Clan Core Migration
This past week I worked mostly on the clan core migration event/decision that occurs if a clan's core starts getting overrun by a neighboring tribe. The event gives the clan leader a chance to move their core to a location between the clan's area of influence where the clan's tribe is still the most prominent. The leader can choose not to move the core. In such case, the clan will get a big boost to both their aggression and cohesion preferences, which might help their tribe regain prominence over their core cell.
To implement this particular event/decision I had to add a bunch of new features to the modding system. One of which will allow mod creators to build expressions that let them sort out entity collections, which, in this case, I used filter the groups that can become a new clan core from those that can't. In addition to this, I added a bunch of extra debugging tools and to help creators debug their mods. One of these lets them use a scripted command to automatically take control of a faction when a specific decision is triggered, so that they can have a chance to test and debug the actual dialog generated by the decision. Here's an example where I used that particular command on the new decision to display it and manually chose its outcome instead of letting the AI do it:
For this decision I also had to implement a selection request which lets the player manually choose the new core cell. This includes a bit of extra bells and whistles, like a 'zoom-and-focus' animation. This new animation will also work for all existing automated map interactions. Like the 'goto' button that lets you focus on the source of certain world events. And will work both on the flat map view and the globe view... Though the animation is a bit janky on the globe view. So I decided not to showcase it. heh.
These past weeks I have been working extra time on the game thanks to a long vacation that is now over. So I will return to my weekend-only work schedule. I'll try not to spend any more time on bells and whistles and instead focus on adding more simple events to make aggressive interactions between tribes interesting. Once that's over, I'll add 'warfare' as a basic knowledge that can be improved over time and add some example discoveries related to it using the new event system. Then I'll work on updating all the old discovery events to use the new modding system too. After that, I'll start working on the last feature for 0.3.4, which was the one that was chosen by the community a long long time ago.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022
Comments
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This is great news !
Been checking this weekly for the past year or so. Good luck and cheers!