Dungeon Adventure MOD MOD

With all the possible mechanics that could be used for this type of mod, would it be possible, after the release of course, to have people submit some pieces of code for things they might want to use in some of their maps to be integrated into the main download? it would allow people to make very diverse dungeons while reducing the work you have to do.
 
With all the possible mechanics that could be used for this type of mod, would it be possible, after the release of course, to have people submit some pieces of code for things they might want to use in some of their maps to be integrated into the main download? it would allow people to make very diverse dungeons while reducing the work you have to do.

Absolutely! In fact, I am looking forward to the point when the mod mod is mature enough that people can start thinking about mod mod mods. :)

In addition to the code bits, I especially envision people making dungeon maps using the modded WorldBuilder and trading them around. For example one dungeon could be undead themed, while another would focus on bands of Orcs, ruled by a Dragon. The possibilites are endless.
 
My cave dwelling, albino aquatic resources are below:

Spoiler :
fishtg8.jpg
 
In addition to the code bits, I especially envision people making dungeon maps using the modded WorldBuilder and trading them around. For example one dungeon could be undead themed, while another would focus on bands of Orcs, ruled by a Dragon. The possibilites are endless.

So will you be able to control what spawns where? It would kind of ruin an undead map if you suddenly have random giant spiders spawning all over the place.
 
So? you could make them be invisible in the pedia so no-one would care.

It would still be annoying while making maps, having to sort through all the possible terrains to find the one you want. What might work is to have a "spawn creature" that is invisible and moves around randomly with no attack and defence, and you give it promotions based on what creatures you want, which it then spawns randomly, but only if an adventurer can't see it, if possible. I know the randomly spawning based on promotions is possible, vanilla FFH2 has it, but I don't know about the not being able to see it part. (meaning spawning when out of sight)
 
It would still be annoying while making maps, having to sort through all the possible terrains to find the one you want. What might work is to have a "spawn creature" that is invisible and moves around randomly with no attack and defence, and you give it promotions based on what creatures you want, which it then spawns randomly, but only if an adventurer can't see it, if possible. I know the randomly spawning based on promotions is possible, vanilla FFH2 has it, but I don't know about the not being able to see it part. (meaning spawning when out of sight)

I suppose you could use a PyPerTurn function for the Promotions. Within the Python coding, it would be easy to create a conditional check to look for player units nearby (say, within 2 or 3 tiles). If the check was negative, then the Python would look at a nested logic loop that had a % chance of spawning a unit.
 
My cave dwelling, albino aquatic resources are below:

Spoiler :
fishtg8.jpg
The water should be a dungeon-suitable colour. Black or dark green or something, not sky-blue as on the surface.
 
I suppose you could use a PyPerTurn function for the Promotions. Within the Python coding, it would be easy to create a conditional check to look for player units nearby (say, within 2 or 3 tiles). If the check was negative, then the Python would look at a nested logic loop that had a % chance of spawning a unit.

The reason I thought of this would be that it would make it so that there was no spawn-camping, since you wouldn't know where they spawned, and you could control what spawned. Also, you could add promotions like Spawn I, Spawn II, etc. to control the frequency of spawns, while what spawns would be determined by other promotions. Similarly to how the spell system works, with both channeling and mana promotions required to cast (I think).

Also, will you be able to find mana to learn new spells (like you find a small source of fire mana, which lets you teach one unit Fireball before it is used up, then you have to find another).
 
The reason I thought of this would be that it would make it so that there was no spawn-camping, since you wouldn't know where they spawned, and you could control what spawned. Also, you could add promotions like Spawn I, Spawn II, etc. to control the frequency of spawns, while what spawns would be determined by other promotions. Similarly to how the spell system works, with both channeling and mana promotions required to cast (I think).

Also, will you be able to find mana to learn new spells (like you find a small source of fire mana, which lets you teach one unit Fireball before it is used up, then you have to find another).

These spawn units would likely be a variation on the trap code I already developed. The main difference is that I'd make them invisible instead of just hidden -- and make sure that they were not "discoverable." I'd have to think about what AI to assign them, though. You'd want them to wander around, but not attack players. Explore AI, maybe?

For mana, I hope to treat it like the other resources. You have a small benefit from holding it (maybe the ability to cast certain spells), a long term benefit from dropping it in the camp fat cross radius (maybe the ability to give spellcasters certain promotions), and a one time big benfit from converting it in your camp (maybe summonables). This concept is still pretty fluid. I haven't even started working on the magic system yet.
 
Actually I would go ahead and make them their own Civilization, but they just happen to spawn units which are Barbarian. That way you can set them to be at peace with everyone and unable to declare war (or be seen for any kind of diplomacy), and they can walk right through the player. It would also allow you to establish a spell, item or ritual which initiates a "Closed Borders" with the spawning mobs to force them to stay out of your territory (or if you want territory to be safe no matter what you can just set it that way to start with)
 
The water should be a dungeon-suitable colour. Black or dark green or something, not sky-blue as on the surface.

Tried to change this today. Mostly got a bunch of crashes to desktop. The only thing that seemed to take was changing the color of the coast and ocean textures but, no matter what I did, the water still looked pretty blue.
 
@xienwolf: I will try the slimy ocean. Thanks for the tip! The computer I am using right now does not have WinRAR, but I'll download the file on a different computer and see what it is all about.

Progress Update:

I fiddled around with doors some more today. I wanted them to make noise when opening and closing. For some reason, CvEventManager refuses to play noises on the pPlot used in the onUnitMove function. I simply could not coerce the Python to play the sound I wanted when a unit moved onto a closed door (which is a terrain feature). Oddly enough, I had no problem getting it to work for the pOldPlot (plot that the unit is moving off of).

I ended up using a goofy work-around. I created an invisible unit called "UNIT_NOISE." All closed doors get one of these units placed on them to begin with. The only function of this unit is to sit there and wait for a unit to move onto its tile. Once that happens, the Noise unit casts a spell that does nothing but play a certain sound and sacrifice the Noise unit. When the player (or AI) unit moves off of the now open door -- as long as there are no other units remaining in the doorway -- the door gets changed to a closed door, the "door closing" sound gets played, and a new Noise unit is created on the door tile.

What a kludgy mess. But it works. Now the doors open and shut in a believable way, complete with door sounds. This improves the functionality of doors beyond what was done in the Aftermath mod.
 
Kludgy work arounds don't bother me too much since these are going to be short games.
 
Tried to change this today. Mostly got a bunch of crashes to desktop. The only thing that seemed to take was changing the color of the coast and ocean textures but, no matter what I did, the water still looked pretty blue.
Strangely FfH has the same problem. The water stays light blue although in WB new lakes become the darker shade they are supposed to be.

And those slimy oceans are perfect for caverns!
 
Back
Top Bottom