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English Jockmo's Bae Mod -New Release!-

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Poll Poll

What would like to see in the next release?

Only registered users are allowed to vote
Finish the nature skill!
10.53% (2)
Flesh out fishing and aquatic stuff!
0.00% (0)
More items and combinations!
21.05% (4)
More skills!
10.53% (2)
More building interactions!
52.63% (10)
I DON'T CARE RELEASE THIS NOW!
5.26% (1)
19 votes cast

old Re: Jockmo's Bae Mod -New Release!-

Zellon
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Quote
My dad is a bit of a survival buff. So my ideas for your mod will most likely all be somewhat realistic. Hey... if you make your mod realistic enough it might be educational! It would be edutainment that's actually fun!

jockmo42 has written
Some very interesting ideas. Perhaps the log boat could need some other resources, and only a couple of logs? Maybe.


Yeah! That's what I was thinking! Maybe you could change the 3D image to include a stablizer? I don't know if the thing wouldn't tip over without one anyway.

Kinda like this catamaran style:http://www.raingutter-regatta.com/catamaran2.jpg
Or maybe like this trimaran?:http://www.seaworthysmallships.com/images/trimaran-button.gif

Without the sail of course.

Maybe you could add a little speed... but more importantly, does anyone else notice that you have to turn the boat at an angle to move straight?

jockmo42 has written
I like the sinew idea, more ways to bind wounds or make bows and what-not. I wish the building combinations were a bit more flexible, to allow for substitute items instead of making an entirely different building.


That would be nice. I hope this project your on doesn't prove to be too much work.

jockmo42 has written
I've implemented a hollowed-out log that catches rain, the models were already there, I just had to tweak them a bit and make them constructable.


Cool. I like that. √

jockmo42 has written
The sling is an interesting idea, and would be easy to implement. And the bamboo crops sound reasonable. I'll look into it.


You could replace the slingshot entirely... I doubt something like a vine is able to kill

I think mainly just make stuff that use bamboo. I don't know why It's even in the game actually...

Maybe you could make bamboo a material for fishing poles? If you don't want to use a stick you could use bamboo if you want. Ya know? Maybe even bamboo would make a better pole. Hey! Make it to where a pole made from a branch can break...but a bamboo pole cannot or is unlikely to! That might be cool... but not really needed I guess.

I suppose later you could add different fish. Maybe just different sizes (Harvest Moon style!).

jockmo42 has written
And the shotgun, you're asking me to increase the range on it? I'm not too sure about that. I'll have to get a better feel for the shotgun in-game, but from what I remember, it has a very decent range, if a little overpowered.


I dunno man... I don't know what the shotgun needs. It just doesn't seem very.... real to me.

jockmo42 has written
Any and all ideas are welcome.


Actually I do have another idea. I think metal should only be processable near fire. I don't know how you would implement that though... Maybe you could make a forge contruction or something? Maybe a hammer is a building requirement (You use your hammer to essentially 'build' another hammer into it)? That way the metal would be processed at a fire but you don't run into the problem of trying to combine a hammer and metal onto a contruction (Which is impossible right?).

Maybe make it a trade screen? You trade some metal and a stick and a hammer (which you don't actually lose) and you receive a axe. Just an idea.

I'll tell ya if I come up with more. I'm likely to accidently overwhelm you though, so you're welcome to tell me to stop!

old Re: Jockmo's Bae Mod -New Release!-

jockmo42
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Quote
Zellon has written
I'll tell ya if I come up with more. I'm likely to accidently overwhelm you though, so you're welcome to tell me to stop!


Don't worry about it, I'm fine with any ideas from anyone.

On the sailraft, I'm not sure about a new model, but I can definitely change the construction requirements. I'll look into the behavior to see if anything else needs adjusting as well.

I've implemented bamboo in the form of a few different huts by adding the objects used by the natives in adventure mode. You can now make them from bamboo and some leaves, if I remember correctly. Bamboo still has plenty of other uses coming soon, though. I like your pole idea a lot. Maybe I'll implement different tool classes little by little over the next few updates.

And on the shotgun, idunno. It might get changed or it might not. Since it's a very rare occurrence in random maps or the adventure mode, I may just leave it as is.

I was thinking of different fish, trust that a lot of stuff is coming up for aquatic things in-general.

As for the forge, it would be simple enough to implement, even requiring a hammer to use is no problem, I'm just not sure of the realism involved in processing ore with a wood-fire. I know the realism in the current system is already shot to hell, but I don't know. Sometimes keeping things simple for the sake of gameplay is the best way to go.

Again, all ideas are appreciated, and knowing people like what I'm doing really helps keep my interest in this mod, so keep them coming.

old Re: Jockmo's Bae Mod -New Release!-

Zellon
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Quote
I like what you are thinking with the bamboo. √

I agree on the forge thing. I figure ancients made forges. If one was to make a little rock building and make some form of bellows out of skin and wood one MIGHT get results. I was able to make part of a golf club (The end of the shaft. We cut the head off to use it as a fire poker.) red hot in my fireplace.

More realistic than cold forging iron with a cobbled hammer in any case.

Maybe just take out iron entirely? Make it copper or something? Metal forging is NOT my specialty. I doubt it's possible to make metal items out in the wild.

Tell you what... If I'm ever stranded somewhere I'll look for metal and see if I can make something.

old Re: Jockmo's Bae Mod -New Release!-

stevo13
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Quote
ive downloaded what you've done so far, and its really good. its good to have fresh and new buildings, it increases the diversity. now what do you think of making some maps or maybe, just maybe, making a whole story for it?

old Re: Jockmo's Bae Mod -New Release!-

jockmo42
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Quote
stevo13 has written
ive downloaded what you've done so far, and its really good. its good to have fresh and new buildings, it increases the diversity. now what do you think of making some maps or maybe, just maybe, making a whole story for it?


Well, every feature has been implemented in a way that works with random maps. I could make a map, even a story, with a little time and effort, but until I have the mod in a stable enough place that I won't be changing the maps every time I release a new version, I'm sticking with random maps.

old Re: Jockmo's Bae Mod -New Release!-

Zellon
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Quote
I agree. He should concentrate on what he's doing otherwise he might end up doing what most software developers like Microsoft did. Then in frustrastion, quit the project.

old Great Mod

Othob
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Quote
You might have already introduced something like this since I last dled your mod, but I made a modification to it that made it so much easier.

I changed the message in a bottle item to (on use) give a normal glass bottle along with one of 10 cute messages (cloned from wilson).
In items_stuff.inf
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### Message Bottle
id=40
name=Message in a Bottle
group=stuff
icon=gfx\bottlemessage.bmp
model=gfx\bottlemessage.b3d
scale=0.3
mat=glass
weight=200
info=A message in a bottle.
healthchange=0
health=100
script=start
on:use {
		alteritem 1,106,1;
		$tmp=random(1,9);
		if ($tmp==1){ msg "Help! I'm stranded on a deserted island."; }
		if ($tmp==2){ msg "Dear Maggie, seems I might be late for dinner..."; }
		if ($tmp==3){ msg "(slightly smudged) SOS @1.7 N by 4@.@ E."; }
		if ($tmp==4){ msg "Wilson!"; }
		if ($tmp==5){ msg "Captain Nemo Lives!"; }
		if ($tmp==6){ msg "Drink Coca Cola!"; }
		if ($tmp==7){ msg "Stuck on island with chimpanzee...send bananas"; }
		if ($tmp==8){ msg "Dear Mr. Costner, please stop sending me letters."; }
		if ($tmp==9){ msg "Thank you for recycling. R. Crusoe."; }		
	}
script=end

I then set the Mib to randomly spawn on the sea coast during island creation.

In random_0X_endless_Y.inf
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################### Items

### Stuff
range=60,200
ratio=6
items=7,15,21,22,23,24,25,26
ratio=4
items=31,32,33,16,17,19,20
ratio=2
items=34,35,18,134[b]
range=0,30
ratio=6
items=102
ratio=3
items=103
ratio=1
items=40[/b]

So now I can start without a bottle and expect to find a few of a given random map. The ratios above seem to give a decent amount of bottles, not too much, but not too few.

Untested, but I thought about also adding it to the flotsam random event.

In scripts/random_events.s2s
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// ------------------------------------------------ Create Flotsam (loose Item)
		if ($event==2){	
			$subevent=random(1,8);
			if ($subevent<5){
				//Trunk
				randomcreate "item",7,-100,-30;
			}elseif($subevent==5){
				//Message in a Bottle
				randomcreate "item",40,-100,-30;
			}else{
				//Branch
				randomcreate "item",24,-100,-30;				
			}
		}

Again, the bottles won't be coming frequently, but they will pop up occasionally.

EDIT: And I just realized it would be completely possible, and realistic to have one come from fishing and/or digging...very rarely.

The other way of course is just to get the witch doctor NPC and buy potions.

Otherwise, great mod: very fun...the big trees and more poison makes the game more exciting. A few criticisms:

The anti-venom herb is however, just ugly. There are a few unused herbs in game if I recall, why not jut use one of them? Bloodleaf for instance.

Bone arrows also seem too powerful. I found myself taking random pot shots at distant raptors and scoring a surprising number of kills.

Mushroom Juice is very over powered. I often found myself living off it exclusively.

I completely agree with the path you have chosen (sticking to random map features). Even a single well scripted map might account fro 25% of the time spent on the mod...time that could have been spent making it that much more awesome. And no "mod maps"...not even vanilla, do their mod justice.

old Re: Jockmo's Bae Mod -New Release!-

jockmo42
User Off Offline

Quote
Othob has written
You might have already introduced something like this since I last dled your mod, but I made a modification to it that made it so much easier.

I changed the message in a bottle item to (on use) give a normal glass bottle along with one of 10 cute messages (cloned from wilson).
In items_stuff.inf
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### Message Bottle
id=40
name=Message in a Bottle
group=stuff
icon=gfx\bottlemessage.bmp
model=gfx\bottlemessage.b3d
scale=0.3
mat=glass
weight=200
info=A message in a bottle.
healthchange=0
health=100
script=start
on:use {
		alteritem 1,106,1;
		$tmp=random(1,9);
		if ($tmp==1){ msg "Help! I'm stranded on a deserted island."; }
		if ($tmp==2){ msg "Dear Maggie, seems I might be late for dinner..."; }
		if ($tmp==3){ msg "(slightly smudged) SOS @1.7 N by 4@.@ E."; }
		if ($tmp==4){ msg "Wilson!"; }
		if ($tmp==5){ msg "Captain Nemo Lives!"; }
		if ($tmp==6){ msg "Drink Coca Cola!"; }
		if ($tmp==7){ msg "Stuck on island with chimpanzee...send bananas"; }
		if ($tmp==8){ msg "Dear Mr. Costner, please stop sending me letters."; }
		if ($tmp==9){ msg "Thank you for recycling. R. Crusoe."; }		
	}
script=end

I then set the Mib to randomly spawn on the sea coast during island creation.

In random_0X_endless_Y.inf
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################### Items

### Stuff
range=60,200
ratio=6
items=7,15,21,22,23,24,25,26
ratio=4
items=31,32,33,16,17,19,20
ratio=2
items=34,35,18,134[b]
range=0,30
ratio=6
items=102
ratio=3
items=103
ratio=1
items=40[/b]

So now I can start without a bottle and expect to find a few of a given random map. The ratios above seem to give a decent amount of bottles, not too much, but not too few.

Untested, but I thought about also adding it to the flotsam random event.

In scripts/random_events.s2s
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2
3
4
5
6
7
8
9
10
11
12
13
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// ------------------------------------------------ Create Flotsam (loose Item)
		if ($event==2){	
			$subevent=random(1,8);
			if ($subevent<5){
				//Trunk
				randomcreate "item",7,-100,-30;
			}elseif($subevent==5){
				//Message in a Bottle
				randomcreate "item",40,-100,-30;
			}else{
				//Branch
				randomcreate "item",24,-100,-30;				
			}
		}

Again, the bottles won't be coming frequently, but they will pop up occasionally.

EDIT: And I just realized it would be completely possible, and realistic to have one come from fishing and/or digging...very rarely.

The other way of course is just to get the witch doctor NPC and buy potions.

Otherwise, great mod: very fun...the big trees and more poison makes the game more exciting. A few criticisms:

The anti-venom herb is however, just ugly. There are a few unused herbs in game if I recall, why not jut use one of them? Bloodleaf for instance.

Bone arrows also seem too powerful. I found myself taking random pot shots at distant raptors and scoring a surprising number of kills.

Mushroom Juice is very over powered. I often found myself living off it exclusively.

I completely agree with the path you have chosen (sticking to random map features). Even a single well scripted map might account fro 25% of the time spent on the mod...time that could have been spent making it that much more awesome. And no "mod maps"...not even vanilla, do their mod justice.


Thanks for all the suggestions. I've looked into the bottle idea, but never really got around to it. Your message in a bottle implementation is both tasteful and functional. I think I'll try the flotsam method, as that was one of my original plans. The use of the message in a bottle never occurred to me, though. You're definitely some getting credit when I get around to putting them in. As for finding them while fishing, I might have a couple ideas for that.

And I agree that the pink herb is a bit nasty. The recolor is kind of a quick fix to not having a model, but there are definitely more creative ways I could have to cure poison that don't really need another herb entirely. Perhaps I'll try to pretty it up and use it somewhere else.

The bone arrows are a little epic. I was mostly seeing what I could do with bones, and tossed them together as a trial. It's great of you to remind me of these things, since the mod is very much still in-development and a lot of my little tests tend to be thrown in as beta features and forgotten.

And yes, mushroom juice is a bit wonky. It's in the to-do list to switch up a bit, and I think I'll add another less-common ingredient to balance it out. Again, thanks for the reminder.

It's great to hear what I'm doing right, and what I could do better, keep the comments coming, everyone.
edited 1×, last 15.05.09 01:45:26 am

old Re: Jockmo's Bae Mod -New Release!-

jockmo42
User Off Offline

Quote
Duane has written
Tell me you're still working on this...


I am, that's a promise. I've work to deal with, college, and other projects at the moment, so it's not getting a lot of love, but I am getting some work in on it, little by little.

Here's some things I've added or am currently working on.

Expanding the nature system, fish options, random events, new merchants, more scavenging options, and a new skill or two.

The game is very ripped-open at the moment. Bottles are broken and don't get me started on the nature skill. I'll have them ironed into shape soon, so keep your eyes open.

As always, thanks for your support.
edited 1×, last 08.07.09 03:43:04 am
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