Author Topic: [Warband][M] The Wild Wind - Old west roleplaying (patch released!) [Old Thread]  (Read 183522 times)

0 Members and 1 Guest are viewing this topic.

Shredzorz

  • Moderator
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Shredzorz
Re: [M] The Wild Wind
« Reply #30 on: January 29, 2011, 10:07:45 PM »
and put in it good shooting sounds please.
in the 1866 mod it looks like you are shootin with a laser lightsaber or something, so many crap sounds.
I should be able to reuse some of the sounds I had in Age of False Innocence, but I dunno. Some of those won't sound right for certain types of guns, so I may need to hunt for more.

So, will this be more RP-driven, or will there be mechanics to ruin my fun?
I've always hated PW and that stuff because there is actually a way to "win", as opposed to just straight RP.
I'm not exactly sure what you mean, but yeah, RP is pretty much the entire point of this mod.

Some important ones incoming.

(click to show/hide)
It helps if you tell me what guns they are when you post pics of them. I don't actually know a whole lot about guns from this time period. :P

So have mexican banditos and native americans been comfirmed?
Not confirmed, but possible.

Longshaft

  • Sergeant at Arms
  • *
  • wen is ralease daate?
    • View Profile
  • Faction: Nord
  • MP nick: Longshaft
Re: [M] The Wild Wind
« Reply #31 on: January 29, 2011, 11:48:47 PM »
Hey Shredzors I can gather a huge reservoir of sounds for you at categorize them then I can upload em and you can choose which ones you want if you like?

HULKSMASH

  • Grandmaster Knight
  • *
  • Cogito ergo sum.
    • View Profile
  • Faction: Bandit
  • MP nick: HULKSMASH
  • M&BWBWF&SNW
Re: [M] The Wild Wind
« Reply #32 on: January 30, 2011, 12:15:07 AM »
I meant, will it be purely player driven, or will there be a way to "win", and some mechanic to achieve that?

Representing the Electorate of Bavaria in the Balance of Power 1750 game.

Crossbow Joe

  • Grandmaster Knight
  • *
  • Ez'ran!
    • View Profile
    • My Deviantart Profile
  • Faction: Vaegir
  • MP nick: Crossbow_Joe
  • M&BWB
Re: [M] The Wild Wind
« Reply #33 on: January 30, 2011, 12:19:06 AM »
Well I always liked the spencer repeating rifle, its a bit old fashioned by 1880 but it was still purchasable till the 1920's so I'm sure some people might still have one

Shredzorz

  • Moderator
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Shredzorz
Re: [M] The Wild Wind
« Reply #34 on: January 30, 2011, 12:29:30 AM »
Hey Shredzors I can gather a huge reservoir of sounds for you at categorize them then I can upload em and you can choose which ones you want if you like?
Sure, if you want to.

I meant, will it be purely player driven, or will there be a way to "win", and some mechanic to achieve that?
There's no winning. Well, unless you count total domination of all the players winning, because you could probably do that. :P

Well I always liked the spencer repeating rifle, its a bit old fashioned by 1880 but it was still purchasable till the 1920's so I'm sure some people might still have one
I might do that gun. We'll just have to wait and see.

Lyon665

  • Recruit
  • *
  • Striving to get role playing to work!
    • View Profile
  • Faction: Vaegir
  • MP nick: Airk/Lyon
  • WB
Re: [M] The Wild Wind
« Reply #35 on: January 30, 2011, 12:31:49 AM »
I just worry that people will create a village that's fantastic and awesome, then some dope will come around and put up shops that block all the doors and crap up the whole thing.

Rigadoon

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Rigadoon
  • M&BWBWF&SNW
Re: [M] The Wild Wind
« Reply #36 on: January 30, 2011, 12:36:01 AM »
That is exactly what will happen. Except there will be more dopes then people who build awesome villages.

Shredzorz

  • Moderator
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Shredzorz
Re: [M] The Wild Wind
« Reply #37 on: January 30, 2011, 12:48:06 AM »
I just worry that people will create a village that's fantastic and awesome, then some dope will come around and put up shops that block all the doors and crap up the whole thing.
Yeah, I'm trying to think of a way to give admins the ability to delete all of a certain player's props, but I can't think of how a script like that would work. But all the props will be destructible anyway, so there won't be any permanent blocking.

Rigadoon

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Rigadoon
  • M&BWBWF&SNW
Re: [M] The Wild Wind
« Reply #38 on: January 30, 2011, 01:05:34 AM »
We should have private events for proven non-dopes for proper RP :D

Shredzorz

  • Moderator
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Shredzorz
Re: [M] The Wild Wind
« Reply #39 on: January 30, 2011, 04:38:00 AM »
Finished a Sharps rifle today. I think it turned out a lot better than the Winchester.

(click to show/hide)

And don't say anything about the lack of sights. I left them out because they would add a massive amount and polygons and it's not like the player can use them anyway.

Rigadoon

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Rigadoon
  • M&BWBWF&SNW
Re: [M] The Wild Wind
« Reply #40 on: January 30, 2011, 06:22:10 AM »
Nice, looks amazing. Will there be a beta/alpha mode first before the full release or will it be just one release? (This is different then asking for release dates :D)

Lord Benrir

  • Sergeant Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: SGES_Benrir
  • WB
Re: [M] The Wild Wind
« Reply #41 on: January 30, 2011, 11:40:15 AM »
Perhaps the buildings could be destructible only by means of torches and/or axes? For a bit of immersion.
Also, I know about nothing about guns, but I've liked this one since I saw it for the first time in 1866: The Hawken Rifle! (Alright, alright. It's from the 1820s, but still.. :P)
SpaceWard Defender

Reality is merely an illusion, albeit a very persistant one.
-Albert Einstein

HULKSMASH

  • Grandmaster Knight
  • *
  • Cogito ergo sum.
    • View Profile
  • Faction: Bandit
  • MP nick: HULKSMASH
  • M&BWBWF&SNW
Re: [M] The Wild Wind
« Reply #42 on: January 30, 2011, 11:53:12 AM »
I meant, will it be purely player driven, or will there be a way to "win", and some mechanic to achieve that?
There's no winning. Well, unless you count total domination of all the players winning, because you could probably do that. :P
Huzzah!

Representing the Electorate of Bavaria in the Balance of Power 1750 game.

Longshaft

  • Sergeant at Arms
  • *
  • wen is ralease daate?
    • View Profile
  • Faction: Nord
  • MP nick: Longshaft
Re: [M] The Wild Wind
« Reply #43 on: January 30, 2011, 01:53:08 PM »
That is a sexy rifle nomnomonmnomnom

The Bowman

  • Grandmaster Knight
  • *
  • Another Grammar Nazi.
    • View Profile
  • Faction: Khergit
  • MP nick: The_Bowman_of_North_Korea
  • WB
Re: [M] The Wild Wind
« Reply #44 on: January 30, 2011, 04:48:03 PM »
I just worry that people will create a village that's fantastic and awesome, then some dope will come around and put up shops that block all the doors and crap up the whole thing.
Yeah, I'm trying to think of a way to give admins the ability to delete all of a certain player's props, but I can't think of how a script like that would work. But all the props will be destructible anyway, so there won't be any permanent blocking.

Got an idea. Make some special areas for buidings. For example: There is an X area where buildings can spawn if the player is nearby or the Y wall can spawn only on Z place. If the player is too far then he will get a warning. It's the easiest way to get it to work. Also, please for the love of God, make sure everything won't turn in a fantastic bullshit city.