How to see the damage type in the game? Just check the damage values from piercing and cutting arrows on good armour?Vornne said:I believe the damage number adds to the bow damage, but the damage type (cut, blunt, pierce) is taken from the bow only. You might want to test it yourself, because I don't remember how old that information is, and whether there has been any engine changes affecting it since.Aldric said:Does having "piercing" and "cutting" ammo does change anything to overall damage ? Or does the damage output type are fully determined by the ranged weapons.
Hm, I thought, it is free to use it in other mods... Am I wrong?Vornne said:cRPG uses WSE2, which is privately developed by cmpxchg8b (he is a cRPG developer, and originally made it specifically for that mod). You can't expect any feature in cRPG to be possible in official Warband.Aldric said:In CRPG, arrows have the"cut" type, but certain arrows are "pierce". I would like to do that as well.
I think, there are ways to do it.Vornne said:It would be practically impossible to calculate the opinion of everyone who plays PW: there are various servers around the world, which don't often have much connection between them, and there are also multiple forums used and many people who don't use forums at all.Baskakov_Dima said:I think, if that balance was accepted by people playing PW (would be interesting to calculate how many people do it), it is OK - their thoughts about balance can differ from those of Native players long ago, can't they?
This mod was never designed as a "direct democracy" type where people can just vote to decide what will be done, because I think that is a bad practice in the long run. I feel certain that the mod would never have been as successful if done that way, because so many people don't actually know what they would enjoy playing, when all their conflicting ideas are indiscriminately mixed together. People can post suggestions, but detailed and insightful opinions are taken individually, ignoring votes or simple "+1" or "me too" posts, which don't reveal intelligent thought.
1) Monitor server list for a week, find the most popular PW-servers.
2) Contact the communities and ask them if they are ready to take part in testing some new features.
3) If they agree (they probably will if you support this thing), they, for example, implement this new balance for a week and collect people's opinions on the forum.
4) If people see that they really like that, that is a signal. If they don't, it's also a signal. If 50/50 - it's another signal, a signal to remake things.
5) If you doubt, you can just release two versions of PW - with classical combat system, similar to Native (not equal - you don't have horse archers or guard crushing maces), or realistic.
I don't say, that I suggest to do it, I just say that it IS possible to collect peoples's thoughts directly. But you shouldn't ask them if they want something they have not seen to be released, you should just make them to try it for some significant time and then ask if they want to keep it. No other ways.
Not contradictory.Vornne said:Whether hosters add explicitly discouraged features to their own servers does not influence the design of official PW. Your meaning also seems contradictory: saying that it is not like "traditional grinding" because currently plate armor doesn't make a huge difference, but then suggesting plate armor should be very protective, benefiting people who grind (boringly, away from interaction, creativity, or danger).Baskakov_Dima said:From my point of view and from the point of many Nexus Roleplay players proved by them still playing the game, people like that "armour and money persistance". Why does it not look like traditional grinding? Because a) You can't actually use more than 150k of your money banked per day b) Your development is capped on Plate or Elite Armour, not allowing you to become too defended c) Armour is underpowered, giving you a protection of good chainmail in the cost of influence like of a tournament armour set.
The approximate historical period of Warband (and by extension, PW) is before well made and very protective full suits of plate armor were used and widespread; it is centred more around chain mail, leather, and quilted cloth armor. It is not mandatory for scene makers to include the plate armor set or plated chargers.
If strong armour would be VERY expensive, take a lot of time and resources to make etc, etc, people will think twice before buying it with a chance to lose after the first couchlance or after outnumbered by more disciplined enemies. So, we say: "Feel free to grind, but be ready to lose it" - in most games, like in cRPG, you keep things you grinded even if you die.
Surely, rebalancing the combat system can't be done without client-side changes.Vornne said:You can implement whatever feature you like in your own local test server or in a differently named module release, but to make only server side changes requires more thorough knowledge of what could be affected, and careful testing. I should be able to specify if a feature is possible server side only, given an overall description.Baskakov_Dima said:By the way, how to implement my script feature in the game? Where should I paste my script? Or should it not be connected to the game client and be server-side?
Hopefully, it will only need a few scripts.
Hmm, OK. Is it then possible to make some changes in how arrows and blades penetrate the armour? For example, if I want swords to penetrate it better.Vornne said:As said: the armor is simply reducing the damage dealt low enough that the game engine plays a different animation and sound for the hit.Baskakov_Dima said:I mean, there is some probability, that, for example, a sword bounces from plate armour and I have an "armour block". I have heard about it, read on Wikia about M&B and seen several times in single-player game, but actually have no idea what it was.
Hmmm... Not possibility AT ALL? Or is it just very hard or whatever? If it is, why? Because I really want to see my pikes thrusting up and down, and my polehammers to swing in 3 sides in 1 mode and thrust up and down in another.Vornne said:It is only possible to make a new animation available by replacing an existing one in the game, removing from all weapons of that overall type using it. For example, changing overhead swing to upper thrust for your spear would change the animation for all polearms, including long axes, glaives, hammers, etc.Baskakov_Dima said:You mean, it is only possible to add upper thrust to a weapon that has and upper swing by replacing it, or I will have to replace an existing animation in the module system and delete it completely for all weapons to add upper thrust?
Thanks, replied to you now with your method. It is very effective.Vornne said:I just click to quote the post, add my replies in between each section, closing the quote off using [ /quote ] then copy the opening [ quote author=Baskakov_Dima ... ] line and paste it after my reply, before the next split up section; it might be a bit more time consuming, but I am used to typing things out carefully and correctly when programming, so that is no big deal.Baskakov_Dima said:Another question - how do you reply and split quotes in parts? It is time consuming to copy the message and delete unused passages in each part.
You know, these ways just compensate you the losses from appearing in the world in unexpected situatuions. Like logging off as a FactionA, logging in as FactionB at war with FactionC in a castle belonging to FactionC.Vornne said:For the obvious ones that are reported and investigated, maybe; but players can easily figure out less obvious ways to benefit from being able to disappear from the world at will and protect their stuff, that still damage immersion and competitiveness. I personally think saving everything whenever a client disappears is a bad design, wide open to abuse.Splintert said:More accurately, a short ban and a character wipe plus removal of some funds from their external bank.Baskakov_Dima said:"Combatlogging" is prohibited on most servers and punished by permanent ban.
OK. So, what if you make some limited changes? For example, players have no ships when the map starts. They have ship building stations. They build, build, build, and when they finish, a ship is spawned. They can't spawn mor ships then set. If ship is destroyed, gone outside map borders etc, building a new ship will result in teleporting the old, destroyed one, and repairing it. And the same with carts - what if there will be no "initial" carts, but people will have to make them, without possibility to mak more than limited?Vornne said:I never said that, because it would be obviously incorrect. What you might be confusing with is a regular explanation of mine in this thread: scene props are intentionally not spawned by player actions in PW, because there is no way to ever remove them and their effect on performance without completely restarting the mission (game) - an engine limitation that will not be changed or fixed.Baskakov_Dima said:1) Scene props. You said, it is impossible to spawn them. How do I spawn new cannons in NW then, when I take artillery train?
It was something tested years ago in early PW development, but it soon caused the performance to slow unacceptably for all players connected, even by the lower standards of continuous play time in those days. The choice is between having a game mode that is stable over days to weeks, or allowing players to clutter the scene up, and PW is obviously designed around the former. Almost all other existing mods do not have this issue, because they can just spawn as many props as the players want, then the whole scene is reset in 10 to 30 minutes when the current round ends, restoring any small performance loss.
Another issue is that spawned scene props that have a "use" trigger (you can hold f / the use control to activate them) sometimes are not usable at all, seemingly randomly. I reported it to a TaleWorlds developer at the time (since they were releasing patches much more often then) and he could identify the cause, but decided not to fix it for reasons I don't clearly remember; I think the change or redesign might have been too complex or invasive to justify, after they had stopped major new development of Warband.
New question. I've heard, that guard break depends also on the angle and is more likely to
fail on low angles. Does damage of ranged or even melee weapons have some linkage to angle of hit? If yes, how is this angle calculated and what angle is used?