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  1. #1
    Member Member Bash's Avatar
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    Default Idea for MP Campaign in Medieval environment

    Recently we've got a lot of attempts for creation full-scale MP Campaign in Classic Shogun part of Forum, but then I realise - it would be more simple to do the same thing in Medieval environment. I past and copy my both messages from Shogun realm for explanation.

    1-st message.
    _____________________________________________
    I was recently lured by Drisos into ElMarkofFear tread. I was rather interested but... I've got some rather disappointing experience - I've got rather strong impression - like this project would never start in present form. Reason is - this idea isn't formalised enough.

    Then I would like to ask some rather stupid noob question.
    1. Can we edit troops numbers in SP saves?
    2. Can we specify odd number of men for our troops in MP combats?

    If anyone knows answers on these questions, then we can make ElMarkofFear-like campaign with human player battles.
    It is quite simple thing - each player send to GameMaster his moves and if two armies meets in some province - GameMaster notify both players about amount of meeting armies (like in game). If both players like to make battle - they came in MP Server in map of province in question with exact amount of troops, which were led to this battle. Then battle result (with all losses and honour promotions) must be sent to GameMaster, which edit next year save - accordingly all player moves and battle results. Period. Next season starts...

    Annual harvesting can be calculated in the same method - Game Master will use some randomization method for receiving some number from 1 to 9.
    If he will get 1 - all players (including Rebels) will get -50% in koku harvesting (this number don't include non-harvestable input).
    If 2 or 3 - all players will get 25% of harvesting detriment.
    If - 4,5 or 6 - all players must receive normal harvest.
    If - 7 or 8 - all players will receive 25% bonus from harvesting.
    If 9 - all harvests increase in 50%.

    Every season "Legendary Swordsman" event for any player will be checked.
    Probability of getting this event is derived from making 24 or 30-sides dice toss. Player in question will enjoy this event - if dice show number, which LESS then amount of battles which his clan led.
    It means - in case of 30-sided dice - if you led 4 battles you will get result if dice will show 1,2 or 3. And so on - as many battles occured for your faction as much probability for event rise up.

    Game Master must invoke some sort of self-imposed penalties for players which make their Karma a bit worse, but breaking their Oathes, and so on...

    Well, then initial question - do you know a method for numbers of men in unit editing? If - yes, let's start to brainstorm this problem.
    ____________________________________________________

    2nd message
    ___________________________________________________
    Wow... Eureka! I've got an idea!
    I'm not sure if we can edit Shogun saves, but we can edit scenario starts in Medieval - in absolute free manner!

    It would be quite simple thing - Game Master edit Scenario addind year in each iteration, starts game for each faction and send saves (not scenario raw-sheets) of each Faction to Faction leaders. Then Faction leaders send him their moves - make fightings in MP room on chosen charts with their Campaign armies and send results to Game Master.
    He changes scenario sheets according to all player simultaneous moves, do all randomization tasks (including - Vices and Virtues appointing to some personages these guys become to be Famous Leaders in special field in scenario list) then - next year starts.

    Well, what do you think about it?

    I will copy this idea into Medieval part of MP Campaign Forum, then if we will not find method to edit Shogun savesw - it seems like we can convert this thing into full-scale MP Medieval experience.
    __________________________________________

    Well, what do you think about it? Yep, initial model must be reshaped a bit from Shogun terms to Medieval realities, but...
    Let's brainstorm this thing. :)

  2. #2

    Default Re: Idea for MP Campaign in Medieval environment

    Yes, it sounds very interesting, hadn't occured to me at all. I don't know exactly how much work is for a person to modify say 10 starting positions, plus what will be the case with the AI oppenents, or will it be solely human? (Pope should be a weird technicality).
    But I fear the load of work the Gamemaster will have, could be a hindrance. Ofcourse with a team things could go faster....
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  3. #3
    Member Member Bash's Avatar
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    Default Re: Idea for MP Campaign in Medieval environment

    Sure thing - GameMaster task would be our bottleneck.
    But do you realize - all process of unit moving would be quite formalised.

    It is quite simple thing to divide units to their factions in unit list in scenario root. Then you need only clip and paste these strings and send them to player. Player will continue received strings with new provinces number after semicolon (old province numbers must be left for Game Master reference).
    Game master would receive these edited strings back and change old numbers to new numbers. As simple as that! If this thing became to be adopted and all players will behave themselves in honourable manner - we can allow them to place new province numbers themselves, then GameMaster task will be diminished much more.
    We can cut and paste from original sheet proction queue - then players themselves can point new buildings in appropriate provinces - all GameMaster task would be - just compile and present results in game saves. (I would against to sending actial scenario sheets to players. Players must see only his part of chart - not whole picture.) As simple as that.

    Yep, each faction would have human player. More then that - Rebel faction would have more players - if we will get excessive players in process, - in Viking scenario we would get different guys as King of Cantware and Nord Rebels leader in the same time - both of them have their definite capitals. Rebels wouldn't have access to any special troops - only to common units.

    I would recommend to start from Campaign map for standart Viking scenario, because it has less players and shorter scenario sheets.
    When technology of this game would be checked and improved (I'm sure we will find a lot of bottlenecks) - we can advise this game technology to whole community. I'm sure a lot of MP guys would agree to new sort of experience.
    Strictly speaking this form of game would be formalization of queue of MP-battles with predefined and diminishing (in case of bloody losses) or raising (as result of sound economy decisions) - arrays of usable troops.
    No more - no less.

  4. #4
    Member Member Bash's Avatar
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    Default Re: Idea for MP Campaign in Medieval environment

    Well I've got next idea. If player wouldn't send his new move/update to intended moment and didn't appoynted his Vice-Roy of some sort we would decide -like he is happy with present day situation.
    Alas, enemy on battle-field wouldn't wait whole year, then ANY MP-player can present faction in question in battle-field. If this pretender would fail miserably - leader of this faction would put this MP-player in some sort of "hanged traitors" list and in another case of leader absence this "hanged" guy isn't able to fight for this leader-less faction. I'm sure a lot of MP-players will be ready to fight just one battle as "invited commander" for any faction.
    Yep, some sort of leader/kings would led their countries to utter economical disaster then nobody would be ready to led 500 Peasants into battle against 300 Joms Vikings, but it would be good idea to find out some quite inept leaders/Kings for community as well.
    If we will come onto mutual terms - this project can start pretty soon. Let's make trial runs of this thing till start of Autumn, for presenting in Autumn time - "full product/technology" for whole community usage.

  5. #5

    Default Re: Idea for MP Campaign in Medieval environment

    Well, I'd say to start a small team of sorts to first research the technical questions, like the time needed for a map update each turn and how moves can be carried out simultaneously (the AI doesn't work like this btw), as in the case where Faction A has borders with Faction B and both attack each others province... many more questions will be raised surely.
    If the technical part shows good signs, then the organisatory one needs mostly enthusiasm and persons willing to spend some time. I guess in the end the bureaucratic procedures for running such a campaign will be perfected.

    I also remember Tonka Toys working on a MP campaign system outside the frame of the in-game campaign workings, trying to get an interactive map where troop movements could be recorded and such (IIRC:)).
    [VDM]Alexandros
    -------------------------------------------
    DUX: a VI MP enhancement mod
    -Version 0.4 is out
    -Comments/Technical Problems are welcome here
    -New forum on upcoming DUX tourney and new site (under construction).

  6. #6
    Member Member Bash's Avatar
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    Default Re: Idea for MP Campaign in Medieval environment

    Well, I'm ready to be first volunteer as Game Master for first trial Run.

    I will present all my doings in this tread for all people full understanding. Yep, it would means - all participitants will see all moves of their opponents and it is bad thing, but from other hand it would means they could spare money on spies. If participitants would be interested - then we will hide their movements and so on.

    Let's determine rules:

    You can make all things, which is allowed to player in one turn of SP Campaign. You must inform Game Master about it, of course.
    All provinces will get the same 100% level of taxing for simplification procedure while counting numbers. If and when procedure will be checked we maybe allow to change this basic level.
    All units will receive standart level of stats - 3 Acumen, 4 Piety, 5 Loyalty, 1 Dread, 1 Command (where it is applicable). Players must appoint all titels in their disposal in game start to all their units. Then some of units become to be "Provincial leader" units. Special titels like -"Chauncellor" and such can be granted only to "provincial Leader" unit (in other words commoner can't be Chauncellor, but "Earl of Dorset" - can).
    All Vices and Virtues will be divided in some equal groups with idea - the same guy can't be "adulterer" and "boy-lover" in the same moment- for example, "Thinker" can't be "Brain-Cracked" in the same time.
    Every year all Earls, King or Prince will take part in receiving some Vice and Virtue procedure - we will give 3 different VandV to all throng in random manner - it means only 3 random Earls/Princes/Kings will be affected. Player can't revoke once given titel - he must kill some really abominative figure in his court by some manner for titel freeing. Free titel can be given to any non-tituled unit with standard 3A,4P,5L,1D,1C (if allowed) stats.
    Any negotiations is allowed only between direct neighbors. Sides can reach any possible agreements.
    If sides share the same Faith - they can make Spiritual Oath to partner - if he will break some part of agreement he will suffer in "spiritual manner" - like all his leaders/units will lose 2Loyalty, all Harvests in his possession will drops in stated time period on stated number of percents and so on.
    Sides can pay to each other in money/land/unit/declaration of war on third party form of payment. In case of unit solding - sold unit must be transferred from realms seller to realms buyer in turn of bargain. In other case purchase isn't valid.
    It seems - like initial Rules is given. then - let's game begin.

    We need player for each faction. For starting period some players can lead 2 different factions simultaneously, but any bargains will be forbidden between these factions as well as fighting engagements. As soon as new volunteer would appear he will be presented Faction without dedicated player.

    In start period I'm ready to represent some faction and hold function of Game Master - later GameMaster mustn't be Faction Leader for obvious reasons. (I hope we can develop this thing to situation when 2 or more Campaigns will go simultaneously, then GameMaster of one campaign can be player in other campaign.)
    If players would wish it - they can create teams of some sort with one of them as King and other as C-in-C with emphasis of one guy onto strategical decisions and other guy in tactical fighting.

    Well, let's start it. I propose Viking Campaign usage due to its smaller forms and less array of usable units, but if community will prefer I'm ready to run "Early Campaign" of vanilla version.

    We need players now.

    Please, post your claims to thrones of Viking era and in brackets - possible thrones in Early Campaign. First claimant will get his throne.

    If you like to speed process a bit , please - you can make first move as well.

    You can post your intended moves for chosen faction as well in manner:
    Province name: building project - cost.
    Province name: unit production - cost.
    Province name: unit name - neighboring destination province name. (If dest prov name will be in your opponent realm - THIS MEANS WAR).

    In starting year we must appoint your titels to your Earls as well in form:
    Province name: unit name - Earl titel.

    If you like you can make some sort of agreement with your neighbors as well. You must declare items of agreement in your post as well. Yep, it is quite weird thing to declare your hostile intentions against third parties, but... this feature will be visible only in trial run. Later...

    OK. If we will got enough players - first turn of our game will start in Monday 25th of July. (Maybe we can start 2 Campaigns in the same moment - Vikings AND Early)

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