Team Camarilla International Official Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Team Camarilla International Official Forum

This is the official forum for Team Camarilla International: The Bloodlines Developers
 
HomeSearchLatest imagesRegisterLog in

 

 Versatility of histories and genders

Go down 
5 posters
AuthorMessage
jrc_burgess
Neonate
Neonate



Posts : 26
Join date : 2010-06-15
Age : 36
Location : Phnom Penh (born in London)

Versatility of histories and genders Empty
PostSubject: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 2:17 am

I've had a look through the boards, modding guides and just generally online and found no answer to this, but still I apologise if this is a stupid question and/or one answered before.

What are the limitations to histories? How much change from the core clan can we make? I understand we could not change a skin/model based on it, but what about disciplines?

Same question for genders. Now this I know has much versatility, differing dialogue, skins/models etc, could we change other things to? Specifically again- disciplines.

The point I am getting at is would it be possible to up the number of clans available by using histories or genders. Rather than 7 clans with 2 genders, what about 14 clans with one gender? While I'd be sad to lose the freedom of choosing a sex, it's a price I'd happily play to bring all the clans together in one mod!

Is this possible or will I face core, basic engine limitations?

Thanks for any guidance given.
Back to top Go down
Maxus Corvin
Methuselah
Methuselah
Maxus Corvin


Posts : 478
Join date : 2010-10-03
Age : 32
Location : Normandy SR-2

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 2:33 am

jrc_burgess wrote:

What are the limitations to histories? How much change from the core clan can we make? I understand we could not change a skin/model based on it, but what about disciplines?

As was done in the Final Nights, you can add new disciplines - however, to do so, you have to replace one.

jrc_burgess wrote:

What are the limitations to histories? How much change from the core clan can we make? I understand we could not change a skin/model based on it, but what about disciplines?

While histories can do a lot of things, i don't know if it would be possible to make it force a discipline. Such as, if you wanted options for City and Country Gangrel, it might not be possible to make the game switch out one for another.

jrc_burgess wrote:

The point I am getting at is would it be possible to up the number of clans available by using histories or genders. Rather than 7 clans with 2 genders, what about 14 clans with one gender? While I'd be sad to lose the freedom of choosing a sex, it's a price I'd happily play to bring all the clans together in one mod!

I don't think that is possible, mostly due to how the character creation menu is set up. The game was meant to have seven clans, each with two genders, and those are the options it will display.

Back to top Go down
jrc_burgess
Neonate
Neonate



Posts : 26
Join date : 2010-06-15
Age : 36
Location : Phnom Penh (born in London)

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 2:44 am

Maxus Corvin wrote:

I don't think that is possible, mostly due to how the character creation menu is set up. The game was meant to have seven clans, each with two genders, and those are the options it will display.

Easy enough, pair up the clans.
Rather than choose "Ventrue" you choose "Ventrue/Lasombra" and then rather than "male" or "female" you choose "Ventrue" or "Lasombra". It's not the smoothest or most aesthetically pleasing system in the world I concede, but if it gets the job done...

My question is, could we have "Ventrue- Male" being a Ventrue with one set of abilities, disciplines, dialogue options etc and "Ventrue- Female" being a Lasonbra with a different set? Is this a potential way around the 7 clan limitation?
Back to top Go down
Maxus Corvin
Methuselah
Methuselah
Maxus Corvin


Posts : 478
Join date : 2010-10-03
Age : 32
Location : Normandy SR-2

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 2:58 am

jrc_burgess wrote:
Maxus Corvin wrote:

I don't think that is possible, mostly due to how the character creation menu is set up. The game was meant to have seven clans, each with two genders, and those are the options it will display.

Easy enough, pair up the clans.
Rather than choose "Ventrue" you choose "Ventrue/Lasombra" and then rather than "male" or "female" you choose "Ventrue" or "Lasombra". It's not the smoothest or most aesthetically pleasing system in the world I concede, but if it gets the job done...

My question is, could we have "Ventrue- Male" being a Ventrue with one set of abilities, disciplines, dialogue options etc and "Ventrue- Female" being a Lasonbra with a different set? Is this a potential way around the 7 clan limitation?

I don't think there is a way to define disciplines between genders, since the clandoc defines what disciplines each clan gets like this(the example is the Brujah):

Code:

Disciplines
      {
         "Blood_Healing"      "1"   // changed by wesp
///         "Blood_Buff_Dexterity"   "1"
///         "Blood_Buff_Stamina"   "1"
///         "Blood_Buff_Strength"   "1"
         "Corpus_Vampirus"   "1"
         "Celerity"      "1"
         "Potence"      "1"
         "Presence"      "1"
      }
(The // are used to 'comment' out certain things, which means that the game will ignore whatever is after them.)

The 1 in each means that yes, the clan has that discipline. If something could be added to differ it between the two clans, I don't know, but it seems unlikely.

The other problem is that, although some clans do share disciplines, there are a number of them that either cannot be added(meaning that you couldn't replace one without getting rid of another clan's specific discipline), or the different levels of the discipline cannot be imagined in the game.
Back to top Go down
jrc_burgess
Neonate
Neonate



Posts : 26
Join date : 2010-06-15
Age : 36
Location : Phnom Penh (born in London)

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 3:25 am

I think I understand. Well that's a pity.

Thank you for answering.
Back to top Go down
Childe of Malkav
Beyond Caine
Beyond Caine
Childe of Malkav


Posts : 5204
Join date : 2009-11-05
Location : Gone for Good

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptySun Nov 18, 2012 5:26 am

I'm quite sure you cannot use the gender for different abilities or disciplines.

There is a limited option to change disciplines by histories, but in my tests as of yet, I was not able to apply xp to a discipline added by history. And even if this is possible, the general problem remains: The game only supports a limited number of disciplines.

So the only thing you can do is some half cooked thing like the old p&p mod, where e.g. the LaSombra have to use obfuscate instead of obtenebration.

- geek

P.S. The only way I can see atm for adding clans and/or disciplines would involve a new character creation system that ignores the usual creating screen with the menues, and instead goes on a text-based creating process similar to the stupid questions for preselecting your clan...
And this also would require using different versions of some important game files, that have to be copied in depending on the clan you want to play. So you'd have to delete all your save-files before you can create a new character.
Back to top Go down
Zer0Morph
Caine
Caine
Zer0Morph


Posts : 4253
Join date : 2009-09-10
Age : 44
Location : United States

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptyWed Nov 21, 2012 11:31 pm

Unfortunately right now the best option to have access to all 14 clans is to run 2 independent copies of Bloodlines. One for CE and one for TFN. That's how most of us do it here.
Back to top Go down
https://camarillaedition.darkbb.com
mouser9169
Elder
Elder



Posts : 176
Join date : 2011-07-27

Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders EmptyThu Nov 22, 2012 1:53 am

jrc_burgess wrote:
I've had a look through the boards, modding guides and just generally online and found no answer to this, but still I apologise if this is a stupid question and/or one answered before.

What are the limitations to histories? How much change from the core clan can we make? I understand we could not change a skin/model based on it, but what about disciplines?

Same question for genders. Now this I know has much versatility, differing dialogue, skins/models etc, could we change other things to? Specifically again- disciplines.

The point I am getting at is would it be possible to up the number of clans available by using histories or genders. Rather than 7 clans with 2 genders, what about 14 clans with one gender? While I'd be sad to lose the freedom of choosing a sex, it's a price I'd happily play to bring all the clans together in one mod!

Is this possible or will I face core, basic engine limitations?

Thanks for any guidance given.

You actually can do most of what you're asking, but histories isn't the way to do it.

You can assign just about anything in the traiteffects file - and there I believe you can limit things by gender (that may be just for feeding, but it's worth checking out). If by disciplines, you mean having more than three, that's easy - just put them in clandoc (if you put in more than nine total though, you won't be able to add points to the ones on the bottom (at least not by mouse clicking) as a window covers that line. If you're using CE, bloodheal and bloodbuff count toward the nine.

Mess around in clandoc and traiteffects and see what you can get to work, if nothing else, you'll learn a few things along the way (back up the files first, of course).

Back to gender - I do know that you can limit histories to gender. Once you do that, you can have the history change whatever mechanics (short of adding disciplines - that's done in clandoc) you want. So you could use history as a 'sub-clan' type choice. Hmm... you could actually set a discipline;s initial value in a history trait section (modifier +1), and then give it a table for advancement... That might be worth looking into. You could effectively remove a discipline the same way: give it a max value of 0.


Oh, and hey Zero, good to see you back! Have a heppy Thanksgiving all. bounce bounce bounce
Back to top Go down
Sponsored content





Versatility of histories and genders Empty
PostSubject: Re: Versatility of histories and genders   Versatility of histories and genders Empty

Back to top Go down
 
Versatility of histories and genders
Back to top 
Page 1 of 1
 Similar topics
-
» Histories
» New Histories Bug
» histories
» Histories Gone?
» Histories and clans

Permissions in this forum:You cannot reply to topics in this forum
Team Camarilla International Official Forum :: Camarilla Edition Forum :: Ask a Question-
Jump to: