(WIPz) Castle Wars 4

Post » Wed Aug 13, 2014 12:42 pm

Castle Wars 4 - Project Status Information

Quick description

I had noticed long ago, back when I was hyped on the impending Skyrim release, that there weren't any war mods for Morrowind. I sought to remedy that without interfering with the vanilla game and lore. So I made this mod dubbed Castle Wars. It has you taking an ancient dwemer train to a place known as the Isle of War. A place far off the mainland supposedly created for the entertainment and worship of daedra. This isle is locked in never ending war and if you should travel here, you may take part and seek the the daedra's rewards. It takes aspects of rts and other games to create a unique and involving experience.

this is the latest unreleased beta for testing

https://dl.dropboxusercontent.com/u/17301683/CastleWarsRevamp%20BETA.7z <- main archive

Password: mojito

always latest esp -> https://www.dropbox.com/s/exffh7z1p8a611q/CastleWarsRevamp.ESP <- for use with archive above

Survival mode

-Over 32 unique units

-Dynamic levelling for a challenge to all levels

-Dynamically spawns enemies for epic battles

-5 phases w/ hex edited menus for streamlined viewing

Upkeep phase - shows you current round, wave, and estimates expected opposition; it then give you the option to continue or retire

Reinforcement/Deployment phase - lasts a certain amount of time depending on your wave number; use this to set up your unit in strategic locations like the courtyard or archers/mages on the castle walls, set up flanks etc

Battle phase - let the battle begin and control troops like never before with real time orders; by default troops hold ground (for archers on walls, flanking parties etc), strategy is now crucial

End phase - get your spoils and you now receive a total score that calculate how many reward tickets you receive at the end; unit are persistent and are reset to their original position at the end of each round

-Advisor & Castle Interior/Ship Deck

gives you scout report and recommends how many troops you should have minimum (less ambiguity) located, along with recruiter and smith, in castle pseudo interior; accessible during reinforcement phase

-Unit Overview & Heroes

during reinforcement phase, each unit can report individual xp total, xp until hero, health, etc and be disbanded. A unit with enough xp gained via surviving battles (algorithms based on allycount vs killcount) will eventually become a hero, a more powerful varition

Conquest Mode - WIP

-Conquer territories across 4 islands (so far)

-Collect resources and take part in quests to further the war effort

-Use resources to obtain units, research tech, and construct buildings and fleets

-Fend off starvation should your empire grow too large too fast

-Locations can come under siege

-Defend, Attack, etc

Starting up a project status akin to lexa's, it's nice for people to see progress and for my own reference as well.
I've finished up rewriting the entire conquest system and soldier placement system (went from 50+ scripts to 4 or so). I've cut literally thousands of lines of code merging many scripts into general controller/handler scripts. Think of it as 'framework' instead of a specific script for each task. I've also rewritten the spawning system. It fixes instability and now randomizes spawn location so not all soldiers appear at a singular point. There is now a split battlefield so you cannot place soldiers at the enemy spawns. Furthermore conquest now knows if your assaulting or defending and either places you at the docks (assault) or in the castle (defense). On defense, you must defend x wave(s) of enemies often starting with a scouting party. On offense, if a battle is not complete within a certain timeframe, the game will fade out, time will pass and you'll resume the assault to simulate long battles. If too much many time skips happen, you may fail the assault due to attrition. I'm through with interior cell refreshing as well. Now it's all about making conquest complete. I will be polishing exteriors and performing reference cleanups as the final step. I have another person adding clutter and details and I will be reworking landscape and texturing on almost every cell.
I'm not going to post my whole change log... I'm going to agree with lexa and say that's a damn long list :sheo:
Anyhow, this is what I did so far: (I've appended the version of CW in which each fix was implemented)
Mod Core Filesizes:
Original Castle Wars v3 Version:
CastleWarsv3.esp (2342 KB)
Current file size:
CastleWarsv4.esp (1785 KB)
overall size reduction: ~ 33 %
Junk and accidently changed cells identified and removed: completed
1 unused Interior cells was deleted -v3
Exterior cells considered as junk or bad were fixed:
false "cell changed" markers deleted -v3
unwanted landscape modifications fixed -v3
path grid change markers on certain vanilla cells removed -v3
accidently moved refs reset to vanilla state -v3
no longer touches Seyda Neen -v4
Accidently changed vanilla CSIDs identified and purged: 92%
marked Vanilla Refs purged -v3
backchecking all refs -v4
Unnessessary LTEX markers purged: in progress
68 LTEX Entries to purge if necessary -v4
Seyda Neen/Damp Cave Facility bugfixing: completed
no longer touches Seyda Neen- new entrance in Addamasartus, the cave just outside Seyda Neen -v4
all dupes and pointless objects deleted -v3
various ingame display issues and bad path grids fixed -v4
Interior polishing: completed
Damp Cave (purged junk, additional decoration, various small bugfixes) -v4
Damp Cave, Hidden Chamber (remade, no more chests) -v4
Damp Cave, Hidden Facility (cell entirely redesigned) -v3
Seyda Neen, Station (polished, display bugs fixed) -v3
Plugin CSID purging/merging: completed
massive restructuring & renaming of all references -v4
removal of old/outdated CSIDs / merging dupes -v4
replacing unnessessary additional objects with fitting vanilla objects if possible -v3
Exterior polishing: 25%
various changes to a couple of cells (display bugs, landscape/tex, misplaced meshes, etc.)
additional decoration will be placed occasionally later on
?/27 exterior cells considered final atm
Script processing: completed
anolysing and re-referencing Scripts (initial Script count: 236~ )
removal of unused scripts -v4
combining/rewriting many, many scripts -v4
bugfixing where it's due -v4
69 scripts now -v4
Global Variable Usage Backcheck: completed
Merging/Renaming/Restructuring (initial GVars count: 97 ) -v3
patching involved scripts -v3
additional: 3 (used for new/improved functions) -v4
removed: 67 (either unused, merged or made pointless through rewriting scripts) -v4
Counter: 33 Global Variables remaining -v4
Various other issues/bugs I already took care of:
  • Bad pathgrids in Damp Cave main cell fixed - now npcs/monsters should walk around properly
  • corrupted Leveled List for random enemy equipment (Heavy Boots) was not containing high level heavy boots but added another heavy cuirass to npc instead
  • misplaced door/doorjam/lights at Tower in Grand Tree Village repositioned
  • misplaced dwemer door (wrong rotation angle) near Fort Cragmoor now shows up properly
  • various inaccessible doors could be activated (clicked on) but did not respond to player. Now they do.
  • fixed minor bugs in the warlog journal text
  • collision "hole" on western island allowed player to step/jump into the ocean
  • ugly crashbug in fal_cw_main script caused by pointing to wrong musicfile name (old)
  • ambushes now occour slighty less often (Chance reduced by 20%, checks&spawns once per turn)
  • units could be transfered from one campaign to another through storing them in a container before leaving and restarting Castle Wars. This exploit will no longer work.
  • Units can now only be used in the campaign they were obtained.
  • A "City Attack" could be initiated on your home fortress within the first turn. Now within the first five turns random sieges are suspended.
  • containers in Fort Stormreach, the Assarrimisun Camp and Fort Northgate had ownership markers attached - since you're supposed to be a warlord and stealing is pointless during a Castle Wars conquest, all ownership markers were removed.
  • the old playerstats checkup routines and all related stuff from pre CW 2.5 Versions deleted (this alone renders 1 background script and 18 globals useless !!)
  • Levitation Blocking within Castle Wars is now handled differently. You can use items such as potions or spells to initiate levitation, yet the effect is instantly removed! Now it will no longer interfere with other Mods enabling and disabling levitation.
  • Imperfect-type Titans were too weak compared to standard mobs on higher player levels plus they didn't attack unless being attacked first. Frost Giant Titans were that weak as well, yet at least they attacked. This was caused by a fixed health/strength/fatigue setting and a non-attacking AI. Now both titan types will be adjusted according cw difficulty and they are very hostile. Prepare for something serious!
  • Now you need the same number of turns with normal food supply your people suffered starvation to put that counter back to zero. So after been in starvation for three time (= 6 turns) you will need another six turns of normal food supply to get the counter back to zero.
  • To add more to the list, it was possible to kill the shipmasters. Altogether pretty buggy so I re-did all the scripting for ship assaults and now they work similar to the technique I already used for city battles and sieges. So a common control script (being started by all shipmasters) will handle the ship travels and ensure that everything works as intended and the shipmaster now gets resurrected if killed. And the time setting bug was fixed... phew.
  • Random Doors Cell Change Exploit - you could leave and reenter a cell to reset all the random doors to gain more food. Very profitable in cells with plenty doors within a small area like Winterhollow or the start fortress. Now you must leave the cell and come back during a new turn to make those doors respawn.
  • Furthermore all allies suffered great health losses when playing on the high difficulties - as this renders them nearly useless (an enemy would need two hits to kill them while they need 50 hits to kill an enemy) I decided to rebalance this in order to make allies more durable.
  • Fixed broken CoolDown for Clerics/Healers
  • Ally Healer AIBug - partly fixed through workaround. Healer Units had only tried to heal the player once (by casting heal spell)... if done, their AI in combat stuck - they won't cast the spell a second time. Yet if combat ends, they did react. I recalled aifollow and it seems to work well now.
  • Interaction with various Castle Wars npc (e.g. City Managers, Questgiver and End Game) was possible even when not in game mode. This has been fixed. This also applies to random doors
  • Game Resource Transfer Exploit fixed - you could have transferred resources from one campaign to a new one by storing the misc items in a container before ending the current run and starting a new one. Afterwards it was possible to pick them up to have an easy start. As there are portable containers or companions, that could be used for this, it wouldn't have been sufficient to remove accessible containers from the Castle Wars islands. After all, the best way was that resource "items" were removed from game. As a consequence quantities will be handled through a controller npc and you can only see the amount by opening the castle wars map (scroll), that will tell you various other stats.
Completely new Features:
[DONE] Attackers/Defenders Count Adjust
Castle Wars Difficulty setting now will also affect the total and concurrent number of spawned enemies during attacking/defending a city. This means e.g. if the defencer/attacker count shown in the stats requester shows
[in progress] Resource Traders
Once you build at least two harbor expansions there will be resource brokers in all cities you control and you home fortress. These guys will trade fixed amounts of resources (food, wood, magic and metal). It won't be profitable though, since you loose 10 units of one resource and receive 3x 3 units of the remaining resources but if you barely need a special resource... with slavery being prohibited you cannot trade in population XD. haha lexa
[DONE] Better Defensive Force (Location Guards)
Once deployed in a city/location, Defensive Forces will now drive away enemies on their own if the city is under attack and you either decide not to help or fail to arrive in time. Even if these guards defend your city there still is a chance (affected by difficulty setting) of loosing when you (as commanding general) are not present. If you are present and command the Defense Force they will win.
After successfully defending a city your DF will be weakend. It could (and should) be reinforced for 50% of the normal cost since if not reinforced, a further attack will have a significantly higher chance of success. Anyhow, if a DF holds your city twice without being reinforced in the meantime, it will be destroyed no matter what leaving your city defenseless.
Furthermore a DF will vanish if starting a new campaign, or if the city is lost (due to attack).
[in progress] Explorable Ruins
exploring a ruin (each one can be explored once per conquest) may results in serious encounters or finding a valuable treasure (whole load of gold or resources). On rare occasions there may even be special ally units offering to join you, that cannot be recruited normally, like a demon or a titan - of course these special allies are very strong so you them in tough battles. There are twelve ruins spread across the islands. Exploring them is pretty dangerous since encounters are special in there. Unlike city battles (except deity mode) enemies can actually kill you plus you cannot flee the battlefield. You might bump into a handful of bandits, a pack of werewolves or a hostile army camp. You might even have to fight three or more titans at once which is not possible in normal fights. So enter ruins only when you're prepared to face death! If you manage to explore all ruins during your conquest, you directly receive a bonus Castle Wars Ticket.
[DONE] Siege Chance Adjust
While normal difficulty setting doesn't affect the basic chance of enemies attacking a city it will progressively increase on higher difficulty now. On very low difficulty setting on the other hand it will slightly decrease.
[DONE] Better City Management Menu's
The Stats-Info for attackable locations is now more userfriendly/readable. It's a common menu that shows the resource production and the state (none/low/high) of your defense for that place. Furthermore the Contruction Menu is improved - you will find the defense force here and in cities/your homefortress you can develop certain upgrades. You will now get a description of what the unit does before buying and the menu will finally show how many resources you need to create it. All locations can give out quests.
[DONE] increasing Research Costs
The costs for researching upgrades are now tier dependant. The first upgrade costs a little less than before while the third one became more expensive. Costs for the second upgrade remain unchanged. Anyhow, researching health upgrades will now require less soldiers but as a consequence you will also need food to upgrade health now.
[DONE] Deity Difficulty = hardcoe Mode
Be warned - while on all difficulty levels you cannot actually die during city battles and ship assaults, playing Castle Wars on "Deity Mode" now is far more serious. Not only the enemies are harder and will spawn in larger waves but you cannot flee battles and you can die.
[DONE] Requester Hex'ing
Various menus/dialogues/message boxes showing resource stats/costs look a bit awful due to continious text flow. It was somewhat quite a pain to read them all the time and so I patched a bunch of info and control scripts with a hex editor to make the text boxes they post more user friendly. See the result of this by looking at some of the linked or attached images in later posts.
[DONE] Auto Resource Stack Info
The "Turn Change" message boxes now show change in food stacks as well as turns to victory/starvation and locations owned...
Further known issues (on todo list):
[Severity] ranges from 0 (a little nuisance) to 10 (game breaking)
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Rhysa Hughes
 
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