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English Rise of A King MMSMoD in Dev.

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Poll Poll

Is this a good idea?

Only registered users are allowed to vote
Ya, go for it!
65.38% (17)
Sure.
15.38% (4)
Eh...
11.54% (3)
Nah
0.00% (0)
Stupid idea
7.69% (2)
26 votes cast

old Poll Rise of A King MMSMoD in Dev.

Marastife
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Ok I am working on this MoD currently, I do not yet have an acceptable playable version, there's alot of "Flavor" work to do.

Basically the idea behind this mod is simple, after proving your ability to survive and thrive on the island you run out of things to do, until now...

I am making it so after the basic survival things is done you will be able to acctually build a village, pay natives to move in, train them in differant areas, and even advance them in their fields, like a kind of advancment tree.

You will have to build a home for each individual native you train, so building the village will take time and dedication. FYI hence the name "Rise of A King".

Interactive NPC's
Spoiler >


Markets
Spoiler >


Travel
Spoiler >


Modable
Spoiler >

This started as a little personal Mod, but the idea just grew so large it became a project that I consider worth showing others, and sharing.
That being said I do need help, badly. I need dialog because I can only write so much myself, and I need new models.
Most all the natives look the same, and this is annoying because a fisherman does not dress like a blacksmith, and a woodsmen does not dress like a miner.
But I SUCK at graphics, so any help here would be highly appriciated. Also the market has me held back. I am having issues establishing a baseline market value for items.
I will be attempting to upload ASAP. but forwarning that the download I will provide will NOT be a finished product, merely a working one, and probably badly at that.
Basically I CAN'T release it until I at least set up a Baseline Market and finish that system.
Dialog can wait and be updated as needed, same with the models.

-Update Jan. 6th-
Spoiler >

-Update Jan. 11th-
-Everything is gonna be held back due to personal medical issues. I will get back to work after I get this stuff settled.
edited 3×, last 12.01.13 12:44:34 am

old Re: Rise of A King MMSMoD in Dev.

Marastife
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lmfao. Ok here goes, ADDED Trainable Native, Merchants, Market systems, travel. NEED models, creative dialog....more than 3 words, i tried sry

old Re: Rise of A King MMSMoD in Dev.

kname
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I like this idea but i think you are being a bit ambitious. I have actually been working on something similar for the survivalist mod. My advice is to take it a bit slower and work on each individual component at a time. You don't want to spend months working on a bunch of connected scripts only to realize that you need to restart because you won't get the result you're looking for this way. Trust me, I did the same thing with the fisherman and his apprentice and lost a few days of work, but that was only 2 units and a bit of dialogue. It will be much harder to do everything you are planning and it will be easy to make a small mistake somewhere in the middle and have to rebuild your code from the ground up to fix it.

old Re: Rise of A King MMSMoD in Dev.

Marastife
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I ran into that issue already lol. when I first started doing it on the massive mod. since I kinda learned to check each thing to ensure it is working right before moving on.

As of right now 90% of coding is done and whats done is 100% working right so far. alot of my more ambitious ideas I want in it are being reserved as later additions after playing around a bit.

My real biggest head thumpers right now are writing the dialogs. im not that creative to write so many differant convos. And my markets system idea Is only being held back by the fact I do not know where to start with prices. The market varience is easy to figure out once I establish base values. like in a normal market 1 log will always cost 10 gold. +2 or -2, depending on where the market shifts. that really means going through everything and assigning an average price. that is alot of items.

old Re: Rise of A King MMSMoD in Dev.

kname
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You may also want to consider the production capacity of the village when you are making the markets. The one thing i hate most about the current trade interface is the fact that you can buy infinitely with no limit on the number of items they have in "stock". Since you will probably be abandoning the default trade screen, being too difficult to make variable prices, you may want to consider using the exchange mechanism to buy and sell. Just make the "trading" happen behind the scenes and just have it deduct or add coins when you retrieve or store items.

old Re: Rise of A King MMSMoD in Dev.

Marastife
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I was thinking that, but the idea seemed to be kinda past me for the time. So for first few versions it will be still based in the current market model. until i can make a decently well working system.

But I will be having a "Working" version up by the middle of next week. Probably will have more bugs than intended and be a stripped down version of what I intend it to become in later additions.

old Re: Rise of A King MMSMoD in Dev.

Marastife
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user Sabowulf has written
I've read it all, great idea dude. Go for it. And don't mind the two useless people who votted "Stupid Idea"


I don't plan on listening to them lol. sadly though Im running into issue stabilizing it, and medical crap thats keeping me from putting forth full effort. and thnks for the vote of confidence Hope you enjoy it when i can get it out there.
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