Ted

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  1. We already have parts of this active in PW with money being generated in the castle's chest whenever items are sold/bought to/from the stockpiles and weapons/armourstocks which have been ID-linked to the castle. (To all the very smart guys here: No, you can't "produce" money by buying and selling over and over, you'ld lose money due to the price discrepancy) We could even implement a supply-and-demand system on the PW-maps, but noone has done so as far as I know due to concerns about how clans would react to something like that. Anyways, that's exactly what we should aim for when it comes to Kingdoms. We should focus on adding a castle-based supply-and-demand system, making actual trade a thing and therefore generating the faction income out of what their members are doing and how the economy and trade is going.
  2. Now you made me hungry Gonna go and eat sth before solving this
  3. I do like the idea of the map, but there are several things that make it unplayable for this server as it is right now. a) too many candles - candles with flames are really bad for the FPS, get rid of them. I never wanted to break it down on you like that and I've always defended your work and will continue to do so, but this amount of candles and your following surprise when it comes to the performance shows some general lack of understanding when it comes to mapping b) unlogical armouries - let's just take the flying city, armoury and smithery are in two different rooms with tp doors in between, ressource managment would be really fucked up there (horsecarts....) and it would require way too much walking for the smiths to actually do their job c) as stated above, there need to be more mines and more factions in general d) the terrain needs to be fixed, as right now it's looking odd and boring e) textures must be fixed f) the location of the commoner spawn is literally somewhere in between nowhere, do you really expect people to like that? g) you should at least try to follow Dekkers', Proton's and in the end my advice as well because we've all released maps for this server and know how things work (trust me, I've had my fair share of failure and am trying to help you avoid mistakes that have already been made) h) as right now, this map will not be used on this server unless you make appropriate changes. I don't mind flying boats (I think they are funny tbh), but you need to follow at least some formal criteria, otherwise it won't be used.
  4. No u
  5. Changelog from v1.0 to v1.2 - Training added to Oasis - Oasis' training door fixed - Training added to Halmar - Small door removed in Halmar - Shop overhauled - Shop spawns fixed - Vine added to the shop's courtyard - Lockpicks added to secret locaiton (where you get black stuff and poisoned daggers *hinthint*) - Weavery added to Avalon - Cows added to Avalon - Long Awlpikes added to Avalon - One ship removed from Avalon - Morningstars removed from Old Port - Pigletcave near Montibeil removed, Cows added to Montibeil - Trapdoor in Montibeil removed - Mining picks & woodcutter axes added to Montibeil - Horseheal added to Montibeil - Montibeil staircase fixed - Arrows added to Hakrholm - Boots added to Hakrholm- Hakrholm gates fixed - Tunnel between Hakr and Iron abbey overhauled - "Jump-from-smithing-to-flagpoint"-glitch in Iron Abbey fixed - Various horseheals added at the banks - Ford made passable for ships - Goldisland's shore smoothed a bit so you can go up if you fall in - Ferries fixed - Bank near Monti fixed - Stockpiles for food fixed - Stockpiles for wheat sacks fixed - Various minor scripting errors fixed - Various minor terrainbugs fixed - Some shrubbery removed for better performance Yup I'll make one
  6. Changelog from v1.0 to v1.2 - Training added to Oasis - Oasis' training door fixed - Training added to Halmar - Small door removed in Halmar - Shop overhauled - Shop spawns fixed - Vine added to the shop's courtyard - Lockpicks added to secret locaiton (where you get black stuff and poisoned daggers *hinthint*) - Weavery added to Avalon - Cows added to Avalon - Long Awlpikes added to Avalon - One ship removed from Avalon - Morningstars removed from Old Port - Pigletcave near Montibeil removed, Cows added to Montibeil - Trapdoor in Montibeil removed - Mining picks & woodcutter axes added to Montibeil - Horseheal added to Montibeil - Montibeil staircase fixed - Arrows added to Hakrholm - Boots added to Hakrholm- Hakrholm gates fixed - Tunnel between Hakr and Iron abbey overhauled - "Jump-from-smithing-to-flagpoint"-glitch in Iron Abbey fixed - Various horseheals added at the banks - Ford made passable for ships - Goldisland's shore smoothed a bit so you can go up if you fall in - Ferries fixed - Bank near Monti fixed - Stockpiles for food fixed - Stockpiles for wheat sacks fixed - Various minor scripting errors fixed - Various minor terrainbugs fixed - Some shrubbery removed for better performance
  7. I'm really glad that it worked out that way You can make them in Old Port (in the sotne house by the farms), weavery will be in Avalon with tomorrow's patch
  8. We'll bring this whole "dismount demand allowed or not"-problem up in the next adminmeeting and get everyone on one common stand. This isn't really Haji's fault as he has obviously acted according to what he had been told, thank you for bringing the matter to our attention though.
  9. ^^ This. He's new, so mistakes do happen. I'll speak to Haji and make sure that he is aware of how to deal with different situations.
  10. The shopfaction and iron abbey have warbows - today's patch is out already, but I'll think about it for tomorrow
  11. Both added, thank you for the heads up
  12. @Johann just throwing out a day 1 patch, I've added cows instead of the pigletcave and gave every castle ten barrels of beer as start-out-stock.