Owning a army and fortress
Moderators: Haplo, Lead Developers
Owning a army and fortress
Heres an idea. The ability to own a massive army and be able to give your army orders,armor,weapons. Like having your army in full steel armor at a small cost,or having them in glass armor by buying supplies and hiring a blacksmith. As for the fortress just by conquering towns,cities, and castles, and garrisoning the place and making sure no one trys to reclaim it. Heres some examples. 30 soldiers with full imperial steel with a cost of 5 gold per piece of armor or from blacksmiths at a cost of 2 gold for each full set of armor. Now to the fortress examples balmora is the target to be taken and your forces are in caldera just by typing the city or town as long as what you type is in Tameriel. or altertivently you can be in the front and walk to the target. and as for the guards killed there will be no bounty as long all of the guards in that town are dead at that time
I am afraid this is quite unrealistic. What would PC do with such army? How would he pay it and how would he organize it? Would it be only 'on paper' or there would be really 50 soldiers gathered somewhere and waiting for your orders? How would that fit in Main Quest for TR?
Also, Morrowind engine has quite a problems when there are 5-6 NPC's fighting. That is quite far from the army.
Perhaps some strategic elements could be included in TR, but you have to do more detailed suggestions how to do it.
Also, Morrowind engine has quite a problems when there are 5-6 NPC's fighting. That is quite far from the army.
Perhaps some strategic elements could be included in TR, but you have to do more detailed suggestions how to do it.
THEO
I do not really see point in doing this!
Get down to earth! Nobody plays TES, so that he could fly above heads of army of some troops and give them verbal orders. That's what RTS are for.
If it could be scripted in a way you say, it would be a HELL lot of scripting, it would look weird, and it would not enrich the game.
Get down to earth! Nobody plays TES, so that he could fly above heads of army of some troops and give them verbal orders. That's what RTS are for.
If it could be scripted in a way you say, it would be a HELL lot of scripting, it would look weird, and it would not enrich the game.
THEO
But it is so easy ! Variable here, variable there, decrease here, start timer there. Calculate sin and cosin here, use a bit of algebra there. Nothing too complicated. Just a player flying and giving orders.
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Your friendly slavedriver.
Ok, take out the real time stratagy part, then it would work and be cool. paying to get a fortress built, getting it upgraded, and hiring troops. then you could be in command of your own fortress. the problem with your idea however is that the way the morrowind engine is set up, you cannot turn it into a game like starcraft or warcraft 3. though that would be cool.
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- Túrelio
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It would not be very useful in the TES III engine to have such a type of gameplay. First it would be VERY hard to script, if possible, second it WOULD be laggy, very much so.
To salvage the idea, I would say that the idea would be to command these troops from afar, as in perhaps your own fortress, giving orders to your NPC Generals or something. You would never actually get to see any of the fighting, it would be way to much of a drain on your system. The idea is something I had a long time ago to let factions go to war, but it would take alot of work to make it come off as actual strategy rather then just a questline, a whole other project on its own, not for TR.
To salvage the idea, I would say that the idea would be to command these troops from afar, as in perhaps your own fortress, giving orders to your NPC Generals or something. You would never actually get to see any of the fighting, it would be way to much of a drain on your system. The idea is something I had a long time ago to let factions go to war, but it would take alot of work to make it come off as actual strategy rather then just a questline, a whole other project on its own, not for TR.
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- Lord Elias
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I made a mod with 30 vampires some two months ago...just to see how my PC s gona take it...and it worked fine...and then I made 100 scaled high Ordinators,and...after some 10 sec.,picture froze,cooler started making funny noise(i think it was cooler...) and I restarted.And deleted the plug-in.If you can script more than 100 soliders killing eachother,and you dont have to fly few kilometers above,now that wood be cool...But it aint gona happen.
- Hermit
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It's not lore-breaking in my eyes, it's just engine-breaking.
But 50 vs. 50 battles sound feasible, and having played crusaders on Xbox recently, I must say that large-scale battles ARE a fun thing to be in the middle of.
But 50 vs. 50 battles sound feasible, and having played crusaders on Xbox recently, I must say that large-scale battles ARE a fun thing to be in the middle of.
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
my idea
here's my idea ( i shoudl have looked at this forumk earlier) i think it is a great idea... only, we make it so that its more of a GTA theme. only, with a imperial cult in it too. so, i think u should do it, but make it so that u get to buy ur weapons and what not, give them to NPC's, make them equip and stuff, and even put a funny thing in it like an option to go suicidal, a death match of the best one that wins, that would be funny....... justa thought, sorry if this is all out of whack and u cant understand a thign i am saying...... i will try to put it in betterwords if someoen replys....
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- Stumpytheguar
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I'm thinking, if you have a fortress, and have a legion of men at your command that are never around for you to see... Maybe you could have them scripted to work like this:
At your fortress there are 3 or 4 'generals' who take orders from you(you have 3 new options every 7 days(total of 30 options, for a 10 week campain?), and they close dialogue and then go run off somewhere, supposedly to the troop to tell the orders.
Let's say you ordered them to take over...Silnim Dale, or Verarchen Hall. The city before hand would have the normal people and buildings, and for a week, you are 'laying siege' to it, and there are anywhere from 3-8 soldiers outside, around, and some of them in, the city you are laying siege to. There are also smoke statics and fog statics added at random points along the outskirts of the town and inside the town during the siege.
After the siege of over, 10-20 other soldiers appear in the buildings of the town, while the 3-8 soldiers all go inside the town walls, and walk around,(now act as guards.) Each siege takes a week, and once the week is over, the fog and smoke statics are removed, a few clutter statics are moved around, added, and removed, a banner is placed on the wall or path(if there is no wall) at the entrance to the city, marking your colors.
The town citizen's disposition towards you increases to...say...70? After the battle, swords and armor will appear scattered throughout the town and a skeleton(dead, not monster) or 3 will adorn the streets of your new city.
---
I don't really know how feasible this is with scripting, but it would sure make for many more dozen hours of playtime to decide which cities to take over, wait for them to get captured, and explore your new property.
Of course, if we do add cities like Narsis, Old Ebonheart, or Tear, we'd have to add so much more in scripting, like the Houses rising up against you, the IL sending assassins, and adding Imperial and House Guards to all unconquered cities and towns within 2 maps of where you are currently to arrest you on site.
---
Eh?
At your fortress there are 3 or 4 'generals' who take orders from you(you have 3 new options every 7 days(total of 30 options, for a 10 week campain?), and they close dialogue and then go run off somewhere, supposedly to the troop to tell the orders.
Let's say you ordered them to take over...Silnim Dale, or Verarchen Hall. The city before hand would have the normal people and buildings, and for a week, you are 'laying siege' to it, and there are anywhere from 3-8 soldiers outside, around, and some of them in, the city you are laying siege to. There are also smoke statics and fog statics added at random points along the outskirts of the town and inside the town during the siege.
After the siege of over, 10-20 other soldiers appear in the buildings of the town, while the 3-8 soldiers all go inside the town walls, and walk around,(now act as guards.) Each siege takes a week, and once the week is over, the fog and smoke statics are removed, a few clutter statics are moved around, added, and removed, a banner is placed on the wall or path(if there is no wall) at the entrance to the city, marking your colors.
The town citizen's disposition towards you increases to...say...70? After the battle, swords and armor will appear scattered throughout the town and a skeleton(dead, not monster) or 3 will adorn the streets of your new city.
---
I don't really know how feasible this is with scripting, but it would sure make for many more dozen hours of playtime to decide which cities to take over, wait for them to get captured, and explore your new property.
Of course, if we do add cities like Narsis, Old Ebonheart, or Tear, we'd have to add so much more in scripting, like the Houses rising up against you, the IL sending assassins, and adding Imperial and House Guards to all unconquered cities and towns within 2 maps of where you are currently to arrest you on site.
---
Eh?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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I toyed with that idea for quite some time.
Morrowind can deal with rather big battles, it just slows down to a chug.
What I found works best is to have several NPCs face off against several more NPCs, in a wave-after-wave fight.
When I scripted my mercs, I always put some intellegence into them instead of the regular 'start combat' and 'AIFollow' commands.
One of my early attempts was to script a healer (Mentioned elsewhere) and, well, heres the script for it. Dirty Dirty.
But as you can probably see just by reading it, having a small number of NPCs on yours side who can do a lot can make things VERY interesting
------------
Morrowind can deal with rather big battles, it just slows down to a chug.
What I found works best is to have several NPCs face off against several more NPCs, in a wave-after-wave fight.
When I scripted my mercs, I always put some intellegence into them instead of the regular 'start combat' and 'AIFollow' commands.
One of my early attempts was to script a healer (Mentioned elsewhere) and, well, heres the script for it. Dirty Dirty.
But as you can probably see just by reading it, having a small number of NPCs on yours side who can do a lot can make things VERY interesting
------------
Code: Select all
begin _Merc_Healer
; Mercenary Healer Karen script, I've changed quite a bit.
float timer
float wait
short ChoiceSelect ;for advanced orders
short healCompanion ; gets set in dialogue topic 'require aid'
short buffCompanion ; Gets same, except increases strength
short protectCompanion ; Melee weapon resistances
short girthCompanion ;Increases maximum health
short noLore
short Hired ;checks if hired
short Playerscurrent ;checks players Health
short karen_argo ; Instead of a set value, you can manually choose between 3 choices
Short getPcSleep
Short MyHealth ;How Much Health is left
Short MyMagicka ;ditto for power
short DoOnce
short Karen_train ;number of levels needed to train
short DoOnlyOnce
Set MyHealth to ( getHealth )
set KarenMaxMagic to ( getMagicka )
set Playerscurrent to ( player->gethealth )
set PlayersLevel to ( player->getLevel )
;Special Ablities check. I'll need to create variables for pretty much every one for use in
;the dialogue.
if ( DoOnlyOnce == 0 )
set Karen_Points to 0
set DoOnlyOnce to 1
endif
if ( DoOnce == 0 )
set MyMagicka to KarenMaxMagic
setspeed 400
set DoOnce to 1
endif
if ( Menumode == 1 )
return
endif
if ( hired == 0 )
return
endif
;============Ressurection page Must be done first to avoid her late casting a spell
if ( PlayersCurrent < Karen_Argo/2 )
if ( MyLevel >= 5 )
if ( MyMagicka < 60 )
return
else
DisablePlayerControls
FadeOut 1.0
PlaySound Thunder1
Player->ModCurrentHealth 50
FadeIn 1.0
EnablePlayerControls
set MyMagicka to MyMagicka - 60
messagebox "Karen casts a Minor Ressurection spell on you"
endif
endif
endif
short A_Guardian ;Angellic Guardian
;Special Abilities....
if ( A_Guardian == 1 )
if ( MyMagicka < 15 )
messagebox "Karen does not have enough power to cast that ability"
set A_Guardian to 0
return
else
Cast "!A_Angellic_Guardian" Player
set A_Guardian to 0
set MyMagicka to MyMagicka - 15
endif
endif
short A_Purification ;Angellic Purification
if ( A_Purification == 1 )
if ( MyMagicka < 18 )
messagebox "Karen does not have enough power to cast that ability"
set A_Purification to 0
return
else
Cast "!A_Angellic_Purification" Player
set A_Purification to 0
set MyMagicka to MyMagicka - 18
endif
endif
short A_Restoration ;Angellic Restoration
if ( A_Restoration == 1 )
if ( MyMagicka < 10 )
messagebox "Karen does not have enough power to cast that ability"
set A_Restoration to 0
return
else
Cast "!A_Angellic_Restoration" Player
set A_Restoration to 0
set MyMagicka to MyMagicka - 10
endif
endif
short B_haste ;Major Benafactors Haste
if ( B_haste == 1 )
if ( MyMagicka < 20 )
messagebox "Karen does not have enough power to cast that ability"
set B_haste to 0
return
else
Cast "!A_Benafactors_Haste_Major" Player
set B_haste to 0
set MyMagicka to MyMagicka - 20
endif
endif
short C_BDisease ;Cure Blight Disease
if ( C_BDisease == 1 )
if ( MyMagicka < 10 )
messagebox "Karen does not have enough power to cast that ability"
set C_BDisease to 0
return
else
Cast "!A_Cure_Blight" Player
set C_BDisease to 0
set MyMagicka to MyMagicka - 10
endif
endif
short C_Disease ;Cure disease
if ( C_Disease == 1 )
if ( MyMagicka < 10 )
messagebox "Karen does not have enough power to cast that ability"
set C_Disease to 0
return
else
Cast "!A_Cure_Disease" Player
set C_Disease to 0
set MyMagicka to MyMagicka - 10
endif
endif
short M_regeneration ; Major Regeneration
if ( M_regeneration == 1 )
if ( MyMagicka < 20 )
messagebox "Karen does not have enough power to cast that ability"
Set M_regeneration to 0
return
else
Cast "!A_Rapid_Regeneraton" Player
Set M_regeneration to 0
set MyMagicka to MyMagicka - 20
endif
endif
short S_Emmisary ;Summon Emmisary
short FireBlade ;Summon Fireblade
if ( S_Emmisary == 1 )
if (MyMagicka < 40 )
messagebox "Karen does not have enough power to cast that ability"
Set S_Emmisary to 0
return
else
PlaceAtPC "!A_Spiritual_Emmisary" 1 128 1
Set S_Emmisary to 0
set MyMagicka to MyMagicka - 40
endif
endif
if ( FireBlade == 1 )
if (MyMagicka < 25 )
messagebox "Karen does not have enough power to cast that ability"
Set FireBlade to 0
return
else
Player->additem"!Spiritual_Fireblade"1
Set FireBlade to 0
; Player->Equip, "!Spiritual_Fireblade"
set MyMagicka to MyMagicka - 25
endif
endif
;Nothing else to see here, Carry on!
if ( healCompanion == 1 )
if ( MyMagicka < 5 )
messagebox "Karen does not have enough power to cast that ability"
set healCompanion to 0
return
else
Cast "heal companion" Player
set healCompanion to 0
set MyMagicka to MyMagicka - 5
endif
endif
if ( buffCompanion == 1 )
if ( MyMagicka < 5 )
messagebox "Karen does not have enough power to cast that ability"
set buffCompanion to 0
return
else
Cast "!Healer_Strength" Player
set buffCompanion to 0
set MyMagicka to MyMagicka - 5
endif
endif
if ( protectCompanion == 1 )
if ( MyMagicka < 5 )
set protectCompanion to 0
messagebox "Karen does not have enough power to cast that ability"
return
else
Cast "!Healer_Protection" Player
set protectCompanion to 0
set MyMagicka to MyMagicka - 5
endif
endif
if ( girthCompanion== 1 )
if ( MyMagicka < 5 )
messagebox "Karen does not have enough power to cast that ability"
set girthCompanion to 0
return
else
Cast "!Healer_Girth" Player
set girthCompanion to 0
set MyMagicka to MyMagicka - 5
endif
endif
;========preset the karen_argo
if ( Karen_argo == 0 )
set Karen_Argo to 25
endif
set timer to ( timer + GetSecondsPassed )
if ( timer > 4 ) ;She'll only heal every 4 seconds, maximum, to prevent wildly flux numbers with the MyHeal command
set timer to 0
if ( PlayersCurrent < karen_argo / 1.25 )
if ( MyMagicka >= 20 )
messagebox "Karen casts a Major Regrowth Spell on you!"
Aiwander,0,0,0,0
; setflee 100
Cast "!Healer_Major_regrowth" Player
set MyMagicka to MyMagicka - 20
if ( MajorRestoration == 1 )
player->modhealth 20
messagebox "Karen casts an Improved Major Regrowth Spell on you!"
elseif ( MajorRestoration == 0 )
messagebox "Karen casts a Major Regrowth Spell on you!"
endif
AiFollow,Player,0,0,0,0
; setflee 0
return
endif
endif
if ( PlayersCurrent < karen_argo )
Aiwander,0,0,0,0
; setflee 100
Cast "!Healer_Minor_regrowth" Player
set MyMagicka to MyMagicka - 5
if ( MajorRestoration == 1 )
player->modhealth 10
messagebox "Karen casts an Improved Minor Regrowth Spell on you!"
elseif ( MajorRestoration == 0 )
messagebox "Karen casts a Minor Regrowth Spell on you!"
endif
AiFollow,Player,0,0,0,0
; setflee 0
endif
endif
;=====================Advanced Orders page.
if ( ChoiceSelect == 1 )
if ( MyMagicka < 5 )
return
else
Cast "!Healer_Heal_party" player
set ChoiceSelect to 0
set MyMagicka to MyMagicka - 5
endif
endif
if ( ChoiceSelect == 2 )
if ( MyMagicka < 16 )
return
else
Cast "!Healer_Illusion" player
set ChoiceSelect to 0
set MyMagicka to MyMagicka - 16
endif
endif
if ( ChoiceSelect == 3 )
if ( MyMagicka < 3 )
return
else
Cast "!Healer_Regeneration" player
set ChoiceSelect to 0
set MyMagicka to MyMagicka - 3
endif
endif
if ( ChoiceSelect == 4 )
if ( MyMagicka < 15 )
return
else
Cast "!Healers_haste" player
set ChoiceSelect to 0
set MyMagicka to MyMagicka - 15
endif
endif
;================Regenerates her power
float Timer2 ;second timer for health
set timer2 to ( timer2 + GetSecondsPassed )
if ( timer2 >= 10 ) ;Regenerate her power by 1, every 10 seconds, unless Clarity of Thought is present
if ( MyMagicka < KarenMaxMagic )
If ( ClarityOfThought == 1 )
set MyMagicka to ( MyMagicka + 2 )
messagebox "Karen Regenerated 2 points of Magicka"
set timer2 to 0
else
set MyMagicka to ( MyMagicka + 1 )
messagebox "Karen Regenerated 1 points of Magicka"
set timer2 to 0
endif
endif
endif
;================leveling and whats needed
short nextLevelHealth
set nextLevelhealth to ( GetEndurance / 10 )
If ( playerslevel > mylevel )
set mylevel to mylevel + 1
modHealth nextLevelhealth
modStrength 3
modIntelligence 3
modWillpower 3
modSpeed 3
modEndurance 2
modPersonality 2
modLuck 3
modRestoration 2
modBluntweapon 1
modMediumArmor 1
modHeavyArmor 1
modLightARmor 1
modUnarmored 1
modBlock 2
messagebox "Your mercenary Karen has increased in her critical skills, and is now level %.000f", MyLevel
set DoOnce to 0
;this is where she tells you at certain levels if she gains in a skill
if ( MyLevel == 5 )
Messagebox "Karen has learned the spell ''Minor Ressurection'', it is used when you are at near death to restore 50 hit points automatically and instantly. It will require 60 magicka points. ", "Okay"
endif
;Points that you can train her with
set Karen_train to Karen_train + 1 ;sets it up so every second level she gains one point
if ( Karen_Train == 2 )
messagebox "Karen has gained one point to train with, find a Mercenary trainer to teach her new abilities." ," Okay "
set Karen_Train to 0
set Karen_Points to Karen_Points + 1
endif
endif
if ( Getdistance player >= 4000 )
endif
end _Merc_Healer