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Showing posts 1 to 20 of 35 results Pages (2): [1] 2 next »
Author Post
Thread: Feature wish list / suggestion list / idea list
Zini

Replies: 22
Views: 1,985
29-11-2021 12:19 Forum: Ultima IX: Redemption


How much money the player can acquire at any given stage of the game is a question of balancing and we have decided to work on the balancing only after we have finished pretty much anything else. We haven't even any plans for it yet. But I agree with you on the point that being able to acquire tons of money early in the game spoils the fun.

You can't access the whole map right from the beginning, but at least you can get to (almost) any place on the same continent/island. Crossing the ocean is a totally different topic. We won't have any means of instant travel early in the game. The player won't even be able to get horses at this point, because he probably won't have enough money and the place where he can buy horses is not exactly close to the location, where the game starts. So he will have to walk for some time ...

We can't really do much about the weather system of the Morrowind engine. We have different types of weather and depending on the location some types are more common than others.
The idea of having puddles after an intense rain period is nice, but I am afraid it isn't doable. It would involve careful placing of tons of »puddle« objects and probably some modifications to the landscape. Since we have a serve shortage in the worldbuilding department, I don't think this will happen. But we indeed have snow accumulating on the ground (there aren't many snowy areas, so it wasn't that much work).

Regarding the recreational things: I can't comment on the hunting trips, because I have never played FF-XII, but all the other stuff you mentioned is either already implemented or on our list.
Thread: Sailing
Zini

Replies: 40
Views: 3,230
18-11-2021 14:25 Forum: News


Though the models are available for some time now, the implementation is lagging behind (because I have to do worldbuilding instead of scripting). So, what I describe here, is merely what is planned and it might be changed somewhat depending on how violently the MW script language is opposing my plans.

You can enter the ship (the interior will be a separate cell). You can't really carry cargo, but you might want to carry some materials for repairs. The ship can be damaged (either in battle or by incompetent navigation). There are currently no plans for sinking the player's ship. Can't really say much about sea battles (too much of a spoiler). When firing the cannons, you aims with the whole ship (they can't aim individually).

Currently we do not plans to implement wind directions.

There will be a crew. On the player's ship the party is functioning as the crew. You can control your ship without a full party, but the more people you have, the easier it becomes to navigate the ship.
Thread: ...
Zini

Replies: 6
Views: 402
29-10-2021 22:49 Forum: Ultima IX: Redemption


Okay, then: I am working exclusively on worldbuilding at the moment. The lack of new worldbuilders forced me to take a longer break from scripting, which means that especially the quest scripting is now lagging behind (though the situation is far from being critical).
I am currently working on the Deep Forest area and if everything goes well I should finish it in 2-3 weeks. With Deep Forest done, there are only 3 major exterior areas left untouched (Verity Isle, northern High Steppes and Britain).
Thread: PC Spec Concerns
Zini

Replies: 3
Views: 446
27-09-2021 10:16 Forum: Ultima IX: Redemption


I think your question was already answered in this thead:

Diary: 2021-09-21 Moonglow development part 1 (Spyder)
Thread: Excitement
Zini

Replies: 19
Views: 1,003
20-09-2021 18:53 Forum: Ultima IX: Redemption


Morrowind doesn't offer many ways to cheat, as long as you don't use the console. Well, in some cases you can make use of the rather limited wayfinding algorithm to gain an advantage over an AI enemy. Don't know if you consider that cheating.

Not sure if you can build a bridge out of items, but you would need tons of items for it. Even if it works, you wouldn't gain any real advantage (would take ages to place all the items). It's simply not practical.

Can't say anything about other cheats in Ascension, because I have never played that game.
Thread: Looking for Writers
Zini

Replies: 6
Views: 561
01-09-2021 17:24 Forum: Ultima IX: Redemption


Originally there was a plan for making a German version of Redemption. I am not sure if we are still planning to do it, but there were never any plans for further translation.

Anyway, if you really want to do it, nothing stops you from building a translation plugin, once Redemption is released. If there is enough interest, I might write a little tutorial about how to build a translation.
Thread: NPC sophistication?
Zini

Replies: 8
Views: 574
14-08-2021 22:56 Forum: Ultima IX: Redemption


Those normal transactions aren't script controlled or script controllable. Unfortunately it won't work this way. Even adding stuff to the merchants inventory would require a huge script. My previous estimate for the complexity was based on the idea, that the NPC gets the money, but the item doesn't show up in any merchants inventory. He probably has already sold to it someone else (lame explanation, I know).

Moving the item to some merchant NPCs inventory, would raise the complexity even more. My previous estimate for this variant was a bit too optimistic. There are some more complications, that I didn't consider in my posting. Sorry!

Moving the item to another place in the same room would be almost impossible. Actually it could be done with a little trick, but it would take one frame per item, So, if the player drops a few hundred items in a room and he returns later, he could see the items disappear one by one, possibly for several seconds. Not what I would call a good implementation. And I don't really want to think about the resulting complexity. I don't want to get that depressed.

So, the answer is yes. Our current plan is the »leave it where it's at« approach. Anything else would mean a substantial amount of additional work and as I wrote before, we currently don't have the capacity for it.
Thread: NPC sophistication?
Zini

Replies: 8
Views: 574
10-08-2021 12:12 Forum: Ultima IX: Redemption


The idea I had in mind for implementing this feature involves some cheating on the player. The scripting language isn't powerful enough to implement it directly. Though I usually like to complain about the shortcomings of the MW scripting language, this isn't really the language's fault. A clean implementation of such feature would have to be done at source level (which is not an option for us). A scripting language, no matter how powerful, isn't really suitable.

Yes, we would need to assign a monetary value to each item (almost each item actually, since there is a certain type of item, which would need to be exempted from this feature). But that would be only a minor task. Even considering the NPC's bargaining skill wouldn't be much work. There are other tasks involved, that I can't really speak about without giving away trade secrets of the Titans of Ether.
In general it would work this way: When the player enters an interior cell (a building), a script would scan the room from dropped items and if they were dropped at a time, that was long enough ago, the item would be removed and the value added. That is not exactly what you proposed, but close enough. The player won't notice the difference unless he is explicitly looking for it.

Placing the item somewhere instead of selling it would make raise the complexity again from

number of different item + number of NPC housings

to

number of different items * number of NPC housings,

which would be quite devastating, unless I write a program to generate the scripts automatically, which I have done already for parts of the scripted features (with a script size of 30-40 KB per NPC schedule, this is the only way to go).
Thread: NPC sophistication?
Zini

Replies: 8
Views: 574
09-08-2021 10:09 Forum: Ultima IX: Redemption


@Sowser:
I am 90% sure, that the feature you describe would be possible, at least from a technical point of you (would need to make some experiments first to go up to 100%). At least when we go for the »selling the item« approach, it would be rather like the number of item + the number of NPCs near towns than the number of items * the number of NPCs near towns.
Though we usually listen to community input, I don't think this idea will make it into the game, because of two reasons:

What you propose sounds rather realistic. But being realistic isn't always desirable when making a game. Is it really desirable to have parts of the players equipment disappear? You could say, that it is the players fault, if he drops his stuff in some NPC's place. But still, I would find this feature rather frustrating.
Anyway, that is only my opinion and therefore arguable. The second reason, why I don't see this feature in Redemption, is far more important:

Currently I am doing the bulk of the worldbuilding. This is rather unfortunate, because it consumes pretty much all of my time, while I actually should do scripting instead. There is still a decent amount of feature scripting to be done (mostly finishing up scripts that were previously deferred because of missing models) and I am assigned with implementing all the (quite complex) quests, too. Under these circumstances I won't have time to add more stuff. The capacity of the current team simple doesn't allow it.

We will eventually finish Redemption, but unless 1-3 talented and dedicated worldbuilders pop up out of nowhere, the chances for even more fancy features are rather small.
Thread: Time in Redemption
Zini

Replies: 8
Views: 604
03-08-2021 08:45 Forum: Ultima IX: Redemption


Morrowind has an in-game journal. You can see the time of the day, when you open the rest/wait dialogue window.
Thread: Time in Redemption
Zini

Replies: 8
Views: 604
01-08-2021 11:41 Forum: Ultima IX: Redemption


quote:
Originally posted by Thanatloc

Well, if it is not possible to really implement seasons, there will be substantial climatic and regional effects, isn't it? I mean, for example snowy mountainous zones, some doomed island with tremendous wind (and why not small tornadoes if possible Cool ) and rain (Monsoon-like.) And about Vesper, is it still in a desert ?



I don't think there is a especially rainy area. But everything else you mentioned we have. And yes, Vesper is still a desert.
Thread: Time in Redemption
Zini

Replies: 8
Views: 604
01-08-2021 09:23 Forum: Ultima IX: Redemption


Looks like the factor is indeed 30 for Redemption, too. Which kind of surprised me, since I thought we had changed it already. A while ago Corv and me talked about slowing down everything. 30 is really too high (not only for the gameplay, but it created some problems with the NPC schedules too).

We won't stick to 30, but I can't tell you yet, what the factor will be. My personal preference would be something around 12. That would make the days long enough for getting some serious work done within a day (or a night) and the player is still experiencing a regular day-night-shift.

A factor of 4 sounds a bit too extreme to me (at least for Redemption). That would mean a full day-night-cycle would last 6 RL hours. Within 6 RL hours (i.e. one in-game day) you can cross whole Britannia several times. Doesn't sound convincing or realistic to me. We clearly have a limit here how far we can slow things down without Redemption starting to look silly. Maybe we will have to do some experiments to find a suitable compromise.
Thread: Time in Redemption
Zini

Replies: 8
Views: 604
31-07-2021 23:40 Forum: Ultima IX: Redemption


I don't have the time factor at hand right now, but I can look it up tomorrow.

The day-night-cycle is the same as with vanilla Morrowind. That is something we can't control.

There won't be any seasons. The Morrowind-engine doesn't provide this feature and we can't add it in satisfying quality by using the the script language. Sorry!
Thread: Corv - some map questions
Zini

Replies: 17
Views: 1,604
02-03-2022 11:08 Forum: Ultima IX: Redemption


Your estimates sound entirely reasonable. The background material for the early Ultima states, that the major towns originated as autonomous city states. IMHO this is an evidence for a larger size (you wouldn't call a village with a few dozen huts a city state, would you?). The in-game maps of that era rarely ever showed towns of reasonable size, but there are technical reasons for it and I think we can ignore this fact. At least the world map did fit with this scale.

I must admit, that the smaller Britannia from the later Ultimas never convinced me and it would surprise me if it was originally intended this way by RG. The move to a smaller map certainly was a compromise necessary, because of the switch from multiple map scales (world, town, battle) to single map scale.

But on the other hand I might be biased, because U4/U5 are the first Ultimas I played (and the Ultimas I like most). Someone, who prefers U7 might see things differently.
Thread: Corv - some map questions
Zini

Replies: 17
Views: 1,604
26-02-2022 09:54 Forum: Ultima IX: Redemption


38 x 38 cells
Thread: Stereo 3D (stereovision/sterography)
Zini

Replies: 9
Views: 963
22-01-2022 15:08 Forum: Ultima IX: Redemption


Yes, the Redemption distribution will contain an ini file. I wouldn't mind offering two versions (a conventional one and one for people with special 3D equipment). But I am 90% sure, that there isn't anything in Morrowind.ini, that can be used for stereo 3D tuning (I might be wrong here, Corv is doing most of the work with the ini file. I don't know that much about it).

Regarding the other things you mentioned I don't see many options. Small script changes might be possible, though I can't come up with anything scriptable right now, that could improve stereo 3D quality.
Adjustments to textures and especially 3D models are rather unlikely. Our team has always been extremely stressed in these areas (we don't even have an active 3D artist right now, which is very bad), so placing additional burdens on the art people wouldn't be a good idea.

We appreciate your offer. But unfortunately it is very unlikely, that we can make use of it (unless the team situation is changed drastically).
Thread: Stereo 3D (stereovision/sterography)
Zini

Replies: 9
Views: 963
21-01-2022 11:43 Forum: Ultima IX: Redemption


Unfortunately we have pretty much no control over these things, since we are using Morrowind as a game engine and we don't have access to the source.
Thread: Where's Corv?
Zini

Replies: 18
Views: 1,513
02-11-2021 20:36 Forum: Ultima IX: Redemption


quote:
Originally posted by Kultan
We need some screenshots, maps, revelations, or just some good idea discussions to keep us going. I'll see if I can think of something...


The problem with the screenshots is, that that we didn't do that much worldbuilding over the last few month. Diddy is on an extended vacation and right now Corv is barely able to take care of his team leader duties, which means he hasn't the time to do any worldbuilding. Grogdon is our only active, full time worldbuilder at the moment. We made some progress, but not enough to justify publishing new shots.
That isn't a major problem, because the worldbuilding is already very advanced. Right now we are focussing on other things, that lag behind more.

There are a lot of places, you haven't seen yet. But we won't show them to you. Don't you agree that it would somehow spoil playing the game, if we show you every single place in advance? So you will have to wait somewhat longer until more worldbuilding is done. Sorry.

Regarding new features, well, there are no more planned right now. We are more or less done with implementing the features from our list.

The only area, where we could offer you a lot of news, is the story development. But that would be an even bigger spoiler, so it will not happen.

Don't get me wrong. There will be more stuff for you to see and to read, but you need to be patient a bit more longer. Unless Corv has something iup his sleeve, that he didn't tell me about, no big revelations are to be expected in the immediate future. I hope you will continue to visit our forum anyway. Thank you!
Thread: Which style do you prefer?
Zini

Replies: 54
Views: 2,690
15-10-2021 19:34 Forum: Ultima IX: Redemption


PN = "Private Nachricht" = "Private Message"

Sorry for all the German Wink But all good templates for this board are in German and we have better things to do atm. than to make new buttons.
Thread: Britannia (and sosaria's) landmass size
Zini

Replies: 7
Views: 696
10-10-2021 13:30 Forum: General Ultima Discussion


Not an easy question, since different ultimas had different size Britannia. I guess it depends on which game do you want to take as a base:

  1. Ultima 4/5
  2. Ultima 6/7
  3. Ultima 9
Showing posts 1 to 20 of 35 results Pages (2): [1] 2 next »




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