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#620323 24/09/17 06:53 AM
Joined: Sep 2017
G
golw Offline OP
apprentice
OP Offline
apprentice
G
Joined: Sep 2017
Hello all. I'll make the question very straight forward.

I am a long time player of Neverwinter Nights Persistent Worlds. I'm a community member of one that's still going with between 20 and 30 players still on a good day.

Everything that I've seen of this game makes me think it was designed with multiplayer experiences in mind, and with a bit of modding I believe a lot of paradoxes could be solved to make this support a large server population, but therein lies the question.

I understand that the player population is limited to 4+1, at the moment, but are there any known projects in the works for making large server populations possible?

I'm dreaming of an enormous city map double the size of Fort Joy housing 40 or so players, with areas above, below, and without for 'quests'. How possible does this seem?

A follow-up, turn based combat is a fundamental principle of the game, but do you varied modders believe it is at all possible to add a turn timer via mods?

golw #620336 24/09/17 07:28 AM
Joined: Jun 2013
old hand
Offline
old hand
Joined: Jun 2013
I think the short answer is no.

I'd never say it's impossible for a larger multiplayer environment since I don't know the code nor am I a programmer. But it wouldn't be persistent either way in the truest sense the word. Sure you could save and load games but just ripping out new player characters and such wouldn't happen as the game stands.

The interface ain't made for it either which would be a massive problem even if you got beyond what the game is coded for playercount wise. There's no capacity to assign that many characters.



Turn timers are easy. They are built into the arena mode already, though I don't know how they work.

But you could script them either way:
Code

//Start the process
IF
ObjectTurnStarted(_Player)
THEN
DB_TurnTimerChar(_Player);
TimerLaunch("TurnTimer",15000);


//Timer runs out
IF
TimerFinished("TurnTimer")
AND
DB_TurnTimerChar(_Player)
THEN
NOT DB_TurnTimerChar(_Player);
EndTurn(_Player);


//Ends turn normally
IF
ObjectTurnEnded(_Player)
AND
DB_TurnTimerChar(_Player)
THEN
NOT DB_TurnTimerChar(_Player);
TimerCancel("TurnTimer");


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