Mods / Bulwark (discontinued)
Category:
#Other
#Tweak
Author: Lastelle
Side: Both
Created: Nov 1st 2023 at 8:01 PM
Last modified: Dec 19th 2023 at 6:19 PM
Downloads: 3068
Follow Unfollow 43
Author: Lastelle
Side: Both
Created: Nov 1st 2023 at 8:01 PM
Last modified: Dec 19th 2023 at 6:19 PM
Downloads: 3068
Follow Unfollow 43
Latest file for v1.18.15:
bulwark_0.0.8.zip
1-click install
Looking for modders interested in continuing the mod
Overview
This mods adds a new way of claiming area: Strongholds
- Strongholds are bound to a flag that has to be placed at the surface (by default maxium 10 blocks under world generated ground)
- They prevent player from placing other blocks than siege equipment in 96x96x96 area
(ore bombs, gabions and Rusty Shell siege gun are considered siege equipment) - They send notifications to its members when needed (when attacked, captured or lost)
- They require high quantity of food to be kept active (up to 4 containers containing food can be placed around the flag)
- They can be captured by other players if they capture its flag
As well as logistic posts
- Logistic posts allow to bind multiple food storages to a single flag, even cellars
- They have to share the same banner as the flag's, capturing them will therefore stop supplying the stronghold
As well as barricades
- Barricades are cheap blocks that can be placed even in enemy strongholds
- They need to be broken multiple time before actually disappear
- They are unstable and cannot be placed one on another
Notes
- It is the player that captures the flag that owns the stronghold.
- Flags can be swapped during capture (most colours are supported but there is not available motif yet)
- They can be named by their claimant using
/stronghold name <name>
. It allows more in depth notifications as well as displaying a HUD notification to players when they enter it - Its claimant can grant access to a single player group by using
/stronghold league <group name>
and revoke it using/stronghold stopleague <group name>
- By default, 1 food satiety allows a stronghold to hold for 0.0001 days
- Breaking blocks or killing a player in one of its (or group's) stronghold increases its siege intensity which requires to supply even more food to maintain it, allowing to conquer a town or fort by cutting its access to food
This is also applied by Sabre au clair mercenaries and tamed locust - By default, stone-based blocks all require at least a copper pickaxe to break, metal-based doors at least a bronze pickaxe, board-based doors at least a copper axe and crude door a stone axe.
Mod config :
BulwarkModConfig.json
claimDurationPerSatiety (float) = 0.0025 (duration in day per satiety in the cellar)
undergroundClaimLimit (int) = 10 (how deep can a flag be raised underground)
allStoneBlockRequirePickaxe (bool) = true
What to expect
- Siege ladders that can be pushed away
- Stronghold upgrades (healing buffs, notifications about nearby players movement or actions)
- Compatibility with RustyShell
- Ability to capture players
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.8 | 1169 | Dec 19th 2023 at 6:19 PM | Show | bulwark_0.0.8.zip | Install now | |
v0.0.7 | 395 | Nov 20th 2023 at 8:25 PM | Show | bulwark_0.0.7.zip | Install now | |
v0.0.6 | 235 | Nov 19th 2023 at 8:21 PM | Show | bulwark_0.0.6.zip | Install now | |
v0.0.5 | 346 | Nov 14th 2023 at 6:35 PM | Show | bulwark_0.0.5.zip | Install now | |
v0.0.4 | 352 | Nov 7th 2023 at 8:18 PM | Show | bulwark_0.0.4.zip | Install now | |
v0.0.3 | 187 | Nov 5th 2023 at 8:46 PM | Show | bulwark_0.0.3.zip | Install now | |
v0.0.2 | 179 | Nov 4th 2023 at 9:18 PM | Show | bulwark_0.0.2.zip | Install now | |
v0.0.1 | 205 | Nov 1st 2023 at 8:02 PM | Show | bulwark_0.0.1.zip | Install now |
Cantos I've added the link to the repo, in case you want to use it
I've updated the names and descriptions, thank you so much by the way!
Marlim
I heard that you have ended your activities as a modder on Vintage Story and are offering the mods.
It might be better to make this clearer by putting up a warning, or a “discontinued mod” banner, so that people are aware and might want to continue their mods.
Personally, I love your work on Vintage Story.
Lastelle
Lastelle
The idea as said is awesome in concept, likely the best and most accurate; but if you haven't some NPC that represents those citizens(or guards) you're basically "making it up" that they are there and exist, kinda like an immaginary friend.
I don't think that adding a random number of NPCs from Sabre au Clair tho is the definitive solution because they need to be proportionate to the food rations you're giving at your stronghold to maintain it.
Something like X food = X npcs, X+1 food = X+1 npcs (food needed is proportional to the number of npc and vice versa).
We don't even need a fancy A.I. for the NPCs either, they can be client side holograms for what it matter for a simpler implementation, but they have to be there somehow to back it up the core concept of the whole thing.
Of course if they (or just some of them, like 50% [additional guards]) also have a role in the defense system may be even better.
Mohandar
The idea behind using food as material is both realism and balance. You can't just make an unreachable fortress without a single parcel of farmland and still hope to be safe without a single member logged in and therefore not a single food consumed by players. Players have to maintain and protect large agricultural areas to maintain their stronghold. NPCs can be added using Sabre au Clair which is has some compatiblity features with this mod, but anyway, almost everyone part of a city or stronghold are / were non-fighters
Thanks for the suggestions
"They require high quantity of food to be kept active (up to 4 containers containing food can be placed around the flag)"
Lastelle
are the strongholds full of NPCs that maintain it? otherwise using food as resource to maintain them results to be almost silly; its members already provide for their food.
With some NPC guarding the strongold it would be instead an awesome thing, other than a pretty accurate one. And in that scenario, the more NPC you want to have the more food you must provide.
Otherwise other materials for maintenance should be considered as wood and stone as a simplier fix.
Or even more simple if the food requirement is disableable by the config.
btw for the siege mechanic; even cooler would be if the siege must be triggered as a whole event when the invaders choose to commence.
Heya, after some multiplayer testing here a feedback:
-Peoples can't see the flag going up
-The flag go directly down after being up
-Say there is no more food even with container full of food aroud it
Lastelle
Thanks a lot, sorry for all the trouble I will try to experiment this ^^
Samino2
Here's an example (for oreblasting bombs)
Check https://wiki.vintagestory.at/index.php/Modding:JSON_Patching for more informations
Is there a place where I should add the "siegeEquipment: true" exactly or at the end of the attribute list is fine? If I do that server side player don't need the mod file with the patche? I'm trying to add the siege gun from Rusty shell and some woods block, sorry to ask you all of that I'm not really familliard wit tweaking thing in file other than configs ones ^^'
Lastelle Thanks a lot for all the information it will help me greatly to make my server ^^
Samino2
A really stupid mis-typing was causing that haha, this is fixed!
Thank you for the feedback and crash report!
Samino2
A log would be great!
Allowed blocks can be added easily via patching by adding an attribute : "siegeEquipment: true"
About leagues, they are simply a reference to a given vanilla groups (/group)
Hi, I got a crash when right cliking Gabion do you need log?
It's just an idea but is it simple to add a config file to add allow block to be placed inside claim? Same about the claim size?
how to join or add someone in a league?
McTaco
Thanks! Mainly making sure group features actually work (access granting, siege notifications) since I could only test features that didn't involve multiple real players, as well as finding exploits
Super Interesting, What do you need from us to help you with this?
This looks very promising.
wow this can actually create an awesome kingdom based experience
This sounds pretty fricking neat!
Interested to see how it develops further :D