RPG Myriad
Introduction:
Myriad is a massive world populated by player characters who have the potential to become whatever, to do whatever it is that their hearts desire.
Characters will become mighty heroes that can battle countless foes, build trade empires, delve into the mystic arts, and bend the elements to their whim.
They can alter the very landscape with their mighty arts, and all men and animals will bow before them as masters of Myriad.
Yet the journey to become such a hero is long and perilous, the cities of Myriad abound with people, yet not all of their intentions are benign. You will have to face adversity, not just from the Orcs to the east, or from the reclusive desert people, but from each other will heroes have to contend.
What a hero is capable of will depend entirely upon the choices you make, he can be anything from a boy thief, to a warrior king or a powerful mage.
Myriad holds many choices, but not all of them will lead to your triumph. Choose well, and you may rise as the champion of all that is Myriad.
Game Overview
This game is RPG in every sense of the word.
Before the game begins, you must create your character. This Hero Creation will go beyond simple class choice, you will choose your race, your name, your gender, your speciality, your background, your attributes... This could include details such as your family, orphan or sibling, was your father human or nightelf?
Once you are satisfied with your character, you may begin the game, and your character will be generated. What choices you have made will decide your character, as well as many possible hidden attributes and potential he may have.
A character is capable of achieving anything, yet your choices will determine the role you wish to play, and thus your character will be given strengths in those areas to reflect this. Details will be covered in Hero Classes.
Once you are in the game, everything is completely open. You may start in the main Human City, or your beginnings may start with one of the Orc Villages to the east, depending on the choices you have made.
There is a central storyline that can heavily affect the game, but a player can choose whether or not to involve himself in it, or be involved at a later date. Many things may advance the storyline, certain events, certain statistics, if a player forces it to advance in various fashions.
Death itself begins a entire storyline in itself which will closely affect the central thread. The storylines will be designed to be as accomodating as possible, the storylines can function without any players, and it can integrate other affecting storylines into it seemlessly.
Hopefully this will make the Quests more than simple primary and secondary objectives that have a set function and reward. This storyline feature will totally immerse the player so that they feel that they are actually part of an event that is happening right at that moment!
Gameplay Features
Hero Classes: These are guiding principles for the roles a character may pursue. Pursuing one role does not eliminate the other roles for the character, instead the following classes are simply indicators.
Leader: A Leader is an inspiring character, whose very presence inspires others, and makes them eager to accomodate him.
The player of this character will typically have a wider field of vision than others, the strength of which depends on the prowess of your character in that field. The camera will be pulled further out in response to character's shouting strength, which will allow him (or you) to command troops over a larger area.
Also, this ability also means he can communicate with other players over a larger distance.
Human parentage increases default talents in this area.
Druid:
The Druid currently features Cast Rain and Summon Plant.
A druid is master over the elements, he can draw the elemental essences from the very earth, or even the buildings of stone and wood in the great human cities.
In other words they can manipulate the nature, creating powerful weather spells to summon rain and storms, or growing grass where before it was barren. They have a powerful hold over the environment which they can use to tip the advantage in their favour.
Nightelf parentage greatly increases default talents in this area.
Shaman:
The Shaman currently features Raise Earth and Scour Earth.
You'll find a shaman to be in many respects a twin role to the Druid, but where Druidic talents may use nature to their benefit, shamans can alter the very landscape, pushing up hills, and sinking mountains. They commune with the spirits of the elements.
Orc parentage increases default talents in this area.
Wizard
The Wizard currently features Summon Elemental.
Wizards are a powerful role of Myriad. They are the mystic sages of all arcane knowledge, and there is virtually nothing beyond their grasp. They commune with no spirits, but instead bow only to the God of Knowledge.
Parentage has no relevance here, other than the fact that you were born.
Trader:
Is currently possible to Buy Mercs.
This is deserving of being recognised as a role because trade is such a huge and vital part of Myriad. Without traders to peddle their goods, items and mercenaries between the cities, Myriad would simply collapse into chaos.
Traders have a large number of related entrepeneurial skills, some of which correspond to some that you would see the Leader to possess. But they have natural talents in getting the best bargain for themselves, and they can be welcomed into any community with open arms. Traders may not be powerful heroes, but their financial prowess allows them to behave with all the arrogance of one.
Human parentage increases default talents in this area. (Goblin parentage is also assumed to boost these talents, but we hope you weren't so unlucky.)
Thief:
The Thief currently features Throw.
This character is a wily street smart entrepeneur of people's pockets. This is a cousin of the Trader, and both thievery and trading profit from skills in this area.
Any good parentage is unlikely in this area.
These are simply the most iconic roles that all the various skills and talents and training might afford a character, there are a Myriad more skills that can be learned to improve and define your character.
Personal Mounts
Each character may choose one animal for his personal mount. That animal is not always necessarily a horse.
If a character is to choose a mount, he might consider things like:
What does it cost?
What level of vegetation may it graze?
How fast is it?
How good is it's condition?
Is it large enough to bear me?
A personal mount is a large asset, but also a responsibility, the horse relies on its owner to make sure it is fed, well conditioned, and is allowed to recuperate on occasion. The mount may not even like you to begin with and may be fractious, stopping to graze despite your best efforts, and attacking you when you attempt to mount and dismount.
This can be quite a chore with a fresh mount, but over time a horse will grow and learn to be a less fussy eater, and it will become more a companion.
Horse's do not share experience with the hero, if you keep your horse stabled for a long period under the ministrations of a hired groom, you may return to find that not only is it in bad condition, but that it is almost completely ineffectual as a mount.
A player may use his mount to race in the racecourses provided in the two Cities, and more racecourses may be unlocked.
The prize for winning is determine prior to the race and you can race against NPC or player. Be aware that the races are dangerous events, make sure you and your horse are conditioned and ready for it.
Nothing in Myriad is permanent. City buildings may be razed or demolished, citizens may be massacred, and everything laid to waste, but this will not mean the end. If even a small fraction remains, citizens can elect a new mayor, rebuild their town, and flourish once more.
Mount Types:
Horse
Pig
(Still to come)
Scorpion
Wolf
Bear
Kodo Beast
and many more...
Cities
Citizens: You'll find that the citizens do not aimlessly wander around, they have specifics goals as well that contribute to the community, the citizens can perform all the task that you yourself might be called upon to do.
Such as fishing, lumber harvesting, smithing, contruction, marketing, trading, and more besides. The working bustling economy of a great city.
So far, the groundwork for citizen AI has been laid. The map features a mini economy set up in the top left corner. Unfortunately, certain restrictions prevent it from being used full scale at this time, but it should be available relatively soon.
Guards: Though Guards are technically the same group as the citizens, AI demands are somewhat different with the military.
Guards are responsible for the protection and safeguarding of the city and its denizens, from threat without an within the city. This means that while they will kill enemies on sight, they will also treat criminals with less than gentle behaviour. Players who make their way as Thieves will find learning to outwit and outmanoeuvre guards to be essential to gaining control of the streets. And they will find themselves in unique positions of power that can be used to sell your talents to the enemy, if you aren't burdened with an overabundance of morals.
Sabotaging defenses, opening the gates, working at the political and economical infrastructure from within, these are all the shadowy talents of those who follow the path of the Thief.
Guards and citizens in general have a unique AI system that means that nothing is fixed, being allied with them doesn not make you exempt to any rules. Even if they were your OWN units, they would still behave in a manner that their role and AI dictate.
Mayor: This is the person with whom all final responsibility rests. All Law rests in his hands, and he may alter it at will. he decides what constitutes as contraband or not, he approves building locations in relation to the overall city structure. He is the local equivalent or a lord or king, and to become Mayor by whatever means is a glorious route to power.
The Mayor organises and controls the citizens under his rule, and determines the path and goals of the City.
Systems
The big foundation system for these three is the overlaying Physics system I've invented! That's right, real physics in Myriad! Momentum, force, velocity, real physical interaction will all be a part of it!
You can find out for yourself in the game, or you can keep reading for the spoiler!
1) Collision - This was my very first system idea out of these three. A knight can charge the enemy, and scatter them with use of the physics formula f=ma. This also causes 'trauma' damage based on the difference of forces / mass of enemy unit. A horse is a heavy beast so it can charge through a whole swathe of enemies, but it will eventually slow from hitting so much meat.
This system is currently installed on only the Jockey and his Horse you can find in the southern part of town to the right of Hero. Also, the Jockey/horse relationship has been completed solved thanks to MindWorx and others, you can now control your horse simply by ordering the Jockey, and now your hero can attack from horseback!
2) Pirates! - My second system. Basically this is an attachment system based on the Hero Mounting system (again, thank you MindWorx), that units to actually be present upon a shiup or a building, and not just sitting inside the cargohold. There is a small fleet of Pirate ships by the dock for you to play with, and there are enemy pirate ships along the river.
This is obviously first implementation, and is to provide an example of what is to come.
3) Slope Movement - This was the toughest, but the most rewarding! Now the game is truly 3 dimensional! No more static movement of units regardless of slope or incline, now your heroes actually move slower going uphill and faster downhill!
The FarSeer to the east of the City is equipped with this trigger, why don't you go take him for a spin? There are a few hills around, north-east is the test hills I created, but there is a northern one as well that you might have already seen.
Combat System:
This has just been begun in recent updates and so far it's progressing quite well. A damage system is currently in place for units wielding swords, as well as a rudimentary defense system with shields. Only swords and shields are usable at the moment until certain structs and functions are installed.
Sword damage is calculated by the strength of attacking unit, the penetration of the weapon and it's mass. Also trauma force, which translates to knock back (later will damage stamina), is calculated by whatever force is left over. If a sword of 70% penetration successfully bypasses a unit's defense then the trauma force would be 30% of full strength. If the sword is successfully blocked however, then it becomes 100% trauma force.
Also swords sweep in an arc from the right, damaging all units in its path, and shields protect only a 160 degree arc in fron of the unit for the time being.
All subject to improvement.
Updates: 13
What was included in update: 9
Decided to revert the Shield facing to equal the unit facing, so a unit will always defend right in front of him, this is much easier and simpler for the moment and may in fact stay this way, unless I make it that units can strike from different angles etc.
Added a whole bunch of stuff from the missing update:
(Much of the below is testable with the Archmage next to the test Town.)
Messages:
You can now write messages onto scrolls etc. Basically, you just need a scroll in slot 1, and use the Write Message ability, then type a message while it is activate. You may enter multiple messages, and then when you have finished writing your message(s), then you can deactivate the ability to store the message to scroll. Same with Card of Conversing, but you may notice that the Cards of Conversing in the Archmage's inventory have a unique ability. They all share the same message! This will become very useful for Players that can acquire such rare gyspy items.
Cursing - You can curse an item. Whoever or whatever picks up that item will be Cursed, and will suffer 1 damage per second until the Curse is removed, or they get rid of the item.
Plague - This is a permanent version of a Curse classification. Plagues must be cured, they will not go away when the Plagued item is removed. Thus Plague can spread quickly and quietly, spreading to every other unit and item they come into contact with.
Made a whole bunch of useless full scale buildings on the map, just to get a sense of sizes. Have been speculating about reducing unit sizes and zooming in camera, so that the map has more room for full scale stuff.
Summon Elemental - The Archmage can create elementals from the very substance of a target unit. He can summon earth elementals by transferring the stone in a building to his creation. (Only Summon Earth Elemental is possible at the moment as a test.)
Buy Merc - You can buy a Writ of Ownership off a Pandaren Brewmaster in the city, and use it to buy a merc!
Update Number: 10
Test Ogre AI - This is a powerful system that will revolutionise the way the game is done. The lines between units
and players will blur and fade, and allegiance is a matter of individual personality. This powerful AI system
should provide some of the most exciting changes yet to be effected in Myriad. It's gonna be alsum!
The Test Ogre AI is complete! The three simple functions I put in are fully working. I've put in a Combat and Flee
sub-AI, Combat AI has a sub-routine of its own. Also, the AI will not continue after the unit's death.
Have a play with the Hero by the North Cave. Follow his instructions and then sally forth to battle with the
gruesome Obum the Ogre! The Hero has about five times what his HP would usually be, so you should have little
trouble dispatching the armourless Ogre. Nevertheless, make good use of your Big Roar and Adrenalin abilities!
The important thing to note about combat is Impressiveness (Renamed from Dangerousness). If the Ogre feels that you are more impressive than he is, he will try to run away instead of fighting you. At the moment this AI system
is only in place for the Cave Ogre and the Hero. But have fun! You should be able to see from this test that the denizens of Myriad will be cunning and dangerous opponents in the near future.
Spell System - Another brand new system heralding the revolution of Myriad!
Too much to explain here also. Suffice it to say, use chat to type: spell and then any combination of fire, elemental, earth. E.g, "spell earth elemental"
Hardly anything has been done on the practical side of it, but I'm happy I figured out the Spell Reader part.
This system is currently used in conjunction with the Farseer. Watch him when you 'incant' the spells.
Important Note! That thing that Orc put in where Player 12 would become your enemy if provoked has been suspended while the Combat AI is being worked on.
Added Big Roar ability to Hero. This makes Hero more Impressive and will frighten the enemy away from confrontation.
Collision - I'm trying to finish this system off, but my trigger isn't working. It simply isn't allowing me to pass parameters in the way I wish. Perhaps I need to create local triggers or something.
I've turned the trigger into a function which is currently 'triggerable' by typing 'test', if you do so while the horse (where the jockey used to be) is in motion, then it is SUPPOSED to work normally until the horse has stopped.
Unfortunately that's not happening, it exits even though the unit velocity should be above the 10 speed limit.
Another Note on the Physics/Combat System - I've just noticed a small discrepancy with the Rocks trigger.
It doesn't cause any errors or such, but the calculations are missing something, because the Hero can actually hit
them further without a sword than with it. And even I think the mace will do less. I'll fix this for next update.
I'm confused.
Combat Cam - This isn't actually an update, but a small note that the Combat Cam is limited at the moment, it should be locked onto Unit Facing. But obviously it only does this once, instead of changing when the unit turns or faces a different direction.
Update Number: 11
True AI - This feature is making some real progress, and can be tested out with the Innkeeper in the Tavern building east of the City.
Order System - This is part of the system used in conjunction with the True AI. You can now issue orders to units using this order system! This is the beginnings of a very advanced system.
Spell System - A bit of work has been made on this, basically just a very small test of spell syntax. There is a small demo of this system that you can read within the game.
Tutorials - There are three tutorials available within the game that you can activate by picking up and then activating item Books. There are 3 books. Book of Leadership, which deals with appropriate communication with other units. Book of Animal training, which is a preview of the same thing applied to animals. And the Book of Spellcasting, which leads you through creating your very own Fire Spell. There are no flashy effects to be seen with the latter though, it is in infant stages. Check the update post for more details.
Lag - All of you would have noticed the phenomenal amount of lag the game has been producing at the moment, well I quick-fixed it by disabling heaps of leaky and memory eating features. I will get to the point where all the leaks and issues will be addressed and plugged for a clean game. But for the moment the lag is no longer quite as severe. But some old features are temporarily gone.
Update Number: 12b
Items - I'm dabbling with making items, units instead, for improved game functionality. They'll still behave like items, turning into little items in your inventory, but they can be treated like real objects with physics and attributes as well.
AI - As always, I'm continually striving with this, when this is finished, the other systems should be a breeze. I've introduced the new Personal Enemy style function, which means that Player Slots are a thing of the past when it comes to alliances and enemies. Now any unit can be at war with any other units, regardless of what 'player' they are! This can be properly demonstrated in the sub-Myriad game Tribes in the bottom right of map.
As a side note, AI is functioning only in this Tribes area and all the units in the Inn to the right of City for unresolved lag reasons, so any other little AI features previously available in other parts of the map is GONE! Mwahahaha!
Tribes - This is basically a mini test version to Myriad, and might appropriately be termed a Prequel. Very simple game of several Tribes pitted against each other, and you, as the Leader of your respective tribe, must struggle to ensure the survival of your people. At the moment it's not very active, though technically you could say it's playable. In each tribe there is 1 Hero, 6 Citizens, 3 Huts and 1 Granary, with a bunch of wheat fields. Your Hero can order the Citizens to work or hunt animals, and they will defend themselves against enemy tribesmen. That's about it.
Unfortunately, there is also a crippling bug. Everything seems to work perfectly, right up until a unit dies. Then it all seems to stuff up. If anyone could tell me why, I'd be indebted.
Hungry - One small addition to AI. Units get hungry over time, and when they are hungry enough they will go hunting for food. But since they never eat anything, at the moment they'll stay hungry.
Thirsty - Same deal here, except if a unit gets thirsty he doesn't do anything. However, if you give one of the Serving Girl's in the inn the order to serve drinks, they'll only serve it to people who are thirsty.
To manually make a unit hungry or thirsty, just type hungry or thirsty while the unit is selected.
UPDATE: I've just quickly fixed a few things and cleaned up the AI in general. It's not completely spot on, but it functions fine. You'll notice there are now 3 Red Hero's. This was to test the Hate/Like feature. They actually differ in 'social standing', so the tribesmen will actually listen to one person's orders over another. The one on the left is liked the least, so his orders are given the least attention, the one on the right is liked the most, and the one in the middle is... well, in the middle.
This is interesting, because your Heroes are actually more Impressive than they are hated by 'enemy' units. So if you were to issue an order to an enemy unit, he would actually listen to it. However other thoughts like Combat will likely take precedence. Just shows you that even if you aren't well liked you can still bully people into doing what you want.
The AI has been tweaked to work properly. The unit has a bunch of thoughts that it comes up with on it's own which it pays more attention to in general because it likes itself more than you. This creates a really good dynamic.
E.g, you give a scaredy Citizen the order to follow you, and he faithfully trots after. But then you run into an enemy Hero; your Citizen is scared of that Hero so he'll run away. But as soon as he is out of range, the Hero isn't threatening him any more, so he'll try to follow you once more.
While the enemy Hero is around this has the effect of the Citizen keeping his distance until you have killed the Hero, or he goes out of range, at which point the Citizen will sheepishly rejoin you.
Of course there are abilities to bolster the Citizen's courage, and to frighten the enemy, so you have some options. Using these two abilties it shouldn't be difficult to obliterate all the enemy tribes, especially with 3 uber Heroes.
Just as a side note, I believe the custom values of the 3 heroes (which you need for the follow order), going from left to right is: 67, 65, 68. Just a headsup. You can find out yourself by typing "-c".
Also, at thet moment, the Huts in the tribal area actually have AI. If you see a message saying: "Strength of thought: 1001", that would be them thinking away. Thoughtful little huts.
Decided to revert the Shield facing to equal the unit facing, so a unit will always defend right in front of him, this is much easier and simpler for the moment and may in fact stay this way, unless I make it that units can strike from different angles etc.
Added a whole bunch of stuff from the missing update:
(Much of the below is testable with the Archmage next to the test Town.)
Messages:
You can now write messages onto scrolls etc. Basically, you just need a scroll in slot 1, and use the Write Message ability, then type a message while it is activate. You may enter multiple messages, and then when you have finished writing your message(s), then you can deactivate the ability to store the message to scroll. Same with Card of Conversing, but you may notice that the Cards of Conversing in the Archmage's inventory have a unique ability. They all share the same message! This will become very useful for Players that can acquire such rare gyspy items.
Cursing - You can curse an item. Whoever or whatever picks up that item will be Cursed, and will suffer 1 damage per second until the Curse is removed, or they get rid of the item.
Plague - This is a permanent version of a Curse classification. Plagues must be cured, they will not go away when the Plagued item is removed. Thus Plague can spread quickly and quietly, spreading to every other unit and item they come into contact with.
Made a whole bunch of useless full scale buildings on the map, just to get a sense of sizes. Have been speculating about reducing unit sizes and zooming in camera, so that the map has more room for full scale stuff.
Summon Elemental - The Archmage can create elementals from the very substance of a target unit. He can summon earth elementals by transferring the stone in a building to his creation. (Only Summon Earth Elemental is possible at the moment as a test.)
Buy Merc - You can buy a Writ of Ownership off a Pandaren Brewmaster in the city, and use it to buy a merc!
Update Number: 10
Test Ogre AI - This is a powerful system that will revolutionise the way the game is done. The lines between units
and players will blur and fade, and allegiance is a matter of individual personality. This powerful AI system
should provide some of the most exciting changes yet to be effected in Myriad. It's gonna be alsum!
The Test Ogre AI is complete! The three simple functions I put in are fully working. I've put in a Combat and Flee
sub-AI, Combat AI has a sub-routine of its own. Also, the AI will not continue after the unit's death.
Have a play with the Hero by the North Cave. Follow his instructions and then sally forth to battle with the
gruesome Obum the Ogre! The Hero has about five times what his HP would usually be, so you should have little
trouble dispatching the armourless Ogre. Nevertheless, make good use of your Big Roar and Adrenalin abilities!
The important thing to note about combat is Impressiveness (Renamed from Dangerousness). If the Ogre feels that you are more impressive than he is, he will try to run away instead of fighting you. At the moment this AI system
is only in place for the Cave Ogre and the Hero. But have fun! You should be able to see from this test that the denizens of Myriad will be cunning and dangerous opponents in the near future.
Spell System - Another brand new system heralding the revolution of Myriad!
Too much to explain here also. Suffice it to say, use chat to type: spell and then any combination of fire, elemental, earth. E.g, "spell earth elemental"
Hardly anything has been done on the practical side of it, but I'm happy I figured out the Spell Reader part.
This system is currently used in conjunction with the Farseer. Watch him when you 'incant' the spells.
Important Note! That thing that Orc put in where Player 12 would become your enemy if provoked has been suspended while the Combat AI is being worked on.
Added Big Roar ability to Hero. This makes Hero more Impressive and will frighten the enemy away from confrontation.
Collision - I'm trying to finish this system off, but my trigger isn't working. It simply isn't allowing me to pass parameters in the way I wish. Perhaps I need to create local triggers or something.
I've turned the trigger into a function which is currently 'triggerable' by typing 'test', if you do so while the horse (where the jockey used to be) is in motion, then it is SUPPOSED to work normally until the horse has stopped.
Unfortunately that's not happening, it exits even though the unit velocity should be above the 10 speed limit.
Another Note on the Physics/Combat System - I've just noticed a small discrepancy with the Rocks trigger.
It doesn't cause any errors or such, but the calculations are missing something, because the Hero can actually hit
them further without a sword than with it. And even I think the mace will do less. I'll fix this for next update.
I'm confused.
Combat Cam - This isn't actually an update, but a small note that the Combat Cam is limited at the moment, it should be locked onto Unit Facing. But obviously it only does this once, instead of changing when the unit turns or faces a different direction.
Update Number: 11
True AI - This feature is making some real progress, and can be tested out with the Innkeeper in the Tavern building east of the City.
Order System - This is part of the system used in conjunction with the True AI. You can now issue orders to units using this order system! This is the beginnings of a very advanced system.
Spell System - A bit of work has been made on this, basically just a very small test of spell syntax. There is a small demo of this system that you can read within the game.
Tutorials - There are three tutorials available within the game that you can activate by picking up and then activating item Books. There are 3 books. Book of Leadership, which deals with appropriate communication with other units. Book of Animal training, which is a preview of the same thing applied to animals. And the Book of Spellcasting, which leads you through creating your very own Fire Spell. There are no flashy effects to be seen with the latter though, it is in infant stages. Check the update post for more details.
Lag - All of you would have noticed the phenomenal amount of lag the game has been producing at the moment, well I quick-fixed it by disabling heaps of leaky and memory eating features. I will get to the point where all the leaks and issues will be addressed and plugged for a clean game. But for the moment the lag is no longer quite as severe. But some old features are temporarily gone.
Update Number: 12b
Items - I'm dabbling with making items, units instead, for improved game functionality. They'll still behave like items, turning into little items in your inventory, but they can be treated like real objects with physics and attributes as well.
AI - As always, I'm continually striving with this, when this is finished, the other systems should be a breeze. I've introduced the new Personal Enemy style function, which means that Player Slots are a thing of the past when it comes to alliances and enemies. Now any unit can be at war with any other units, regardless of what 'player' they are! This can be properly demonstrated in the sub-Myriad game Tribes in the bottom right of map.
As a side note, AI is functioning only in this Tribes area and all the units in the Inn to the right of City for unresolved lag reasons, so any other little AI features previously available in other parts of the map is GONE! Mwahahaha!
Tribes - This is basically a mini test version to Myriad, and might appropriately be termed a Prequel. Very simple game of several Tribes pitted against each other, and you, as the Leader of your respective tribe, must struggle to ensure the survival of your people. At the moment it's not very active, though technically you could say it's playable. In each tribe there is 1 Hero, 6 Citizens, 3 Huts and 1 Granary, with a bunch of wheat fields. Your Hero can order the Citizens to work or hunt animals, and they will defend themselves against enemy tribesmen. That's about it.
Unfortunately, there is also a crippling bug. Everything seems to work perfectly, right up until a unit dies. Then it all seems to stuff up. If anyone could tell me why, I'd be indebted.
Hungry - One small addition to AI. Units get hungry over time, and when they are hungry enough they will go hunting for food. But since they never eat anything, at the moment they'll stay hungry.
Thirsty - Same deal here, except if a unit gets thirsty he doesn't do anything. However, if you give one of the Serving Girl's in the inn the order to serve drinks, they'll only serve it to people who are thirsty.
To manually make a unit hungry or thirsty, just type hungry or thirsty while the unit is selected.
UPDATE: I've just quickly fixed a few things and cleaned up the AI in general. It's not completely spot on, but it functions fine. You'll notice there are now 3 Red Hero's. This was to test the Hate/Like feature. They actually differ in 'social standing', so the tribesmen will actually listen to one person's orders over another. The one on the left is liked the least, so his orders are given the least attention, the one on the right is liked the most, and the one in the middle is... well, in the middle.
This is interesting, because your Heroes are actually more Impressive than they are hated by 'enemy' units. So if you were to issue an order to an enemy unit, he would actually listen to it. However other thoughts like Combat will likely take precedence. Just shows you that even if you aren't well liked you can still bully people into doing what you want.
The AI has been tweaked to work properly. The unit has a bunch of thoughts that it comes up with on it's own which it pays more attention to in general because it likes itself more than you. This creates a really good dynamic.
E.g, you give a scaredy Citizen the order to follow you, and he faithfully trots after. But then you run into an enemy Hero; your Citizen is scared of that Hero so he'll run away. But as soon as he is out of range, the Hero isn't threatening him any more, so he'll try to follow you once more.
While the enemy Hero is around this has the effect of the Citizen keeping his distance until you have killed the Hero, or he goes out of range, at which point the Citizen will sheepishly rejoin you.
Of course there are abilities to bolster the Citizen's courage, and to frighten the enemy, so you have some options. Using these two abilties it shouldn't be difficult to obliterate all the enemy tribes, especially with 3 uber Heroes.
Just as a side note, I believe the custom values of the 3 heroes (which you need for the follow order), going from left to right is: 67, 65, 68. Just a headsup. You can find out yourself by typing "-c".
Also, at thet moment, the Huts in the tribal area actually have AI. If you see a message saying: "Strength of thought: 1001", that would be them thinking away. Thoughtful little huts.
Update: 13
Tribes Demo has been transformed into a RPG demo in a world unrelated to Myriad. Terrain, units are pretty much sorted. Now I gotta slap in a story quest line. I wanted to wait until I got it done before updating, but oh well.
Caution: Lag is an unkillable beast. I mean real lag, there is no lag creep, but playability is severly stunted. If you play this map, you'll probably have just enough time to get yourself killed by the Ghoulbeast, or Bruno.
Here's my update notes that I had time to put in.
Tribes and AI: I figured out that little glitch and fixed it, but it also let me know that other parts of the AI aren't working as they should. They don't create any problems now, but they'll need to be fixed in the future.
Languages: I've invented the Language feature! This is a very important part of the Order system. Your skill in the Twelve Languages of Myriad affects how well your orders are understood. For an NPC, their skill in language determines how well they understand or give orders as well. This means that you could give orders to a foreigner, but he won't have a clue as to what you are talking about. Language skill directly affects the strength of the order. If you both have 100% skill in Common, let's say, then any orders you issue to each other will be recieved with 100% modifer strength. However, say you both spoke only 50% of a common language, then any orders you exchange will only be at half strength, because of the language barrier.
This is not what could be called a real language. I haven't invented specific words and the like for every language, bascially because it's unnecessary. This also means that language barriers between players do not literally exist. If I chat "hello", then it will still look like "hello" to every player that sees it, regardless of languages. But this is okay because every Player will speak common perfectly anyway.
The most significant effect this has is with animals, who do not speak the languages of intelligent races. Yet they have their own language, simply called Animal. So there is a preset barrier between animals and intelligent folk, meaning that neither can linguistically affect the other. At least, not initially. Although animals are far less intelligent, they are also subject to the same rules as the sapient folk. And they can create a bond with these intellagint blokes.
Learning: You can learn languages. The simplest way of learning and teaching a language, is simply by talking it. This is done initially by giving orders to a unit. He won't understand the first time, but the more you give him an order, the more he will come to understand you. Thus, you can gradually train a dog to understand your orders, and you can also learn to interpret a dog's behaviour. Barking and the like. Also, fortunately for those interested in animal conversation, once you learn the language of Animal, you can understand every animal that exists. Not just dogs.
Minor AI improvements: Made it so you can reissue an order, to restore it to full strength, instead of having to wait for it to disappear.
Structs: I've introduced structs into Myriad, making a lot of game code stuff more accessible.
Knowledge: I've introduced Knowledge! This is a very important part of AI. This is in fact what will enable units to behave and learn just like people (albeit cartoonish and slightly on the simple side kind of people), giveing them a real AI dynamic. Knowledge means that nothing is truly constant. Units can learn and share Knowledge, adding to it, modifying it, paying absolutely no attention to what the original game code wanted them to think of it. It will allow them to learn where they can find food, how to build houses, what the stats are of a particular object is, and remember it. What I think is pretty interesting from a purely design perspective is that none of this Knowledge needs to be true! They can learn things that are false just as easily as things that are true. Only experience will teach them the difference. Knowledge is an integral part of AI.
Jumpy: Quick simple little jump thing I'm testing. Type "j" with any flying unit.
Mount: I've just about finished this little thing, but for some reason the loop isn't executing quickly enough.
Impressiveness: Your Hero is more Impressive while mounted, even other Heroes will run away.
Also: Hunters are super brave (for test reasons) and they will attack anything.
Workshops:
Concept Workshop
Creature Lab
Problems that need solving:
I'm hungry.
Requests:
Feed me.
Screenshots:
X0
Creator's Note: IMPORTANT NOTE! This map was created using JassNewGen 1.5.
The Project Team
GUI and JASS:
Orc
Eleandor
Terrain:
JanSze
Gilles
Testers:
Onisaiyan808
xsimplyjon
Alleycat5
I)eadnerzhul
to be updated...
Also special thanks to...
PurplePoot
Recruiting...
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