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raiding and inter-band rivalry in caveman simulator


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#21 Norman Barrows   Crossbones+   -  Reputation: 2205

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Posted 15 April 2013 - 01:15 PM

oh i just remember, realism was main in your game.
so in this case i would add friendships to the cavemen, and they'd need to interact every now and then with their friends to keep the friendship going and with sufficient "friendlyness" between tribes those tribes could ally.
(this would also allow to temporarily have more friendships/allies as you put more effort in them at some time, because you need to coöperate against a stronger tribe or something, pretty much making the player a politician xD )

 

thats already in there, just like the SIMs.

 

but even better, you can get friends to travel with you and fight for you.

 

you can also get them to join your band (the equivalent of a household in The SIMs).


Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


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#22 powerneg   Members   -  Reputation: 1463

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Posted 17 April 2013 - 08:56 AM

well, i was saying to entwine friendship and alliances more



#23 Norman Barrows   Crossbones+   -  Reputation: 2205

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Posted 17 April 2013 - 08:04 PM

well, i was saying to entwine friendship and alliances more

 

when it come to making alliances,what do you have to work with?   well, you have the player, with a band, and a nearby band of friendlies at the cave over yonder. and you have the relations between the player's band members, and the NPCs in the other band.       at the moment, NPC bands don't have a specific leader.      so i'm thinking that forming alliances would be based pretty much on the relations between a player band member and a NPC band member.    the player would TAB to their band member with the best relations with the NPC band, and use them to select the NPC who they had the best relations with. then they'd propose an alliance.  the results would depend on perhaps the overall average relations of all members of both bands, and other "in my interest" considerations like relative locations and resource competition, mutual enemies or threats, etc. so other than the "its in my interest to do so"  test for bands allying in general, its looks like its going to be all about building friendships where the player's band is concerned.   and of course, alliance acceptance or rejection will have to boost or nuke the relations and moods of all involved.


Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


#24 Norman Barrows   Crossbones+   -  Reputation: 2205

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Posted 17 April 2013 - 10:48 PM

well i went through and figured out possible goals or motivations for NPC bands, what behaviors would result, what types of alliances would therefore form, and under what conditions such alliances would form.  since there are about 36,000 bands active at any given time, the "lifespan" of a band is only 3-4 months, and the player will have contact with perhaps at most a couple dozen bands at any given time, i decided that modeling all 36,000 bands was probably overkill. so i then sought to determine the effect of such a simulation on the player,and just model that. 
 
it looks like i can model the effects on the player by just tracking who they are allied with, and randomly assigning a goal to each NPC band. for purposes of forming alliances, it looks like the goals would be:
xenophobic expansion - killers
wealth - raiders
slaves - slavers
prisoners for ransom - kidnappers
subjugation of nearby bands - kings. be my ally or else.
survival - sheep. everyone else. sheep get preyed upon by the other types.
i'm thinking 90% of bands will be sheep, with the other types making up the remaining 10%. or should there be more badguys?
 
i came up with a few more band goals like knowledge and animals for domestication. i was thinking they would have little effect on alliances. but it looks like player alliances will be partly a function of band member relations. so teaching or gifting of captured animals to "knowledge goal" or "animal goal" bands respectively could increase relations more than usual, increasing the chance of alliance.
 
the player can form alliances, and ask allies for aid in attacks on nearby bands.
the player can get random encounters of alliance proposals from nearby bands.
the player can get random encounters of calls for aid from allies.
raids on the player's shelter will be expanded to include raider, slaver, kidnapper, and king random encounters, as well as the killers random encounter currently implemented.
a general rule of thumb of "is it in my interest?" will guide calculations of who will ally with whom and who is allied with whom.
alliance and raiding random encounters will be a function of the proximity and goals of nearby bands in the area.
 
sound ok?

Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


#25 Norman Barrows   Crossbones+   -  Reputation: 2205

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Posted 17 April 2013 - 10:51 PM

well i went through and figured out possible goals or motivations for NPC bands, what behaviors would result, what types of alliances would therefore form, and under what conditions such alliances would form.  since there are about 36,000 bands active at any given time, the "lifespan" of a band is only 3-4 months, and the player will have contact with perhaps at most a couple dozen bands at any given time, i decided that modeling all 36,000 bands was probably overkill. so i then sought to determine the effect of such a simulation on the player,and just model that. 
 
it looks like i can model the effects on the player by just tracking who they are allied with, and randomly assigning a goal to each NPC band. for purposes of forming alliances, it looks like the goals would be:
xenophobic expansion - killers
wealth - raiders
slaves - slavers
prisoners for ransom - kidnappers
subjugation of nearby bands - kings. be my ally or else.
survival - sheep. everyone else. sheep get preyed upon by the other types.
i'm thinking 90% of bands will be sheep, with the other types making up the remaining 10%. or should there be more badguys?
 
i came up with a few more band goals like knowledge and animals for domestication. i was thinking they would have little effect on alliances. but it looks like player alliances will be partly a function of band member relations. so teaching or gifting of captured animals to "knowledge goal" or "animal goal" bands respectively could increase relations more than usual, increasing the chance of alliance.
 
the player can form alliances, and ask allies for aid in attacks on nearby bands.
the player can get random encounters of alliance proposals from nearby bands.
the player can get random encounters of calls for aid from allies.
raids on the player's shelter will be expanded to include raider, slaver, kidnapper, and king random encounters, as well as the killers random encounter currently implemented.
a general rule of thumb of "is it in my interest?" will guide calculations of who will ally with whom and who is allied with whom.
alliance and raiding random encounters will be a function of the proximity and goals of nearby bands in the area.
 
sound ok?

Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 





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