Recent content by Crazed Rabbit

  1. What to include in a guide on playing MP sieges?

    Thanks for the links Caba.  The first one is geared towards a specific castle, I'm trying to make mine more general.

    The second one is good advice.  I'm going to include drawings and other graphics for illustration purposes in mine, which will hopefully make it not redundant.

    @ Catholic; I don't often play as cav, so the most I know about them in siege is that they are useful for moving fast, and when the gate is open they are very useful for rushing the flag.

    I'll include that; anything else?

    And yeah, this is just the bare bones guide right now.  I want to get all the ideas right and then I'll flesh it out significantly.

    CR
  2. What to include in a guide on playing MP sieges?

    Hi all, I'm in the process of making a guide to playing MP siege and I was looking for some feedback on what I plan to include.  I've included a summary of what I'm going to write below: *********** Of course, the focus of any siege game is the flag, and the time until the end of the round. ...
  3. Interest in an optimized version of the map? Also, any guides for mapmakers?

    Alright, here's the file on MB Repository: http://www.mbrepository.com/file.php?id=2148

    The final size is 436 Kb compared to 577 Kb of the original.  It gave me an increase of around 10 fps on the low end.

    CR
  4. Interest in an optimized version of the map? Also, any guides for mapmakers?

    Hi! As you probably know, this is a fun and interesting mod.  However, the main map that comes with it is quite taxing on systems. So I went through it and basically deleted ~80% of the trees and other extra items, like duplicate hay stacks in stables.  The result is a very noticeable increase...
  5. Suggestion Thread

    This is an interesting and fun mod.

    I haven't read all 19 pages, so I don't know if these have been mentioned;

    Right now making money involves killing people or standing still and mining.  I think adding the possibility of making money by transporting something would be good.  You could go to one spot on the map, where you buy an item for 100-500 gold.  Then, you'd have to bring that item to a different location.  The farther and more dangerous the journey, the higher the payout.

    Another idea is to let people transfer gold to other people.  Maybe by using some key to drop an item that could be picked up for gold.  It would let you pay other people to do things.

    CR
  6. [M]Seeking multiplayer map makers

    Davee said:
    Me and Eirikur have been struggling with constant crashing, mostly related to placing a prop. It seems to happen more often the more (custom?) objects are in the map. Any ideas?

    I've been having that problem as well.  The latest map I made had only 3 or so 1866 props and didn't crash once.  The palouse town crashed numerous times, and mostly after the 1866 props were placed.  I have no clue why it happens though.  I noticed lowering graphical settings seems to help a bit with reducing crashes.

    If Highlander implements it, this should be included in the next mod version :smile:: http://img80.imageshack.us/g/mb7x.jpg/

    That looks really fun, but shouldn't the gallows be raised a bit?

    CR
  7. Suggestions

    The Warband MP version is loads of fun.

    But the main difference between rifles and pistols seems to be damage.  Their accuracy is about the same.  Revolvers can hit at distance almost as often as rifles, plus they shoot much quicker.  The one drawback is it takes two shots instead of one.

    Maybe they could be differentiated by increasing rifle accuracy? (Or decreasing pistol accuracy, but rifles aren't super accurate right now)

    I also noticed that revolvers are pretty slow to go from running around with one in hand to actually shooting.  It seems like it can take a full second to raise the gun and shoot without taking any time to aim.  If there was some way of increasing the response speed of pistols without decreasing the reload time, that would help define pistols as short range weapons that you can take out, aim, and shoot quickly.  I'd like so much to be able to just click the mouse and shoot almost immediately with pistols, even if it was very inaccurate.

    Thanks for the great mod and fun games.

    CR
  8. [M] 1866 mod for Warband multiplayer v.5 - Unofficial patch for 1.132 available!

    I keep getting the "connection to server lost" error whenever I try to join a game, followed by 'someone is already using your name' a couple times before it dumps me back to the join/host game/edit character screen.

    I managed to get in once, but then the server crashed or something after a while and now I'm once again getting this error.

    I'm using a completely new install of warband with the repository download.  :???:

    When I was playing it was a lot of fun!

    CR
  9. 1866 Multiplayer brainstorming

    Highlander said:
    Crazed Rabbit said:
    For game types, one type could be an escort mission, where players would have to push a cart across a map, and win when they get it to the 'end'.  It could use the code from the siege tower movement.
    CR
    Iteresting. What kind of a cart? It has to be something that is actually worth the trouble. What should the cart look like?

    Perhaps an old mining cart loaded with gold or other valuables like silver plates, utensils, candles sticks, etc, that one team is pushing through town to a railway station.  Once they reach the train, they win.

    1328746-An_old_mine_cart-Dahlonega.jpg


    CR
  10. 1866 Multiplayer brainstorming

    In response to the OP:

    I would humbly disagree about the clothing.  I think making some clothing - whatever looks coolest, like dusters, etc. - expensive would allow them to be used as status symbols.  When you buy some clothing in MP that costs 500-1000 gold but does nothing, you're telling everyone else that you are so good you can blow 1000 gold on something that doesn't even help you.

    I think a good scale for pricing clothing would be:
    uncool, humble clothing (cheap) ---------------------------------> cool, stylish clothing (expensive)

    I like the thought of making repeating rifles very expensive.  That would allow the best players to become deadlier, true.  But most weapons are ranged, and have relatively high damage, which means even good players can get killed quickly.

    People have mentioned that they don't want MP to became a bullet fest, but rather encourage deliberate shooting.  I think this is a good idea, and helps preserve the western feel of the game.  I don't know that limiting bullets is the best way to accomplish this, though.  I think making reloading take a while is a better way to accomplish this.  So, if you empty your revolver as quickly as you can at someone and don't kill them, they'll be able to take their time aiming at you.  If reloading isn't fast, I don't think spraying and praying will be a viable strategy.

    Several people have mentioned the need to ensure accuracy isn't too high, so the game doesn't become a bunch of people sniping from long distances.  I think that's important.  Of course, map design to allow people to move around without being exposed to snipers at all times is important too.

    I think there might be something else the mod makers might want to consider - bleeding damage after getting shot.  Usually, bullets don't instantly kill.  Even fatal shots can take minutes to kill.  Therefore I think having weapon damage lowered from SP M&B and adding bleeding could create and interesting new dynamic.  Bleeding damage could be just one hp per second and last longer if the damage was greater.  Multiple shots would cause bleeding damage to 'stack'.  So, in a shootout, you could have shot a person fatally, but they'll still be alive for a number of seconds before they succumb.

    Another suggestion is having some stats be lowered if a person's HP was very low.  So, if they just had 10 hp left, they'd have lower athletics, lower firearms skill, etc.  Not enough to cripple them and make playing with low HP meaningless, just enough to effect them.

    I think having dynamite damage people through walls might be good - it is an explosive, after all, and none of the wooden walls seem to be particularly thick.

    I don't think there should be much melee combat at all.  But in Warband, there's the option of hitting 'x' to change from ranged to melee mode for some ranged weapons, and I think that could be used to good affect.

    Is there some way you could make buying a gun include the ammo, without buying ammo separately?  It would allow more variety in buying weapons.

    For game types, one type could be an escort mission, where players would have to push a cart across a map, and win when they get it to the 'end'.  It could use the code from the siege tower movement.

    CR
  11. [M]Seeking multiplayer map makers

    I made a scene for a project I'm working on set in and found I quite liked making it.  I also watched Tombstone this very night and enjoyed playing this fine mod for M&B.  And since that's stalled until I learn python and relearn how to code, I figure I can help you guys out.

    A sample of the map, a urban center outside a large castle and featuring tunnels and dungeons:
    Starting in the courtyard beneath the castle...
    city1q.jpg

    Going out and through a gate...
    city3.jpg

    After heading left, going up stairs to reach the raised part of the city.  To the left, through the gate and down a winding staircase is the dungeon entrance.
    city7.jpg

    To the right from the last spot, and looking back at the courtyard and castle...
    city8.jpg

    Through the gate and into the tunnels, near the bottom of the stairs (below is a prison cell area)...
    city10.jpg

    Exiting the tunnels...
    city12.jpg

    So, let me know if I can be of service.

    CR
  12. Are Multiplayer NPCs (merchants, etc.) Possible?

    Hmmm.  I took a look at the code, but it's not quite what I'm looking for.  I want players to be able to choose from a wide assortment of goods.  It seems like it would be possible with that method by making a lot of different boxes and having them only spawn one specific item.

    I'd still like to find out if NPCs are possible in multiplayer games, though.

    CR
  13. Are Multiplayer NPCs (merchants, etc.) Possible?

    I'm doing a bit of modding, and I'm wondering if it's possible to have Merchant NPCs in maps used in multiplayer game modes. I've created a new scene, added some buildings and placed a merchant (the goal being to allow players to purchase goods from merchants, since buying from equipment...
  14. So how many of you are playing online with pirated software?

    From a total war forum, a pirate's woes:
    okay, so i tried to download mount and blade warband on my grandmas computer, so i could play it tonight.well, i had the incredibly bad luck to download a file with the virus Digital Protection, and a google search revealed that it is so new, that the first time someone created a question/thread about it was only 4 hours ago. what are the odds?!?!

    so, after several painstaking hours, I finally gave up on it and decided it was far easier to simply log on to my grandma's account, delete the infected account, and then create a new one. i think i still have all my EB and M2 saves, since they are on my grandmas account for some reason, i'm just hoping that the virus doesnt persist.


    i can pretty much tell that it is no longer active on my grandmas account at least, since it pops up a little message (like the one you would get for low battery or something) every 15 or so seconds when it is active, and i havent seen a single one.


    either way, sort of a waste of a friday night i could have spent playing modern warfare 2 and god of war 3 til 6:00 AM like last night. does anyone know anything about this virus?

    :twisted:

    I LOL'd.

    He was complaining before that Warband should be $10.  Seriously, WTF?  Think Taleworlds works for charity?  You can buy a fast food meal for almost $10.

    CR
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