I want to build 4.4 to server.But I couldn't find an address to download the modules. Or simply put together a server files ready for me I'd appreciate a site JavaScript.
Quote from: aradriel on February 13, 2014, 12:22:21 PM
So all doors, chests and other things will be linked not to a faction but to a castle (or village, outpost and so on)
That is exactly how it is currently.
So many people seem to misunderstand the faction id / castle number distinction quite badly, so I will try explain it in detail.xombie5 said:I read through your talk with Aradriel on the suggestions topic - and i got a little confused, so im gonna ask here:
The other troop training stations can be linked to one of the 8 castles (2 - 9), or the commoners or outlaws categories (which are not properly factions). All other types are only linked to one of the castles, or 0 - 1 meaning "not associated with anything". Doors and storage chests can't be associated with outlaws, because that category has no organisation for a lord to mange keys - they will result in props that can only be lock picked to use, as an unintended side effect. Stockpiles and money chests "linked to outlaws" with 1 have no effect: as with 0, the tax or export bonus money will simply disappear.pw_change_troop_mercenary
pw_buy_banner_mercenary
The intended usage is to place secondary points if desired on different areas or strong points in the castle or nearby buildings, such as on gatehouses, outpost towers, large buildings, or similar, with the primary point in the most secure location: this would be so the castle can't easily be taken over by a lone soldier sneaking into the keep, or some other secure and hidden place, but multiple enemies would need to capture different and more visible locations first, to give the owning faction more warning to defend, resulting in longer and more progressive battles and sieges.pw_castle_capture_point value 2: said:0 = capture_point_type_primary
1 = capture_point_type_secondary_all
2 = capture_point_type_secondary_one
Yes, those should work as you envisage.xombie5 said:So... If i had a city with multiple districts and entrances - and had "capture_point_type_secondary_one" in each of them - the attackers would only need to take one of these districts and then the keep - so they dont need to take the whole city, just break their way through without sneaking past everything to the keep?
And a way to get a more "campaign-y" type of play would work if i placed "capture_point_type_secondary_one" for each faction in each village - making them need to keep a military presence there if they want their home castle to be "immune" ?
If you only placed a capture point marked as secondary, with no primary point for that castle number, the corresponding faction would not be enabled; I'm not sure off hand whether the secondary point would work or not, but if it did the only thing that would happen when used would be the banner changing, purely a visual effect.xombie5 said:What would happen if i then made a new castle post, with only a secondary capture point linked to it - would this provide an optional secondary capture point to the factions as well? just glitch out? or have no effect?
No, the number refers to a "load out" defined at the end of module_scripts, built into the module. So it is aimed more at server hosters, who could set up specific lists of items to add to chests when running event missions, or similar; though you could use the default "load outs" in chests in your scene if you wish.xombie5 said:For the item chest it says for value 2 i can put in "starting inventory load out ID" - i kinda assume this means if i put in an item ID number it will start the game full (or with atleast one) of that item in it..
It depends on what sort of help you want, so be more specific. I will mainly just try answer questions on this forum, but other people might be available to do more.connornash said:The whole scene creation is very confusing, and well... I can't get the grasp of the teleporters, or even the portcullis and draw bridges. is it possible for me to get help?
Those are not official PW features, so you can't add them by editing your scene. You would need to be the server hoster, write lots of scripts, and also host a web server and database to store the values.Karth said:How do you add the automatic banking feature to a scene?
How do you make it on a scene so when you log out and log back in/ you keep your armor , for some reason it only keeps the gold in money bag and not the armor
The Immortal said:Alright ive hosted the server now i was able to get a decent number of players but now my only problem atm is when people leave they don't keep their stuff when they come back so basically every time they leave they'll die how do i fix this?
That has been a long standing problem with adjusting resource prices, discussed with multiple scene makers over the years; the problem is that I never figured out a robust and sensible way to calculate what the resource prices should be at a location, since distance is not the only factor to consider: resource stockpiles or export stations could be close nearby but take a lot of time or effort to access, such as being on the other side of a deep river, inside a locked armory, or inside a teleport interior that is placed adjacent but accessed from the other side of the scene... whereas a long distance might be comparatively easy, with a straight ride using horse carts through secure territory. It seemed too hard for a script to decide any sensible values, so I chose just to make it work best with the default resource prices.xombie5 said:The problem - which ive only now noticed - is i wasnt actually aware of the crafting refund.......
It's not really infinite money, just equivalent to a default price export - still requiring new resources to be gathered each time, since crafting is not a reversible process. You can set weapons and armor to whatever price multipliers you want without problems: only adjustments to the prices of resource items are affected by the issue.xombie5 said:So.... infinite money.
Also means you can never have an economy with weapons below their default price pretty much.
Turning the refund off would make crafting mostly a varying money loss with no direct benefit to the player, apart from when making a few difficult and expensive items when out of stock; the intention is to remove the conflict of motivations to export the resources for the default price rather than ever use for crafting.xombie5 said:SO the Question is: is the crafting refund ever going to be tweaked, or do i pretty much have to redo every item on the map? Since everything is set at below base price scaling up exponentially...
Or is there a way to turn it off?
Or something.