You may want to add the bamboo spear, who is too long to be a cavalry weapon. Players should favour lances for cavalry duty.
While it is quite long, the damage is the lowest of all spears (excluding the rubbish spawn spear), and the range is less than the great lance, just a bit longer than the heavy; it is also doesn't look heavy or unwieldy to use on horseback compared to the lances, unlike the awlpikes. Do you think it is too powerful for the cost, which should be increased, or the damage reduced?
Well. Tell me what sort of test you can and i can plan that with my guys.
When I spoke of testing it was regarding observations already made playing the current release, causing you to think that additional reload time was necessary. Maybe you missed this part of my reply to Splintert, as your reply doesn't seem to take it into account:
After more thought, maybe the reload times could be left as currently for the next release, and then in the release after that when various new features in warband 1.150+ can be introduced, the agent_set_reload_speed_modifier operation might work for adjusting reload speed based on crossbow skill (I haven't tested to see how it works yet).
I guess you can't put specific types of weapons ( spawn weapons ) non sellable ?
I forgot that stockpiles can be set only to sell items to players by not defining any crafting recipes (as with armor), but I don't want to add extra scene prop types for vague reasons - remember there is a limit on the number of types to work properly in a MP mod. Just use hunting crossbows for events, and commoners are not designed to be a cohesive faction that need to be able to defend each other (anyway, bows and crossbows are strictly offensive rather than defensive weapons, unlike other types).
You don't have any way of editing the attribute of weapons to make them better at "destroying" duties ?
Hmm, maybe the existing axe types could get a damage bonus against destructible objects, based on the existing itp_bonus_against_shield flag; I'll add it to the list to consider implementing some time.
Again if i remember there is at least 3 types of similar door representing wooden castle door. Can you reduce the HP of one of them to 2500?
I may also tell you to not bother too much with maps compatibility, mappers can do update quite fast and adapt to lastest mod update at once ( just like when we had the food update )
With updating for new features like food, it is obvious whether the current version has been taken into account or not, but if random doors were made dramatically weaker most people wouldn't see the change log entry, then the scene might get used weeks later, with unintended effects on how easy areas are to attack, possibly requiring a redesign of the surrounding props for a different door mesh. Also, the available "town gate" meshes all look fairly strong, so it would not be intuitive to use them for a weak door - as said before, that requires making new weaker looking meshes.
Speed2 seems a good deal. But is the damage is a raw formula or does it vary according to the type of ship.
For example, will a full speed crash on a big ship will take out more than 50% of the HP.
According to my experience the current ship HP are nearly useless in actual game-play, since players never deal enough damage in fight to sunk a ship. It's most of time more than 10 minutes of constant hitting to sunk.
I was thinking that a full speed crash could seriously damage anyship ( more than 50%) is there is a way to do that. And will a "ship ram" would be a viable strategy to sunk an enemy ship ?
As explained, the damage only depends on the speed of the ship before crashing; I also fixed the script to deal damage to both ships in a collision, not just the one the movement script found the collision with, which would make using ships as a ram risky depending on how damaged your ship is.
I have a problem : when i try to connect on a server with PW, i'm automatically kicked even if the server is empty ! I like this mod but it's really frustreating ! I hope you can help me.
I would suggest asking admins of that server to check that your serial hasn't been banned for some reason; if not, then you could look in the main warband technical support board for possible solutions to your problem - causes of disconnections from a server are more likely to be related to the "hard coded" game engine rather than the module system, which PW is created with.
/roll feature (can be initiated by a button because type commands are lame)
I don't really think that such a simple feature would keep people amused enough to forget about the main focus of this game: fighting. It could be useful; but this since this mod is more visual and action based than the text based RPGs that likely gave you the idea for the feature, it would probably be implemented as a craftable or buyable dice item that drops on the ground when swung changing to a random mesh orientation showing the number to other players close enough to look. The usual: not a high priority, added to the list

. (By the way, your proposed implementation wouldn't really be simple to do properly, since the local chat code is complicated for various reasons).
Is it possible to remove trees which has been cut down?
{because tree does not grow that fast
}
- to limit resources and make factions use them in strategic-planned way
- to allowed faction to clear forests and build wooden walls. - possible now but wooden wall in the middle of forest does not make much sense to me
Since tree and iron mine props have spare var2, maybe it could be used for the respawn time in hours, with 0 resulting in the current times; you could then make a scene where a tree belt could be cut down while you play on one day, but the trees could regrow back days later to avoid total resource starvation causing a mission restart.
Tree after being cut leave tree trunk [which could be cut down for sticks]. It could require server to restart to bring tree back or it could be down to admins (like with ships) to restart trees.
Bad design: admins only have to reset ships because I couldn't figure out a reasonable automatic way to reset them without possibly causing problems for players. Admins should not be required to babysit normal game play except as a last resort, since that often results in selective and unfair helpfulness.
I'd say if you chop down a tree, and leave the trunk. Then you can replant it, like wheat.
That would require two destructible scene props for each tree (like wheat) rather than one as currently, which could be a large extra burden on the server (causing more lag in existing scenes) for little practical improvement.
1[Easy].Exactly the same system like now just ships are 100% destroyed (sunken in dockyard). Number of ships is still limited.
2.[Advanced]Ships are extremely expensive [resources and time wise] to build and when they sunk they gone so destroyed ships are not on the map. It also would be possible to add some "Use damage" - ships would loose "health" in time. Player would have to repair them and abandoned ships would be destroyed in time.
Ships can be limited as it is now by the admins never resetting after they sink. I don't think it is worthwhile to make features which only work once and then require a server restart to be used again; one of the main goals of the mod is long mission time.
A system for factions to ally themselves? Sometimes we cannot distinguish who are neutral and who are allies, and we forget to put it in the faction's name. Maybe an option for alliances such as war, with a small shield icon on the factions would be nice.
As said before in this thread, the "hostile" setting is displayed because it directly affects specific game rules, namely friendly kills increasing the outlaw rating; alliances could be in all sorts of different forms based on player communication and interaction, with nothing to do with any scripted game rules, so there is no point in spending the time complicating the code and network messages.