BattleMaster Community

BattleMaster => Development => Feature Requests => Topic started by: JeVondair on March 12, 2014, 03:46:40 PM

Title: New Buildings
Post by: JeVondair on March 12, 2014, 03:46:40 PM
It occurs to me that as the Lords and Masters of all we survey, we should be able to construct buildings that improve the standard of living for our devoted peasantry: Theaters to decrease the rate of losing morale, Mill's to decrease total grain consumption, waterwheel's in riverland regions or mines in Mountainous regions to increase production and/or gold with less peasantry. Churches should have apothecaries that increase birth rates.

And with food seemingly more of a problem than ever before, lets start fishing with Harbors!

Just some food for thought from a hopeful fan of the game!
Title: Re: New Buildings
Post by: Indirik on March 12, 2014, 05:17:14 PM
We have long wanted to enhance knight's estates by allowing them to create buildings on their estates. One of the ideas to go along with it is that the buildings would have effects that could alter things in the region.
Title: Re: New Buildings
Post by: Chenier on March 12, 2014, 06:41:41 PM
We have long wanted to enhance knight's estates by allowing them to create buildings on their estates. One of the ideas to go along with it is that the buildings would have effects that could alter things in the region.

Moscow used to be divided into a bunch of districts where each was basically a city of its own, with its own theatres (because who would be so poor as to go to another noble's theatre?) and the like. Kind of sounds like what you are proposing.
Title: Re: New Buildings
Post by: Charles on March 12, 2014, 07:28:31 PM
This would be wonderful.  I am guessing as with most things this will take a while to be implemented.  Is any of this under actual development or is it just an idea?
Title: Re: New Buildings
Post by: Indirik on March 12, 2014, 09:59:17 PM
This would be wonderful.  I am guessing as with most things this will take a while to be implemented.  Is any of this under actual development or is it just an idea?
It is only a vague concept right now. There are no resources devoted to it, nor any real plans.
Title: Re: New Buildings
Post by: JeVondair on March 21, 2014, 02:05:16 PM
It is only a vague concept right now. There are no resources devoted to it, nor any real plans.

Is there anything that we, your adoring fans and devotees, can do to alter that?
Title: Re: New Buildings
Post by: Indirik on March 21, 2014, 04:58:01 PM
Bring in about 500 new players.
Title: Re: New Buildings
Post by: Anaris on March 21, 2014, 05:12:27 PM
Bring in about 500 new players.

Actually, in this case, even that's not going to help at all.

The only thing that can increase the rate of development is more dedicated volunteer developers.
Title: Re: New Buildings
Post by: Indirik on March 21, 2014, 05:13:56 PM
With new players, comes new interest. And somewhere in that 500 people may actually be a new dev that actually wants, and is able, to contribute.
Title: Re: New Buildings
Post by: Anaris on March 21, 2014, 05:14:46 PM
With new players, comes new interest. And somewhere in that 500 people may actually be a new dev that actually wants, and is able, to contribute.

Sure, but it is, at best, an indirect method of obtaining the desired result.
Title: Re: New Buildings
Post by: Indirik on March 21, 2014, 05:18:42 PM
The only direct method would be to provide money to hire a coder.
Title: Re: New Buildings
Post by: Penchant on March 21, 2014, 06:05:53 PM
Is there anything that we, your adoring fans and devotees, can do to alter that?
Be nice to the Dev Team. As stated, the only thing going to change it is more devs. Who wants to join a Dev Team where you get constantly accused of incompetence, idiocy, and manipulating things in favor of your characters or against those your characters dislike?
Title: Re: New Buildings
Post by: Thehatter on March 21, 2014, 06:37:58 PM
How does one become a Dev and what are the responsibilities?
Title: Re: New Buildings
Post by: Anaris on March 21, 2014, 06:42:05 PM
How does one become a Dev and what are the responsibilities?

One applies to Tom.

The prerequisites are a thorough knowledge of PHP, and ideally some experience with the Doctrine ORM framework.

The responsibilities include fixing bugs and coding new features for the game.
Title: Re: New Buildings
Post by: Vita` on March 22, 2014, 03:28:02 AM
The only direct method would be to provide money to hire a coder.

On that note, may I introduce tip4commit.com? It is intended for open source projects and requires cryptocurrencies to one's regular national currencies, but I figure the code itself could be reused for BM's closed source development. This would allow people to donate to a dev fund and for those funds to be given to devs based on their commits. Currently its a simple 1% of pot per commit, but there is current development work on being able to tag commits with varying levels of importance (free, tiny, small, average, large, giant etc.) for different reward levels and other payment customizations (mostly suited for github).
Title: Re: New Buildings
Post by: Tom on March 22, 2014, 05:36:26 PM
Be nice to the Dev Team. As stated, the only thing going to change it is more devs. Who wants to join a Dev Team where you get constantly accused of incompetence, idiocy, and manipulating things in favor of your characters or against those your characters dislike?

This. A hundred times. As great a the community is at times, it is also quite hostile at others, and rampant paranoid against the dev team members is a big problem.

And it's as irrational as climate change denialism or creationism, too. I've told people a hundred times that I own the damn database, so I really don't need to go through any of the convoluted steps they often claim to give myself an advantage, all I really need to do is something along the lines of:
Code: [Select]
ssh battlemaster.org
mysql BMWorld6
update Players set Gold=Gold+5000 where id=2185;

So anyone accusing me of doing something a hundred times as complicated as that in order to gain an advantage has a serious misconception about how much spare time I have.

And it's the same for every other paranoid rambling about dev team people favoring this realm or that. It's just utterly insane, irrational and wouldn't survive the tiniest bit of scrutiny. But haters gonna hate. And it does dramatically reduce the motivation.
Title: Re: New Buildings
Post by: JeVondair on April 10, 2014, 09:26:56 PM
All of that mess aside, I had a couple of other ideas. What about being able to commission gifts, artwork, and the building of monuments?

Consider:

Say you want to impress a noble. Go to an artisan house and the player writes a name and a description of the item, paying a certain amount of gold based upon the level of the artisan. The piece is created over time with a certain failure rate, then delivered over time with a certain failure rate. These items, which grant no game-mechanical points, can then be held, referred back to, and so on by the player. Have it listed in the items page. We often do these things via RP's as players and it has been up to us to remember everything, but I think the opportunity for in-game user-generated content would be a tremendous addition to the game.

So Artisan Houses to get artist or sculptors. Maybe only places with an academy can have them? Maybe it could even be a class option for adventurers?!

Mines to get more gold or specific material like gems are marble

What do you folks think?
Title: Re: New Buildings
Post by: Penchant on April 10, 2014, 09:36:10 PM
You can just gift them a unique item. The advy class is already what you just suggested for a new class for them to be.
Title: Re: New Buildings
Post by: Indirik on April 10, 2014, 09:39:54 PM
Building statues and monuments was an approved feature request that just never got implemented.
Title: Re: New Buildings
Post by: JeVondair on April 11, 2014, 03:21:29 AM
You can just gift them a unique item. The advy class is already what you just suggested for a new class for them to be.

What I mean is to create an avenue for true user-generated content that persists via game mechanics. TO my knowledge, there is nothing like this in BM or even M&F. Just thinking about it makes me love the idea of specializing an advy, or even a noble, to be an Artisan, crafting great works for worthy notables.

Are you seeing what I am seeing?
Title: Re: New Buildings
Post by: Penchant on April 11, 2014, 05:01:54 AM
What I mean is to create an avenue for true user-generated content that persists via game mechanics. TO my knowledge, there is nothing like this in BM or even M&F. Just thinking about it makes me love the idea of specializing an advy, or even a noble, to be an Artisan, crafting great works for worthy notables.

Are you seeing what I am seeing?
Not really. IMO the only difference is you don't get to pick the name of the item.