachment 76305Attachment 76307Attachment 76308

    se_la_country_estate ; se_la_fortified_house_a ; se_med_monastery

    -------------------------------------------
    and now without further ado ... the files for the buildings

    Attachment 76328
    Last edited by Gorrrrrn; February 24, 2010 at 03:08 PM.

  9. #9

    Default Re: Stainless Steel Role-Play Project

    Great stuff Roz

  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    some more screenies:

    Attachment 76346Attachment 76347Attachment 76348

    ne_med_fortified_house_a ; me_country_est_med ; se_la_monastery

    the interior of the se_la_monastery could probably be opened up with some pathfinding editing.
    (use the ITWE tool mentioned above.)

    files below:
    Attachment 76351

    I'll put a compilation of files in the O/P after the weekend. If there's any buildings etc that people have done that you want included - maybe a town as a fort or other ambient buildings please post them in this thread so they can be included.

    I've got some rebel held islands I'm thinking of making pirate bases (no ports though - they are techtree buildings and I haven't been able to convert any of them, i suspect because they are made differently to ambients?) I'll see if I can have rebel forts in land held by other factions at the start of the game - units can start in other faction's territory so if i place a fort there I can try spawning a rebel army on the exact square or if that doesn't work, next door. (Islands have to have space for someone to land from a ship.) There's a couple in the baltic that should work, scottish islands and maybe a couple in the Med.
    Last edited by Gorrrrrn; February 25, 2010 at 06:30 PM.

  11. #11

    Default Re: Stainless Steel Role-Play Project

    I'd like to include this in next updates if that's OK, it all adds atmosphere. I think its great how you are working ways to expand the interest we can get from the engine.

    Now G5 get to work on that CAI, your BAI is doe and its great!

  12. #12
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel Role-Play Project

    Germanicus is going to make a campaign AI???? I think I just pee'd a little

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  13. #13
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    PB - whilst you are welcome to include in your next update - there's an awful lot more work to be done before it's properly usable.

    we need to work out the scenarios around each type of building
    we need to sort out how to code those events
    all the text for the various events needs writing
    we need to work out any extra traits, ancilliaries v'n'v's and the like

    and I expect people would like to improve some of the buildings -they're very much first draft using unfamiliar tools.

    I hope to make a start on my own 2TPY mod simply by working out what I want to use the buildings for and where they go.

    There's a lot of learning to do around interactive events (I know some people know how to do them but I've not got a clue atm.)
    (Hope to sort that out next week.)

    -------

    anyways another little idea - the small farm building - is it a small farm or maybe a herb garden?
    with a herbalist who can sell love potions to princesses, poisons to assassins, drugs to diplomats (to help with negotiations),
    but who might also poison (accidentally due to previously unknown allegy of course) anyone who visits?

    re O/P for leper Colony read Lazar House.

    do we need more town or cities? if you don't mind them being represented on the strat map by a fort and having no tech tree
    there's nothing in principle to adding more towns. won't make any difference to economy etc but it's do-able (I think) if there's somewhere that really should be represented
    and there's nothing else in the general area.

    anyone thought of designing some good battle maps for custom battles.
    you might like to try and have a few villages joined together with bigger ambient buildings to see if that works?
    could stick a fort in the middle of it?
    or maybe one made out of all the ruins ?

    (Battle editor is not enabled by default in SS6. go to the SS6 .cfg file add under [features]
    editor = true

    then you'll find it from the menu with Options - click that and it's at the bottom of the list.
    --
    'nuf random ruminations, need to go sort out some pirate strongholds.

  14. #14
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel Role-Play Project

    If you do end up putting in extra towns/castles as ambient settlements, you could make them have a sort of impact on the region's economy by making a "Provincial income" resource and putting them on or near the town. That way the ambient town could still contribute to the region's economy somewhat. You can even give the resource an invisible .CAS file so that it doesn't show up on the map

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    CC - ooh that's clever never knew that!

    (at the current rate it'll be next year before this gets finished - took me 4 hours to work out why my mod kept crashing after adding a few garrisons to the new "forts" I'd put around.
    seems you can stick a fort on the island between Uppsala and Turku but try and put a unit on there in the descr-strat and it crashes without any clue in the system log as to what the problem is.
    eventually discovered by tiresome process of elimination. Mind you found about half a dozen other errors I'd made in the process !!)

    I've put some "forts" on the shetlands, orkneys, outer hebrides and isle of man with a view to getting the norwegians to have armies on each of them to capture them with spawned armies on T1.
    will let you know if that works.

    I've also located walsingham, and santiago de compostela as pilgrimage sites and changed a couple of french and italian forts to monasteries.

    need more pilgrimage sites and monastries, and equivalents for islamic and orthodox religions.

  16. #16
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel Role-Play Project

    Quote Originally Posted by Rozanov View Post
    need more pilgrimage sites and monastries, and equivalents for islamic and orthodox religions.
    When I get home I'll check my sources for Russian monasteries

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

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    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Role-Play Project

    How about could only think of St Sophia Вели́кий Но́вгород Novgorod (woodedn between 989 -1045) ,St Sophia Kiev 1037 , Novoopassky monastry ( i only know was built in 12th century ) and Mount Athos Όρος Άθως ,but would the churches fallen within the city limits of the time ?/


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  18. #18
    Gorrrrrn's Avatar Citizen
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    Default Re: Stainless Steel Role-Play Project

    Looking for pilgrimage sites away from main settlements already represented - would like to put some more "stuff" in the wide open spaces of mother russia.
    (i may come back and rephrase that)

    CC -resources will have to be away from "towns" as we have a stop on putting forts on resources to avoid obvious exploit potential.

  19. #19
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Role-Play Project

    Ok i'll get back to you then


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  20. #20
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Stainless Steel Role-Play Project

    If you want things out in the middle of nowhere, the Kirillov Monastery is located west of Novgorod and north of Yaroslavl. But it was only built in the late 14th century

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

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