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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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