Redus said:
Extended inventory
More room for items and the likes. This should mainly be for serfs and for Engineers. This could be based of a weight system. Could use the same interface as the carts have. accessible via the submenu.
It could not be by the same system, as agents are quite different to scene props; I think the 4 equipment slots are quite enough for items on your body already, and I do not want to mess up the already hugely complicated inventory system with another thing for agents - it's probably at least a thousand lines of non repetitive code.
Redus said:
Craftable armour
This must have been requested before right? Is there a reason this can not be done? I know it's not realistic to use wood and iron for cloth clothing, but would be more interesting in my opinion, but offcourse this could be implemented after more resources are implemented if at all.
Extremely obvious, has always been planned right from the start, and just a matter of when sensible basic resources are added. I have intentionally only made weapons crafted for the early releases to introduce it gradually, and since weapons are easier to store, transfer, and recover.
Redus said:
crafting workbench.
A engineer could built all the items in the world from this workbench (using the sub-menu that is now in-game) so there would be no need to go to the items. The items itself would be put in the inventory after crafting. This means the engineer can create the items at his workplace and full up the a cart so he or a trader can go around selling them personally or deliver them as agreed upon before the engineer started crafting or the engineer could simply fill up the factions chest with items that faction normally would no own or simply as a stock.
No, that would go against part of the basic design of PW: the scene maker can decide which items can be crafted, where, the cost, and which castle benefits from a "tax" percentage.
Redus said:
Learning
The engineer starts with a set amount of items he can craft (default things like pick axe and basic weapons armour) and need to go to the keep to study how to make the weapons and armour in the keep.
Already implemented in another way: start off as serf which can process wood and make a few very simple things, then train as craftsman which can also process iron and craft some additional basic weapons, and then progress to engineer to craft the most powerful and expensive weapons.
Redus said:
Inventory Management (for factions)
It would be great if the lord could set buy and sell prices for items and set a minimum and maximum (raising/lowering the prices with a x% if they are under or above this amount). This might encourage people to trade items (getting or cheaply and selling it for a higher price)
That sounds complicated - and what's to stop the lord simply setting massively high prices just before they sell something at their own stockpile? As it is, the scene maker can design each castle with different prices for weapons or resources, then the lords can fight to control the castle with the best prices for the item they want to trade in, and then try encourage other people to bring cart loads to trade. Players can also trade items directly with other players using money bags for whatever price they want, and probably have fun role playing at the same time. Balanced "mirror image" scenes might be popular and common, but personally I don't like them.
Redus said:
Simply being able to pick up weapons you can not use just so you can put them into a cart would already be helpfull so you can get items at a certain place and sell them somewhere else.
Sorry, not possible; you'd just have to take a footman along to gather the heavy weapons and armor.
Serious Soldier said:
When i go to loot a body (i am standing on top of it) of armour or anything it says no bodies in range
It is probably one of: more than 30 seconds since they died (so the agent is removed), the armor was looted already (the visible corpse mesh isn't and can't be updated), or you are trying to loot an armor piece that body doesn't have. You can check if the body is still there and make sure you loot the right one by using the "select target" key, which you should change in options to something easier to press than F12 (the default for native "quick save").