MP Fantasy [NW] Novum Mundus - A Light Fantasy Multiplayer Mod - 1.2 Released

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Which friends are you speaking of?

And no, A rock does not count as a friend.


Then i guess you will have to return them pebbles you found and return to Pebbleton town as you are beneath me

GOOD DAY SIR
 
I feel Combine has the moral high ground here.


Though I don't know for certain, thus my word shouldn't be taken to heart, but from the position of a forum-lurker that is my humble opinion.

 
Diabloz said:
Cant wait to see/create maps for this mod D: soo much more props

Hehe, nor can I! We should have an extensive arsenal of props from the assets of both mods we've got permission to use, and from Napoleonic wars and hopefully what we can scrape up ourselves.

We'll be (hopefully) getting back to work full on in a couple of weeks time, so hopefully by the end of September we should have another alpha out with a demonstration of some of our unique features (I know, quite a while away, but that is due to Persistent Frontier being around, and currently we're not too different, thus we see not point in another alpha until we've got more to show). Also if you, or anyone else, has any suggestions for the mod, please feel free to post them!
 
I really can't wait for this. I can't wait for an RP driven mod in the colonies. Persistent Frontier is fun and all, but when you leave a Native camp and just get shot by one of the forts on your doorstep, or the bandits under your nose, it really starts to loose it's appeal.
 
I was a wee bit disapointed to hear that we wont have limbers for our cannon as I was hoping to lead an artillery train to seige castles. :sad:

However, this is balanced out by my exitement for guns on boats and the possibility of NW sapper features :smile:

I would just make a broad suggestion that you take a look into faction incentives. PW has very good individual incentives but the faction one (chest size) is too erratic to be very useful.

PE are adding a new faction chest that gives a trickle of money based on how many forts you control. Something along those lines might be interesting. Some way for factions to expand their wealth based on conquest/objectives rather than just how people buy weapons from their armour/ train.

regardless, still very much looking forward to this. The models look great.

 
I would say maybe resource chests. You can capture various outposts that would grant you a small trickle of supplies that that area specializes in. Lumber camp's would distribute branches/blocks over time, controlling a mine would bring in a slow trickle if iron ore. It'd just add some incentive to work together.
 
Von Blucher said:
I was a wee bit disapointed to hear that we wont have limbers for our cannon as I was hoping to lead an artillery train to seige castles. :sad:

However, this is balanced out by my exitement for guns on boats and the possibility of NW sapper features :smile:

I would just make a broad suggestion that you take a look into faction incentives. PW has very good individual incentives but the faction one (chest size) is too erratic to be very useful.

PE are adding a new faction chest that gives a trickle of money based on how many forts you control. Something along those lines might be interesting. Some way for factions to expand their wealth based on conquest/objectives rather than just how people buy weapons from their armour/ train.

regardless, still very much looking forward to this. The models look great.

We've got something similar in the making; villages contribute to the castle's chest.

Also Uhtred is back, so we're going ahead full steam. Should hopefully have some flashy stuff to show off in the coming month or two, and hopefully a full release by the end of this year. We don't intend to do any public alpha or beta releases, though we intend to do more testing soon.

DarthTaco said:
I would say maybe resource chests. You can capture various outposts that would grant you a small trickle of supplies that that area specializes in. Lumber camp's would distribute branches/blocks over time, controlling a mine would bring in a slow trickle if iron ore. It'd just add some incentive to work together.

Something I'll speak to Uhtred about, though serfs kinda do this as it stand manually :wink:
 
DarthTaco said:
I would say maybe resource chests. You can capture various outposts that would grant you a small trickle of supplies that that area specializes in. Lumber camp's would distribute branches/blocks over time, controlling a mine would bring in a slow trickle if iron ore. It'd just add some incentive to work together.

We have some fancy new trading stuff and the intention is to have import props for standard resources like iron and wood, and replace resource gathering with trading as the primary source of income.

*edit*

Little teaser, featuring Gordon's Finest Dry London Gin
5B1FA3474404AD8A753007ECD9A7C6A086E72EEA
 
usnavy30 said:
Good luck, gunpowder era compilation is lookin' good.

Cheers :smile:



Soon we should have some videos showing off some of the new stuff we've been working on. We should also start supplying a number of screenshots showing off our new props, items and so-on in the meantime though.

Uhtred is busy producing lots of new props and items for the mod, so we should have some nice scenes ready soon (like the tavern scene above). All scenes are example scenes and will likely be included in the basic map on release.
 
Euklyb said:
How is it going, can you guess in how many months or weeks you'll release the mod?

It's coming along quite well. Though I can't say when we'll release it; we intend to release the first version as a full version, rather than a beta or alpha. Though, in the meantime we do intend to do some alpha tests and what-not.

So, could be a few months yet.
 
We have some fancy new trading stuff and the intention is to have import props for standard resources like iron and wood, and replace resource gathering with trading as the primary source of income.

I think that sounds good. The interesting part in the economy is the moving it around part after all. That is the part when you interact with the environment, robbers etc.

The problem I have found with PF though is the lack of motivation with making money. You just need a gun after all which is easily looted.
 
Von Blucher said:
We have some fancy new trading stuff and the intention is to have import props for standard resources like iron and wood, and replace resource gathering with trading as the primary source of income.

I think that sounds good. The interesting part in the economy is the moving it around part after all. That is the part when you interact with the environment, robbers etc.

The problem I have found with PF though is the lack of motivation with making money. You just need a gun after all which is easily looted.

We're adding a large variety of classes with custom skills assigned to them, therefore resulting in their crafts being exclusive to those classes. Each trade/craft specialises in a specific way of making money, either through the collection of resources, or through the manufactoring of products.

Many of the stations where such goods are manufactored will be located on different maps, requiring the player to travel from one map to another to get to the sell points (we've got this working, but we really don't know how effective it'll be. And well, moving from map to map actually requires the player to leave the server then join another after logging out under certain circumstances).

Guns are a primary aspect of Novum Mundus, but guns are expensive and need to be crafted, and generally other things are pretty expensive too. We'll be adding buyable houses and other things, which players may spend their gold on; war won't make much, but becoming a trader, craftsman or even a worker will bring in money. Though we have some ideas on how war will create an income for factions, though not on a regular basis.

I'm probably revealing more than I want to at this point, but all of the above we've more or less nailed (though in practice we don't know how well it will work for players; jumping between ingame, the server list, then back ingame may be tedious for people and thus not a good idea).

Soon we'll be giving some demonstrations of the new additions to the crafting systems (nothing entirely advanced, but stuff that noone has done thus far).
 
Euklyb said:
How is it going, can you guess in how many months or weeks you'll release the mod?

It won't take them long.

Making a mod using only osp and NW resources is generally a very short process.


Regards
EUA & Nexus joint cooperation for the good of the glorious persistent world.
 
Main page has been updated and is undergoing a little overhaul. I'd also like to welcome two new members to our team; Hirovard & DarthTaco, both of whom will hopefully produce some models for new items for the mod. Credits have been updated, as has the team.

Will be tweaking the page to be more attractive / stylistic, with some more media to show off (soon) and a more indepth current features list (which itself will reflect the progress), so it may seem a bit off in the next few hours (such as incomplete sentences or completely broken formatting).
 
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That is exactly what you think it is and will eventually be able to do exactly what you think it will be able to do.
 
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