Guild systems

Discuss Daggerfall Workshop news articles.
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Hazelnut
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Guild systems

Post by Hazelnut »

I've posted a write up of my journey implementing guild systems in a blog post by request of Interkarma. Hope you find it an interesting read.

http://www.dfworkshop.net/guild-systems/
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Nystul
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Re: Guild systems

Post by Nystul »

Hazelnut wrote: Wed Mar 21, 2018 1:11 pm I've posted a write up of my journey implementing guild systems in a blog post by request of Interkarma. Hope you find it an interesting read.

http://www.dfworkshop.net/guild-systems/
was a excellent read ;)
you might check the last link, it is leading me to the post editing page instead of the normal thread post

one question on topic:
is there a distinction made between e.g. mages guild non-member quests and member quests as it is done in vanilla df - so that non-member quests are offered only if you are not a member and the other way around for member quests?

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Hazelnut
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Re: Guild systems

Post by Hazelnut »

Thanks Nystul, I appreciate you picking up on that - have fixed the link now.

Regarding member and non-member quests, I believe that you don't get offered non-member quests once you join and that's the way I have implemented it in DFU. If I'm wrong about this please tell me, as I don't think I ever completely proved this by testing classic... although it's hard to remember exactly what I did a couple of weeks ago. (I shall blame my age ;))
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Mosin Nagant
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Re: Guild systems

Post by Mosin Nagant »

Wow, this really opens up the flood gates for adding more depth to Daggerfall. Imagine all of the non-combat oriented guilds that could be added.

What about a sailors guild? Perhaps you could take on quests to transport 100s of NPCs to dock cities, or hire a fishing crew and try your luck in the Bay, or even become a crewman yourself. Perhaps you could sign on as a mercenary in the Imperial Navy and go fight pirates or something like that. It would certainly give a lot more depth to owning a ship or two in DF. I think sailing quests (and traveling in general) would certainly benefit from having ARMA-style time compression, but that's outside the scope of the post.

This is really great news, I can't wait to explore it. I've already got ideas for a mercenary guild. :D
Previously known as LordMordecai on DXL forums

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Hazelnut
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Re: Guild systems

Post by Hazelnut »

Glad you feel inspired to create a guild mod, looking forward to hearing more about the mercenarys guild ideas. I hope the tutorials are easy to follow and not confusing.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: Guild systems

Post by King of Worms »

Hi, im on a month long holidays and forgot the password up until now. So I just want to appretiate your work here man! This is really epic!

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Hazelnut
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Re: Guild systems

Post by Hazelnut »

Thanks KoW, it's very nice to hear that. Bit surprised no one has found any bugs yet.

Hope you're enjoying your holidays!
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Arl
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Re: Guild systems

Post by Arl »

Good read. Knowing what are you doing and a bit of your history makes me appreciate even more your awesome contributions to DFU, thank you!
My Deviantart page, I have some Daggerfall stuff in there.

Fairfightfrank
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Re: Guild systems

Post by Fairfightfrank »

I must say sir, Bravo.

The work all you guys are putting into this is amazing and I thank you for it. I've dreamed of an updated Daggerfall and you lot are making it come true!

I myself enjoyed this game when I was a kid. It was the first time I'd experienced the freedom of a open-world RPG. It was amazing at the time and cemented what I enjoyed in video games. Freedom, and the power to make your own path. I quite enjoy the thought that you could complete quests peacefully or even have truly peaceful quests inside of the game.

In fact, I'll have to peer at your tutorial to see how to create my own little guild and quests. Although I am at that stage in life where kids and work take nearly 99% of my time. It would be quite fun to add something to this great game even if only I ever use it.


TL;DR
Thank you for the amazing work y'all are doing.

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Jay_H
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Re: Guild systems

Post by Jay_H »

Welcome to the forums! :) And if you do make something, feel free to share it, unfinished as it may be. Someone else can carry it on, or it could be good enough as a small mod.

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