Hi all,
my project/dream so far is to create a high map interaction through skills, leading to harvesting and crafting.
I don't know if this will be feasible, but the skills/map interaction seems at least feasible.
What I mean is that.
There will be many skills, ALL having a direct impact on the interaction of the lord and the map.
Example: a scavenger skill will give more gold when killing civilised enemies.
a skinner skill will drop animal or monster skins when they die, that will be good to sell, or turn into some kind of armor.
A bounty hunter skill will give trophies from some monsters, that will sell quite a lot of gold, and so on.
These skills will have 3 tiers: basic, advanced, master. They will be improved through quests, or buying them, or whatever.
As for the creation of objects, I wish that the crafter will be able to design the overall power and type of the object ' create a powerfull healing potion, or a basic sword), that will lead to a time needed to craft, and cost, but the final characteristics of the object will be random (obviously depending on the power of the object).
The object would some harvested materials.
I also plan to add a "learning" feature, where the sovereign might gain xps from some actions on the map (failed to open that crate using an "unlock" skill ? Lets see if you learnt a lesson...)
Please be aware that it is know a dream/wish, although I already did something similar, but using the RPG NWN2 engine.
I also did some CIV4 modding, XML no problems, but very hard time with python and SDK. I hope the tuts here will be a little easier to follow than civ4 tutorials
This mod would probably start like an RPG/Adventure game, the cost to build cities would be very high. So the sovereign will roam the land, and after many adventures, gain sufficient funds to create his first city, and then, build an empire.
Is there any interest in this kind of gameplay ?
I've been having success modding in new skills and traits, however, I'm hitting some roadblocks on finding ways to:
I really like the idea of building up to the civilization stage but, at this point, I'd have no idea how to implement the skills, map interaction, or otherwise required for your dream.
Best of luck, I look forward to seeing what you can accomplish!
I think this has a lot of promise. A little like Mount and Blade, honestly.
MAp interaction would be based on special tiles, randomly spawning, same as vanilla, but some tiles would be spawning every turns, and disappearing after some turns, so the map don"t get overcrowded.
For example, a "batch of harvestable material woods" would appear only in forests, and give the character a various number of "wood objects", depending on its lumbering skills (SDK modification required here I guess).
Then the char would be able to sell this wood, or use it to make some wooden objetc (weapons, buildings, whatever), or sell it for gold.
Sounds good.
Thanks
So far, I would need a UI modification , with a "skills" tab for the sovereign, and a Crafting UI, where you would choose the level of the object to craft, and checking if you have the required components, and giving the cost of the object, and the number of turn required to craft it.
I guess the sovereign would be unable to move for this time, and it might be needed to build specific buildings in order to do the crafting.
you should take a look at the Make-An-Empire thread
I checked, and your Magic and Blade mod sounds a lot like mine, especially on the professions level, although I plan to focus more on growing interactions level of the Sovereign with his world. I really look forward sharing some creative stuff with you .
Some more details of what I would like to achieve in this mod:
- High Sovereign/map interactions: the sovereign will have many skills (bounty hunting, lumbering, mining, building, forest knowledge, animal taming, hunting, herbalism, and so on): These skills will improve what he can do, and harvest, in the world, what he can do with NPC's, and so on. So the idea is that at the very beginning, the sovereign interactions with the world will be very limited or quite ineffective, but as he grows in knowledge, he will be able to do more and more things, and much more effectively (so, with no herbalism, he wouldn't recognize this "batch of herbes", and as an herbalist master, he would be able to harvest quite a good amount of it, either for basic healing, mana gaining, temporary buffs, or just sell them to a merchant caravan. With the proper "alchemy" skill, these herbs could be turned into more potent but expensive to create potions.
- Object crafting, with the skills. Hopefully, I will manage a UI where the Sovereign will be able to craft objects. The main idea here, beside crafting, is that the sovereign will not be able to precisely know the value of the object, he will only choose the overall quality of it, but the better skills the sovereign will have, the better the object will be. For example, lets say the sovereign is an apprentice weapon smith: he could choose to create only "basic" sword, with some chance of success. This sword would grant a bonus between -2 (a malus, as a matter of fact) to +3. This sword would need some components (5 materials, for example), and require 2 turns to create. Then, as a master weapon smith, he would be able to try to craft "legendary" swords, with bonus ranging from, say, +10 to +15, requiring 100 materials, costing 1000 gold, and 10 turns to craft. This should offer a huge replayability to crafting.
- An "exhaustion" value, so the sovereign will need to rest sometimes. Not in my priorities though.
- Random techs trees: at the beginning of the game, hopefully, all techs within the various domains will be accessible, (no empire/kingdom specific techs paths), but each time a tech will be discovered, another one will be randomly discarded, such making all civs, in the end, totally different, and offer the game a huge replayability. This implies to redesign the techs for autonomy and balance. This was the main subject of my civ4 "age of civilisation" mod.
- First part of the game heavy on RPG stuff, and slow strategy. The player shouldn't be able to build his first city before many rounds, and then, he won't be able to build many cities. From a rag-tag adventurer, you will hopefully end the game leading an empire. Think Mount and Blade, but with the depth of Elmental.
If this is good enough I might actually plug it into my own mods. I have a few concerns though:
A) How will these skills translate into the later game? For example, what will "herbalism" grant you when you have 10 huge cities?
B ) Could you not hire followers to do some tasks for you?
C) What about diplomacy in the RPG stage? Couldn't you just run after and murder the other sovereigns?
Anyways, the "random tech tree" looks interesting. I'll be interested to see how it turns out.
Well, I think the "pleasure" of this mod will be more Sovereign RPG centered than "Empire building" centered. Anyways, end game, being a powerfull herbalist, you, as a player will be able to harvest the more powerful herbs of the world. It might not be very relevant, of course, and an empire shatering skill, but those are my first thought. It really needs to be tuned to the scope that E:WoM offers. But what if these herbs are required to cast some potent nature spells ?
That would be cool, why not, but it might require some advanced AI programming. Anyways, recruiting a specialist NPC in your party might give you his special skill. Anyways, at first, I will more focus on the level of interactions of the sovereign himself, with the world. Any action (even recruiting), will be tied to some skill, and improving these skills will either allow you new actions, or improve the basic actions you can make.
Good point, that will require some balance. And why not conquer an empire with the might of your sword (conan like?). I think the pace of the game will need to be pretty slow, and the diplomacy refined, so that the RPG sovereign does not end after a few turns, chased by whole armies, that would spoil the fun.
Statisticaly, no strategy game will hardly ever be the same with this system, and you will end with civilisations as diverse as the vikings or the mayans, or the native americans, or the polynesians, all very specific...
Why dont Tasunke and cromcrom just join their mods if theyy are that simlar, Or at least colaborate.
I'm highly interested in this idea for a mod.
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