Mega post incoming...
Phoenix234 said:
NLR for example wont work on this mod since you respawn at your base which also means only 1 faction can have 1 base, whites are stuck to one area etc
Actually, 1 faction can own all the castles, which means players in it will spawn at a random owned castle.
Kazzan said:
Played it, and it was quite nice, but some people got money with lightning speed... someone had 157 million denars...
Speedyck said:
now its very nice but please, do something with that f*icking invisibility, stupid randomers going around and hiting everyone with poisoned dagger
Admins: usage of the tools is shown in the server log, so either the server owner could set rules about using them, or maybe an option to disable specific tools from the server console could be added. If an admin agent dies with millions, they will drop a loot bag with a huge amount of money: using "Fade a player out" on yourself will mean no loot bag (or items dropped), so it can be used to remove cheated things from the game. There isn't a way to remove money from your player to start playing normally again, except maybe drowning in the deep sea.
Demonhun said:
If a boat sinks, does it respawn again?
No, I haven't bothered to add that sort of thing yet; I thought about it, but couldn't decide what to do about ships sunk in deep water, or when all ships are off the bank with nobody on them.
Serann said:
you start as a serf and immediately get killed by outlaws on horses with better armor and weapon than you, and probably better stats
You respawn, try again, and get killed. Again.
Your faction needs to band together and protect its serfs then, since outlaw classes are very outmatched by faction trained soldiers.
CalenLoki said:
my thoughts so far:
-there should be unlimited supply of some ****ty hatchets - right now server tends to run out of tools
What about making a default spawn item for peasants that works better for wood cutting? The default items are not sellable anywhere, to avoid various forms of cheating.
CalenLoki said:
-map travel can't depend only on ships
That's up to the scene maker; I designed this test scene to make ships very useful.
CalenLoki said:
-I couldn't buy clothes as serf - is it restricted to other classes?
Yes, serfs have very low strength, and maybe I should lower the requirements of more armors so they have a wider variety; the idea behind it was to ensure serfs couldn't wear nice looking clothes, to be recognisable.
CalenLoki said:
-trees should be less durable - right now it takes forever to cut one down, which lead to
a: wood isn't resource that can (temporary, in some area) deplete, so no reason to ride other factions for more wood
b: it takes forever to get logs
Are you using a serf class with a woodcutting axe? The factors that affect how fast you can harvest things: labouring skill (higher is faster), weapon class (only the mining pick and woodcutting axe are in the correct classes), for some resources swing direction (trees cut a bit faster with side swings), and then the base damage dealt; if it's still taking too long, get a team of serfs to all cut the same tree. Trees should regrow after 1 hour, at the moment; I just guessed that value, so it might need tweaking.
CalenLoki said:
-any way to scroll through scoreboard?
It should work like native, with the scroll wheel; I haven't been able to test it yet, since two players will never fill up a list.
Fenix_120 said:
If a faction ( lets say blue team) "captures" all of the castles in the game, then no one else can become a different faction other than blue until the server is reset, this is a simple fix you could do, add a menu that lets you change from one faction to the next (give it something like a two minute cool down and the ability for a factions leader to permanently boot anyone from the faction)
In addition to fixing this bug this will add two things that commonly happened in the real medieval world to the mod.
1: it allows two smaller factions to merge into a larger one. (say Mongols and Huns merge into the Mongolian Huns so they can take on the powerful French faction!)
2: it allows Betrayals, in many battles less loyal (IE peasants and mercs) troops would switch sides half way through the battle( sometimes more than one time in a single battle!)
I wanted to encourage players to work in teams (factions), so I don't think making faction changing or betrayal easy is the way to go. If you want to change, you need to "detrain" as a peasant (actually any commoner class, but I only added one to the scene), then join your new faction.
CalenLoki said:
Was about to post the same: it's good that you need to join some military faction to train as soldier, but we should be able to leave that faction.
Personally I would make learning profession separate from joining faction. i.e. one prop to change faction (join faction that owns that castle), and separate set of props for changing classes. This way:
-factions can earn by letting strangers train in their castle (taxing those who want to)
-send their troops to another castle for training (i.e. if in each castle there is different set of class props)
-reason to guard their castles (unless they want to let everyone train there for free)
-reason to siege and capture "better" castles
Originally they were combined because respawning in place was very complicated, with lots of little annoyances, so I wanted to keep respawning to a minimum (you need to respawn to get a new troop, and I didn't know how to redraw heraldry on a live agent then). I also wanted to allow the scene maker to specify what each faction can train: so peasants and outlaws can never get the man at arms class, and the scene maker can decide one castle doesn't get doctors, or whatever. The reason to capture better castles is there - I don't know what you mean by that.
CalenLoki said:
EDIT: startup log. mod works fine.
Strange it never showed for me, but that's probably why I couldn't seem to make the bushes any easier to hit... I'll fix it.
Pisatel said:
It can work like this - in every castle there are places to train for different ways(as its like now). But also make some uncapturable castle(neutral one) where you can join each faction(so factions canot be destroyed at all).
I was thinking of adding training stations for mercanary classes in various areas for when a faction has no castles; they would have lower stats overall than the normal faction troops to encourage owning and protecting a castle.
Pisatel said:
2) Ship reparing is too complicated (requires too many wood) - decrease the amount of wood you need to repair the ship.
Hmm, maybe... the idea is not for you to have your own personal ship, easily repairable by one player, but for it to be controlled and maintained by a group of players.
CalenLoki said:
Played another few minutes, and found bug. It's easy to replicate:
~
it's the same bug as in PW WAR - you can't make trowing weapon that can be sold, because prop recognize empty quiver as item, and buys it from you.
Ok thanks, I might be able to fix that; otherwise just make the stick a one handed weapon only. Ranged weapons are unbelieveably annoying to work with in this sort of mod - all sorts of little special cases.
CalenLoki said:
btw. how to make woodaxe?
1 small iron bar, 1 wood pole (converted from branch at wood processing station), and at least 2 engineering skill (not serf). I wondered about making an in game guide to what resources are required to craft things, but I thought I'd try without it for a start, so players can discover and share among themselves; maybe for some of the basic items it should be given. There are only a few resource types at the moment, so it shouldn't take much trial and error; basically, if it has wooden part it should require a stick or a wooden pole, depending on length, and the same with the iron part - to make a 2 short iron bars into an iron bar, use the furnace when standing on the right side and weidling one of that item, use the left side to split iron bars into 2 of the smaller type.
Suspicous Pilgrim said:
Civillians and serfs shouldn't drop money bagss. that defeats the purpose of RP robbing and also gives brigands excuses to shoot any person they see.
Why shouldn't they drop loot bags? They are people, just the same... as I said at the start, this is not really designed for friendly, peaceable RP: rather for a dangerous, competitive world where you have to band together to survive. My opinion: some of the reasons the first versions of PW degenerated into "randoming" so easily was that the teams / factions didn't really have many reasons to band together, and that the brigand class had such high stats, encouraging players to go it alone, murdering other random players for fun. So, I won't be changing to a "peaceful RP" game mod right away - give the combat and teamwork mode a decent chance to see if it works, first. Suggestions are welcome, as long as you at least try to keep within the spirit of the game mode
.