Author Topic: Development update - April 2018  (Read 1118 times)

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Offline Afina

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Re: Development update - April 2018
« Reply #30 on: April 15, 2018, 07:11:05 PM »
+1
https://youtu.be/deUMaYGnnVE

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« Last Edit: April 15, 2018, 07:24:36 PM by Afina »
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Offline Rebelyell

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Re: Development update - April 2018
« Reply #31 on: April 17, 2018, 06:48:37 PM »
0
I wasn't around when the old XP system was in place so I can't give a good description of it but yes, we would like to replace the current xp system with the old xp system. There will probably be adjustments based on our current population and on what we find out diving deep into the code. We haven't touched or looked at the code yet, but will dive right into it after strategus is good to go.
I dont want to be negative, but that is 1 the most stupid change ever made in that mod. Like do you have idea that everyone will be forced to fight with mob any other playstyle will be suboptimal.
No flanks, no cav, archers forced to fight with crowd exp barns and all sort of stupid shit.

Good that you try to keep that mod dead guys and listen to some nostalgia BS, ahhh fuc....
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Offline Dalhi

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Re: Development update - April 2018
« Reply #32 on: April 17, 2018, 07:56:48 PM »
+4
The proximity xp/gold as a bonus to gain based on victory/lose condition would work better I guess.
Let's say that avarage round last around 3 minutes, that gives 4 tickets in current system, with avarage gain per tick I guess around 8k xp, it gives 30k xp per round. So if you win a round on a battle/siege you get 30k if you lose half of that, on top of that there is a bonus from proximity xp system, like up to 20% of round bonus. Numbers are just example.
That is how I see it, no tickets based on time to speed up gameplay, mixing it with proximity system promotes sticking with team.
Both current multiplier and xp barn are a different case of autistic behaviours on servers.
It was discussed some time ago and I believe it's close to what Professor was thinking off like 3 months ago. How it ends, we'll see how it plays
(click to show/hide)

For whose that miss the system to get the idea:
https://www.youtube.com/watch?v=P32SuOJExR8&t


« Last Edit: April 17, 2018, 08:15:09 PM by Dalhi »

Offline Sniger

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Re: Development update - April 2018
« Reply #33 on: April 18, 2018, 05:19:48 PM »
0
For whose that miss the system to get the idea:
https://www.youtube.com/watch?v=P32SuOJExR8&t

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Offline Krex

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Re: Development update - April 2018
« Reply #34 on: April 20, 2018, 07:10:14 PM »
0
I do know python, a bit of php (not a fan working with it tho, most php scripts I've encountered are nasty pieces of code) but never actually tried to make Warband mod which means I have zero Warband modding experience and barely understand how module system works. Can Google it, plenty of resources around and I did inspect mod files in the past few years not just crpg but various mods to see how much of actually python is there and how game code looks like.

Interested in learning how mod works, haven't played it in ages but I want to tinker with it a bit to see if I can improve it in any way.
You need exactly 0 knowledge of python to mod warband.
Source: me
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