Can You stick new Hall of Fame 2 if it gets popular (or now to make it popular ).
Sorry no: for one thing, I think having many stickied threads lowers the relative importance of the main ones; also that (as explained before) the mod development is intentionally focused on neutral technical things, separate from specific groups of players or flavours of servers to avoid complicating and tangling the development with personalities and politics that change over time. If I stickied one "hall of fame" thread, in fairness a lot of other types of threads would need similar treatment, with time consuming oversight to make sure things posted are up to standard. Having worked with other projects that kept technical and interpersonal areas closer together, I think there is much less stress and likelihood of developer "burn out" if the development can keep focused on mechanics and strictly defined game rules without having to manage personality conflicts, which don't really have useful input into the programming part. I think your thread is totally fine to have as a normal one though, staying visible if people are interested to post in it; if you are worried about it being lost after nobody replies for a while, maybe it could be linked from something like the knowledge database thread. I saw this post before but forgot about replying until now.
1. Weapons . Make long awepike, awepike and maybe glaive unable to be used on horseback
I was a bit dubious about this, but after some thought it seems reasonable, so they have been changed from itp_offset_lance to itp_cant_use_on_horseback.
- Reduce the heavy crossbow and siege crossbow loading speed by 25-30%.
As I said when we discussed increasing the reload times a while ago, they can be increased some more if the effect still doesn't seem enough after large scale testing on live servers; I have reduced the reload time proportionally of more crossbows than you specified, to keep the balance with other stats consistent (light: 45 -> 42, plain: 42 -> 37, heavy: 37 -> 29, siege: 32 -> 25).
Make heavy and siege crossbow only usable by crossbowman. (is it possible to bind a class with a weapons ? )
Doesn't seem possible in a clean, robust, and well presented way, due to picking up weapons being restricted in the hard coded game engine according to fixed troop stats for different item types, and it also doesn't seem realistic.
Reduce the effectiveness of spawn weapons by at least 25% .
There are changes in the next version to that area already, so there is no point in tinkering based on experience of the current public release.
Add a cheap melee weapons to crossbow and archers class at spawn ( like a sort of knife or a club )
Each troop class is supposed to have drawbacks in exchange for advantages; but maybe the top tier classes could get a very low damage sword mainly for defence (knives are only useful for attacking, and clubs deal armor ignoring blunt damage).
If possible, add stockpile for crude bow, crude crossbow ( event and commoners self defence weapons )
Certainly not: spawn weapons intentionally don't have corresponding stockpiles so players can't figure out tricky ways to gain money simply by dying.
2. Ships and doors. Reduce the HP of all ships by about 30%. They take too long to destroy and it's basically never happen on normal circumstance.
I have wondered about this before; so the ship hit points will be reduced by about 30% as you say, unless other people post convincing reasons not to.
Can we have "dedicated" weapons to destroy ships and door, like special "siege axe" or the use of torch ?
A "siege axe" just seems cheesy - in what way would it be physically different and more effective than the current long axe, or similar? I have previously rejected suggestions of lighting fires that cause damage as too complicated and time consuming, at least at the current stage of development.
Have a weak double door ( like town door ) with about the double of the HP of a stable door. I find no usable props for weak siege/war camps and standards doors don't fit as they are too long to destroy.
Presumably you mean double of the hit points of "pw_door_rotate_stable", which is 1000, doubled to 2000, compared with "pw_door_rotate_towngate_" at 10000; I wouldn't want to reuse the same town gate meshes for a dramatically weaker door (or break existing scenes by arbitrarily changing prop stats), so it would require making a new weaker looking town gate mesh, which I don't really have time for. It can be added to the list for possible inclusion eventually.
Also. A "ramming effect" when a ship crash at full speed with another ship or the coast. It's should cause a great deal of damage. Can you increase considerably the damage of the ship that happen during a crash. A low speed landing on a place will still be possible to avoid ruining the ship.
Not sure about "considerably" as the hit points values are already lowered: the current formula is speed * speed * 10, resulting in 360 damage at max speed of the longship; how much would you be asking? Speed2
* 100, for 3600 out of 5000 new maximum longship hit points? Or something in between?
Bonus : Quick smoke and fire effect when a ship is sunk. That don't need to be long or very heavy.
Not practical with the 1.143 and earlier module systems, but 1.150 and later include operations useful for it; I am intentionally not getting side tracked by playing with trivial new features until after the current version is released.
Add in map names list
2. Dday landing.
11. Crusaders ways.
The other names are fine, but "D-day landing" is a modern phrase which doesn't fit the medieval setting; it would have to be changed to something like "Beach Assault" to be included. "Jerusalem" might be alright, but it seems a bit specific and not descriptive of various generic event scenes - without having a concrete released scene, with screen shots and download link, that has some coherence with the actual historical place; if you really want it could be added - just asking for alternative proposals. "Crusaders ways" doesn't make grammatical sense in English; a sensible naming phrase involving "crusaders" would be acceptable though ("Way of the Crusader"? "Crusading Ways"? "The Crusade"?)
From what I can tell in edit mode, the pw_tree_trunk props (the leafless, rotted-looking trees) are not destructible and aren't scripted like regular pw_tree props. Is that intentional?
Those props are useless leftovers from very early development of the tree cutting scripts, that I forgot to remove; they are left in just for scene compatibility.