The mods will be coming, not sure when, not sure where. But soon exams will be over so it will be PROGRESS PROGRESS PROGRESS!!!!
The video of the camping mod I actually could make tonight as the feature I wanted to show is done… I just kind of… completely forgot to film it :S I am going to make a new years resolution, right now, to stop promising things on here then not doing them… the mod itself now has semi-functioning RTS features like resource management (including the import and export of materials and food, and ways to track not just the daily net gain or loss of gold, materials and food, but also where the gain and loss is coming from). The management of these three resources is key to the mod- you ultimately need materials to expand your camp, and food to keep your residents happy. Gold serves as an in-between. If you train your camp to focus on hunting, and have a surplus of food, you can sell it on for gold, which you can then buy materials with. Gold is needed to pay soldiers, and for transactions with local groups.
I will probably wait until this is fixed to some degree (PAPRYUS, Y U NO UNDERSTAND NEGATIVE FIGURES) and then show both at once in one big sexy video of awsomeness, camping, and pasta. Stay tuned, but be aware that this is comming from me- it may well be that I dont do ANYTHING substantial until these exams are over.
I am already part of the way through implementing military and worker units (3 levels of soldier, 3 levels of hunter, and workers). Once that is out the way, the only things left will be:
Constructing a full camp will take a good few days of playing and it is impossible to end up with a ”99999999 gold food and materials” situation. The mod will track your camps defence status, production levels, and activity in the area. If it detects that you are finding things too easy and you are rolling in money, it will send a few more attacks your way. You should never have too much money- it should always be being drained from you through paying your elite soldiers, building and rebuilding structures, paying off local groups to leave you alone, etc, etc. To ensure this, if the mod detects you have a high amount of or daily net GAIN of Money, Food, AND gold (aka you have won the game and from here its a cake walk) it will throw a curve ball your way. Zombie invasion? Dragon attack? Your coffers are robbed? Invasion of exploding chickens or a Dovakhin Katamari ball? Who knows! One thing is for certain- as well as these challenges, I will be hard-capping how much the player can take each day from his camp in terms of money. I dont want it being a cheat mod that ruins the game. After all, you are a leader, not a dictator- you only get your fair share!
2) Good Challenge
adding the attacks on the camp, and politics with various groups (bandits, guards, imperials, and storm cloaks) will provide the core gameplay, basicly. At the heart, its about building a camp that can withstand attacks. The RTS resource management aspects are just a layer of depth beneath that. The great joy of this mod will be sitting back, looking at your camp and thinking “if god wants to walk through this place, then he better ask politely”. Fighting off a night-time bandit raid by the light of your camp fires, and seeing more sword wielding orcs running down the hills towards you. Holding the line at the door of a guard tower, so that your Archers up there can offer support to a battle on the other side of the camp. Siding with the imperials or the storm cloaks, and having your camp become a revered fortress in the civil war. These will be the moments that make the mod worthwhile, and so I want to make sure that this stays the focus of the mod without it being a pestering bother to players. I’m probably going to have it slightly opt-in: the amount you are attacked depends on how aggressively your camp hunts out local bandits or participates in the civil war. If you get your resources at a steady rate and have a reasonable defence rating, you should be able to walk away from the camp for weeks or months of game time without worrying too much. At the same time, if you leave your camp with the entire stormcloak rebelion crying for its blood, no defence, and steadily decreasing resources, when you return, it will be a graveyard of corpses and rubble structures.
3) Persistent World
constructing a game mechanic to handle battles whilst your not there will be pretty essential to the mod. (in epic necromancy, if you got your infamy up by slaying an entire town, and then left for a month, all that happened is that when you came back EVERY SINGLE BATTLEMAGE IN THE WORLD AND EVERY SINGLE NECROMANCY were there waiting, chilling out with eachother all this time, waiting for you to return so they can start a massive, processor pounding battle) The good news is, I allready got this planned… it calculates your base’s defence level based on structures and units left on guard, compares it to the semi-random offence level of the attack, then works out through dice-roll checks against your defence rating how many soldiers or buildings you loose. then when you next return, that many soldiers will be lying dead, and that many structures will be in burning rubble. This will add a nice sense of the world turning with or without you, without feeling like your camp is constantly on the brink of destruction no matter how good it is, or that your camp could do just fine without you. Pehaps to balance, I will make it so that huge attacks wait for the player to arrive, so that you dont miss anything interesting.
Things I want to include:
Real Time Destruction
There are lots of nifty features I have planned. For a start, one of the more exciting and nerve-racking parts of the mod will be that during raids on your camp, you loose pieces of structure in real time as they are burned down or destroyed by the attackers, so the sooner you dispatch them, the better. It will be both a thrill and a horrible feeling to be fighting off 3 bandits at once, only to see your west guard tower burst into flames then explode, sending rubble flying everywhere.
I’ve also been contacting a few popular modders about the place, to work something out and get some cool unique armour into the mod in the form of unit armours and the like. So you can have a unique and recogniseable look, like a new faction in the game! Normally what I suggest is that the armour remains non-playable, so you still have to download THEIR mod to actually wear this new armour. It seems like a fair system to me- though I will make sure there is something nice to wear as leader of the camp.
There are some other features I want to add to but it may be that I just want to rush the mod and get it done.
Tools Of War
For example, I may release the mod, then add some offensive combat structures as an add-on. I like the idea of building catapults, and then if you buy/build enough ammunition, being able to call down a rain of fire during a mission via magical beacon or a throw able fire with smoke. Another option is assigning some archers you have trained to a “support division”, and then perhaps 3 times a day being able to call down a rain of arrows against people you are fighting.
Build Your Way Up
I’d particually like to add a “tutorial stage”, where you arrive at the camp and it’s allready fully constructed, and you start as a grunt. you then work your way up, and through this you learn how the camp works, so it’s not just like “what the f*** is this??” when you first play it. Then, whilst your away, a dragon attacks, taking it all back to basics. Then its up to you, as you became the old leaders most trusted friend, to take over Bearpaw camp and build it up to greatness. This would also leave the possibility of simply becoming a perminant member of the camp and role playing one of the “units” you would normally be in control of- working to produce this much iron a day at the mine, hunting for this much meat, being a mercenery for this much gold a day and surviving the frequent attacks on the camp. It would mean when you finally get up to leading the camp you really feel the scale of what your creating, they aren’t just NPC’s bumbling about mining and eating, you have actually lived that life and you understand the magnitude of being in control of so many people!
I’d also like to add some repeatable missions, but fun ones. They would be missions you could do for various parties, or for the camp it’s self, and you could either do them yourself or have a crack squad of soldiers handle it for you. This would be things like standing guard at whiterun during a particually nasty bandit raid, performing a particually nasty bandit raid for the bandits, intercepting Imperial Cargo for the stormcloaks, or raiding stormcloak camps for the imperials. That sort of thing. You could do them to raise your standing with these factions, so you could earn certain bonuses- sign an agreement with bandits and halt all attacks on your camp, or sign with the guards and get a detachment of whiterun guards at your camp watching out for you. Sign a trade agreement with the imperials, you give them this much money, they give you this much food… something to work up to. It would be a nice touch I think- and if you choose to remain a grunt at the camp, at higher levels you will get called out on these missions!
Feww! That turned out to be much longer than expected… I probably could have made the mod by now! I’ll give this forewarning- what you are reading may be the proof-in-writing that I am biting more than I can chew. But it’s whats buzzing around my mind and someone asking about it is as good of an excuse as any to spill my thoughts. Infact, did anyone ask? I can’t even remember now. Either way, take it with a pinch of salt; It’s what I’m aiming for, not what should be expected. This started as a test mod, but turned into something intersting- it will be big, but I am eager to finish it off, and get started on some necromancy goodness!
Now if you’ll excuse me, it’s getting close to midnight- I need to prepare the costume, limber up, and get the bear-mobile geared up and ready. Crime isn’t going to fight itself- not in this city. I’ll be back at sunrise, for more dedicated modding time!
Mysterious Mr. Bear :D :D