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Author Topic: city prefs  (Read 982 times)
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sixf00t4
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« on: September 06, 2005, 04:55:42 AM »

starting talking about this a while ago here, but i wanted to get ideas on the best/correct way to do this.

So for the mayor module, and future modules such as being able to build city walls, or have patrol men, or city wars, what is the best way to do this?

@ Kendaer - is there plans or thoughts on this for the future?
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Kendaer
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« Reply #1 on: September 06, 2005, 12:01:49 PM »

there are *no* plans to break apart the 4 races/cities which come with the game.  I thought I'd made this clear.
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« Reply #2 on: September 06, 2005, 01:41:30 PM »

I think he wanted to ask if you are currently planning city wars...
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Elessa
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« Reply #3 on: September 06, 2005, 02:50:59 PM »


So for the mayor module, and future modules such as being able to build city walls, or have patrol men, or city wars, what is the best way to do this?


granted i refer to a .9.7 server, but ye may wish to talk to robert. i know he assisted strider in legendgard's final war scenario.

notice would appear prominently in the square of a call to arms and a need to patrol legendgard from eythgim troops who had infiltrated the village. they would appear randomly or be triggered by players with evil on their mind.  if the number of troops were to exceed 100, there would be a raid on the bank causing gold and gems to diminish.  the number of troops was indicated in the notice in the square.

there was also defensive measures to be taken, i.e. if dwarven you could fortify the walls around the city, if another race you could patrol and attempt to locate and slay the enemy troops. sometimes ye found them, sometimes not, other times ye saw more sneaking into the square.  all of these activities cost forest fight turns.

there was a fort that had to be traveled too. the players had to have discovered the code to pass through the perimeter set up by rangers who had found the fort. players were given options to batter down the walls, fight troops or a champion who was a big boss.  there were skill specific options at the fort. mystic arts were better suited to wall destruction, the thieves were more suited to fighting.

as well, there was the city of eythgim with its own unique areas of dark evil dread.  for a price, a player could change his skill to deathknight with its own skill set or train further in the dark arts.

basically, in this setting the players had to work as a team to defend legendgard and travel to the fort to eliminate troops.  the war was considered over when the walls were demolished and every last soldier and champion was defeated.

i can see if strider still has copies of his scripts, as well, that i can share and have converted/modified into 1.0.x, if he is amenable. so far, he has been quite generous with his code.
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sixf00t4
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« Reply #4 on: September 07, 2005, 02:20:42 AM »

heh, sorry, but I think all three of you missed what I was asking.

@ Kendaer - I wasn't asking if you plan to break up the races/cities, but if you were planning on creating a city-pref so that we can do things for cities.  Although breaking up the two would be a step further, it doesnt necessarily have to happen to be able to create city prefs.  If you had stated this in another thread, I apologize.  I was only aware of the thread I had started, and you did not reply in that thread.  If you know of where you had talked about it, I would like to see it.  

@XChrisX - I didn't really ask anything about city wars, but that would also be something down the road once the potential for it was there.  So what I was really asking was if the hooks and structure for city-prefs (which would be used for things like the mayor or city wars) were in the thoughts of the developers.

@Elessa - I am fully aware of Legendgard's city war, and that, after having the ability to do it modularly within 1.0.x, is what I would strive to duplicate.  Sure, I could write something that would be limited to specific cities, and would break if cities were uninstalled, and couldn't be carried across from server to server neatly.  So as it is right now, this idea is not possible to do in 1.0.x, atleast not neatly, easily, or how it should be.
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Kendaer
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« Reply #5 on: September 08, 2005, 07:49:20 AM »

heh, sorry, but I think all three of you missed what I was asking.

@ Kendaer - I wasn't asking if you plan to break up the races/cities, but if you were planning on creating a city-pref so that we can do things for cities.  Although breaking up the two would be a step further, it doesnt necessarily have to happen to be able to create city prefs.  If you had stated this in another thread, I apologize.  I was only aware of the thread I had started, and you did not reply in that thread.  If you know of where you had talked about it, I would like to see it.  
No, I have no plans for anything of this sort.

However, I don't believe such are neccesary.
It is already possible for modules to associate values with a specific city by reasonable naming of setting, the dyn-mod-settings hook and the changesetting hook.  In fact, I'm 99% certain that the world-map module from ages ago made use of exactly these behaviors.
« Last Edit: September 08, 2005, 07:51:18 AM by Kendaer » Logged

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« Reply #6 on: September 08, 2005, 07:50:21 AM »

No, I have no plans for anything of this sort.

Ok, so you have no suggestion as to the "right way" to do it then, right?
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Kendaer
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« Reply #7 on: September 08, 2005, 07:52:24 AM »

Ok, so you have no suggestion as to the "right way" to do it then, right?

*laugh* I was in the process of extending my previous reply when you replied.. go read.
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« Reply #8 on: September 08, 2005, 08:14:24 AM »

ah! very good point!  I have never torn apart that module...perhaps I will.  Thanks, Kendaer.
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