Aethelbert said:
1 question. Can you use the carts to load wood and other stuff on them, like say 5 miners worked together to load up a cart and take it to town?
wickerman_156 said:
Haven't even played the mod yet and not sure how carts will work but maybe you could ask the Mount&Musket guys for the code for the horse drawn artillery thing and remake it into a horse cart.
As said in the first post, carts are mostly not yet implemented: you can only attach them to a cart horse and ride around. Attaching to a horse is not the problem, and while Vince has done a very polished looking looking job with his horse cannons, I know how to do that sort of thing; the unfinished part is the inventory presentation to store items in the cart.
Sixpence said:
It's nothing to do with dying or disconnecting, again, as I said, many people including myself just want to hop in and RP, while I still find your serf system brilliant, I just think it should be best left to those who feel like or WANT to be serfs at that moment in time, if you're going to make people grind then pay for jobs, armor and weapons to become formidable then at-least have some pre-set classes players utilise or as I suggested take a leaf from CRPG's book and have fiscal and item gains saved when the player leaves the server.
King of Scotland said:
I'd also like to hop in and play not start cutting logs and stuff. This is starting to turn something like Runescape-like...
So in other words, you want to have the high respawn gold of RCC 3.x and just buy equipment before spawning, never needing to make money in game? As said in the first post, this version is not designed for you; I may get around to making another mode like that, later. And your money is saved when you leave and rejoin the server: there's just a rather harsh money loss (20% - 50%) on rejoin, which I'll probably change to something more like 10% - 20%.
Warcat92 said:
Also I noticed that the faction spawns can lead to some NLR complications if you're trying to steal from within a castle (as an outlaw), you kill someone and they're immediately back, chasing you with a knife. Makes it look a bit like randoming to others when you kill someone 3 times in a row in a short amount of time.
This game mode was never designed to work with the "NLR" (it didn't exist back then). I personally don't think it is a very good rule for a combat game.
CalenLoki said:
found bug (in alpha1, but probably nothing changed in a2)
when you train as serf, it says that you have 5 STR and 5 AGI, but in text files it shows STR 2 and AGI 5
That's not actually a bug; I found that for low values of troop strength, 3 was added to the value - so 5 is correct, ignore troops.txt.
CalenLoki said:
-tested "how long it takes to cud down tree" - answer is: about 10 minutes of pure axe smashing. I would change it to 5 minutes
Changing how long it takes to cut down a tree is very simple (only one number for each tree prop), so I'll probably tweak it.
CalenLoki said:
-IMO it's too hard to change class, and too little reason to stay alive. To fix it I would:
1. decrease training prices a lot (x5 lower maybe?)
2. make you spawn always as serf/peasant, so you have to train every time you died
3. it also means "no starting equipment"
right now once someone grind enough to become eng, he never come back to serf again
That's the main idea; players are supposed to save up to pick their troop class, and then be encouraged to stick with whatever their speciality is for their faction, rather than being able to quickly and cheaply switch to whatever they need at the time, making it less likely they need to work as a team. These suggestions would radically change the game mode; I'll give the current design more of a chance to see if it works. If people are finding it's too much of a grind to keep making money to train as something different all the time, maybe you could try sticking with one class and working with other players in your faction.
CalenLoki said:
-players should drop more gold while dieing, to encourage using of chests, and generally joining factions. Right now nobody cares about storing gold
The current chests can only be accessed for withdrawing by the lord of the castle, unless they are broken into (maybe I should make them tougher?). I don't think I'll make the loot percentage higher just now, since enough people are complaining about too many outlaws already. Chests for storing items and player gold will be added eventually, when I get the time.
Tirok said:
A suggestion: I imagine if you can have something showing who is leader, you may be able to make an official declaration of war tool? To inform newcomers (anyone just getting on the server) of warfare.
The lord of a faction is highlighted with a yellow background in the player list (pressing tab). Official declaration of war has been in the plan for a very long time, but I'd want to make it meaningful (affecting what's counted as a team kill) and add the information to the player list, and so on.
Tirok said:
Another question, how do the chests work? Do you just drop a chest on the ground and leave stuff there? Because that could be pretty fun RP, say an admin makes a treasure hunt, or you can store your money in a secret spot.
That's how they might work, when done; the current scene only adds horse carts, but there are wheelbarrow props (which have even more bugs with them), and I was planning to add a backpack prop attached in the same way, like the native CTF mode flags.
Aldric said:
The main point is , we don't have (yet ) a decent guide with PICTURE to show, what do do and where do to.
I'll get around to that fairly soon. The main reason I didn't do it before release is that I like exploring the map myself with this sort of game, so I didn't really think of making a guide (other than the rough outline in the welcome message / game information window).
CalenLoki said:
Hmm... That show one problem... If someone break into treasury, he can steal everything, and you can't even kill him to regain your gold. it make me wish to see money limit - something like 10k + chest items (take one slot, is worth another 10k).
Not sure exactly what you mean here... factions are supposed to protect their castle chest from being broken into, and repair it once broken (engineer with wood, hit with repair hammer, chest is locked again once hit points are full). People may not realise: buying weapons or armour from a stockpile gives 10% of the value into the associated castle chest, as a sort of automatic sales tax; selling weapons at a stockpile only gives 80% of the value, to avoid free money.
CalenLoki said:
And one question - what's the purpose of engineering skill for serfs and mercenary? can they make any item? repair objects?
Engineering skill 1 is only enough to craft a few simple items (like torch, small round shield, hunting bow, spear, staff, falchion, mace) and repair things slowly; it's not enough to process wood (level 2) or iron (level 3).
CalenLoki said:
Another thing - would it be possible to put stockpiles and chests on the ship? It would make them really useful for trading
The idea was for players to ride cart horses up the ship ramp, though the ramp doesn't always match ground level very well.
Phoenix234 said:
Can i get some stats for boats vornne? Health,Speed,cost to repair, Acceleration etc? id like to do some stats balancing xD
The ship system is very simple: all have the same speed and acceleration (only the top speed should be moderately easy to implement, acceleration would require a rewrite of the code), as for hit points: 5000 for the little longboat, 7000 for the medium one with yellow triangular sails, and 10000 for the big ship with the ramp.
Suspicous Pilgrim said:
Also, how do you become the lord of a faction and name it?
Another player in your faction needs to start a poll to elect you as lord, paying 500; if the poll is successful there will be a big notification, and you can select options from the faction admin menu, inside the escape menu; things like renaming and changing the banner cost money (500) to discourage changing too often, as it's hard on the server and can show glitches if the banner is changed too often.