CosmicGerbil I was thinking that an alignment system for player races, similar to the system that is in NetHack and ADOM would be a great idea. Races could be good, evil or neutral and also lawful or chaotic. A chaotic race would not neccessarily be evil, just as a lawful race would not neccessarily be good. I was talking to I.S.Norden about this and some of the suggestions we came up with were:
Humans = Any
Dunadan = Lawful, good or evil
Ents = Neutral good
Trolls = Chaotic evil
Orcs = Lawful evil
Mindflayers = Lawful evil
Spiders = Neutral evil
Of course monsters would react to players, depending on their alignment.
I don't know if such a system could be coded, but I am going to have a go, because I think it would add a lot of depth to the game. If anybody has any suggestions or ideas, or just comments, please post up
TobiasParker: I think they are doing a faction system for ToME 3.
CosmicGerbil They are? Where does it say? I've looked on the wiki, but I can't find it.
ShrikeDeCil: Faction Comments There's also a bug under T3-resolved mentioning that packs of Jackals implode because of a bug in the Faction code (since fixed). Its very amusing to watch. I don't know the details, but I _think_ it could be extended to what you desire. The current setup's factions are more 'type of monster' oriented than 'alignment' oriented. 'Dungeon monsters' fight 'townspeople'. I think 'Animals' are fought by everyone. Or something.
CosmicGerbil Cool thanks for finding me that link.
I'll check it out when I get home from college.
CosmicGerbil Oh dear, that looks hard to do :0 I'm not very good at programming in T-3. I'm still quite a novice at lua
I wonder if an alignment system would be possible under the T-2 Engine?
NeilStevens: Not really. In ToME 2 the factions (friends, pets, coaligned, neutral, enemies) are hard-coded.
CosmicGerbil Ah, OK thanks for telling me that. I was hoping to be able to hack something out in lua, but it wouldn't show up on the Charater screen would it?
How hard would it be to do an alignment system in T-3?
ShrikeDeCil: Here's a snippet from the ToME 300 faction list. It seems like you can just keep adding more names at the top.
-- The ToME factions
factions.new("UNDEAD", "undeads")
factions.new("ANIMAL", "animals")
factions.new("SAURON", "sauron")
factions.new("ISENGARD", "isengard")
factions.new("ROHAN", "rohan")
factions.new("GONDOR", "gondor")
factions.new("ELF", "elf")
factions.new("DWARF", "dwarf")
factions.set_friendliness(FACTION_ANIMAL, FACTION_UNDEAD, -75)
factions.set_friendliness(FACTION_ANIMAL, FACTION_SAURON, -50)
factions.set_friendliness(FACTION_ANIMAL, FACTION_ISENGARD, -50)
factions.set_friendliness(FACTION_ANIMAL, FACTION_PLAYER, 0)
factions.set_friendliness(FACTION_ANIMAL, FACTION_UNDEAD, -75)
factions.set_friendliness(FACTION_ANIMAL, FACTION_SAURON, -50)
factions.set_friendliness(FACTION_ANIMAL, FACTION_ISENGARD, -50)
factions.set_friendliness(FACTION_ANIMAL, FACTION_PLAYER, 0)
factions.set_friendliness(FACTION_SAURON, FACTION_UNDEAD, 25)
factions.set_friendliness(FACTION_SAURON, FACTION_ISENGARD, 25)
factions.set_friendliness(FACTION_SAURON, FACTION_ISENGARD, -10)
factions.set_friendliness(FACTION_SAURON, FACTION_ANIMAL, -75)
factions.set_friendliness(FACTION_SAURON, FACTION_ROHAN, -100)
factions.set_friendliness(FACTION_SAURON, FACTION_GONDOR, -100)
factions.set_friendliness(FACTION_SAURON, FACTION_ELF, -100)
factions.set_friendliness(FACTION_SAURON, FACTION_DWARF, -100)
So you want something like:
factions.new("LAWFUL_GOOD", "lawful good")
factions.new("NEUTRAL", "neutral")
factions.new("CHAOTIC_EVIL", "chaotic evil")
factions.set_friendliness(FACTION_LAWFUL_GOOD, FACTION_LAWFUL_GOOD, 100)
factions.set_friendliness(FACTION_LAWFUL_GOOD, FACTION_NEUTRAL, 0)
factions.set_friendliness(FACTION_LAWFUL_GOOD, FACTION_CHAOTIC_EVIL, -100)
Of course... you need a lot more ( 81 total) interactions.
NerdanelVampire: By the way, can somebody tell me what those numbers actually mean beyond negative being hostile, positive friendly, and zero neutral? What's the difference between -100 and -50? Is it nothing more than the ease of charming? Why is the Sauron/Isengard relationship defined twice?
RavenRed: The positive numbers are the percentage chance of friendliness, whilst the negative numbers are the chance of (predictably) enmity. The Sauron/Isengard relationship is defined twice because I had envisaged that you could have a chance of both cooperation and conflict between the minions of these two evil powers. Sadly, DG informs me that this won't work, so they might just get changed to a chance of co-operation,
ShrikeDeCil It _looks_ like you can have the percentages change over time though. Like a quest outcome doing:
factions.set_friendliness(FACTION_SAURON, FACTION_ISENGARD, old_setting + 50 )
(however you check the current faction setting goes in 'old setting')
Yes? No?
CosmicGerbil Hey thanks for that
Just checking, it is writen in lua code isn't it?
81 interactions!
I can do that
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