[WIPz] The Evolving Society

Post » Wed Mar 30, 2011 10:26 am

As to food, I remember this from lords of the realm II, and I really liked it. You ration the people's food. You can give them quarter, half, normal, double, or triple ration, the higher the amount of food they get, the happier they are. And for a quick boost in happiness, you could buy ale for them!

I don't have much skill in the CS, and absolutely none in scripting, questing, or dialogue. Nor do I have modeling or texturing etc. etc. skills, but... I do like to write, perhaps I could help with Ideas. I'd love to do something to help.
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Wed Mar 30, 2011 4:19 am

Good! Creative lore/quest/plot ideas is what I lack (and the reason I created this thread in the first place).

But, as I said before, I am not going to give my opinion on any of the suggestions.
First of all, because I don't have one. I like them all.
Second, because I want to keep all approaches open.

I hope this doesn't sound rude or inconsiderate or negative in some way. (I really have to refrain myself from answering every post with Great! Thanks! etc)

And every single phrase/idea/suggestion you guys added here put a wheel in motion in my head, trying to imagine how that particular suggestion could be implemented. That wheel moves another, then another, and so forth in the process of creating the engine architecture. So, every one that posted here have already contributed to the mod, even if her/his suggestion doesn't get used

I suspect that whatever the final lore will be, it will be a blend of all the contributions and will have a little bit of every one that contributed.

And, with so many suggestions, this thread may be a source of ideas to other modders.

The way I see it, all ideas and suggestions presented in this thread are public. I certainly don't see them as exclusive to my mod and would not mind if somebody else uses them. I suppose that asking permission from the original contributor would be a necessary courtesy. I actually would be happy if some ideas from the people who tried to help me here were put to good use by other modders.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Tue Mar 29, 2011 10:50 pm

hey man, I'd love to share some ideas for story and quests.

I write fantasy/sci-fi/adventure/romance stories on my own time. Took a few fictional writing classes in college and I majored in Graphic Design/Illustration. so, got a lot of creative juice to share =)

just wanna know, is it possible for me to enter this new land using my current character? I would like that because I wanna keep my original character.

I'm thinking perhaps the player and travel to this new land through a ship. some ideas for how the quest starts:

1. this empty land has been destroyed during a war ... in an inn, you find an old soldier who's originally from this land ... he tells you the tale of this land - says that currently it's being occupied by a group of raiders. then he reveals that he's part of the Re-Union Community which are past civilians of the land and are trying to get the land back. the community has old soldiers, some old women, kids, and so on. their original lord got killed during the war and couldn't get the land back. he says that if you can get the land back from the raiders, he will appoint you as the new lord and the Re-Union community will help re-build the city. then he points you to this dock and you travel to the land - meet the Re-Union Community people and get rid of the raiders.

2. in your travel, an angel, God's messenger, comes to you and tells you about this land.

... more to come ...
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Wed Mar 30, 2011 12:11 pm

just wanna know, is it possible for me to enter this new land using my current character? I would like that because I wanna keep my original character.

Sure. As with most mods, you will be able to go to the island when you activate the mod, no matter how 'old' your character is.
How you get there? It will depend on the ideas you guys place here.

Thanks for the suggestions.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Wed Mar 30, 2011 4:17 am

Hi.
First, as always, thank you all, once more, for the contributions.

Second, a quick, weekly progress report: I have been working hard on the TES engine. Progress at this stage is very slow. I have restarted from scratch a couple of times in order to get a better 'engine architecture', if I can call it that. But it is going well.

Third, I need some help with the subtleties of some English words.
Most of the TES economy will be based on processes.
Processes take something as input and generate some kind of product.
Processes take place in a specific building, place or area and are handled by a specific worker.
I need your help to decide which would be the best word to describe some of the inputs, processes, buildings, professions and products. Ideally, a single word for each.

Example: a quarry produces rock(?). A stone shop (?) transforms rocks (?) into stones (?) (cut/polished/minced/whatever rocks).
Questions: what are the words to describe raw stones out of a quarry and somehow finished stones to be used in buildings? What is the name of the place and the process that transforms one into the other? Could I have a third process to further refine the stones and produce, maybe, marble to be used in upper class buildings? What would be the words to name the place, process and product?

The processes I am working with are (still the very basic ones):
(I have been thru Dictionary.com and Wikipedia, but I could not get anything better than this)

INPUT >> PLACE - WORKER - PROCESS >> PRODUCT
Seeds >> Farm - Farmer - Farming >> Food
Trees >> Forest - Lumberjack - Lumberjacking >> Logs
Logs >> Sawmill - Sawmiller - Woodcutting >> Boards
[none] >> Quarry - Stone miner - Stone mining >> Rock
Rock >> ?? - Stonecutter - Stonecutting >> Stone
Stone >> ?? - ?? - ?? >> Marble
[none] >> Mine - Miner - Mining >> Ore
Ore >> Foundry - ?? - ?? >> Ingots
Ingots >> Smith - Blacksmith - Blacksmithing >> Metal parts


For the conceptual phase, I am using the name of the product to name the worker. E.g. a rocker is the quarry worker that produces rocks. A Stoner is the guy that produces stones out of rocks. lol . But it would be better if I started using the final, more proper names. Thanks in advance for any suggestions.

Suggestions on further use of wood, stones and metal are welcome. Ships, weapons, armors and tools have already been suggested.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Wed Mar 30, 2011 10:01 am

You could "harvest" (bad pun) code from Brewhouse to use during the initial phase, where the player is actually doing the planting. Also the ability to sheer sheep in that mod is cool, and could be implemented in yours.

Of course, you need to get permission.

Marble wouldn't be made from refined rock, marble is a kind of rock, it could be just mined, cut and polished.

As to what the place stone is cut to shape and size specifications, as well as polished if it's for something that needs to be polished, is a masonry.

And to go from Ore to ingots, the player could do. The exact process varies from metal to metal, of course, but all are generally the same. Basically, you put the ore into a crucible, often along with a mix of other things, then you heat it up. Really hot. When the ore has turned to a liquid, you use special tongs to remove the crucible from the fire, and pour the metal into molds.

The crucible is heated within an oven made from special bricks (firebrick). The oven should fully enclose the fire, with only a small hole at the top, bricks are slid over the hole used to put in/take out the crucible. The fire needs to be VERY hot, so it needs to be blown by a bellows.

I have personally melted aluminum scraps in a crucible, with my dad. But instead of using wood, we used propane. I wish I could show you pictures, so you could get a good idea what I'm talking about, but my email won't let me attach files for some reason, and my dial-up has issues with sites like photobucket.

Suggestions on further use of wood, stones and metal are welcome. Ships, weapons, armors and tools have already been suggested.


Shipbuilding requires some stone, it's placed into the bottom of the hull, so as to sink the ship into the water further and provide stability.

Perhaps (would require someone willing to make a whole new tileset of stuff) wood and metal could be used to expand your city and castle UP. You could make a multi-level city, with the original city just lurking on the bottom. But with this type of city, crime rates would soar, as there's a confusing multi-level maze for criminals to hide in, and guards aren't able to cover the whole thing.

OR, metal and wood could be used to move the city out over the water, sitting everything on a series of piers. This would free up more land for farming and such, in addition to making it EXTREMELY convenient for ships to pull right into the middle of town, and offload their goods even closer to where they need to go.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Wed Mar 30, 2011 5:57 am

I suppose you refer to http://www.tesnexus.com/downloads/file.php?id=21353
I did not know it, but, from the description, it seems to be an interesting mod and probably would please most of the readers of this thread.

Initially, I was considering this level of details, but after hearing about NPC With Jobs and, now, this Hillsborough Estate, I realized that I should concentrate on the macro-management. For the details, I will use some of their work, if they give permission.

I really enjoy planning and developing complex scripts Looking at other's scripts kind of spoils my fun. As I say, it is like somebody giving you the answer of a puzzle. Thanks for the thought, anyway.

- - - - -

So masonry it is (thanks for the word). I may need two levels of masonry: one to produce some sone to be used as level 2 (middle class) building foundations and a level 2 masonry to produce bricks to build Level 3 buildings.

I will try to use the vanilla buildings as far as I can, so to avoid creating new meshes and textures. For example:
Level 1 buildings require only logs, so I will use some vanilla lower class buildings that look like made of logs.
Level 2 buildings require boards and stone (therefore they can only be built after you build a level 1 masonry and a sawmill). Chorrol middle class buildings will do.
Level 3 buildings require boards, bricks and some metal parts. I am planning to use either Chorrol or Anvil buildings, as both are made of bricks.



As for the metal cycle, is the melting facility a Foundry? Is it reasonable that the ingots go to the blacksmith to be transformed into metal objects (from weapons & armor (for export) to bolts & nails (for level 3 buildings) to [whatever] ship parts )?

Btw, good to know that ships use stones. I will add that to the requirements.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Wed Mar 30, 2011 10:19 am

The metal would either go through a foundry or refinery, whichever one you'd prefer. Stone "harvesters" would be stonemasons, I think, and "lumberjacking" should be "logging."
For resource use, what about "flavor" buildings like wells? Maybe they have a passive effect; parks and wells make the populace happier (disposition bump of 5 points for having wells and parks)?
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Tue Mar 29, 2011 11:41 pm

Ah, Refinery, yeah that's it.
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Wed Mar 30, 2011 8:56 am

If it is indifferent, I think Foundry 'feels' more middle-ages and fits the game better, while Refinery sounds more modern.

I like the concept of 'flavor' city enhancements.
I have not started on the global community indicators (like happiness or health), but we could have one optional enhancement to boost each global indicator, so the player may decide which one to build, depending on which indicator is falling behind.
Another possibility is to only be able to upgrade buildings to level 3 after one or two 'flavor' city enhancements are in place.

In case this turns out feasible, let's start a new line of suggestions for city enhancements and their effects
I can think of a few:

Public baths to enhance Health
Parks / trees-on-sidewalks to enhance Happiness
Public lights to enhance Security (or reduce Crime, although I am not sure I want to go SimCity here)
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Tue Mar 29, 2011 9:58 pm

A brewery, to provide alcohol, which would improve health. Not that you couldn't just import alcohol, but a brewery would be less expensive in the long run, and would provide another thing to export. Water is not safe to drink, it must be purified. Today, water is run through treatment plants, or in my case, is run through an ozone filter in my basemant (We have a well) But the first way to eliminate dangerous stuff was to mix alcohol into water, killing off germs. People have used that method of making water safe for over 5000 years. Perhaps you could make an aquaduct that would provide water to the people, like in the mod let the people drink.

A chapel, later upgradeable to cathedral to increase happiness.

A variety of restaurants.

Yeah, Foundry does seem to fit better.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Wed Mar 30, 2011 1:41 am

Foundry does sound better.
As far as flavor structures, I got the idea from the little parks spread out around the Imperial City residential areas. I'm thinking stuff like a small park, a shrine-temple-cathedral, lamp posts would be great cosmetically. The brewery is also a great touch, especially with the abundance of booze spread throughout all of Cyrodil (side note: is Cyrodilic Brandy rendered from wine like Brandywine or is it a seperate thing?).
My only concern is that the addition of too many mechanics and hidden stats might make this play too much like SimCity and require a lot of micromanagement. Having to juggle crime, health, happiness, etc. all at once can go from immersion to tedious with too much to keep track of.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Tue Mar 29, 2011 8:39 pm

It's beginning to look pretty cool. :goodjob: Although I have to admit I still get confused when I see TES in this thread, I keep thinking of the The Elder Scrolls instead of The Evolving Society. :lol:
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Wed Mar 30, 2011 1:05 am

My only concern is that the addition of too many mechanics and hidden stats might make this play too much like SimCity and require a lot of micromanagement. Having to juggle crime, health, happiness, etc. all at once can go from immersion to tedious with too much to keep track of.

Yes, this is a major concern.
Mostly because we must go along with the basics of almost all of vanilla quests, in a sense that it must be possible for the player to 'suspend' the quest, go do other business and resume the quest later, as if no time has passed.

So the player should be allowed to leave the island without penalty, but, on another hand, it would not be realistic if the player leaves the island when it is growing on a steady daily pace, and returns a month later to find it exactly as it was when he left.

Maybe the ideal scenario would be to include some kind of inertia to the growing in a way that it would keep growing when the player leaves, but would slow down as time passes, stagnate for a small period and them start to shrink.
This would force the player not to stay away from the island for more than, say, a few game days.

And it would also mean that I have to write a very complex "Artificial Intelligence" script to 'run' the island while the player is away. Which is, by itself, a good reason to keep the mechanics limited to just a few indicators.




It's beginning to look pretty cool. :goodjob: Although I have to admit I still get confused when I see TES in this thread, I keep thinking of the The Elder Scrolls instead of The Evolving Society. :lol:

Speaking of which, nobody has suggested a better name for this mod. I am getting used to "The Evolving Society", but, although it passes the right idea of the central purpose of the mod (a growing community), I don't think it is a good name (on an advertisemant industry point of view). The initials coincidence is kind of fun, thou.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Wed Mar 30, 2011 8:13 am

[I am not sure whether the player should be:
(1) Lady/Lord of the Land and the NPCs her/his subjects. Player 'rules' from a throne room. Subjects are granted audiences to present their problems Main quest balancing would be discussed with a group of ministries.
(2) Mayor of the community. Hears rumors of problems and has to go somewhere to solve them. Main quest balancing would be done by passing laws and regulations.
(3) Anything in between . . . or a mix of both . . . or something else altogether.

Maybe you just happen to be staying in the village of one Inn, five houses, and the mayors building. The Mayor asks the player to help kill some boars or something. Pretty soon afterwords the mayor asks you to rule the village for a few days while he is going to act as a diplomat to a nearby village. But, he went missing and you have to search for him, But you find his corpes riddled with Arrows. You soon after become the mayor and then while you build the town up you will eventually get a castle and become The King/Queen Of [insert country name here].

Also maybe when you can get gaurds YOU choose the armor like have a guy ask you what type of armor which you can selected from you're inventory

you might want this landscape by MooTheCow i think it is open to anyone to mod... but you might wanna ask Moo anyways:

http://www.tesnexus.com/downloads/file.php?id=21500
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Wed Mar 30, 2011 2:57 am

I suppose it is time for another progress report:

I've just finished the scripts that handle the processes.

I have implemented the concept of leveled buildings/sites. At the moment, I am considering 3 levels for each building. Each upgrade improves its productivity. E.g. a Sawmill level 1 takes 1 log and produces 2 boards, a Sawmill level 2 would produce 3 boards and a Sawmill level 3 would produce 4 boards out of the same log.

At the moment there are three processes:
1- Housing process - handles house upgrades
2- Building process - handles upgrades of production buildings (e.g. Sawmill) and areas (e.g. Farms)
3- Production process - handles the daily production on each production site.

A process runs if its requirements are met. The types of requirements considered so far are:
1- Items (consumed) - e.g. Seeds are consumed to produce food
2- Building (consumed) - e.g. a level 1 building is 'consumed' when upgraded to level 2
3- Items (present) - e.g. you must have X units of food in stock in order to hire a new NPC (the food is not consumed in the process).
4- Building (present) - e.g. a Granary must be created before you upgrade a Farm to level 3.
5- House (available) - a compatible house must be available to be the home of the professional (I am assuming, for the time being, that the NPC is upgraded when its working place is upgraded)

Nice thing about those is that the values come from an .ini file, so if will be easier for me to adjust them later down the road, when fine tuning the processes.

Next, I will work on NPC processes, meaning: a fourth process to handle NPC upgrades.

I guess the requirements may be any of the above, plus:
- A certain amount of time working on a certain profession

I still must consider whether it is feasible / desirable to keep separate experience levels by profession or just a single, global level.

I will let you know when I finish it.

Jaden, thaks for the link to MooCow's Island. At first glance it seems too big for the purposes of this mod. But I will keep it in mind.

P.S. My son gave me the "CivCity: Rome" game for Christmas. It is fun. And it is somehow related to this work, as it has many professions and a chain of dependencies. But it has also many things that I don't intend to have here, like geographical distribution of goods. It seems like an evolution of The Settlers.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Wed Mar 30, 2011 11:50 am

Personally, I like the name. It's desciptive, and it pique's interest. As confusing as the Acronym is, I think you should keep it.
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Wed Mar 30, 2011 3:07 am

Has been a while, so I thought it was about time I told you how things are going:

I am working on the mod several hours every day and had a good progress the last few weeks:

I have been working on two things:

1) Reworked the way buildings are handled:
Although I am working with just a handful of buildings to test the engine, it became very difficult to have them all in the CS. I mean, every building has 3 levels, which means 3 meshes previously placed at the same spot, that are disabled/enabled as needed. Problem is that you cannot 'disable' then in the CS. All 3 are visible, one over the other. So it became too awkward to even just move them a bit, let alone choosing a proper combination of meshes.

I could imagine the pain when I had to handle a few dozen buildings and, since I think it worthwhile to invest some time now to get things easier later, I reworked the whole thing and now I only have to position an XMarker. The houses are all in a hidden cell and are moved to the XMarker as needed.

This way things got much more flexible for the testing phase: if I decide to use the AnvilHouseMC01 instead of the ChorrolHouseUpper01 for the House level3, it is just a matter of changing a line in a script (which, ultimately, could even go to an .ini file).

2) Developed a simulator
You may not imagine it, but setting "The Numbers" for this mod is one of the major challenges (and one of the major satisfactions). By "The Numbers" I mean things like
As a farm grows to levels 1-2-3, should its production be 1-2-3, or 3-4-5, or maybe 2-4-8?
A Leve1 house should cost 10xLogs and 20xStones or 20xLogs and 10xStones?

So I wrote an external program to simulate production and consumption of goods along many cycles (days) in order to get those numbers balanced. Anyway, I think I now have a decent combination.

On the simulator I am working with the following scenario:

(Disclaimer: the scenario below is just something I developed to test the Engine. It is a coherent scenario for testing purposes. The final version will, most certainly, be quite different.)

One conclusion from the simulations is that the mod should have two major cycles: a building cycle and a export cycle.
During the building cycle, you start from nothing and get to a flourishing city (the original idea).
At this point, top level materials start to pile up, since you don’t have anything else to do with them.
The export cycle starts by building an Export Office, a shipyard and a couple of shops to produce exportable goods from the surplus materials, like furniture from excess planks or weapons from metal surplus. The main result is money in the treasury, that will be used to build/upgrade the player's Villa, I guess. This cycle is still in the theoretical stage - nothing really done here - ideas welcome, as always.

BUILDING CYCLE
Four 'building' categories: Houses, Places, Buildings and Improvements.

HOUSES:
Where the NPCs live. You have to have a free house in order to hire a new NPC.
One NPC can live in a level 1 house, two in a level 2 house and three in a level 3 house.

PLACES:
Farms, wood cutting areas, quarries and mines.
Produce food and raw materials (logs, raw stones and ore).

CITY BUILDINGS:
Specialized buildings to process raw materials or provide services.
Each building needs an NPC to run the business.
ATM they are:
Raw materials processing shops: Sawmill - Masonry - Stone works - Foundry - Blacksmith
Service providers: Boarding House/Inn/Hotel - Guards - Chapel/Church/Cathedral - Health facilities
Exporting facilities - Import/Export office, Shipyard and additional buildings to produce exportable goods

CITY IMPROVEMENTS
Granary - required to store food
Sewer - required to upgrade buildings
Dock - Parks - City lights - Paved Streets - Paved Roads - self explanatory

I am working with a 'General Satisfaction' indicator composed of three other indicators:
- Health satisfaction - affected by the level of the sewer and health care facilities
- Security satisfaction - affected by the level of the guard station and city lights
- General happiness - affected by the level of the parks and religious facilities


Now I plan to place the concepts/numbers/buildings from the simulator into a test esp
I may have something to show you in a couple of weeks.


PS. And I would appreciate if you could suggest vanilla meshes that could be used as a Granary. Ideally 3 meshes, one for each level. If not, a single mesh scaled to 3 different sizes will do fine.

PPS. Suggestion to name the three level of the health facility are welcome. I am using First Aid / Doctor's Office / Hospital, but I don't like it. (I like one-word names)
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Wed Mar 30, 2011 3:21 am

For the doctor:
Healer -> Apothecary -> Hospital

Apothecary could also work as a first stage, but I'm not sure what would be good as a second stage in replacement. I like Hospital as the last stage because that really is the best way to describe a larger place of healing.

As far as granary meshes, I would think something out of Chorrol would be best. The architecture style reminds me very much of a bakery/granary type setup.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Tue Mar 29, 2011 9:26 pm

wow, forgot about this...glad to see recent progress :)
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Wed Mar 30, 2011 11:56 am

Thanks, theeq. Healer -> Apothecary -> Hospital sounds good. And, at least in Brazilian Portuguese, Apothecary sound as an ancient word, which fits the game. I hadn't heard it for decades.

And yes. It is progressing alright.
I am working on it every single day, from a few minutes to several hours.
Problem is that this phase is taking much longer than I expected as it needs large, repetitive scripts, so I am writing external programs to generate the code (after wasting a lot of time fixing bugs related to my awful typing skill).
Just as an (extreme) illustration: there is a script that generates an INI file that is used by an excel VB code to generate both, another INI file and the script code to process it.

The test worldspace also takes a lot of time to setup.

Again, I may have this test worldspace finished in about two weeks (If I keep saying this, I will lose credibility pretty fast)
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Tue Mar 29, 2011 10:24 pm

For quests think of your favorite quests from TES and other games and copy those a bit. You could also get a team member who knows how to do quests to help you

Good luck

:D
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Wed Mar 30, 2011 12:04 am

OK. Here we go: the first Alpha version of The Evolving Society Engine Test Environment - TESETE

The main reasons for the release is to help you guys getting a better understanding of the general purpose of the project. Keep in mind that every single click while playing TESETE represents something much bigger in the final mod, from simple tasks to whole side quests.

I think you will like it, provided you don't raise your expectations too much and always remember it is an environment to be used during the engine development. And is the very first version.

Actually, there is only part of the engine: the buildings construction, upgrades, dependencies and costs are implemented. NPCs are not implemented in this version.

The esp is kind of hidden among http://www.tesnexus.com/downloads/file.php?id=20878, as it is intended only to you, the reader of the discussion forums. Not to the general public. As so, there is no readme in the archive. The only, quite reduced (on purpose) documentation is below. If you have read at least part of this forum, you know what it is all about.

Here goes some information that will allow you to play the mod:
- You can play the whole mod without moving from the spot where you arrive.
- Time flashes - a whole game day takes less than 10 seconds (it is a test environment, remember?) so you can complete the game in 15-30 minutes
- Click on the little house at your feet to choose what to build.
- There are a few options to your left. The activator name should be self explanatory. Turn off street lights if your FPS drops too much.
- Look up to see your warehouse contents. The warehouse holds your Food and building materials
- Service buildings and city improvements have no effect in this version but they are needed to complete the mod.
- To complete the mod, you must build all 48 buildings and upgrade them all to level 3.
- As an incentive, I have a little treat for you when you complete the task. I hope you like it.
- Look right to see your progress - try to get to the top of the graph before leaving the graph area to the right (about 100 game days).
- Keep in mind that this is an environment to test the engine: most things are not in scale and many things are symbolic: a tower in the middle of the woods means the lumberjack at that place has been upgraded to Level 3 and has a watch tower to prevent forest fires.

Game play and strategy:
- After you activate the mod, load a game and press the Right Mouse Button to go to TESETE.
- If you leave your arrival place, you may use the RMB at any time to go back there.
- Places and buildings have one (virtual) worker that needs a house to live and one unit of food per day.
- Houses Level 1 may have one occupant - Level2 = 2 occupants - Level3 = 3 occupants.
- You start the game with 5xFood and 5xLogs - use them wisely.
- You can get stuck if you run out of logs to build a house and don't have a house to hire a lumberjack.
- Same thing with Food and Farms.
- Don't build/upgrade the Marble Works to the same level of the Masonry, unless you have plenty of CutStone in stock, as, with both at the same level, the Marble Works consumes all the CutStone the Masonry produces
- The little moving thing at the edge of the platform represents the time of the day.



Some details

WAREHOUSE
- The warehouse holds your Food and seven building materials: Logs, Planks, RawStones, CutStones, Marble, Ore, Ingots and MetalParts (the metallic building materials like nails, hinges, locks, etc)
- A large, 1-per-row object at the bottom = 100 x units
- A medium, 2-per-row object = 10 x units
- A small, 3-per-row object at the top = 1 x unit
- Therefore if you see 1 large cheese, 5 apples and 7 strawberries, you have 157 units of Food in the warehouse
BUILDINGS
- There are five types of 'buildings' - Names are self explanatory (I hope)
- HOUSES
- PRODUCTION PLACES - Farms, Forests, Quarries and Mines
- PROCESSING BUILDINGS - Sawmill, Masonry, MarbleWorks, Foundry, Blacksmith
- SERVICE BUILDINGS - BoardingHouse-Inn-Hotel, Police, Chapel-Church-Cathedral, Healer-Apothecary-Hospital, Import-Export Office and Shipyard
- CITY IMPROVEMENTS - Granary, Sewer, Docks, Parks, Street Lights, Paved Streets and Paved Roads

Processes costs and production:
- FARMS - No input - Production: Level 1 - Produce 4XFood - Level2 = 6xFood - Level3 = 8xFood
- Forests, Quarries and Mines - No input - Production according to level: L1=1xunit, L2=2xUnits and L3=3xUnits
- Production Buildings - Input and Output the same as the level. E.g. Level1 Sawmill consumes 1xLog and produces 1xPlank, Level2 Sawmill consumes 2xLogs and produces 2xPlanks, etc.

Building costs - generally, the higher the level, the more sophisticated the materials:
- Houses -
- Level 1 = 1xLog
- Level 2 = 1xPlank + 1xRawStone
- Level 3 = 1xPlank + 1xCutStones + 1xMetalParts
- Places
- Level 1 = FREE -
- Level 2 = 1xPlank + 1xRawStone
- Level 3 = 1xPlank + 1xCutStones + 1xMetalParts
- Everything else
- Level 1 = 1xLog + 1xRawStone
- Level 2 = 2xPlanks + 2xCutStones
- Level 3 = 3xPlanks + 3xMarble + 3xMetalParts


DISCLAIMERS
Make sure you DON'T CONTINUE YOUR GAME after going to TESETE - There is no way out: another reminder that you must continue your normal play from a save before you visited the test environment worldspace.
Save&load have not been much tested - not sure what to expect.
The scripted building animations sometimes crashed the game when building many things at once during tests. Normal play wont have nearly as many as during tests. Turn them off if you need.
There is a fair amount of comments in the scripts, but also a large amount of debug code that I decided not to remove (it is an Alpha release for testing purposes only, anyway). And most are messy. No use to clean up now, as I am planning to review everything in the near future.
I hope I didn't forget to disable/comment any test code.

REQUIREMENTS and INSTALLATION
Requires OBSE v0016 and PLUGGY
In the archive there is the normal Data folder for standard install (just the esp an a few meshes in Data/Meshes/QQTES)
There is also a Pluggy folder containing the mod .INI files. This folder must be copied to your ". . .My Documents\My Games\Oblivion" folder. After the copy you should have the INI files in ". . . My Documents\My Games\Oblivion\Pluggy\User Files"

CREDITS and Thanks
- To everyone that contributed in the forums
- SkyRanger-1 for the trigonometry code
- TomBrightblade for the instruction on how to keep the apples in the air (MiscItem >> static)
- I know there are more, but memory is bad and discipline to keep notes is worse.


Have fun! ! !
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Wed Mar 30, 2011 1:49 am

This is turning out to be rather wickedly awesome. You, sir, are tempting me to reinstall Oblivion before my predetermined FCOM-release-related plan warrants it. Should such a thing happen, I will let you know how things went.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Tue Mar 29, 2011 8:55 pm

I had no idea you where still working on it, let alone ready for an alpha release and I gotta say it goes beyond my expectations. :)
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

PreviousNext

Return to IV - Oblivion