maybe, in Pathfinder: Kingmaker one of the early characters prides herself on not wearing functional outfits/armor and getting scars. yet there doesn't seem to be anyone who has altered her portrait to to remove her top to any degree and posted it online. all it would need is some simple graphics editing, making it perhaps the easiest mod to do, and it even fits with the character and lore of the game. so if this hasn't been done then you can't guarantee that it will happen for MB2 either.Well i was just thinking ahead because mods like this will surely come to this game, viz some interesting warband mods
Roman medicine and medieval medicine were worlds apart. the Romans sterilized their tools before surgery, and actually cleaned their wounded. they even managed (along with Egyptians) managed some minor life saving brain surgery. they had used a primitive sort of antibiotic patch over wounds and used maggots to clean out dead flesh before closing large wounds. if you look at the rate of survival once one got to surgeon after a battle the numbers are about 90% during late Roman era. in medieval times it was about as good not to go as it was to go. after we rediscovered sterilization during the civil war we managed to get our numbers up to about 99% survival, a big upgrade but still only 10% better (mainly due to there not being much room for improvement). in WW2 we upped that number to 99.9% due almost exclusively to penicillin and in Vietnam we got those numbers up to 99.99% with the after the introduction of helicopter medivacs.Honved said:On the other hand, modern medical practice has rediscovered the "wound staple", which apparently was used extensively by the Romans for battlefield injuries, so there were a few situations which early medicine did handle credibly.
a private platform not having to adhere to restrictions on a government to keep it from abusing its power isn't the best defense, though it is a rather typical one. it pretty much just trades one authority for another. though despite this it is also true.Lord Brutus said:This is a privately-owned forum. There is no such thing as free speech or anything similar. If you had bothered to read the forum rules, you would know this. I will provide a link. Follow it.
nice use of humor to show that it is allowed on the forum.Orion said:It's a mystery to us both.Imanis said:Orion said:You've been warned for triple-posting before, so one has to wonder what your intention was when you decided to do it again while comparing a moderator to a brutal dictator. Ask and you shall receive, I suppose.
Your insecurity is so strongly reflected in your posts, its a wonder you're able to function at all. Gee whiz!
as i am now demonstrating, and as a bonus how to break up quotes and still have them link back to correct post (instead of just saying it is a quote). this makes it easy for people you are debating to find what you are talking about.Orion said:You answer alternatively by using the modify button in the top-right of your posts. If you want to add quotes in on the reply page, you can scroll down on the reply page to see the most recent posts in the thread you are replying to, and those all have "insert quote" buttons in the top right.I don't care to not triple-post because I prefer to respond to each person individually in their own message. I don't know how to answer alternatively, anyways.
to be fair that quote of the rules is mainly for dealing with posting after you have already posted and no one has posted since. this would be a double post, but is a bit different than making several posts at once to respond to different people. of course the rule of no double posting still applies, and as you described how to deal with doing such responses to prevent double posting hopefully anyone reading this thread will now know in the future.Orion said:I didn't claim you had. I issued your warning for triple-posting, which is against the forum rules (specifically, "Multi-posting — if you need to add something, and yours was the last post in the thread, edit your last post instead of adding a new one"), and for which you have already been both verbally and formally warned in the past. The free speech argument is irrelevant, as others have pointed out.Look, I do not know what country you come from but, no matter your philosophical leanings, I believe in the absolute allowance of free speech. I have not said anything that would cross the boundary by which someone would leave that zone into inappropriate speech. You are the only one who continues to harass me on this point and all it does is interrupt productive and mind-stimulating conversation on tough (but universally constructive) themes.
and you are showing how it is nice to use quotes to ensure that less 'telephone' style shifting of words helps to keep things straight. it makes for rather bulky debates when things drab on, but helps to keep words from being put into people's mouths (or at least making such more obvious).Orion said:Quite the opposite, actually. Here are my exact words, for your convenience:That fact that you continue to extrapolate an intention that does not exists in my writing
This isn't extrapolating an intention, this is questioning what your intention was. I made no assumptions, yet you have made your own and drawn incorrect conclusions from them.Orion said:You've been warned for triple-posting before, so one has to wonder what your intention was when you decided to do it again while comparing a moderator to a brutal dictator. Ask and you shall receive, I suppose.
think of it as a cop directing traffic to keep it flowing. sure sometimes they can over step their authority, but their role is clear and meaningful.Orion said:
quite a bit is debatable, but i think personally that he is simply a product of this new internet culture. back when this forum first started up their was child porn and snuff videos floating around on the internet rather easy to get to if you wanted to, at least relative to how everything was on the internet. back then there was some skill in 'surfing' the web, and people that did their homework and brought facts to bear was respected as that was how you got anywhere on the net. today things are different as just about anywhere you go is in some database somewhere that can be looked up easily, and that means that very little of the net is unregulated. this means that there is far less objectionable content, and people lack reference to how objectionable things can get. this meant that people were more capable of handling objectionable content on their own, either by avoiding it or developing a thicker skin. now people simply expect others to clean away such content where ever they go. this leads to terms of service being ignored by those that write them in order to protect these people from uncomfortable experiences, which means that reading the ToS becomes pointless.Orion said:Debatable, since after receiving a warning from me for triple-posting you went and double-posted elsewhere within 24 hours and were muted for it by another moderator. We've also found your response to the mute which got a laugh out of me, at least, so thanks for that. You stick to your guns, I'll give you that.I am not a troll
[quote="Orion"]quoted stuff [/quote]
Honved said:jamoecw said:you want them to do stuff, as not only can you only do so much on your own, but they have to learn. on the other hand the more they do instead of you the slower things go and the less able you are in keeping the department in step with everyone else.
The funny part is, your bosses probably expect that the extra trainees they dump on you are helping you get the job done faster. In reality, you end up spending (or wasting, for the ones that don't learn) half of your time on the project just teaching them the basics before they can even begin to contribute anything back. That's when the higher-ups pull them off the job and put them somewhere else, leaving you with a fresh team of trainees to slow you down.
Honved said:I recall one employee on summer break from high school who started where I worked. After several weeks of trying in vain to teach him the absolute basics of handling tools, he was put more-or-less on his own by my superiors, and I had to inspect and then fix everything he did....literally EVERYTHING. I spent more time repairing his mistakes than he spent making them, which essentially ground my own work to a near-halt. The infuriating part was that almost every mistake was different: rather than making the same mistake in 16 places, he would make 14 or 15 completely different mistakes. Four identical #4-40 x 1/4" Philips head screws in a chassis, and he would use 3 different types, one of them slotted and the others of different lengths. A kepnut is a hex-shaped nut with a built-in lock-washer, and despite pointing out the purpose and function of the lock-washer several times, he still managed to get the lock-washer face-up in just about 50% of the cases. Last I heard, he's now in software development.
yeah, this is why i am fine with it taking so long. i have to train up new people all the time. my bosses toss me an entire team of newbies and expect me to train them with years of knowledge while doing the job in a matter of days. training them means getting everything going, and having them a part of that process which slows everything down by at least 4 times. so by the time we get things up and running the others are antsy to get things going, and expect that the team knows how to run everything pretty good. at this point though we are just moving on to the part of learning how to operate the stuff. then later the team gets swapped out with a bunch of new newbies and everyone expects them to have learned what the other guys where taught instead of starting from scratch. it becomes a balancing act in how much you have them do. you want them to do stuff, as not only can you only do so much on your own, but they have to learn. on the other hand the more they do instead of you the slower things go and the less able you are in keeping the department in step with everyone else.BIGGER Kentucky James XXL said:Blead said:And as someone mentioned before, (I can not find the post) the people working at Taleworlds are mostly beginners. Which can be a very good thing, while probably not as skilled as the veterans of their field, they can have a more open mind, bigger ambition and are not stuck in their ways(doing stuff how they are always doing it and never different).
Skills don't work this way, especially not 3D art and coding. It's mostly the people who've been doing something for ages who are the best able to break the rules in a meaningful way. The majority of the most inventive solutions in game development history come from people who've been making games for years. Meanwhile hiring a team of amateurs is always a bad idea and is responsible for Mass Effect Andromeda, No Man's Sky and Fallout 76. Bethesda is most notable as it's a company comprised almost entirely of borderline unqualified developers, and it shows.
Imanis said:I absolutely loathe how everyone simply ignores the fact that TW's principal purpose in extending the development timeline of BL is because they have a generous benefactor that is putting a lot of money into development and they are scared that once they finish the product, that source of funding will get cut off.
Why do you think they are taking the longest time to implement all of these "features" (many of which already existed in Warband and its mods).
There is a game on Steam called "Kingdoms" that has 1 guy developing it (and it is ambitious) and it is on a faster timeline.
It is ridiculous that so many people here (I know, mainly TW fanboys) are being ignoramuses.
Duke Nukem Forever ran out of money, and instead of releasing what they had they sought investors. they lined up a producer to 'finish up what they had' in order to get something out there, but they ran out of money again and looked for another investor. they ran out of money a third time but couldn't find another investor so declared bankruptcy and still didn't release what they had. the second producer fought in court for the game's assets and right to release the game, which when they got they cheaply slapped together what was there and released it. DNF had repeatedly scrapped their entire work because what they had been working on was matched or beat by another game that came out and the CEO didn't want to put out a game that was in the same league as any other game.SirStart said:HUMMAN said:Well they should feel pressured, Duke Nukem Forever took 15 years and was pretty bad, and their motto was "release when it's ready". There are other similarities like estimating wrong release dates, starting from a small studio, from a sequal etc. I sincerely hope it does not end like Duke.
Do take note tha they actually changed developers 2 Times during tha time period too, atleast o wha i have read about it. So when a game jumps around to different developers its more bound to be a badly made game, taleworlds do still own The licenses fer their own games and they are doin everything they can to make a good game.
actually you are arguing on the side of technical design. which without much idea on the technical side of things is highly speculative.Duh said:Again. It doesn't stop at the technical side of things. I never argued the tech side. I argued the design side - which we have a fair bit of information on.jamoecw said:i think you are missing mine. all of this seems very out there due to how things probably work now, but who cares? in the end it comes down to technical limitations (that we simply don't know the extent of),
i think you are missing mine. all of this seems very out there due to how things probably work now, but who cares? in the end it comes down to technical limitations (that we simply don't know the extent of), and the desires of the fans. once the desires are fleshed out, if the desire is strong enough to overcome the technical challenges then it will happen. at this stage it is the desire of the devs, vs. what their challenges. maybe they will decide to put it off till next game, or not. maybe the desire will gather steam and mods will figure it out once the game is released. maybe neither will happen and the fans will just talk among each other hyping themselves up for the release.Duh said:I don't think you really understand my point. Or at least none of this really relates to it.jamoecw said:you are right in that the language doesn't matter, but how the worldsim is built does matter. in addition to that how the language interacts with the base program also matters. if we were to look at half-life versus starcraft you can see a distinct difference. starcraft's tools were a robust map editor allowing massive changes for a map editor, even to the point of new units and map entities. on paper it looks to be as robust as half-life's, both use object interaction as the basis for script triggering and regulation (instead of time like M&B). both use simple mathematical and boolean variables with basic entities overlaid with graphical representation. in the end half-life's tools were far more useful for modding, yet starcraft's was easier to produce simple alterations.
you are right in that the language doesn't matter, but how the worldsim is built does matter. in addition to that how the language interacts with the base program also matters. if we were to look at half-life versus starcraft you can see a distinct difference. starcraft's tools were a robust map editor allowing massive changes for a map editor, even to the point of new units and map entities. on paper it looks to be as robust as half-life's, both use object interaction as the basis for script triggering and regulation (instead of time like M&B). both use simple mathematical and boolean variables with basic entities overlaid with graphical representation. in the end half-life's tools were far more useful for modding, yet starcraft's was easier to produce simple alterations.Duh said:It is irrelevant what language is used, because the snippet is just meant to showcase how the Mount & Blade worldsim is built. I.e. unless the underlying logic of the game world is fundamentally different to previous titles, the point still applies. And the GC demo looked like it was following this type of time-based logic. And ... how else would one built a worldsim anywho?jamoecw said:except that is the modding script for M&B:WB, rather than the script for M&B2. of course i could be wrong and they might use the same scripts, though they did say they were going to use xml. they said a bunch of other stuff as well, and while i have more faith in them than other companies i have been told very similar things in the past and seen it all turn to ****. in the end i am going to just sit back and throw money at them when they'll let me, and assume they will at least partially live up to my expectations. though i am not going to go out of my way to lift those already high expectations.
at the fan level. sort of like what would happen if black panther fought batman. there is the wouldn't it be cool angle, the technical aspects in which we talk about there different gadgets, and even the logistics of such a fight such as where and how they would fight. in the end it is wild speculation, and the creators might decide to implement it or not based all sorts of things well outside the hands of the fans.Duh said:At what level are you speculating then?jamoecw said:
except that is the modding script for M&B:WB, rather than the script for M&B2. of course i could be wrong and they might use the same scripts, though they did say they were going to use xml. they said a bunch of other stuff as well, and while i have more faith in them than other companies i have been told very similar things in the past and seen it all turn to ****. in the end i am going to just sit back and throw money at them when they'll let me, and assume they will at least partially live up to my expectations. though i am not going to go out of my way to lift those already high expectations.Duh said:Again - the issue with this is not just technical limitations. Even if you can change the passage of time, a big challenge is with rebuilding the world in a way that suits that speed. Which (the worldbuilding) is technically possible in Warband but a gargantuan task. Take this random snippet from module simple_triggers - everything that is part of the worldsim is designed around time:jamoecw said:hopefully their claims about how moddable the game will be will come to pass and one can mod just about anything into the game. though if have been gaming as long as me then you know not to put much stock in such claims.
#Player raiding a village # This trigger will check if player's raid has been completed and will lead control to village menu. (1, [ (ge,"$g_player_raiding_village",1), (try_begin), (neq, "$g_player_is_captive", 0), #(rest_for_hours, 0, 0, 0), #stop resting - abort (assign,"$g_player_raiding_village",0), (else_try), (map_free), #we have been attacked during raid (assign,"$g_player_raiding_village",0), (else_try), (this_or_next|party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_looted), (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_deserted), (start_encounter, "$g_player_raiding_village"), (rest_for_hours, 0), (assign,"$g_player_raiding_village",0), (assign,"$g_player_raid_complete",1), (else_try), (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_being_raided), (rest_for_hours, 3, 5, 1), #rest while attackable (else_try), (rest_for_hours, 0, 0, 0), #stop resting - abort (assign,"$g_player_raiding_village",0), (assign,"$g_player_raid_complete",0), (try_end), ]), #Pay day. (24 * 7, [ (assign, "$g_presentation_lines_to_display_begin", 0), (assign, "$g_presentation_lines_to_display_end", 15), (assign, "$g_apply_budget_report_to_gold", 1), (try_begin), (eq, "$g_infinite_camping", 0), (start_presentation, "prsnt_budget_report"), (try_end), ]), # Oath fulfilled -- ie, mercenary contract expired? (24, [ (le, "$auto_menu", 0), (gt, "$players_kingdom", 0), (neq, "$players_kingdom", "fac_player_supporters_faction"), (eq, "$player_has_homage", 0), (troop_get_slot, ":player_spouse", "trp_player", slot_troop_spouse), #A player bound to a kingdom by marriage will not have the contract expire. This should no longer be the case, as I've counted wives as having homage, but is in here as a fallback (assign, ":player_has_marriage_in_faction", 0), (try_begin), (is_between, ":player_spouse", active_npcs_begin, active_npcs_end), (store_faction_of_troop, ":spouse_faction", ":player_spouse"), (eq, ":spouse_faction", "$players_kingdom"), (assign, ":player_has_marriage_in_faction", 1), (try_end), (eq, ":player_has_marriage_in_faction", 0), (store_current_day, ":cur_day"), (gt, ":cur_day", "$mercenary_service_next_renew_day"), (jump_to_menu, "mnu_oath_fulfilled"), ]), # Reducing luck by 1 in every 180 hours (180, [ (val_sub, "$g_player_luck", 1), (val_max, "$g_player_luck", 0), ]), #courtship reset (72, [ (assign, "$lady_flirtation_location", 0), ]), #reset time to spare (4, [ (assign, "$g_time_to_spare", 1), (try_begin), (troop_slot_ge, "trp_player", slot_troop_spouse, active_npcs_begin), (assign, "$g_player_banner_granted", 1), (try_end), ]), # Banner selection menu (24, [ (eq, "$g_player_banner_granted", 1), (troop_slot_eq, "trp_player", slot_troop_banner_scene_prop, 0), (le,"$auto_menu",0), #normal_banner_begin (start_presentation, "prsnt_banner_selection"), #custom_banner_begin # (start_presentation, "prsnt_custom_banner"), ]), # Party Morale: Move morale towards target value. (24, [ (call_script, "script_get_player_party_morale_values"), (assign, ":target_morale", reg0), (party_get_morale, ":cur_morale", "p_main_party"), (store_sub, ":dif", ":target_morale", ":cur_morale"), (store_div, ":dif_to_add", ":dif", 5), (store_mul, ":dif_to_add_correction", ":dif_to_add", 5), (try_begin),#finding ceiling of the value (neq, ":dif_to_add_correction", ":dif"), (try_begin), (gt, ":dif", 0), (val_add, ":dif_to_add", 1), (else_try), (val_sub, ":dif_to_add", 1), (try_end), (try_end), (val_add, ":cur_morale", ":dif_to_add"), (party_set_morale, "p_main_party", ":cur_morale"), ]), #Party AI: pruning some of the prisoners in each center (once a week) (24*7, [ (try_for_range, ":center_no", centers_begin, centers_end), (party_get_num_prisoner_stacks, ":num_prisoner_stacks",":center_no"), (try_for_range_backwards, ":stack_no", 0, ":num_prisoner_stacks"), (party_prisoner_stack_get_troop_id, ":stack_troop",":center_no",":stack_no"), (neg|troop_is_hero, ":stack_troop"), (party_prisoner_stack_get_size, ":stack_size",":center_no",":stack_no"), (store_random_in_range, ":rand_no", 0, 40), (val_mul, ":stack_size", ":rand_no"), (val_div, ":stack_size", 100), (party_remove_prisoners, ":center_no", ":stack_troop", ":stack_size"), (try_end), (try_end), ]),
well Blizzard was made fun of for taking so long with Starcraft. to give some perspective warcraft 1 was made within a few months, warcraft 2 about a year, and starcraft took a whopping 3 years. today development time is 2-3 years typically, so if we triple that then we get 6-9 years. starcraft had triple the dev time as the typical RTS when it was released. so it can be used as an apt comparison. in the end starcraft shifted the time scales development time was measured in. well them and C&C which spent 2 years.Shaxx said:If Taleworlds fails to release the game at the 10 year mark (2020) one has to ask if they will really even be able to call themselves a game studio anymore. I mean, what kind of game studio can't manage to release a single game inside the span of a decade?
while this is true we should keep in mind we aren't speculating at a modding level, or even a programming level. hopefully their claims about how moddable the game will be will come to pass and one can mod just about anything into the game. though if have been gaming as long as me then you know not to put much stock in such claims.Duh said:It may just be my modder's scepticism speaking, but generally things are always harder than you think.