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Messages - Andrew

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BM General Discussion / Re: Grand Melees
« on: December 11, 2020, 02:08:34 AM »
You could probably just copy the M&F battle code to accomplish this, if I'm being honest. It's already written to support N-sides, character info is hard-coded, and it has obvious hooks for how to output information.

That said, it's also like 2000 lines long, has a bunch of extra stuff, and would require me to sit down and strip out the extra bits as I'm the only person who has comprehensive knowledge of it's workings after the last rewrite.

BM General Discussion / Re: BattleMaster on the Internet
« on: September 06, 2020, 07:28:34 PM »
Fixed. Also added Dragon Eye.

Feature Requests / Re: Approved: Additional Vote Counting Systems
« on: July 22, 2020, 02:22:19 AM »
This should go live with the next update to BM, whenever that is, as I'll have finished testing it all tonight and Delvin already merged 90% of the code for this into the main development repo (lol).

It includes not only the above options, but also voting by any other class, voting by CS, and voting by all other unit types.

Also, if you accidentally cause anarchy, I will laugh at you.

Feature Requests / Non-combat Activities Overhaul
« on: July 14, 2020, 08:33:29 PM »
Our characters in BM are supposed to be nobles. Nobles travel and do things, they get out and compete, and sometimes they fight. Fighting is dangerous though. So maybe sometimes they fight with less dangerous, more noble things.
  • Title: Comprehensive overhaul of non-combat oriented noble activities (maybe with slots for commoners?)
  • Summary: Overhaul tournaments to incorporate an optional championship system. Allow hosting of smaller "regional" tournaments that don't require a dedicated tournament ground. Add more optional activities like grand banquets, royal dances, hunts, races, etc, with skills to support them. Larger tournament grounds would have larger rewards but also have some of their rewards subsidized by both noble and non-noble entrants.
  • Details: Ideally, if it makes logical sense, each activity should have some associated skills. Hunt? Horseback riding + archery. Tournaments could be expanded with multiple types: melee, archery, mounted melee, mounted archery, joust, races, etc.; each with their own set of skills. Could also include a group fight scenario that allowed commoners (adventurers) to directly participate. Dances could not only have a singular skill, but also individual skill ratings for each type of dance. We could also have a set of musician skills that could be iether noble or not, and would allow diversification of the commoner game.
  • Benefits:A lot of these would be rewarded with fame, honour, and prestige. Regional tournaments are really just worth the knowledge that you won, but the logic would be that winning locally would still be a thing that is tracked, something that could be included in formal announcements at other tournaments or events. Hunts, banquets, and dances and the like would largely be RP events with some skill checks, but would be geared more towards inviting outsiders or to celebrate major events (marriages, anyone?).
  • Possible Downsides or Exploits: Someone would have to code all this, but I'm already planning on writing similar code for two other games (I might get to this sometime this year). There'd also need to be a concrete set of events figured out and what would play into success in them. We could even go farther if we want we could even go so far as to track how often two people compete in a thing against/with each other and give them more interesting results. Skill checks might be considered a step towards a more D&D-esque or RP-oriented game, or even one that could be more power-gamed but I'm not really sure how you'd power-game being able to dance well. I'm certain someone will try it though.
  • Also, think of all the new fame points! <3

Feature Requests / Approved: Additional Vote Counting Systems
« on: May 11, 2020, 05:25:41 PM »
Title: Additional Vote Counting Systems

Summary: Add voting systems that count based off the fortifications of a lord's settlement, by the types and number of soldiers commanded, as well as by the population of estates lorded over, or some other thing.

Details: BattleMaster is an old game, so it should be an old game with options. As such I shall detail each proposal below:
  • By spears - Each soldier counts for a vote.
  • By swords - Like above, but better soldiers count more.
  • By horses - Only cavalrymen count for voting.
  • By chivalry - Only the chivalrous cavaliers may vote.
  • By forts - Lords vote based on the defenses of their holding. Better forts? More votes.
  • By heads - Lords vote based on the population of their region.
  • By honor - Nobles vote with weight based on honor score.
  • By prestige - Nobles vote with weight based on prestige score.
  • By guilds - Lords vote based on the number of guilds hosted in their lands.
  • By archers - Because they're the best.
Benefits: The increased options allow realms to add some more flavoring to their ways and, and this is the really important part, this way people can't say "But M&F has..." in regards to voting types. Also potentially results in more unpredictable votes.

Possible Downsides/Exploits: Would require an update to the manual page and for some systems voting results could be unpredictable.
Blame Vita for this.

BM General Discussion / Re: OOC power-gaming???
« on: May 10, 2020, 01:37:24 AM »
This change is not specifically in regards to what happened on Beluaterra, but a response to what the developers of BattleMaster have collectively witnessed over sixteen (16) plus years of playing and watching and trying to improve the game.

If you believe you can make a better game, I encourage you to do so. The browser-based and strategy game ecosystems could use some more variety.

If you believe the admins and developers are pushing a hidden agenda, it's because we don't say often enough that we do these things because want people to enjoy the game. I apologize that we're not clearer on that.

Feature Requests / Re: Rogue Prison GM
« on: November 10, 2019, 08:20:04 AM »
Sounds like an opportunity for Vita to go full Chuunibyou. I support this outcome.

Development / Re: Lemuria Rennaisance- Old Battlemaster
« on: November 10, 2019, 08:16:56 AM »
The oldest build I have is from 2003, and I'd probably just use East Island from back then, which varies a fair bit from the current map. That said, making a new BM map might be within the scope of this, but it might contradict the concept of a Legacy BM, which historically only had EI.

I'll pre-face the rest of this with: all of this is just what I was planning, as I've not actually started coding this yet, and wasn't planning on starting on it until atleast after the next M&F update, which I'm hoping to push live this month.

With that established, I wasn't planning on making this a third branch of BM, as I don't have significant interest in developing BM directly for various reasons.

I was intending for it to be an entirely separate game for three main reasons: code security (I'd rather not introduce exploits to BM by adding effectively archaic functionality back), I don't have routine access to the BM server to maintain it if something goes wrong, and as I was planning on using it as an opportunity to rebuild BM in a framework so they can see how it might look and work. This last one primarily so we might take steps to explore alternatives or even move towards all of us using the same framework (and thus, increasing the ease of transition between projects).

It might get bug fixes, but it won't get further updates to the code. Besides being a proof-of-concept for BM in a framework, and refactored to support such, it'll exist as a "Hey, this is what BM was", but that's it. Functionally, to the user, exactly the same as BM'03 and how it worked.

But what if the Lord doesn't want them?

Feature Requests / Re: The Adventurer Upgrade Request List
« on: October 16, 2019, 03:37:25 AM »
2) I like this idea.
Andrew was working on something like this for M&F a while back when I was still playing that game.
It has been a while and I am not sure how far he ever got on that project, but it may be worth talking to him.

If I recall,
Minimum of 3 were needed to enter random dungeons that popped up randomly around the map.
As you got deeper into the dungeon/quest, the strength of monsters and value of rewards earned increased.
It would give advies more incentive to work together.  Maye offer "advie" only special rewards for those that manage to get to the bottom of the dungeon.  Maybe add new "questing/dungeon" skill for advies that would allow them to get "deeper" as they get more skill.

I see lots of room for advie fun/rp/bragging rights, etc.
And the good news is that Andrew already has a base code for this (as I said, I do not know the current state of this coding).
That was all actually Tom's code. I added a couple things, but yeah, all Tom on that one. I'm busy adding other stuff, like Sieges and Places of Interest and the like at the moment.
It is code complete, and unlike most M&F features, broadly self-contained from the rest of the code-base. I think I talked to Delvin about it once and he said while he liked the idea, it wasn't a priority for anytime soon.

Other Games / Re: the most detailed fantasy world ever created
« on: September 30, 2019, 11:34:39 PM »
Yes. They could pick any random location and the logic is that even if the characters side-tracked down random alley #46 in the capital of Kepler, there would details on what was around them and what was nearby, and that detail would go all the way up to who is the King of Kepler, what their culture is, what religion they worshipped, etc.

Other Games / Re: the most detailed fantasy world ever created
« on: September 19, 2019, 06:33:26 AM »
The Patreon link worked for me, but the Wiki links lead me to a blank white page. Anyone else experience this?
Works for me. You could try instead. Or even and get the main page.

Other Games / Re: the most detailed fantasy world ever created
« on: September 12, 2019, 04:46:36 AM »
I saw you talking about importing that mapping data into GIS recently online. Was an interesting read and lead to me looking into several different methods of generating graphical maps (and figuring out how to load and configure QGIS to use a graphical map layer).

I was going to say I found it interesting that you're hosting this on a wiki, but I guess from a technical standpoint that saves you a lot of time, since SMW can grab whatever info you tell it how to process however often you tell it to check and the wiki will store historical changes to files beyond that.

Are you still using QGIS for map data or is that also one of the things you've advanced upon?

Having gotten to the point that I largely understand the M&F code, I'll admit I'm quite interested in how you're doing this on the technical side.

Other Games / Frostpunk (And Similar Games)
« on: July 17, 2019, 02:28:27 AM »
So, I'll admit, I really liked Frostpunk, and wish it had more variety to play with, but I was thinking about it the other day and realized I have a relatively easy to deploy code base that wouldn't be too hard to turn into a game focused on surviving a frozen waste as part of a community.

There's a few things I'd need to do to make it work, like overhaul and simplify the economy, as well as make individual citizens actually modeled in-game, but it's within the realm of possibility to use the Might & Fealty code to create a Frostpunk-themed online survival game, where the focus is on survival, inside-settlement dynamics, and exploration. (And yes, this would include dynamic creation and crashing of settlements).

If you're interested, let me know. If there's more than a couple people interested, we can get to hashing things out.

Oh, if you have no idea what the heck Frostpunk is, it's on Steam. And probably other places.

Development / Re: Force http -> https
« on: July 17, 2019, 02:26:20 AM »
BattleMaster already uses Cloudflare and it's CDN. This really only helps with images, as everything else is generated on the fly by the BM server and changes dynamically.

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