A World of Ice and Fire Forums

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Produno

#181
They are currently not implemented, I only laid the groundwork for them, they should be in for the next update.
#182
Hmm, I could possibly update the quest when the red wedding event happens, or I could just complete it to remove it from the quests tab?
#183
Help & Support / Re: Battle fps severe FPS drop
January 14, 2019, 08:02:44 PM
This used to be an issue if the game was not updated due to an operation missing for the added AI in field battles. No idea why it's happening here if yours is upto date.

Youcould try turning the improved AI off in the mod options.
#184
v4.0 / Re: Knights Don't Switch to Swords
January 12, 2019, 04:54:40 PM
Quote from: thenorthremembers on January 10, 2019, 08:27:52 PM
Yeah and I think even if the control did work it makes for too many commands in battle.

ACOK has optional fixes for things like this such as forcing all mounted troops to use lances if available and switching to swords when in close combat, it might be worth suggesting to produno.


I've added this from 1257ad for the next update.
#185
Discussions / Re: Project Space Thing
January 04, 2019, 08:21:35 PM
You're right, it doesn't haha. Maybe now would be a good time to learn how to do gifs...
#186
There is a book called The World of Ice and Fire. This contains quite a lot of history from the world of ASoIaF.
#187
v4.0 / Re: 4.1 Bugs + issues
January 03, 2019, 04:32:13 PM
I think you need to turn grass shadows on to max. It's an issue with the flora shader.
#188
Discussions / Re: Project Space Thing
January 03, 2019, 04:08:20 PM
Quote from: Riven on January 03, 2019, 03:49:30 PM
I personally like the black space background, the blue one don't feel good to me.


The blue is just the shader for the nebulae. It will change colour depending on certain events or where you are in the solar system. So it can react to the sun if you pass one, turning the nebulae yellow :)
#189
Discussions / Re: Project Space Thing
January 03, 2019, 11:55:34 AM
I have been playing around with the background, adding new particles and shaders instead of a moving painted background.

Which looks better, the picture below or the pictures above?


[spoiler]
[/spoiler]


[spoiler]
[/spoiler]
#190
Discussions / SpaceSlog
December 29, 2018, 07:05:27 PM
Build your ship, manage your crew and explore the cosmos whilst trying your best to keep your crew alive and your ship fully functioning. This game utilises an events driven AI and simulated ship systems to ensure gameplay is kept challenging and every game you play has a different story to tell.


Trailer


Current Features
  • Build your ship any way you choose.
  • A newly generated galaxy to explore every time you play.
  • Meet other factions, friend or foe.
  • Manage your crews moods and needs.
  • Trade with passing ships and factions.
  • Electrical power simulation. Build cables, generators and batteries.
  • Atmospheric simulation. Place down gas generators, gas scrubbers, air tanks, ducting and air vents to carry gas around your ship.
  • Develop your own story every time you play.
  • Extensive Mod support.
  • Plus more...

Build your ship any way you please.
Whether you want to build a small but nimble ship with a small crew, or a large battleship with lots of crew, the choice is yours. Just ensure you have enough supplies to manage your crew and keep your ship functioning.

Careful consideration must be used when placing doors and your power systems in case of breaches or other hazards.

Explore a procedurally generated galaxy.
Each time you play, the game's events system will generate a different galaxy for you to explore. Whichever difficulty you choose will influence how this galaxy or events are generated.

Exploration is key to survival.
Stay in one place for too long or get stranded and your crew will surely die. You must keep moving and find other ships or factions to trade with in order to survive.

Crew needs and moods.
The needs of your crew must be met in order to keep your ship fully functioning. An angry crew may rebel, decide not to work or give up completely. Ensure you have enough food and water to feed your crew. You must also choose your captain wisely.

Complex combat and medical simulations.
Fight other spaceships with ship to ship combat. Gear up and board your enemies or descend to a planet and attack them on the ground. Ensure you have a medic bay and spare limbs to patch up your fallen heroes.

Extensive mod support.
All the game's data is stored in JSON files. This means it is extremely easy to change anything currently in the game and even add new ones. In the future we plan to expand on this even further.

Links
Webpage and Blogs
Forums
Discord
Steam
Epic Games Store



Original post.
[spoiler]I thought I would share and gather thoughts regarding a new project I have been working on for the past few months. The game is being developed by myself using the Godot engine (https://godotengine.org/) and is currently unnamed (more on that later). I wasn't going to post here but I decided it would be nice to hear opinions on the game and share discussions.

There are direct influences from games such as Rimworld, Starship Theory, Kenshi and Warband as you can probably see from the pictures below.

Please do however keep in mind that everything is a WiP with many placeholders and anything is subject to change, this includes art style and textures. I would also like to point out that my main goal is to complete AWOIAF first at which point I can then go full steam into my new project.


[spoiler]
[/spoiler]



[spoiler]
[/spoiler]



[spoiler]
[/spoiler]


Planned Features


Ship to ship combat
Ground Combat
Away missions to procedurally generated planets
Ship building
Pawn moods and automation
Basic faction system
Basic trading system
Procedural event system
Various different types of enemies
Ship shields
Mining


You can join my Discord server where you can chat about the game, get updates and eventually purchase it.
https://discord.gg/Pmna78g



Currently only those that are registered at these forums can see this post and I will probably keep it that way for a while. This is still just a hobby project and there are no guarantees anything will be released.[/spoiler]
#191
Sceners Guild / Re: Scene work
December 29, 2018, 02:14:10 PM
Is this still ongoing? I hope so :) We certainly need those scenes filling up!!
#192
Quote from: kokemen on December 28, 2018, 06:34:52 PM
Is this still going on or has it been abandoned? It would have been incredible to see this implemented in the mod


I have not heard from Moose for a while so im not sure if he progressed with this or not. The new props by Adorno I have just put in the mod would be perfect for this though.
#193
v4.0 / v4.2 Changelog
December 19, 2018, 01:15:42 PM
Changes

Gave Pentoshi Veterans and Pentoshi Mounted Veteran guarantee Shield.
Added shields to Riverlands House Guard.
Changed name of Braavosi swords to Florret's.
Wandering Crows will no longer be in Castle Black as it makes little sense.
Added new banner for Free Folk faction.
Added new banner for Dothraki faction.
Added new props and removed some others.
Optimised some collision meshes.
Removed the un-needed extra options to recruit prisoners.
Changed music when hunting to ambience.
Adjusted various armours.
Added Tarly House Guard troops.
Added several new armours created by Kraggrim - commissioned by Robertidaniel.
Added new Dornish Armours created by Artisan - commissioned by Robertidaniel
Adjusted/changed all Dornish troops gear.
Removed more un-needed un-used items.
Lords with specialised faction troops should no longer use those troops if sent to the wall.
Lords special companions will no longer join them if sent to the wall.
Changed all wight textures.
The undead can no longer drown.
Banners now have a chance to break.
Removed many duplicated collision meshes.
Added Lance change script from 1257AD.
Changed/updated various textures.
Adjusted various sounds.
Removed many unused sounds.
Adjusted hair textures and fixed the small lines sometimes showing on hair meshes.
Moved NPC's from Lordsport to Pyke as should be correct.
Increased the price of patrols and the time it takes to enable one.
Adjusted all battle strength scripts and added various terrain advantage.
No more children walking around towns owned by the Nights Watch.
Any town owned by the Night's Watch will not hold tournaments. (not just Castle Black as was before)
Optimised Braavos Titan model.
Named many NPC's in the game.
Added new Giant head models created by Kraggrim.
Added new Night King head model created by Kraggrim.
Added new Dawn model commissioned by @dovahbear , created by Kraggrim.
Removed 'skill' message showing.
Adjusted stats of various shields.
Queen Daenerys now wields Dark Sister.
Added Spanish translation by @kokemen
Adjusted some Qohoric unit stats.






Scenes


Fixed various issues with Highgarden scene - Redone most of the scene inc siege scene.
Completely re-done Kings Landing scenes - this now gives double the performance.
Tweaked Kings Landing tourny scene.
Redone Winterfell scenes - this now gives double the performance.
Some small fixes/changes to Lannisport.
Fixed/adjusted Castle Black spawn points.
Adjusted Castle Black outer terrain.
Some small adjustments to Fairmarket.
Some small adjustments to Riverrun.
Some small adjustments to Stone Hedge.
Optimised Braavos Coastal Assault scene.
Raised beach terrain at Tyrosh so hopefully no more drowning.
Some small fixes to Volantis siege scene.
Adjusted ladders at Selhorys siege to stop units getting stuck.
Optimised Lys siege.
Fixed issues at Brightwater Keep.
Fixed issues at Weeping Town, Frostfangs camp, Thenn, Hardhome, The Wall, Karhold scenes.
Redone The Arbor scenes.
Fixed various issues with Sunspear scenes.
Fixed various issues with Pentos scenes.
Fixed various issues with Lorath scenes.
Fixed issues at Mander, Bear Village, Fingers, Pennyhill, Honeywine.
Added 2x new villages created by Gokiller.
Fixed various issues at Sea Dragon Neck.




Fixes

Fixed plate armour's incorrect leg armour value.
Fixed Mail Turban incorrect armour value.
Fixed Thenn map icon.
Fixed village training mission not completing.
Fixed attacked by bandits at night mission not completing.
Removed the extra random spawns sometimes at weddings.
Fixed some duplicated meshes.
Fixed an issue with various village elders.
Fixed Eastwatch Harbour menu.
Fixed duplicate spawns in the Red Keep interior scene.
Fixed Kings Landing map position.
Brightwater Keep is correctly shown as a grey castle on the campaign map.
Various typos and other small issues fixed.
Fixes made to NPC/Lords/Kings etc respawns.
Your cook can now hold more than one feast.
Various fixes to bandit lair spawns.
Various fixes to diplomacy.
Fixed Janna Tyrell's relation.
Fixed Join the King beyond the wall quest not completing.
#194
v4.0 / Re: Relations with villages decreasing
December 16, 2018, 12:23:04 PM
Ok, I think I have found the issue. Thanks for your help. Update coming shortly.
#195
Help & Support / Re: Town loading on enter [3.6]
December 16, 2018, 10:43:21 AM
Disable scenic view in camp>options.