Ra'Jiska said:
Maybe adding different dificulties of lock picking for a door. Exemple in the map editing, if you put in the variable the number 1, it'll be easy to lock pick, var 2 medium and 3 hard.
If you check the scene editor value formats for pw_ doors, you'll see that there is no spare room to pack other values. It would be possible to add new door types with different lock picking resistance, but I don't really see the need: server hosters could tweak their module by downloading the same version of the module system and passing a new parameter throught the generator functions in module_scene_props (spr_teleport_door_triggers / spr_rotate_door_triggers) to the door opening scripts (cf_use_teleport_door / cf_use_rotate_door) and then to the probability parameter of the cf_agent_pick_lock script; then set different probabilities for different door scene props.
Byamarro said:
-Some PvE?
Maybe wolves or some creatures from medieval mythology for fantasy servers (goblins etc.).
No fantasy. I actually thought of wolves and bears for PW years ago, way back in version 2, but it would require a lot of work modeling, texturing, and rigging which I am not skilled at, and the scripts would need to be a lot more complicated and probably server intensive for believeable attack actions and reactions, compared with the existing animals which other people did most of the work creating then released freely, and which mainly just run away. I might be inclined to try if somebody else made a wolf or bear mesh to a decent standard, rigged believably to the M&B horse animation set.
Byamarro said:
See the massive "dual wielding" thread in the Warband suggestions board. The general consensus being that the concept is pretty fantasy based, with limited possible use in a totally different historical period and fighting style. I think the basic M&B combat system is pretty good and balanced, not needing complication with extravagant or hacky extras.
Byamarro said:
Has been suggested very many times before: module system limitations (even with more recent enhancements) make implementing the feature impractical.
Splintert said:
AI doesn't work in PW because the game sees it as a "deatchmatch", so they always attack each other.
That can be worked around with the module system,
as explained in the development sub board. The bots would still be dumb as rocks, though, and run into every wall, rock, and tree unless a scene AI mesh was created (the auto generator crashes withe large PW scenes, and it would add a massive proportion of scene making time to do manually).
Byamarro said:
Ability to craft and destroy carts.
People sometimes place carts in strategical places in their castles so no-one can conquer their castles.
Carts have a certain requirement for scene prop slots and triggers that don't work correctly with spawning and destruction, due to limitations and bugs in the game engine. It doesn't seem that carts could prevent castles from being captured, since other labouring troops could remove the carts, under protection if needed. Makeshift barriers made out of movable things like carts, stands, dead bodies, or whatever was handy were quite common in medieval warfare, even though the PW representation might not be perfectly suitable.