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  1. How to editing price ?

    There's a guide for the values of item and resource stockpiles here:

    http://forums.taleworlds.com/index.php/topic,324105.msg7650722.html#msg7650722

    Simple and short:

    Edit value 1 of the stockpile to your desired percentage of the default value. Ranges from 01x - which is 20% - to 12x - which is 1000%. 00x is the default value - so 100%. "x" represents any number (and a faction in this case), you should not write an actual x in the value field. You can find these percentages when you press F2 in the editor and scroll down a bit.

    Often you can not see the direct result in the editor. You might want to restart your game (to reload the scene) or use an actual server to see the result
  2. Bug reports and suggestions - read the first post

    Item stockpiles are virtually limited by the target stock count; When it's reached, it should no longer be profitable to craft more items. If it is, then the scene design/resource prices have to change, as the refund does not reflect the value of the resources.

    With var1 being factions and price and var2 being target stock count, there would need to be changes to the target stock count setup (by e.g. making it work the same way as resource stockpile) to give scene creators that option in the first place. However, I don't think that this change would be worth the trouble, as the scene would ideally be set up in a way that does not reward you for crafting endlessly.

    Try to give them good suggestions about resource prices/locations and item target stock counts instead.
  3. Feature Request

    By making the well prop smaller, you can actually put it into other props (e.g. a barrel) and people will still be able to access it.

    However, considering the source of water has always been wells, doing that will probably confuse a lot of players.
  4. Crafting refund is not being given to players

    Crafting refund: You SHOULD always get this.
    The mapper can change it since PW 4.5 with pw_local_xx_price_area (xx stands for a resource) though - So I don't know whether that's done in your case. However, if it shows a number and you don't get that number, something's wrong. If the issue is not resolved yet and you are capable of doing the following, check the map in the editor for these price areas and (in the case that there are some) their values.

    Reward depends on the current stock count and the target stock count. The mapper sets the target stock count; If there is none or the current stock count exceeds the target stock count, then the reward is zero.

    Also refer to this guide.
  5. Scene creating and server hosting guides

    Yes, server scripts (at least up to now) use the invisible item chest to create a bank, because it's invisible and usable.
    With 4.5 Vornne has also added some usable props for scripts (like 5 of them). However, the invisible item chest is like never used anyway, so whether servers will actually switch to these props is unknown.
  6. Persistent World 4.5.1 - download and general discussion

    It's not in 4.5, but in a different branch, as these features still have problems.

    That's why he writes
    still available to any interested scripters in the "combined_world" git branch.
  7. Persistent World 4.5.1 - download and general discussion

    Nope, can't find it either.
  8. Persistent World 4.5.1 - download and general discussion

    Why did the enterable square keep, the windmill and the round tower made by bpopa27 not make it into the update?
  9. Persistent World 4.5.1 - download and general discussion

    The Bowman said:
    Feature wise, there's not much to update, and it's all optional. Instead, what you need to take advantage of are the enterable houses.

    Don't promote your own work  :lol:
  10. Persistent World 4.5.1 - download and general discussion

    I guess it's important to adjust leather prices, if you changed them.

    Old default price: 269
    New default price: 354

    Apple trees, price modifiers, etc. is probably all optional.
  11. Persistent World 4.5.1 - download and general discussion

    Wow, thank you!  :smile:

    The "local resource price areas" feature is something that was often desired by scene makers in the past, for adjusting the overall economy, but is unfortunately a bit pointless these days with the eternal item and money banking commonly used on servers, breaking the PW design.

    Well, at least it stops people from crafting over 9000 dresses in a village with low linen price  :grin:


    I suppose apple pies are not an option?
  12. Pw Item Price / Solved

    There is enough info out there and it's just as easy to just experiment yourself - which is actually the better thing to do, as you'll get to understand a lot more by finding it yourself. That's why "read it up there" is a totally acceptable, logical and good answer.

    But var1 changes the price for both crafted items and resources. If it doesn't, then you're not using PW  :lol:
  13. Pw Item Price / Solved

    You'll have to take that as a whole sentence.

    where stockpiles have a stockpile limit and a target stock count that rewards first sells, pw_buy props do only have the target stock count which influences the crafting and not the selling price.

    The target stock count has got an influence on the pw_stockpile selling price (by making it more rewarding to sell to empty stockpiles with a target stock count), but not on the pw_buy probs selling price, that's what I wanted to make clear there. Edit: Also stockpiles have got a limit AND the target stock count on var2, whereas crafted items do only have the target stock count there.

    Try reading this:
    There are 2 options forming var1 (the first value of the stockpile).

    First of you have the faction, this is pretty easy. The values 0-9 represent the different castles - 0 and 1 being commoners and outlaws and 2-9 castles. While 0 and 1 won't have any effect on the game, setting it to 2-9 will generate 20% of the buying price in the money chest of that castle for every purchase. You'll probably want to link most stockpiles to a castle.

    Then you have the price multiplier. When you press F2 and scroll down, you'll find a list of numbers and percentages. These represent the price multipliers. While 0x (x represents the faction value) is the default price, it ranges from 20% of this default price (1x) to up to 1000% (12x). Beware though: Mostly you'll need to reload the scene (restarting) if you want to see the actual price in the editor.

    To form var1 you'll simply combine these two numbers - for example 75 will set the price of the stockpile to 160% of the default price and 20% of that price will go to the money chest of castle 4.
  14. Question about a PW scene .

    chunky_monkeh said:
    Var2 does the stockpile, enter "50" in to there for instance to get 25 stockpile on mission start.

    Aren't you a server owner? You should know better  :roll:

    //Noticed that I wrote way too much for such a simple question, so here's a tl;dr version of where I disagree with you.
    What the value 50 does for the stockpile: A stockpile limit of 500. Nothing else.
    What will it do on pw_buy probs? A target stock count of 50. This does NOT mean that it gets an initial stock count of 25.  However, the initial target stock count is calculated as a percentage of the target stock count. That percentage is set by the server for all stockpiles and pw_buy props at once. If this percentage happens to be 50 and the target stock count happens to be 50, then the pw_buy prop will start with an initial stock count of 25. To get the same effect on a stockpile (pw_stockpile), you'd need to set the var2 to x5 (x is any number, as it represents the stockpile limit and 5 represents a target stock count of 50).

    _____

    To explain all the options in more depth: (edited to make the names less awkward)

    As a first step you'll want to differentiate between resource stockpiles (pw_stockpile) and item stockpiles (pw_buy). While resource stockpiles buy and sell resources, item stockpiles are used to craft, buy and sell items (armour, weapons etc.) - Exceptions are bolts and arrows, which do only sell items. Following is an explanation of the 2 values which enable you to change things like prices, limits and crafting options for the stockpiles.

    There are 2 options forming var1 (the first value of the stockpile).

    First of you have the faction, this is pretty easy. The values 0-9 represent the different castles - 0 and 1 being commoners and outlaws and 2-9 castles. While 0 and 1 won't have any effect on the game, setting it to 2-9 will generate 20% of the buying price in the money chest of that castle for every purchase. You'll probably want to link most stockpiles to a castle.

    Then you have the price multiplier. When you press F2 and scroll down, you'll find a list of numbers and percentages. These represent the price multipliers. While 0x (x represents the faction value) is the default price, it ranges from 20% of this default price (1x) to up to 1000% (12x). Beware though: Mostly you'll need to reload the scene (restarting) if you want to see the actual price in the editor.

    To form var1 you'll simply combine these two numbers - for example 75 will set the price of the stockpile to 160% of the default price and 20% of that price will go to the money chest of castle 4.


    We'll continue with var2 (the second value). This is where resource stockpiles are different from item stockpiles.  For the resource stockpiles there are 2 options to change here.

    First of there is the target stock count. In most cases this is left at zero. However, it is pretty useful: you can give it a value ranging from 1 to 9, which will then set the target stock count to 10-90 (depending on the value). Now what is the target stock count for stockpiles? If there's none you'll always sell resources 20% cheaper than the buying price. However, if there is a target stock count and it is not reached yet, you'll get more for your resources; If the actual stock count reaches zero you'll even get the whole buying price for your first sold resource piece. Awesome! :grin:
    However, there's seldomly any effect on the economy (if you can call it an economy in PW nowadays), that's why it's mostly not used.

    Then there is the stockpile limit. This is often used to limit the selling of easily obtainable resources.
    You can set it to 1x-12x (where x represents the target stock count value). 1x means a stockpile limit of 100 and 12x means a stockpile limit of 1200. Anything inbetween should be clear. 0x means that there is no limit.

    Again, to form var2 you'll want to combine these 2 numbers. Example: 38 means that there's a stockpile limit of 300 and a target stock count of 80.

    _____

    Now, I did mention a difference between resource stockpiles and item stockpiles. While they are the same for var1, var2 is a bit different:

    Resource stockpiles have the option to set a limit and a target stock count.
    Item stockpiles do only have the option to set the target stock count on var2; There is no limit to how many items an item stockpile can hold. In addition, instead of having an effect on the selling price, the target stock count influences the crafting reward for item stockpiles.

    A little explanation:
    var2 of item stockpiles can be set to any value between 0 and 127. This then represents a target stock count of 0 to 127. While it has no impact on the price of the item (in comparison to the resource stockpiles), it is the only modifier for the "curve" of the crafting reward.
    What is the crafting reward? Well, when you look at an item stockpile on an actual server, you'll notice 2 things: Crafting refund and crafting reward. It is crucial to be able to differentiate between these two names.
    While the crafting refund is set in stone [outdated for PW4.5, see below**] for every item and represents the default prices of the materials used in crafting (hence called a refund), the reward can be seen as a bonus for the smith and the main income for him. The maximal crafting reward is calculated by a few other values. I don't know the exact formula, but the price and the skill required to craft the item play a part in it. *See post below! That means you can influence this reward by changing the price with var1.
    Now why is it the maximal crafting reward? This works similar to the selling price and the target stock count for stockpiles, except that instead of going from the buying price (stockpile count of zero) to 80% of that (stockpile count equal or greater than target stock count), the crafting reward will start at the maximal crafting reward (stock count of zero) and go down to zero (stock count equal or greater than the target stock count). That means if there's no target stock count, there's also no crafting reward and crafting does only yield the crafting refund;  - setting the target stock count correctly is thereby very important.
    Vornnes Scene creating guide gives very good suggestions on where to put the target stock count for item stockpiles.

    Now what does chunky_monkeh mean with that thing on mission start and stocks starting with stuff?
    It actually doesn't work the way he explained it. You see, there's no such value or number representing the "initial" stock/stockpile count (stock count on mission start).
    However - Every server does have a config file. In this there are many options, including one where you can change the initial stock/stockpile count in relation to the target stock count. That's one value for all of the item and resource stockpiles. If you set that value to 50, all the item and resource stockpiles will have an initial stock count of 50% of their target stock count - if that target stock count happens to be 50, then it's 25 as initial stock count.
    In this setting there's also another reason for resource stockpiles seldomly using a target stock count: While you want to have item stockpiles start with an initial stock count, this is not desired for resource stockpiles, as people want the "fresh" feeling of unused castles and having to build up resources after a restart. If you give the resource stockpiles a target stock count, they will also have an initial stock count if the server doesn't set its percentage to zero.


    **You can now change the crafting refund with PW4.5. Use the PW_local_xx_price_area. Guessing here: var1 is the multiplier as you know it. So any craftable item in the area of the price modifier will have its refund affected for the respective type of the price modifier (resource types).
    What happens when 2 areas meet? I don't know yet, will test.
    var2 is there to scale the size of the price modifier area. I have no clue how it works yet.
    The purpose of this price modifier is to allow the mapper to control the refund, as there are different resource prices on the map - e.g. in a village where you can produce linen for 44 or 88 gold, previously it was much more effective to simply craft a simple dress (you could often see these in a village) which yielded you the default price of linen (220), resulting in hundreds of pointless dresses. On the other side leather and wood prices were often high enough to discourage any smith to craft low-tier stuff with these resources (e.g. saddles).
  15. Lords Captured?

    Sometimes lords of your faction will also give you a task to bring them an enemy lord.
  16. [EU] Vanilla PW - A new RP server without scripts [LIVE: 02/01/2015 17.00 GMT]

    ...Did you even read my post?

    [LIVE: 02/01/2015 17.00 GMT]
  17. [EU] Vanilla PW - A new RP server without scripts [LIVE: 02/01/2015 17.00 GMT]

    Lord Halys Hornwood (Jad) said:
    i cant seem to find your server :sad:

    [LIVE: 02/01/2015 17.00 GMT]

    There might be a connection... Just guessing.  :lol:
  18. Knowledge database (troop statistics, item recipes, guides, maps, Q&A)

    Can you post the entire content of scenes.txt here?
    Also mention the scene number you used.

    Oh yeah, and one thing I forgot: To be able to edit a scene you'll need to activate the edit mode in the configuration in the  Mount&Blade Warband launcher (Advanced settings). Not checking this does not produce an error though.
  19. Knowledge database (troop statistics, item recipes, guides, maps, Q&A)

    You'll need the .sco file and the scene code.

    Scene code looks like this:
    scn_scene_14 scene_14 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000003b0000500000fffff00007adf0000632900004b02
    0
    0
    sea_outer_terrain_2

    You get the scene code from the thread where you got the .sco file. The above code should be the Borderlands code though anyway.

    Now what to do with the .sco file? In the PW folder (Mount & Blade - Modules - PW_4.4) you'll find a folder named SceneObj - Put it there. Now edit its name to be scn_scene_x, where x stands for 1-14 (preferably take something not existing there already).

    Back to the scene code!
    Now you go back to your PW folder and open scenes.txt. You'll find a lot of scene codes, numbered from 1 to 14. Put the scene code from Borderlands into the position of x (the number you used for your .sco file) and edit the first 2 strings to match this position and your .sco file.
    Example: As seen in the code above, there is scn_scene_14 and scene_14 at the beginning. So if you renamed your .sco file to scn_scene_6, you'll need to rename these two string to scn_scene_6 and scene_6 and paste the code to the sixth position in scenes.txt.

    Once you've finished these steps, you start up your Warband (or restart it) and go to play --> Edit a scene. The Dropdown menu will let you choose between 14 different scenes, these represent the 14 numbers. Choose the number you've used for your .sco file and click Edit Scene.

    Hint: You can also rename the positions in the dropdown menu if you want to remember what you've saved there. You can do this in the PW main folder. Open Strings.txt, then search for "str_scene_name_". You'll find 14 lines defining names for the 14 different map slots. Simply rename the last part behind the Colon. Space characters are represented with a "_".

    For more information about scene creation and editing you should look at this thread: http://forums.taleworlds.com/index.php/topic,167060.0.html
    You should also ask such questions there.
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