News about devlopment, plans -2023-07-25
Current situation in devlopment SLOS:
As one may or may not follow the news i lost 12 day of work as my pc get dead. Windows "Self" repair promised 0 data loss. well torn out my scriptst that tested mostly and working get lost.
This means estiamted 1,5-2k line of code lost. LAst few day i spent revrite as my rutine to revite this part of code as iterating non stop.
I dont know other how do it if i write a code and feel not okay about it or my gut feeling tells this can be done better i start agin.
Other cases as i advance foward learn new ways to deal the problem so drop the code and do it agin.
This make my real progres insane slow. But i hopw worth it as i revritten Working Slaves mod and that mode rock solid stable( if i not mess up the upload XD )
Well that one a few level simpler than this one i working on.
So here is the curent situation
SLOS-Script-Master:
-most of lost code revritten from memory, just need testing... lot of.
-the inner sturcture related to slaves and slaver guild 100% revritten non compatible provius realise
-the new structure very flexible and not relay on the event system
-Event system got disabled as out of use the moment so not going to eat resources if turn out not needed may got removed.
-i consider inner structure of this module mostly final.
SLOS-Script-SlaversCapture:
-The moment of writing this module out of order. the new version of master require to partialy re write it. this means old slaves NOT going to work with the new version.
Basicly this modul relayed on one of the Master quest: Slavers Storage. this one provided storage to slaves. well this quest got deleted...
-This one got a revrite but dont know when.
SLOS-Script-SGEconomy:
-The work on this one starting today
-the original plans changed a lot, might goign to change more in future.
About the inner systems:
The curent a probably final Slaver Guild settup:
Slaver Guildorganized the falowing way:
One Grand Master on top that stay on the Slaver Guild Main Hall, most of the time. This space has no direct connection to outside world only magical means make possible to travel here.
(plus this cell very VIP, a place holder basicly )
Under the Grand Master we find the Slaver Masters. This ones Control a Slaver Region, a Slaver REgion may or may not contain multiple slaver bases.
Original plan here is this:
-1 type of slaver base maximum/slaver region
-1 slaver region = 1 hold
The current probably final plan is this:
-all slaver region linked to Holds. But 1 hold may contain multiple Slaver Regions!
-one slaver region can contain multiple slaver bases any type and any number. But for correct functonality the Region need contain at least 1 Slaver Market place base.
Witout market place no real slave trade can happen.
This new system i hope make things more flexible, dinamic. This way some region may come with 2-3 Slave Hunter bases and 1-2 slave market place.
Other hope with this i make more and more dinamic the system in future i plan realise a package for map makers so other mod makers can make new slaver regions and slaver bases.
Witout any scripting knowlage!
My plan is to make the system adopt and use wahtever we trow at it.
okay so slaver masters control a region normaly they expected to patrol slaver bases in the assigned slaver region and inspect evrything okay.
if slaver master got a accident let say a dragon eat it, or fall from high or other way get killed. well this i sure has negative effect the local slaver operations.
Below the Slaver Master come the slaver bases with Slaver Base Masters. This ones middle level leaders who organize the local base things. killing them flag the location cleared.
Below Slaver Base Masters you find varius avarage slavers who take part of slavery for money the avarage foot soldiers, and its suporters who make the tools: blacksmiths, enchanters, alchemist, mages, spyes.
To mimick this strucutre i built up the system fallowing way:
Evry slaver base represeneted a Quest, the quest aliases filled with the base different components.
The Slaver base quest then assigned the slaver region where belong the slaver base ( this one set up by the map maker).
Slaver Region assigned to the Hold where belongs, as all the slaver base to, this become very important in economy module.
A Slaver region represeneted by a SLOS-Region-XXX.esp file! This is the standard format realising new slave bases.
reason for that is this: if one add only 1 slaver base to other slaver region this effect the local slaver operations scudle. as one region need work it self witout scripts.
as making a new region one need setup the ai packages for traders, buyers, slavers. adding new slaver base requires change the packages.
if 2-3 sources add only 1 base this going mess up the packages a lot in the non scripted level of the mod. For this reason no uniqe stand alone slaver bases only part of the region!
Slaver region represeneted by another quest that keep track of the slaver region boss heath, the region economyc reserves, and local slaver operations status.
The Hold represented by another quest that represents all the slaver bases inside the hold. Evry hold need own quest of corse. this way if new player made region added to skyrim one can make multiple new holds.
the hold is a critical information nerve center for economy.
all the economy related data that effect the hold need to stored here and only here. so can be accesed with other procceses and no redundancy in the system
Economy current plans:
okay this is going to be hard to take in.
becuse math lot of it.
so first my plan is give a semmi working simulation for the slaver market.
this means need simulate the market need side and market offer side.
need side come from buyers who wish to buy slaves.
offer side come from slaver guild who offer slaves for sale. in the slaver market base. that made for this special porpuse: sell slaves out for buyers to any one!
to simulate the need side i need basic economy data definied:
-how many gold the buyers can spend on the slaves
-how many slaves the buyers need to do whatever they plan to do
-how long take to consume the goods they buy( aka slave useful life time) if this time passed buyers need buy new slaves
-how big the slaves intrest rate or other words the buyer buy the slave to generate profit, how mutch money made by this way buy the buyer.
this means the buyers all in the hold has limited ammount of gold that can be spent on buying slaves, and the buyers need x ammount of slaves.
if i divade the avible gold for slaves the number needed we get the avarage gold a buyer can pay for a slave.
but if the buyer has no slave let say a buyer willing to pay 75% more just get the first slave or other words kick in the bussnies.
in toher words: Avarage gold = maximum gold / needed slave number
if buyers 0 slave the buyers will pay avarage gold X 1,75
of corse as buyers got more and more slaves they willing pay less and les for a new slave.
of corse this is only the buyer side! lets look the offer side the slaver guild side.
slaver guild has own problems at hand. first the slaver guild has own "production" cost to produce one slave. this is realtive cheap by the way.
as to make things simple and not eat tons of resources the slavers has 0 upkeep cost( in theory i know how can this done but i estimate its cost to mutch computing power from the player pc not worth the benifits)
plus slavers will spawn ower time automaticly so no replacment cost too.
the slave trader need pay to the slaver base for the slaves they buy, then slave trader got payed as sell their slaves to the slave market base, or workshop or traning center.
the trader got own paiment for this work of corse as moving slaves around incrased the slaves value.
if slave got trained this incrase the slave value a lot for 2 reason: slave trainer need paid, plus slave going more useful, plus slave trainer brougth the slave from trader then sell it back for higher price.
the slave trader for another slave transport wish get the next payment...
so a trianed slave that land on market cost a lot to "produce" for the guild.
this slave going to put on market, and the buyers can dicide buy or not buy.
trick is if the buyer dicide buy they always need pai the cost of slave plus if the potential for slave buy is higher than the actual cost the slave trader get that as bonus!
in case buyer not willing pay lot of money for slaves well... then not geting slaves or only low productivity ones for cheap price.
its not a perfect simulation for market but i hope workable.
the economy modul in my plans make possible few other things:
A - player selling or buying stuff from wandering trader OR in the slave market( rember this places open for publick player can enter and trade here!) this trades give tremendus boost for local slaver economy.
B - Slaver Master and Slaver Grand master collect taxes from the slaver bases, and traders who operate in their region.
C - Taxes used for lot of things:
- slaver bases and get loans from regions
- regions can get loan from the grand master
- lot of gold collected in grand master tresury special slaver operations can be financed from here
( orgranize slave rade aginst setelment, hunt down some dragonborn, order assasination that adventurer who raided two slaver bases, organize kidnaping some Thane HousCarls maybe that Thane going to pay good ransom...)
-colected taxes used to activate other slaver bases/regions ( grand master is the source
-colected taxes can be used upgrade the slaver region( slaver region is the source ) so slavers can operate more effectivly, some bribe here and here more spys around...
D-slaver bases to collect gold and local boss can dicide if has founds to it recruit more workforce to do slavery things:
-slave hunter bases may deploy more and more patrols
-slave traning centers deploy more slave trainers so can train more slave
-slave workshop can buy more and more skilled slaves, or recruit more guards to protect the base
-slave market can be updated more secure, plus more gold can be invested non slavery bussnies... more passive income
E-deept system: slaver bases and region can accumlate depth ower time. if deept level reach a critical point the grand master may chose stop operate that slaver base/region as not worth it.
if the slaver guild triving they may not care mutch... as problem with slavery: canot done limitless in any reagion if no more thing to enslave need move elsvere
Planed extras for SLOS-Script-Master:
some point maybe near future implement a player-slaver guild reputation system. something similar used to in morrowind.
core idea is this: if player do lot of positive interaction with slaver guild ower time can become frendly to slaver guild and its member this means slaver guild members not attack on sight the player.
other bonus if player very frendly with them in future maybe a new moduel make possible slaver guild give quest to player... or even better player can become member of the guild.
ower time using WorkingSlaves modul as suport tool, player can become a Slaver Region boss with lot of slaves under its command.
( yes slave hunters capture random npcs for you! )
curently if player become slave guild member get acces the slave blacksmiths and enchanters who sell things nearly evry slaver base.
i plan expand this.
in very very far future my plan i introduce a slaver guild quest line...
and a alternative quest line, something like but not exactly: Destroy Dark Brotherhood quests. just like destroy the slaver guild questline. where player can fight aginst the guild.
in the end goal destroying it fully.
this things just ideas... but ower time maybe just maybe i reach it.
i share it maybe others has something to say about it, maybe others come with great ideas that can be implemented or added here...
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