BasilMods. Suggestions/ideas. Mods for your server.

Place for sharing your game modifications for Life is Feudal: Your Own
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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 21 Oct 2015, 15:32

Metal wrote: Features, i would like to see:

Most of your ideas cannot be done with mods(I'm unable to create suitable mod for current LiFYO version).
Some features are already implemented in game others are planned for the mods.

Metal wrote: - Add server side Forsaken World like world map teritory map

Hexadon-style dynamic influence map will be done at dimplomacy mod.
Metal wrote: - Add server side option to disable skills via menu.

You can alter/change skill set on server, and sync it with basilmod::pack.

Metal wrote:Arbalest, Heavy crossbow and Composite bow. Should have ability to pierce heavy armor (any armor).

You can configure weapon/armor parameters on your server and balance them. Lots of servers do that.
Last edited by Custodian on 12 Nov 2015, 13:32, edited 1 time in total.

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HolyCrusader
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 12 Nov 2015, 02:19

An area-based Heal/Remove Effects mod would be cool - like your teleport but instead of teleporting you to a new location, it removes all effects (including rez sickness) + heals you to full.

Good for arenas.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 12 Nov 2015, 22:34

Twiztedmike wrote:An area-based Heal/Remove Effects mod would be cool - like your teleport but instead of teleporting you to a new location, it removes all effects (including rez sickness) + heals you to full.

Good for arenas.

This is nice suggestion, I will test such approach. Not sure if it could be done in current LiF version, since not all data is available for modding.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 20 Nov 2015, 19:08

Second request/suggestion: Faction System

- Create a new table - guilds are linked to a faction
- Faction membership can be administered via website as front-end versus in-game (therefore no client-side changes needed) (also does a check to see if you're in a guild that is part of the faction)
- On the website, you provide the proper "first name" and you can track it to a guild & can track the guild to a faction
- Gates can be controlled by anyone in a faction (not just guild)

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 20 Nov 2015, 22:38

Twiztedmike wrote:Second request/suggestion: Faction System

This is planned at Diplomacy mod. Unions/Alliances of guilds, Influence, and area based taxes and so on.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 24 Nov 2015, 17:22

BasilMod::SafeZone updated and now compatible with LiF release. :Yahoo!:

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 25 Nov 2015, 02:40

Custodian wrote:BasilMod::SafeZone updated and now compatible with LiF release. :Yahoo!:

Is MOTD working?

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 25 Nov 2015, 06:32

Twiztedmike wrote:Is MOTD working?

Yes, it is compatible and working as intended.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 27 Nov 2015, 20:23

Added basic info and preview of BasilMod::NPC mod.

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Hayleym
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Hayleym » 28 Nov 2015, 13:45

Sorry if it's been said somewhere already, but I'd really like the ability to change the stat cap. Is that possible? :)

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 28 Nov 2015, 15:46

Hayleym wrote:Sorry if it's been said somewhere already, but I'd really like the ability to change the stat cap. Is that possible? :)

You cannot change stat cap. But you can change attibutes of character via database.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Hayleym » 01 Dec 2015, 03:32

Okay. Maybe there's a way to set all stats at a certain number on character creation?

Also, another idea, and it's almost surely been mentioned, is to have herb gardens. I think it would help balance out the flux problem without changing all the recipes.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 01 Dec 2015, 10:09

Hayleym wrote:Okay. Maybe there's a way to set all stats at a certain number on character creation?

You can do this with database trigger on character creation.

Hayleym wrote:Is to have herb gardens. I think it would help balance out the flux problem without changing all the recipes.

There is no flux problem. 3-4 herbalists can convert up to 80% herbs into flux or naphta.
Gardens can be done, but would require client and server modification to be used.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 01 Dec 2015, 18:27

Suggestion: Conditional Global Server Message / Announcements

IE: If player stands on X, Y, Z, server will announce:
<PlayerName> is at the <Name of Trading Settlement @ X,Y,Z> & is looking to trade!

(X,Y,Z) can be a neutral town w/ SafeZone installed for example

Or

<PlayerName> has entered the <Name of arena @ X,Y,Z>. Will a worthy opponent appear?

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 01 Dec 2015, 18:43

Custodian wrote:
Rjmspoel wrote:Have a question regarding this, when the LiF devs bring out a patch with a working Trading Post will it conflict with the AuctionHouse you made or will it be an extra means of trading alongside it?

It should not conflict, as BasilMod::AuctionHouse is an overlay and not binded to tradepost. You can setup AH at any place on the map.
If official Trading Posts will be released, you will recieve 2 independent trading systems.

Maybe Trading Posts can be modified such that if <player> is in <radius> of it, he can right click the Trading Post, select a function, Trade and any player in <radius> of any trading post on the map can open a Barter/trade window (existing function)

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 01 Dec 2015, 20:32

Twiztedmike wrote:Maybe Trading Posts can be modified such that if <player> is in <radius> of it, he can right click the Trading Post, select a function, Trade and any player in <radius> of any trading post on the map can open a Barter/trade window (existing function)

You would not believe it, but thats how AuctionHouse and Merchandise mods works.
Only you dont click, but step inside, and trade invitation appears, which leads you to trade windows, deals and stuff.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 01 Dec 2015, 20:35

Twiztedmike wrote:Suggestion: Conditional Global Server Message / Announcements

You cannot(i dont know how) post messages to global chat from server.
Local or nearby/personal announcements could be done.

Twiztedmike wrote:Maybe Trading Posts can be modified such that if <player> is in <radius> of it, he can right click the Trading Post, select a function, Trade and any player in <radius> of any trading post on the map can open a Barter/trade window (existing function)

You would not believe it, but thats how AuctionHouse and Merchandise mods works.
Only you dont click, but step inside, and trade invitation appears, which leads you to trade windows, deals and stuff.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 01 Dec 2015, 20:48

Custodian wrote:
Twiztedmike wrote:Suggestion: Conditional Global Server Message / Announcements

You cannot(i dont know how) post messages to global chat from server.
Local or nearby/personal announcements could be done.

Twiztedmike wrote:Maybe Trading Posts can be modified such that if <player> is in <radius> of it, he can right click the Trading Post, select a function, Trade and any player in <radius> of any trading post on the map can open a Barter/trade window (existing function)

You would not believe it, but thats how AuctionHouse and Merchandise mods works.
Only you dont click, but step inside, and trade invitation appears, which leads you to trade windows, deals and stuff.

The centerPrintAll would probably due the trick if it popped up on every online player's screen. Basically something everyone would see

Also, I can't wait to see it!! Right now I've tried to use the server-side only stuff. People don't want client side downloads in our server but some of your new stuff coming might change their minds

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 01 Dec 2015, 20:58

Other suggestion: when you get NPCs to work: you can tame a wolf companion

Or if you leave a "watch man" NPC in your base, the server emails offline players that enemies have been spotted tresspassing so they can all log in

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by HolyCrusader » 02 Dec 2015, 01:26

One more suggestion... I think you'll love it and I think people will too.

Call it... the DANGERZONE!!

When two factions declare war on each other the GM can set up a "DANGERZONE" and in this area, all buildings are vulnerable to damage OUTSIDE of judgement hour.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Larainan » 02 Dec 2015, 14:33

I actually like the idea and was thinking of ways to do server vs server wars just to be able to use the warlike aspects of the game. If we can build community centers why not fortresses to host cross server pvp. Sure it would take a bit of building and extra character creation on servers that want to participate but might make for some extra fun activity for your server as a whole instead of just another day of terraforming.

pingperfect:kin.killerclan.com

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 02 Dec 2015, 18:27

Larainan wrote:I actually like the idea and was thinking of ways to do server vs server wars just to be able to use the warlike aspects of the game.

Cross-server pvp is planned with battleground mod.
Two main rules:
1) Servers should be with same skillcap, then you can fight with your characters.
2) If servers have different skillcap, you should select points before joining bg.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Cattoaster » 10 Dec 2015, 16:25

Hej Custodian,

is it possible to set the ingame time to a specific value at server (re)start? E.g. it should be in the morning at server start. Configuration can be done in a well suited BasilMod config file :)

There are a few console commands which could modify the game time, but they need a GM who executes them.

Could the TimeOfDay class be useful for this?


thanks in advance

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 10 Dec 2015, 18:13

Cattoaster wrote:is it possible to set the ingame time to a specific value at server (re)start? E.g. it should be in the morning at server start.

You can add your commands to main.cs file of the server so they will be excuted on server startup.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Cattoaster » 11 Dec 2015, 11:18

I've already tried this, but those commands are not available (serverside). They are pure console commands which a gm can execute clientside.

server log:
Code: Select all
<NOSCOPE> # Engine initialized...
main.cs (0): Unable to find function setGameDaytime

Code: Select all
<NOSCOPE> # Engine initialized...
main.cs (0): Unable to find function morning


.., thus a BasilMod would be great if possible

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 11 Dec 2015, 16:05

Cattoaster wrote:I've already tried this, but those commands are not available (serverside). They are pure console commands which a gm can execute clientside.

If commands are not available at server console, there is nothing you can do about it. When server starts there are no clients. You can be the first one to connect after server restart and execute any required gm commands.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Leaf » 12 Dec 2015, 13:50

Any chance of making a client side installer? Root directory... I am sure most players know what that means. But editing a .cs file might be too much for your normal player.

1.Place this 3 files (pack.cs.dso, pack.gui.dso and base64decoder.exe) to folder "BasilMod/pack/" of game root folder.

2.add this line to the end of file "main.cs" of the client:
exec("BasilMod/pack/pack.cs");

/////

Your heraldry mod is missing from first post.
basilmod-heraldy-customize-your-guild-t15299/

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 12 Dec 2015, 16:13

Leaf wrote:Any chance of making a client side installer?

Usually server admins create their own installers with basilmod and initial content to reduce server bandwidth usage during first server connection, if there are many models or custom items added.
General basilmod-only installer could be done, but i'm short on time now, so may be later.

Leaf wrote:Your heraldry mod is missing from first post.

Thanks, added.

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Leaf » 12 Dec 2015, 16:25

I have the basilmods and the basilmod motd both in main.cs. When I had the basilmod/motd only it ran fine. Once I added the main basilmod/pack the motd will not run. Yes, I have restarted since the changes.

I am sure I am doing it wrong, but not sure what I am doing wrong. I also do not see where I am allowed to cherrypick which mods I want to run from the full basilmod list.

In main.cs

exec("scripts/root.cs");
exec("BasilMod/motd/motd.cs");
exec("BasilMod/pack/pack.cs");

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 12 Dec 2015, 17:03

Leaf wrote:Yes, I have restarted since the changes.

Make sure you use server-side version on your server. Dont forget to update version compatible string at pack/config.cs.
Check your motd config, may be you replaced it with empty one.

Leaf wrote:I also do not see where I am allowed to cherrypick which mods I want to run from the full basilmod list.

BasilMod::Pack is not a bundle of mods, it is core a modification, which enables content synchronization between server and client. Most of the basilmods depend on it.
It does not contain anything besides that.

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