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The Evolving Society Mod


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#311
Spikem59

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I'm really happy to hear this mod is being continued. I've been searching, and SEARCHING for anything similar to this, there's only one, and it's extremely game-crashing. Any idea on how much is left until we can get a beta?

#312
QQuix

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Thank you all for your support and interest.

Unfortunately I don't have a date for the beta. Most likely second semester, I guess.

All I have released (kind of) is the Intro (link in post #303, above).

#313
Guineapigpwr

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I was thinking maybe you could add animal breeding. Like if two wolves meet there is a chance that they could have a puppy or 2. I would like it if there was a way for you to have a ranch, so that you could buy animals and then breed them but you have to take care of them. Yes this would sort of be like Harvest Moon but it would add more realism to the game.

#314
QQuix

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In this mod the player is supposed to act more like a community leader / ruler, leading the initial small group of survivors to become a flourishing society in a large city. The actual ‘operation’ of the planned facilities, like running a farm, mine, wood mill or foundry should be done by the population.

Although a ranch might be an alternative to the planned farm, it would be run by some NPC (or, in other words, by the scripts I am working on)

So, I am afraid running a ranch is not the objective here (but the suggestion is noted. Thanks)

#315
Dreadbone5

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I sure hope it gets completed, I'm amazed at the work your putting in, and I also hope it won't have to many requirements.

#316
QQuix

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The only requirements I have so far are OBSE and Pluggy (an OBSE plugin)

 

I don't plan to use other assets besides vanilla Oblivion.



#317
bond44411

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Hello everyone i just recently signed up to the nexus forums but i have been watching this mod since it was still called "The Evolveing Society" but due to there not being a post in atleast...2-3 months i decided to post here and see if it is still going or if it is dead.



#318
QQuix

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Yes, it is going ahead, but rather slowly, I admit.

 

 

I am re-doing the NPC ACE part of the mod (the scripts that controls all NPC aspects, satisfaction, productivity, etc), which is a complex set of scripts. Due to the lack of time, every time I have the opportunity of work a little more, I find myself spending the time trying to figure out what I have done before, where I was heading, etc. Quite frustrating.

 

So I am spending some time going script by script and writing down comments to tell myself what the script does, hopping that this will speed up the process of resuming from where I last stopped.

 

Other than that, still no idea when I will have a Beta.

 

Thanks for the interest.



#319
bond44411

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Yes, it is going ahead, but rather slowly, I admit.

 

 

I am re-doing the NPC ACE part of the mod (the scripts that controls all NPC aspects, satisfaction, productivity, etc), which is a complex set of scripts. Due to the lack of time, every time I have the opportunity of work a little more, I find myself spending the time trying to figure out what I have done before, where I was heading, etc. Quite frustrating.

 

So I am spending some time going script by script and writing down comments to tell myself what the script does, hopping that this will speed up the process of resuming from where I last stopped.

 

Other than that, still no idea when I will have a Beta.

 

Thanks for the interest.

I am very happy that this mod is still going ahead no matter how fast it is going.



#320
FireAsh

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how about different island types for example desert island would give stronger guards and easier building,grasslands would be easier mining and people come to your island faster, jungle would be faster guards and more wood and food production things like that






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