Evening all. Okay here's the latest. With this update, the player master stuff is finished. The null players work
properly, so the mailouts are beneficial. The first person to read their berk mail and to challenge the level master
will get a free level, and all the other benefits that comes with it. The downside to taking this free level is that
the people who are too slow will be challenging the winner to battle when they try to get the level first, as they will
be getting the mailout as well, and there's purposely no way to list the level masters. I've also updated my to-do list
as you can see on the website. Interkingdom economics will play its own role soon.
Ok. The player-master ranking system is working now, and I've added the global mailouts to all players of the level
eligible to take the vacant master rank. The advantage in being the first is basically a free level up, or will be.
At the moment, it just makes the player challenge one of the default AI masters, but that will change soon. The point
is, the system works :P
Thursday, 23rd March 2006
Evening all. Just thought I'd upload what I have so far. New changes include the first additions of the Player-Master
script I've been meaning to do for a while. There is now a masterlist.txt which contains the names of players who are
level masters. Players can now become level masters when they beat the previous master. The game starts with the
normal default masters. I've attempted to add a clause which makes sure a player cannot be a master for more than one
level, but it doesn't appear to work at the moment, so I'm working on this. The idea is that a player who is master of
level 5 should not also be master of level 1 as this restricts many players from gaining levels, and effectively stagnates
the game. As soon as I've fixed this bug, I plan on finishing this feature with a general in-game mailout to all players
via the berk post office with a memo to let every player know whenever there is a power vacuum in the master ranks.
ie. If a master moves from level 1 to level 2 and leaves a vacancy, I want to make sure that everyone has equal chance
to take this rank for themselves. The first player in gets the rank of master, and it will be up to players to check
their inbox. This has the added advantage that it should make sure players make use of the berk post office.
By gum its been a while. Anyway, these are the following changes. I've added what I'm calling the Automatic Hourly
Finance Updater (AHFU) which takes care of kingdom taxation, investment income and so on. Currently the taxation only
takes peasant population, and I will be adding taxation of the investment income but at this moment, all the income from
player investments is tax free. AHFU also takes care of peasant migration, which relies on how much land a kingdom owns.
I've added the investment portfolio info, so the current player can see how much investment income they are likely to
gain. This is raw numbers, so the player still has to work everything out themselves at this point. I didn't want to
put in totals until I finish the taxation. The player can now buy and sell High Risk Investments. I wanted to do these
ones first as they're the most likely to be destroyed in a kingdom invasion, and I will be needing to test that soon.
I've modified the rebels now, so that they are taken away from their nation's peasant counter. These rebels will no
longer be taxed, as they live outside the law. I'm also currently working on the new player level master system, as well
as a simpler way of doing what is currently my plan for the large scale attack system.
Wednesday, 22nd December 2004
Ok, I've put a new file up for download. The changes are mostly internal but contains the first few sections of
the large scale attack script which will be used for rebel assaults as well as kingdom vs kingdom battles. This
isn't complete yet, but its nice to have a backup just in case my hard drive dies. ;)
Wednesday, 10th November 2004
There's an updated file with this update. Changes include a working Kingdom Statistics, a new %peasants variable
which will be used in conjunction with %taxrate to calculate a kingdom's daily tax income. Peasants will flock to
the kingdom in droves. The exact size of each daily drove will be random, with a maximum possible outcome proportional
to how much land the kingdom is in control of. In short, more land equals more peasants equals more income. And as
always, the Ruler has the option of upping the tax rate in an emergency in order to fund quick conscription to counter
assault an enemy who has taken their land in a conflict. Other more miscellaneous changes were unseen, as I have
cut out some unnecessary script by combining halt statements for multiple if-else outcomes, etc.
Wednesday, 3rd November 2004
Hmm, its been a while since the last website update. As bad as it looks, I have actually been working on Berk.
There hasn't been any massive updates, but lots of little fixes and additions, like making a lot of the new kingdoms
stuff functional. Rulers can now conscript soldiers, train soldiers into knights, and buy/sell quark pulse turrets
to defend their nation.
The biggest change was not in the game itself, but in the scripting, as the berkevent1.mrc script reached 64k and I had
to start a second event script, which is only called if the first does not have what the user was after. As the first
event script has all the core stuff, the second will not be used as often so any slowdown that could occur has been
minimised. I suspect that all of the rebel and kingdom stuff will eventually be moved to the second events script,
to make room in the player fight area for the rest of the combat spell effects for the spells that are yet to be added.
I will upload an updated copy of the berk scripts with this site update.
Thursday, 2nd September 2004
Hi there! As I have recently begun revisiting my work on Berk, I thought I would put up a new Berk website..
and this is it. After doing a small amount of new work on Berk, and fixing some bugs that have been hanging around
for a while, I realised that the current version wasn't anything like the original 0.03-testing I was working on before,
so I've updated the version number to 0.04-testing.
This website layout shows the current version available for download, the things I have been adding but have not finished
as yet, and also future plans and ideas that I have thought of and might take Berk in a direction towards.
If you have any other ideas, please email me from the link at the top of this page.