[M] Empires of Faith (ex-Caravan Raiders)

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Cool thing, we had some similar ideas for our mod. Some suggestions:

You could make the different factions from native warband, so that you can choose what faction you would like. For example if first Team is Swadia, it's guards would be Swadian Soldiers and so on. Same thing for second faction, too. Would be easy to do, simply use faction slots. One slot would cover the caravan guards if each faction and so on. But it would make the game much more interesting I think.

And maybe add a possibility to block a caravans path and things like that.
 
nijis, thx for server config for dedicated server. It works :smile: (and without it i have some problems with server).
Thirst bag: when i played with my friends on dedicated server, sometimes in the list of players (see when press TAB) some players disappear  (at the same time they were playing on the server) and later appeared back on the list. When player disappear nobody see him in list (including he does not see himself in the list).
After player returns back is the list he has 0 score.
P.S.: sorry for my english.
 
I can tell you why this is: The score of the player is either too low or to high (I don't know if it works when the score is to high, but when it is to low, the player disappears.)
 
I can play on this new server until..

RGL ERROR
synchronization with server failed: trying to recreate existing object (id:
256, meta_type:10, sub_kind_id: 158, variation_id:0) with meta_type:10,
sub_kind_id:158, variation_id:0, do_prune:0
 
nijis said:
Barny,

I think I understand. From that list, the settings that are needed for the mod, and would not be specific to the individual server, I think would be the following:

Oh, thanks. I will test it tomorrow and will also send you a config file template for the next release. :smile: If you could PM me your e-mail address, we can discuss the test server for... well, testing. :smile:
 
Somebody -- Thanks for the lods! That's brilliant.

sammac -- Are you using the latest version, 0.101? The original v 0.1 release had that error.

Barny -- I sent you my email. Once again, many thanks.

Suspicious Pilgrim -- I'll definitely need to tweak the gold rewards. I had actually thought that the reward for guarding a caravan is fairly good: over 3000, if all the camels make it. But certainly can be discussed.
 
This may be one of the mods I have had the most fun with in ages. It is so creative and I love the design. I got a bit bored after a while becuase of the lack of other players and classes.

Anyways, I read what you said about the other gamemodes you might be making Nijs, they all seem a lot of fun. I am looking forward to the following releases :smile:
 
Hey Splintert, haven`t seen you in a while. :smile:

Anyways, we were 6 people on earlier, it was a lot of fun, but we got bored after a few rounds.
 
Nijis, we played it for a while with a few fellow CoR guys and would have some suggestions. The mod really has some potential, but I think the concept needs some development. Some ideas, mainly my ones, also from the CoR guys.

- The concept of raiding caravans is cool, but I think there should be two factions: caravan guards and raiders (without caravan). Having two separate caravan means that during the early part of the game, one of the teams becomes the attacking party and the other ends up defending the caravan. It is also possible that both factions go to raiding, in this case it breaks the gameplay, since everybody is battling with the bots who are defending the camels. :smile: Obviously it is possible that the tasks (defenders and attackers) are distributed within a team, but it assumes communication and cooperation within the players. What not really applies for public servers.

- The game in overall has no purpose, I mean it ends, when the maps gets changed automatically. I think it either should be a kind of siege mode, when there is a counter (till the caravan reaches the destination) and the raider faction has to kill and loot it. Obviously, the guards have to escort as much goods to the city, as possible. The other scenario is to have a kind of persistent world setting, which could also work, but at the moment it's somewhere between the two. :smile:

- It would be nice if players could have choose (as caravan guards) a static place in the caravan, like archers in a fortified cart (moving in the caravan) or such.

- Please make the hills more flat on the map, since it just annoying to go up to a hill, the horses slow down a lot. The problem is not the distance, but the hills, they should be minor dunes, imho.

Btw I opened a public server, CoR_Camel_Riders, feel free to include it in the opening post (and don't forget to mention to rename the directory to "Caravan"). I will send you a mail later tomorrow with the rest (test server+server config).
 
Barny -- thanks for the extensive feedback, and for the public server!

1) I see what you mean. I was attached to the idea of having players be able to both attack and defend, to give a bit of freedom of action within the game -- a bit of MMORPG feel, almost. I was thinking I might try to encourage the diversification via the point/bounty system: if one side's caravans are doing particularly badly, the amount of gold a player gets for escorting them climbs, and you get a message, "Merchants pool money to hire more guards." Similarly, if enemy caravans have been having unusual success, the value of loot goes up. I don't know how well that will work. But this leads us to...

2) That's a good idea -- having the game could end when a certain number of one side's camels have got through. In that case, you have winning faction, and different player scores within a faction. I like the idea of a PW-type game, except with bots, but then I would need to add more things for the player to do that fit the feel.

One more ambitious idea: if any single player manages to accumulate a certain amount of gold, he or she can hire a small army ("assembly the men of the tribe") to go attack the other side's base. Success would end the game.

I think the game now has about 50+ bots per side. I don't know how many more I can add without straining the server.

3) If I can work out a cart script, a moving static position could indeed be fun.

4) I'm sort of attached to the mountains, but I can lower them a bit and add more routes up, and also try to soften/smooth some of the slopes.

Thanks again!
 
Ty, that was why i crashed.

Can i just note that i played this on my own "Host a Game" option with native factions and it worked with the bonus that i could go crossbow and sit on a hill sniping the caravans :lol:
 
New version 0.11 up.

Contains new map based on Afghanistan, new start-up graphics from Belendor Torheal Artendor, config files, and many tweaks.

Also contains the module files.

NEW: And it contains a bug... Argh. When you join in multiplayer, you do not spawn with a horse. As the maps are big, this is a drag. I will try to fix this shortly, but alas I cannot tonight.


There is a new team score system, but I have not significantly changed the conditions for the game ending, because I have not decided where I want to go with this, whether I want personal scores or team scores to the main incentive.

Next up, a livestock reiving scenario, I hope.

Thanks to everyone for the feedback!
 
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