Mordred Insidious Diety
Posts : 2523 Join date : 2009-07-17
| Subject: Minor Faction Spawns Wed Sep 07, 2011 9:27 am | |
| I have been putting in some thought about how to handle NPC spawns. Now at the moment I believe the way it works is that there is a spawner "party" that in essence creates Minor Faction parties in a radius around it. If this is incorrect then please correct me, however if it is then I have these questions;
1. Can this radius be modified? Ie can we stick on in the centre of a faction's lands and tell it to spawn throughout their entire borders? 2. Can the spawn rate be modified?
I ask this because I have been thinking of a three tiered approach to Minor Faction spawns, at the moment in PoP3 we have 2; the normal spawns and the armies. Now I would would like to add a third which are "Elite" spawns, they are far tougher than the normal spawns but not armies. This is not simply done through increasing their numbers, but by making the very best of the Minor Faction units available to them.
An example of what I mean;
Imagine we are working with the Mystmountains in PoP3. At the moment we spawn normal parties throughout the Ravenstern lands and then armies randomly. Now, what if we added some actual Mystmountain territory to the game, and call the waterfall north of Rane their hotspot.
The Ravenstern lands being well patrolled by militia and lords, would therefore continue to spawn normal parties with warriors and shaman, together with the odd Mystmountain army however if you ventured into "their" lands you would face groups of Mystmountains larger than usual and fielding Bearclaw Berserkers. This makes those areas far more dangerous, but later on quite lucrative to adventuring groups (and fill a gap between early game and becoming a mercenary, your party has got to big to catch most minor spawns but is too small to take on lords).
This would therefore need 2 "spawners" one for the normal spawns, and a second for the hotpost which is far smaller in spawn radius.
We could even add a new type of hideout, the "Camp" which spawns in hotspots and use a proper castle scene for those battles! Who can say they've not wanted to face the Heretics or Rogue Knights in a castle? | |
|
abhuva Mind Reader
Posts : 191 Join date : 2011-06-27 Age : 44 Location : Germany
| Subject: Re: Minor Faction Spawns Wed Sep 07, 2011 10:09 am | |
| About the last thing (castles / whatever for minor spawns): this can quite easily be handled by spawning an extra party... just some things we need to take into account: i wouldnt make it an actual castle (game-menu wise) (this will just complicate things) instead use the same approach like the hideouts. Just linking to a different scene and using the same mission_template (or slightly modified) like for sieges (in case of a real castle fight). Also a full developed castle might be a bit too much, maybe more like a fortified camp... Edit: Just posting the chat convo too, so i dont forget about it: - Spoiler:
mmh was just answering to the minorspawn thread and some ideas popped up in my mind... do you know about the unique battlefields idea (old mod-kit, also included in scaedumar, TLD seems to use this entirely for the battlefield scenes) 18:11:16: its basicly premade scenes which gets choosen randomly when the game decides which battlefield scene to take (code wise really simple, scene-wise much work depending how many scenes) 18:11:49: i am a great fan of this, cause it enables one to do unique scenes - one thing always wanted to see is to have some landmarks on the overland map 18:12:04: (they do nothing, just for visuals) 18:12:21: For the camps and things? 18:12:22: and fighting close to those landmarks you always get the same unique scene 18:12:30: ie the Rane Waterfall? 18:12:30: no for random battle scenes 18:12:51: Rane Waterfall in PoP3? 18:13:30: It was in my example. If the hotpost of the Mystmountains was the Rane Waterfall, and we used your unique battlefields kit, then we could create a scene which had that waterfall in it 18:13:41: *hotspot 18:13:48: let me check fast the post 18:14:20: yes 18:14:45: so basicly you would always end up fighting in that specific scene when a battle takes place near that waterfall 18:14:57: its the same idea / implementation like the bridge battles 18:15:29: for bridge battles it just checks if the battle is near a specific bridge, and then goes to the according scene - same could be done for other things 18:17:26: its mostly that i was working heavily on that kind of things at the time you recruited me away from scaedumar =) so i am kinda highly interested to see this concept 18:19:22: another thing (also easily done) was to have a set amount of random premade battlescenes and just use them randomly instead of a random generated battlefield, but from the feedback i got, and my further thinkings about this - i highly believe its better to use landmarks for this and have those scenes only appear at specific points... 18:20:37: for example (i hope its ok to just brainstorm a bit about this) ... we could check if a battle is near a original snake cult town ... and have some battlefield with temple ruins... kinda like culture specific battlefields 18:22:16: also the landmarks dont need to be visible on the strategic map, its enough to have the party there invisible for checks, so we could have a spot on the map where it is highly likely to get a specific battle scene (but you dont see anything on the strat map) 18:23:25: =) alright, waterfall brainstorming over... i just would love to work a bit more on the culture specific / landmarks / unique battlefields
18:26:37: Sorry doing about 5 things at once, I am listening 18:26:49: =) np 18:26:52: I like it, just be careful that you do not take on too much. Bridge scenes however sound awesome 18:27:21: i know, its a minor thing for now, and defintly other things / scenes come first 18:27:35: there are also some areas of the map which could use further development, the Pendor Peninsula for instance, as the former home of a vanquished nation one would expect lots of ruins 18:27:54: on the overland map too? 18:28:33: mmh i guess yes =) 18:29:39: how about just placing parties there (like the looted villages) which have a ruined castle icon, and if you enter them you just got a menu like for the looted villages (nothing to see here ...) 18:29:48: Nah just the battles 18:30:10: I would like to include ruins to explore, but that is something more specialised and will require more thought 18:30:17: ah, ok 18:30:26: This would be one way of aquiring set gear or legendary items for instance 18:30:38: mmh dungeon exploring =) 18:30:48: Yeah, but that is a really low priority 18:31:03: if no fighting shall take place its not too hard, gets a bit more time -intensive if we include AI 18:31:08: Ive not yet seen a M+B mod do that well, though I think it should be entirely possible 18:31:29: ah yeah that could well be why 18:31:37: my alltime favorite old mod (ranger company) did a thing like that 18:31:46: he had prison escapes in old m&b 18:31:55: way better than the ones tw included in warband 18:32:10: you got into the prison dungeon, had to fight some guards 18:32:14: find a key 18:32:27: and rescue this way the prisoner 18:32:40: was playing like a normal rpg dungeon campaign 18:33:40: Ah nice 18:34:05: Dungeon crawling is definately something I would like to see. Also have a think of something suitably epic to do for the final battle with Azi Dahaka 18:34:20: We need something great to finish the game on 18:34:39: in general i think that a modified version of the hideouts mission template works well for this 18:34:51: cause in there they spawn not all enemys at once 18:35:12: instead they spawn them when a certain amount is already killed 18:35:25: Very true 18:35:31: this spawn system is important imo for dungeon systems 18:35:48: Yes, and something id like to use for the Chapter House fights too 18:35:54: cause i tried it once and if you spawn whole armys in dungeons it gets stupid 18:36:48: but if you have for example a single way you can go, and spawn them one after the other ... and you are only in with lets say your companions, then it feels like a dungeon rpg or fps game experience 18:37:22: also a thing to look at is how they did the tutorial missions for old m&b 18:37:57: you got in a castle/dungeon, grabbed some weapons, go first room, fight, go second room, shooting practice, go last room, fight more 18:38:07: was very entertaining and feeled like a real mission 18:38:36: Yes, I liked that 18:38:52: That is what I want the Chapter House fights to be like... hell we could even do assasinations like that 18:39:01: Spawn in a bed chamber with a sword on the table beside the bed 18:39:17: ohoh assasinations ? =) 18:39:33: Opportunities are endless, its just time 18:40:23: yes =( and the main problem is that its split between scene-building and scripting (and a huge part scripting) 18:40:46: but atleast for the end-battle we should take the time and afford to try our hands at this 18:40:50: In terms of priorities though; Pendor Castle Mettenheim Outpost Alchemists Lab Radiant Cross Camp Chapter House Battles Bridges 18:40:57: That should keep you busy for some time 18:41:25: And an end battle though we will need to put our heads together and really think that through 18:41:25: ^^ of course (getting white in the face right now) .... haha should have keeped silent =P 18:42:03: I dont think that seeing Azi Dahaka in the actual battle would be that cool, she should always be kept in the shadows, a mysterious threat lurking in the corners 18:42:37: but the good thing is : pendor castle was nearly finished when i switched away to do the map, main things to do for it is scripting (and it really would help speeding the process if i can get help from the real coders then) 18:42:54: Just ask for them in the coders section 18:43:06: Jorgen is back in a week and -hopefully- the merger will be done by then 18:43:30: after that the designers can take over implementing the factions as we can use editors, freeing them up for new features 18:43:38: And helping you 18:44:49: but atleast lets keep these thought in the back of our minds, so if time allows we can come back to this later... some real cool features in here... will post this convo just so i dont forget about it
| |
|
mp84 Nemisis
Posts : 690 Join date : 2010-12-21 Age : 42 Location : New Jersey
| Subject: Re: Minor Faction Spawns Wed Sep 07, 2011 10:47 am | |
| - abhuva wrote:
- About the last thing (castles / whatever for minor spawns): this can quite easily be handled by spawning an extra party... just some things we need to take into account: i wouldnt make it an actual castle (game-menu wise) (this will just complicate things) instead use the same approach like the hideouts. Just linking to a different scene and using the same mission_template (or slightly modified) like for sieges (in case of a real castle fight).
If you make it like a hideout wouldn't you run into a problem of the player's army not fully being used? Or can we somehow avoid that so that play still uses his entire army? Like this idea, think it can work, and I'm sure the thinkers here will make it work, but was curious about that fact though | |
|
Mordred Insidious Diety
Posts : 2523 Join date : 2009-07-17
| Subject: Re: Minor Faction Spawns Wed Sep 07, 2011 10:50 am | |
| With the Camps, I meant use the castle scene for the battle itself, no menu's required... unless it is to choose what loot you get at the end of it! | |
|
abhuva Mind Reader
Posts : 191 Join date : 2011-06-27 Age : 44 Location : Germany
| Subject: Re: Minor Faction Spawns Wed Sep 07, 2011 11:28 am | |
| - Quote :
If you make it like a hideout wouldn't you run into a problem of the player's army not fully being used? Or can we somehow avoid that so that play still uses his entire army? Like this idea, think it can work, and I'm sure the thinkers here will make it work, but was curious about that fact though Wink
Always depends on the setup and the mission template, fully controll-able by script so no problem with using similar setup to the hideouts and still spawn full armys. | |
|
Sponsored content
| Subject: Re: Minor Faction Spawns | |
| |
|