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The Evolving Society Mod


QQuix

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randomdave,

this reminds me of a game I played loooong ago (cant remember the name), where you had to explore the galaxy, mine planets to collect raw materials, etc. There was a 'main quest' and a lot of races you met along the way and, from each race you got a piece of the main quest puzzle.

Problem was that, when you first met a new race, you could not understand them and the dialogs was replaced with misc symbols like @#$%*&. As the relationship with a race evolved, you could read more and more letters of the dialog, until you finally got the information you needed.

 

I remember I loved that game. I suppose something like this could be applied here.

 

 

starwarsfreak123...

First of all . . . sure, post here, as ideas are always welcome and tend to stimulate more ideas.

 

I read your thread and it seems we are aiming at the same general goal: start with an empty island and develop it into an imperial province (as you put it) or a diversified community (as I put it).

 

But we are using completely different 'mechanics': for example, for the player determining his main strategy and tactics, you are using the concept of baselines and detail lines and I am using the concept of a per-building upgrade.

 

As I see it, our mods are not TECHICALLY mergeable, because, from your description, your mod needs a completely different engine (meaning the main set of scripts).

 

I am open to suggestions and ideas about the storyline and side quests (the reason of this topic in the first place), but after putting several hundred hours worth on the scripts to implement my mechanics, I cannot afford more than a few very minor adjustments to the engine I already have.

 

You may also want to check this thread at BGSF. Jiggle was planning on a project along the same lines.

yes but i made my idea so flexible that it can be aplied in any mod we just have to figure out how

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yes but i made my idea so flexible that it can be aplied in any mod we just have to figure out how

Well, that is good. We may find a way . . .

 

To give you and other readers an update on how and when I suppose things will happen:

 

ENGINE

The great unknown is when I am going to finish the engine and all the rest is tied to this date.

Although the concept is pretty much established, there is still a lot of work to do and things may change.

Let's say, for the sake of argument, I will finish it in October.

 

STORYLINE and SIDE QUESTS

Open to ideas

1-2 months before I finish the engine, I plan to go over all the ideas presented in the forums, analyze them deeply, merge and select them based on (in this order)

1 Compatibility with the engine

2 Coherence and compatibility with each other

3 Personal preferences, of course

 

I will post the result for criticism, discussion and adjustments by the community.

The goal is to have this settled by the time I finish the engine.

 

Here we will have a Go/No-Go decision. If everything looks good, we go to the next phase.

Lets call this moment the G-Day.

 

The ART-WORK

Now it is time to materialize what has been defined in the engine and idealized in the story and side quests.

I call this phase "Art-Work" because it is when other kinds of artistic minds will be needed to create the landscape, NPCs, dialogs, quests etc.

 

 

So, starwarsfreak123..., except for the engine, I am also quite flexible, as the other two phases (Story and Art-Work) are pretty much open.

 

You said you like to create NPCs and (presuming you are good at it) I would love to have your NPCs in this mod.

But I would not be comfortable asking others to spend their time and effort on this mod before the G-day.

 

You mentioned the military and it is a good example to present my point: my personal preference/line of thought is to have as little violence as possible in the mod. But I suppose there will be some kind of guard/security forces. And they won't make sense unless there is some king of threat (pirates / rival island / natives were suggested). So there may be some fights, after all. But, again, maybe we go the other way and drop the guards idea all together.

 

As you can see, I don't know what kind of military, if any, we will have. So, answering to your offer, sure, it would be cool if you did the military . . . but . . . not before we decide that there will be military forces in the mod.

 

Bottom line is: the moment, now, is to present ideas and possibilities for the main story and side quests and yours, of course, are welcome

 

Another aspect of the present 'state of the mod' is that I really don't have anything to merge because, on one hand, the engine is defined, and, on the other hand I don't have a story yet. Or any 'Art-Work' done.

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well i thought for the beginning of the storyline, you get the island rewarded together with the dragon armor for ocato.

and for the militairy, when you evolve the island enough you also get a NEW sort of imperial legion to help guard a new imperial province.

pm me what npcs you need

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I think the mod would go better with minimal military presense, But every society needs something to keep order.

 

I think if you were to have military they should be more like town militia, more to put off any unlikley potential trouble makers on the island, The sort of people with leather armour and iron daggers.

 

On the subject of military, I think maybe your rival island idea could be expanded, Maybe many of your citizens have been kidnapped during the night, Maybe one of your militia Lieutenants told the guards to go off duty, thus allowing the rival island passage, in exchange for gold. And amongst the kidnapped are guards loyal to you, maybe on the rival island the guards loyal to your Lieutenant are guarding the guards loyal to you, you have to release your guards before you go after your civilians, and then when you free your civillians you investigate the lieutenant.

 

Perhaps a side quest where someone you annoyed earlier is poisoning the crops, and you have to investigate, maybe earlier on you had the decision in a quest and if you chose the wrong decision this guy poisons your crops, this gives decision which is always brilliant!

 

Good luck

 

~Adios~

~Slawter500~

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starwarsfreak123... if we have a military, they will be recruited as you say: the stronger the island economy, the more/better military may be recruited.

Not only military, but all citizens of the island will be recruited:

- Initially, among the natives (if any) and/or back in mainland.

- After a certain point (docks? Inn?), the island will receive visitors with different skills and the player will recruit them as the economy allows.

 

When we get to G-Day I certainly will let you know the NPCs we will need, but I do hope you participate in the final discussion for the story line.

 

Slawter500, although a rival island has been suggested, if I had to decide it now, I would go with Pirates instead.

Everything you suggested still applies. As I see it, a rival island would be a whole new ballgame and may be a good idea for a Chapter 2.

 

*daydreams*

Pirates would attack the island every once in a while and rob/destroy/kill/enslave, depending on the military defenses (men and buildings) the player has recruited/built . . .

Lots of possibilities for defensive buildings, maybe even a fort at the entrance of the bay . . .

Or a small navy patrolling the seas, perhaps? (I already have the ship movement script as you may have seen

)

 

And what about some unlucky pirates like the ones in Asterix? Those would be funny.

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I mentioned it in my previous post.

It is the day the storyline is decided and the main scripts are done.

 

And, therefore, . . .

It is the day we will know what NPCs we will need

It is the day we will know whether we will have military, pirates and such

It is the day we will know which characteristics we need in the island landscape

It is the day we start the real hard work.

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I mentioned it in my previous post.

It is the day the storyline is decided and the main scripts are done.

 

And, therefore, . . .

It is the day we will know what NPCs we will need

It is the day we will know whether we will have military, pirates and such

It is the day we will know which characteristics we need in the island landscape

It is the day we start the real hard work.

and when id gday

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