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#Post#: 237--------------------------------------------------
Re: Quests
By: cwr Date: August 16, 2013, 3:22 pm
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Great! :)
I'm not going to code them in right now, though, because I'm
working on some different things right now.
#Post#: 239--------------------------------------------------
Re: Quests
By: Something unusual Date: August 16, 2013, 4:33 pm
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Thought of some more. Dark, care to help me think of some? :D
You come across a group of bandits robbing a helpless victim.
What do you do?
-Help the bandits (lose 5 honor and gain relations with bandits)
-Kill the bandits (gain 2 honor and small sum of money as
reward)
-Leave them alone (lose 1 honor)
One of your men is about to desert [happens sometimes with low
morale]
-Convince him to stay [check persuasion]
-Kill him! [gain morale but lose 2 honor]
You are accosted by a Reich des Drache patrol and they ask you
for a toll [happens when you are near Reich lands]
-I am a vassal/mercenary of the Reich. Let me pass, fools. [you
pass]
-Attack them [lose relations with Reich]
-Tell them why you are here and refuse to pay toll [check
persuasion]
-Pay [lose 100 aurums]
A traveler greets you and asks for a night's rest at your camp.
He is suspicious looking and seems to have his pockets full of
gold- literally.
-Let him rest in your camp [nothing happens]
-Rob him! (lose 4 honor and gain 500 aurums)
As you are traveling, an engineer approaches you and tells you
he has an offer you cannot refuse. He says he is willing to sell
one of his contraptions, the "axe-bow" to you for free.
-Agree (50% chance he is a fraud]
-Liar! Throw the fool away! [nothing happens]
-"I wish to learn the secrets" [based on your engineering skill,
he gives you extra axe-bows]
I agree that if we don't think of a lot of these events it will
get repetitive but maybe you can make it so these events are
rare (once every month) because it would feel repetitive even if
there were a ton of different events.
#Post#: 240--------------------------------------------------
Re: Quests
By: cwr Date: August 16, 2013, 5:10 pm
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Well, heres what I would do to implement these:
1) Make a trigger that fires very rarely (like once in 3 months)
to spawn a random one of these parties, who will then be on the
map, and their ai can be whatever you want depending on the
situation.
2) Make a dialog with that party.
3) If the player fails to interact with that party in time, then
make them disappear from the map.
I can help you some, and you can also use the Q&A on the TW
forum. :)
#Post#: 243--------------------------------------------------
Re: Quests
By: Darkgenius Date: August 16, 2013, 8:06 pm
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Heh, you'll prolly want to rethink that, we'll add a very
specific crime system in the next versions, no longer honor
dictates. Instead of gaining or losing relations, you'll gain
Bounty, depending on what you're doing, like in The Elder
Scrolls Game, also, you'll have Infamy and Fame.
These will dictate your karmic relations.
-DG
#Post#: 245--------------------------------------------------
Re: Quests
By: Something unusual Date: August 16, 2013, 8:11 pm
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Random events could still be included, except they would be
simpler.
Maybe like this?
Event: A volcano eruption happened nearby. Result = refugees
crowding around nearby villages
Event: Assassins attack your camp. [small night battle]
#Post#: 295--------------------------------------------------
Re: Quests
By: Michadr Date: August 16, 2013, 11:53 pm
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[quote author=Something unusual link=topic=17.msg245#msg245
date=1376701894]
Random events could still be included, except they would be
simpler.
Maybe like this?
Event: A volcano eruption happened nearby. Result = refugees
crowding around nearby villages
Event: Assassins attack your camp. [small night battle]
[/quote]
The assassins attack would indeed be simplier...
#Post#: 461--------------------------------------------------
Re: Quests
By: cwr Date: August 18, 2013, 7:41 pm
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I think the assassin attack should be a once-off, until we make
a quest to kill the man who is sending the assassins at you; and
we will need to make a trigger for someone sending an assassin
to you.
But it is a good idea to add an assassin attack. ;)
#Post#: 975--------------------------------------------------
Re: Quests
By: habeo Date: August 25, 2013, 2:20 pm
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I think the assassin trigger can tick when a lord is -50
relation with you. The more lords, the often it will trigger.
#Post#: 990--------------------------------------------------
Re: Quests
By: cwr Date: August 25, 2013, 7:03 pm
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I think it should be a once-off, because after a few times, it
will get very tedious. But it is a good idea. :)
Something Unusual: This is how you will need to code the random
events in:
1) Use a trigger (look here
HTML http://forums.taleworlds.com/index.php/topic,14272.0.html
for a
tutorial on triggers) to make the event, and then use the
jump_to_menu operation to go to whatever menu it will trigger.
2) Make a mission template for it. (ask zephilinox about mission
templates)
3) Make consequences for the end of the event. (Inside the
mission template)
Good luck! If you figure out how to exit a scene using a mission
template, tell me, too! ;D
#Post#: 1047--------------------------------------------------
Re: Quests
By: Zephilinox Date: August 26, 2013, 1:40 am
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to exit a scene you call (finish_mission, 0)
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