The Evolving Society Mod
#311
Posted 25 January 2013 - 04:53 PM
#312
Posted 25 January 2013 - 08:59 PM
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
Posted 04 February 2013 - 04:39 PM
#314
Posted 05 February 2013 - 11:40 PM
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
Posted 23 February 2013 - 05:03 PM
#316
Posted 25 February 2013 - 10:02 PM
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
Posted 07 May 2013 - 01:01 AM
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
Posted 07 May 2013 - 10:05 PM
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
Posted 08 May 2013 - 11:14 PM
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
Posted 04 August 2013 - 09:11 PM
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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