PW_4_beta2
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PW_4_beta2
PW_4_beta2
Descarga:
Mirror 1
Mirror 2 (puede que descargue lento)
Caracteristicas principales y créditos:
- Spoiler:
- Main features:
Up to 8 castle owning factions (which native MP calls teams) and two extra categories: commoners, which is for players joining the game, changing between the main factions, or who want to play alone, and outlaws, which players who repeatedly kill team members in a short time are restricted to.
Troop types are not selectable before spawn: you need to pay money and train for a certain amount of time with one of the factions. Some troop types have special abilities, like engineers for building, doctors for healing, brigands best at lock picking, and serfs for the dirty work.
Troop type, faction, gold, and more are saved every few seconds and restored when rejoining the server, until the mission ends or the server crashes; all data is wiped at the start of the next mission (map / round / game / whatever).
Enhanced item buying scene props, which combine buying, selling, stockpiling, and crafting; showing the item stats. Most weapon stockpiles require crafting by engineers from resources before they can be bought from; armour buying props currently don't require crafting, but some probably will in future.
Destructible trees and iron mines to harvest resources; trees regrow after being cut down.
Systems for gathering food, which is a requirement for healing by resting at a bed: fishing, growing wheat for making bread and beer, and grapes for wine.
Repairable and buildable scene props, like doors, ladders, walls, and bridges. Doors can be locked, able to be opened by players in the correct faction, and able to be lock picked by others. Improved moving portcullises and drawbridges.
Doors which teleport players to the location of the other linked door, so the native interior meshes can be used, underneath the terrain.
Ships that can be sailed, ideally with two players; they can also be damaged, repaired, and sunk.
Castles that can be captured, which changes the door locks, flags, and more.
Castle faction lords, which are players voted in by a faction poll; they can set the faction name, banner, withdraw money from the castle chests, access a unique troop type, and give door and chest access permissions.
Money bag items to transfer gold between players. Loot bags are dropped when a player dies, taking a small amount of their gold, and all weapons should be dropped.
The ability to loot armor off corpses for a very short time after their death; approximately 30 seconds.
Various carts and chests which can be used to store weapons, armor, and other items in; different cart types can be attached to either to horses or player characters to move them around.
Player invulnerability for 10 seconds after spawning (you cannot attack or be attacked).
Doctors can heal badly injured players up to a certain point, while resting on beds is for fully healing lightly injured players, using food.
Outlaw ratings for players which are increased by team killing and decrease slowly over time. If a player's outlaw rating is too high they are set to the outlaws faction, and when they die they can only train as the available outlaw troops until their rating drops low enough.
Various messaging systems for chatting to players nearby, in the same faction, or any server administrators connected; with a toggleable overlay to show the last 11 lines of local chat.
Various administrator tools.
An optional feature to use an external web server to restrict player names and clan tag prefixes to specific player serial numbers, kick players using invalid characters in their name, and to set specific permissions to admin tools for each player. One name server could be used for multiple Warband PW servers.
More ways for scene makers to adjust how the game mode works by setting edit mode scene prop values; things like associated castle, gold value multiplier, linked scene prop, initial state, initial hit points, scene time of day, and which factions are available.
Credits:
Laszlo: inspiration from the early versions of PW, discussion of ideas, and testing.
Vornne: main developer for this version.
Joss: converting native armour textures to heraldic format, some new meshes, and testing.
The Taleworlds developers: for helpfulness with feature requests, particularly versions 1.134 and 1.142, and for inspiration from the native module system.
Vincenzo: for helping drive the 1.134 and 1.142 warband releases - without which a lot of the scripting would be much harder or impossible, and help with testing.
cmpxchg8b: for help with understanding how the game engine works underneath the module system, and for the WSE profiling tool.
mtarini: for creating OpenBRF and fixing reported bugs very quickly.
thortheviking: loading and menu background images.
The Bowman: loading image.
Blobmania: sign posts.
Highlander: for the original area chat and player name labels scripts, though they have been changed beyond recognition by now.
FaloAureo- Mensajes : 298
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Fecha de inscripción : 22/01/2012
Localización : Acrópolis de Jujuy
Re: PW_4_beta2
Buenísimo, gracias.
Jukila- Mensajes : 936
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Fecha de inscripción : 22/01/2012
Edad : 29
Localización : Buenos Aires, Argentina
Re: PW_4_beta2
Buen aporte.
Nah Sakurai- Administrador
- Mensajes : 901
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Fecha de inscripción : 22/01/2012
Edad : 37
Localización : Somewhere Over The Rainbow
Re: PW_4_beta2
Bien Falo, faltan un par de cosas para servers tambien si tengo un tiempito hago uno mas completo, igual sirve para que ya lo tengan todos ya que no pesa nada
MeTal- Mensajes : 215
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Fecha de inscripción : 22/01/2012
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Re: PW_4_beta2
si es bastante provisorio el thread jaja
FaloAureo- Mensajes : 298
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Fecha de inscripción : 22/01/2012
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