Hund said:
But, it would be fun to use a bucket to get milk from a cow. Currently when looking at a cow it only
says 'not rideable'. Instead, it could change to say 'milk' if you had labor skill and a bucket in hand.
The "not rideable" message is hard coded into the game engine, and the text can only be changed once using the language translation system; so that change would require displaying "milk" for every type of horse your player doesn't have the necessary riding skill for.
Regarding milking a cow: animals (agents) do not have any trigger system like scene props do for "using", so the only efficient way to interact with them is to attack with a weapon or tool (such as the herding crook, or wheat sheaf); hitting a cow with a bucket to get milk would be possible, but seem silly.
There are many possible recipes or processes to create many different foods or goods, but a design principle in PW (based on previous experience helping with other games) is that a few functionally different and potentially interesting processes for a limited number of resources is better for the game environment and scene designers, than trying to integrate a massive and tedious fully detailed system for crafting everything imaginable - that can distract from the core game play features, introducing more boring grinding than new dynamics that interact with other game systems. I might add more resources, processes, or foods in future versions, but only if they seem to add an interesting game mechanic that also looks nice.
Tribunus Meridius said:
The prop pw_siege_wall_b is messed up. When built you can walk through it. So i adjusted the width var to be wider. And now people get stuck inside the wall. In edit mode i didnt have these issues but when put up on the server i work for (Celestial_NA) they seem to always be a problem. Adjusting the width of the prop didnt fix it so i want to know if theres something im doing wrong. Or if its a server probelm or a problem with the prop itself. Thank you for taking the time to help me out.
It would seem to be a problem with the server files, because at the standard scale on a local server I can reproduce no such problems (all new collision meshes are tested rather thoroughly for that sort of thing before being released).
rafy77 said:
Let people to buy apples, they interact with the horse with the fruit in the hand, and they will be a small chance to success, if the robber fail, he have to re-interact with the horse, after 5 use, the apple disapear.
I have wondered about various similar ideas in the past, but they seem on the whole to be unrealistic and unintuitive.
NOVICIUS said:
Why you can not vote yourself a lord of a faction?
As said before, because he is not a lord without at least one willing follower: factions are not designed for the wishes of lone players, but for people that want to group together. Being limited in number by game engine restrictions, factions are for the largest groups of dedicated players, not the smaller or individuals.
The Bowman said:
I'm interested whether it's possible to make female players spawn with dresses instead of the default shirts/tunics. I've noticed a few female peasants and serfs and it's quite odd that they have to wear male civilian clothes.
I had a bit of a look into the idea of randomly giving dresses to those classes, but it would require quite a bit of messy and inefficient complication to the default equipment randomisation scripts. Maybe if I get a good implementation idea, since I don't like putting "hard coded" hacks into nice clean systems. The default spawn equipment is intended to be ugly and worthless, to encourage players that want to look nice or unique to craft or buy better clothing.
The Bowman said:
I also have a suggestion regarding implementing some Native gear, like the Light Mail and the Steppe Helmet (used in tourneys). They look good enough and I'm sure that players will make extensive use of them. Currently, lords don't really have any distinctive armoured suit, and the Light Mail perfectly fulfills the role. The Steppe Helmet, on the ther hand, is a much needed addition to the lacking Khergit variety.
The "Light Mail and Plate" and its related "Mail and Plate" items were not included for being very old original M&B meshes with a considerably different body shape to almost all other armour, and I personally think they look constricted and a bit deformed. Also, looking like a heraldic tabard type of armour while not actually being a true heraldic type that adapts to the faction's colour and banner is another disadvantage. I don't understand why you would think they are necessary for a lord, since they make the wearer look small and less important than the existing (higher quality) "elite" armours added in Warband. The "Steppe Helmet
colour" meshes were probably not included for being obviously heraldic colour type items, but the texture sheet being inefficient to modify compared to the quality: an entire new 1024x1024 DXT 5 texture just for transparency in a tiny helmet section. Though, since the material is already loaded for other helmets used in PW, just the plain white variant could be added.
The Bowman said:
You may as well remember that I suggested door sounds (which was accepted, but not put in practice because of the lack of sounds). As a preventive measures, you can use the bow drawing sounds, whch pretty much give the immersion of a "creek". I believe you'd only have to inclease the volume.
Sorry, I wouldn't use an existing "arrow draw" or "hit damage" sound because it would confuse players used to responding to the original meaning, either looking around for the enemy archer whenever a door opens, or thinking it is just a door when being shot at.