This really. But it's not only the doctor that's affected by this.Roikku said:Slycoin said:I worked my ass of to get a cart horse and when I started transporting stuff, I got my face smashed up and I lost it all. But yea I dont think there is any cure for that, exept getting transported to jail like in Gta sa mp crazy bob servers.
This jail thing instead of Outlaw faction would be a great idea! Haha I loved the jail in GTA SAMP crazy bob's, except you got all the world's STDs in those jails. That I don't want in Warband! xD
Another doctor fix suggestion:
Please make Doctor cost 7k+ again and make the scalpel cheaper.
Just too easy to get randomed even by your own faction and lose 3k+ scalpel which the randomer who deserves a ban instead goes to sell..
Also if you are a neutral doctor this will be hard to get a scalpel back and then you're forced to become a commoner serf again to make money, join a faction, become doctor, pay 1k to get kicked from faction, then get randomed again when you walk out the door. Then repeat..
EDIT: People really like to "RP" wandering freelance doctors on the RCC server atleast so this change would be good.
So.. make scalpels cost like 600-1000g instead, and raise the training cost of doctor.
Doctors aren't making 3k gold by healing people.. So the scalpel high cost is silly.
EDIT: Someone should make a GTA SA-MP crazy bob's cops and robbers mod on Warband MP, truly! With different jobs just like in crazy's. Medieval themed ofcourse.
NightHawkreal said:How regarding a farm where is it possible to grow, for example, pumpkins, through a hoe?
Can a doctor treat the own faction only?
Toriati said:Maybe being able to switch global chat off? Would be pretty sweet, although you could just ignore the people who moan or spam global.
Meh, i don't make these mods and i have no idea how too, but i respect all the good work that has been put in.
They are already used, just not for default items, which are supposed to look ugly.Swadian Man at Arms said:Suggestion: Please use the new meshes for Falchion and Knife, it would be very useful for pirates.
There is nothing wrong with that: it's up to the members to choose whether the faction is "good" or "bad", outlaws are just a limited faction for the more chaotic players who don't want to team up, and want to be able to kill anyone. As said before, you can RP a "bad" person in absolutely any faction you want, including commoners.Phoenix234 said:currently we have factions taking up things that should be outlaws, like pirates, searaiders and "huns" they act as outlaws but claim a castle etc.
Read the first post; almost everything you said is either specified it's not going to happen, or that it might be added eventually.aliabdali said:
That's partly up to the scene maker, and I'm not concentrating on more admin tools until the basic game mode works better.Phoenix234 said:ive spoken to some other admins and we have agreed we want a admin room.
No; as I have said already, doctors are not a "solo" class; you need protection, which includes your team mates getting the scalpel if you die.Roikku said:Please make Doctor cost 7k+ again and make the scalpel cheaper.
Not possible without restarting the mission (you might call it "map").Azrayel said:Day/Night cycles?
Starting money is only given once, when you first join; you never get more money automatically after that. Trading is up to the scene maker, since they can set the price percentage for specific buying scene props.Pisatel said:Indrease starting money so people can buy default stuff even after death? Those who want to buy more expensive stuff have to work.
1) Trading - simply as it was before. You can buy some good cheaper in one castle and sell more expensive i nanother, so people can travel to earn money.
See here for the current plan.Pisatel said:2) Finally fix that **** with iron production.
Already is that way, unless people have smashed the chest - in that case it needs repairing with wood. The next version has 20% ofPisatel said:3) Make faction money chest available ONLY for the Faction Leader. So he can take money out of it to sponsor soldiers.
Also make it so 5-15% of profit of selling good at castle goes to this chest. Then faction leaders can sponsor people to join factions.
Added in the next version, as I have said multiple times already.Pisatel said:4) Make it so mines go back again and increase the amount of mines. Maybe one small mine near EACH castle. For now the faction with a castle near the mines is ALWAYS geting strongest.
Strange; did you disconnect very quickly after changing faction? You might need to wait 5 - 15 seconds or so to make sure it has saved your new troop and faction.hakjimmy said:I did note u dont get the stats or faction saved once in a while after u reenter, but it does save money , dont know whether its a bug
As said in big post above, next version will have increased chest hp.hakjimmy said:and the treasuray is too easy to break into ,every1 with a knife can easily break it ans steal the money.
Export doesn't give money to any castle treasury, and is by default slightly more profitable than selling to a castle stockpile, but as you say it removes resources from the game: so factions might need to convince other players to deposit resources at their castle, so they don't run out. The next version will make crafting more profitable and allow more weapons to be created from the same amount of resources.hakjimmy said:I mean if the cart things work in the future , all ppl would risk their lifes go to sea and pull back a full cart loaded with like 30 iron bars and sell them to the export , in that way , no1 will stockpile short iron bars ,and all mine will be depleted without being stacked in the castle since all went to export and extinguished.
Hmm, probably; do you think 20% (tax recieved when buying from a stockpile, in alpha4) is a good percentage? Or I could maybe use var2 as the tax percentage, since there is no stack count?CalenLoki said:Could you make possible to tie export prop to castle, the way that each sold resource gives some auto tax to castle treasury?
I had very similar ideas during development, but I decided that they were too complicated to add for now, maybe later; it would need to tie in somehow with factions having an income and expenses, balancing it all. Players can still do all that stuff manually. I'll add the link to your post to the list, to check back on laterCalenLoki said:ranks, wages...
I can remove the hit triggers from some of the dungeon doors, but door lockpicking isn't implemented yet - might not get to it for a while.CalenLoki said:I'd still like to see unbreakable dungeon doors (making each cell with portcuils and winch is a bit overkill). breakable is no go, because prisoner would just smash them down sooner or later.
They can be either openable only from outside or only by castle owners + by lockpick.
Details in the F1 and F2 editor information windows. CD = collision detection.Azrayel said:how does one go about adding boats to the map? I've seen the pw boat sail, sans-sail, and some thing called "CD" that doesn't seem to be a visible object at all but rather some invisible thing that's a blue box when selected.