Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 24 Feb, 2018 @ 5:35pm
Progress Version 0.14
After taking some time to re-prioritize the workload for the mod based on concerns over code-bloat and anticipation of new tools, I've settled on a direction for development that will not require backtracking or rework in the event that new tools become available. This will also help to reduce the overall load being put on the game as this update frontloads the vast majority of new functionality immediately upon unit creation, rather than constantly calling in checks afterwards to determine if new units are using modded functions. To that end, every single Majesty object, including those in the expansio, have been incorporated into the mod through the following update.

0.14 Changelog

System Changes
-All Majesty objects have been converted to use a new prototype system to streamline further coding, this includes expansion game objects.
-The prototype's base form is a merger of every single attribute of both the expansion and original prototypes used for all units.
-Use of the new prototype system has consequently enabled the partial implementation of another Experimental Project.
*The prototype is loosely based on the way the Warcraft 3 Unit editor allows for modification of game objects, and allows for the manipulation of the aspects of many of Majesty's game objects more easily through one section of data.

Currently used and assigned parameters built upon the base form for all units includes:

-All Damage Types minimum and maximum damage.
-All Armor and Resistance Types.
-Items dropped on death including the chance to drop the item.
-HP/Mana regeneration rate.
-Hero Intents.
-Base value of all Hero/Combat Attributes.
-Skill Points.

Placeholder Parameters currently left unassigned/unused from new Prototype system include:

-Unit Magic Find
-Unit Days Active
-Unit Size X - These will encompass the total dimensions of the unit.
-Unit Size Y - These will encompass the total dimensions of the unit.
-Unit Size Z - These will encompass the total dimensions of the unit.
-Unit Shape - This will encompass the overall shape of the unit. Parameters will generally be in geometric terms (conical, spherical, square).
-Unit Age
-Unit Mass
-Unit Inventory Capacity
-Unit Inventory Current Weight
-Unit Inventory Max Weight
-Unit Race
-Unit Gender
-Unit Allegiance
-Unit Composition - Things like what the unit is made of (Rock Golem made from Rock)
-Unit Percent Composition - How much of the unit's overall mass is encompassed by this particular composition (Rock Golem is 99% Rock)
-Hunger
-Thirst
-Exhaustion

*Not all unassigned attributes may end up being used, and some may simply be discarded in further iterations of the prototype.
*The possible parameters listed is not complete picture of all the ones that may end up being included. The list will expand and contract as more ideas for parameters come to mind.

Combat Changes
-Damage calculations are no longer carried out differently for units and structures, they now all operate along the same parameters.
-The only exception to this is in regards to critical strikes.
*Having combat resolve different depending on whether the target is a building or not ends up being needlessly complicated in regards to the direction this mod is taking combat towards.

Kill Tracking Lists
-All units can now track the number of kills they have and categorically sort through the types of kills they have made.
-Aside from total overall kills, kills are also catalogued into the following categories: Units, Monsters, Heroes, Buildings, and Lairs.
-Kills are further catalogued into the following factions lists: Kingdom, Goblin, Ratkin, Undead, Nature, Monster, Dragonkin, Sanguine Cult, and one for each temple religion.
-Kills are also kept for each specific individual unit that was killed as well.
*By the next progress update, kills will be further catalogued into the specific Race the slain unit belonged to.
*Killing units will eventually carry a severity of enmity earned if the unit belonged to a faction. For example, razing a Level 3 Temple earns more enmity from a faction towards the credited unit than destroying a Level 1 Temple.

I will have to fine tune some aspects of the new prototype, and remove many pieces of code and functions that have been rendered obsolete by this, but it should make things easier for myself and anyone else to actually modify and tweak the parameters of units and structures in the game mostly from one location.
Last edited by amantalado; 25 Feb, 2018 @ 12:45am
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Showing 1-2 of 2 comments
BigDchad 26 May, 2018 @ 7:46pm 
Looks like your making some solid progress with this bro.
BigDchad 26 May, 2018 @ 7:48pm 
I have some new ideas for your game after reading this.
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