Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Nova Jan 28, 2015 @ 4:06pm
General Ideas to make this mod more fun to play.
I've found that only seasoned players are able to be succesful with the way the mod is set now. I was thinking make the first 10 waves one single type of mob. Start with Peasents, then move up till wave 10. Once at wave 10 start mixing the mobs. This would get the average player a way better chance to contribute to the team and way more enjoyable gamging experience.

Another Idea I have is to make a MOTD ( Message of the day) that is seen before entering the server. This Message can describe the type of mod and rules against team killing/wall kicking. As well as explaining that if you leave the gates the Trebuchet will kill you. Far too many players don't know about that and have no idea how they die. The MOTD could also explain that when you die you become a skeleton and have to wait 3 minutes to change back to normal.

I have no idea if this is possible or not but I think it would be really cool if "QUAKE" sound mod was added to the game. If you don't know what I mean, It was used on counterstrike srouce as well as other games. You could make a command to toggle it on or off while on the server. That way all players could have the choice. I really feel it would make the game more fun. especially the voice mod "TEAM KILLER" every time a player gets tked.

I've notived that Holy Water Sprinkler, and all the javalins are not on the mod. Is it possible to get those weapons added? . I feel this mod should have more outside the walls then just empty space, Maybe some kind of structure that conncets all three gates? Or even just more trees or something. Would it be possible to encorperate envoirnment change during the mod? Like have it get darker and rain?, Could be round based.

The last thing I can think of is to have a perk that : buying the buff grants your weapon to become fire enchanted. All strikes set enemies on fire. I don't know if that's even possible but it would be bad ass!. Well I hope you like these ideas and that they inspire other people to come up with cool ideas.

Line up at the gate!









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Showing 1-15 of 30 comments
-{TOODD}- Esteban Jan 29, 2015 @ 8:29am 
about the game for beginners - support.
to make the explanation of why the player - skeleton
:))
-{TOODD}- Esteban Jan 29, 2015 @ 8:47am 
To make ballista rotating around its axis (which are at the castle). To reduce the recharge time of the trap with spikes in the castle.
-{TOODD}- Esteban Jan 29, 2015 @ 8:57am 
give points for the burnt bots fire from tanks on the ascent to the castle gate, and from the dragon's mouth
Elko  [developer] Jan 29, 2015 @ 2:58pm 
New ideas are good. Concrete ideas r even better. Keep on thinking. Here's my part on it:
-Holy Water Sprinkler will be in next update
-Javelin is already in
-Strong enemies only occur at higher waves already. Taking out some enemy types for the first 10 waves would be possible but I dont see really why...
-IDK how to do the MOTD, when u spawn as skelly there is an explaining message in the middle of your sceen.
-I didn't get custom server commands to work. The Kismet node for that only works for offline play. IDK if we really need a tk quake sound ;)
-idk how to make that fire weapon either... but maybe a way pops up eventually
-the burning pots and the fire dragon traps r especially free of score bonus to prevent abuse. Like the oil pots r often triggered too early just because a player want to trigger it before anybody else to get points. Luckily they r bugged :P

I appreciate your efforts to provide feedback, keep it comming and Line up at the gate! ;)
Hey Elko!

I just wanted to know what things ur able to do with npc's, since I have no clue about modding in chivalry and don't want to give u any nonsense suggestions (for boss battles as an example) that wouldn't work anyway.
Elko  [developer] Jan 31, 2015 @ 12:10pm 
That is a very general question. I try to answer:
It's possible to give npcs a certain appearance (helmet, cloths..), weapons and stats (speed, class, hp..) through Kismet. That's simple.

More difficult is tinkering with the AI. I wrote serveral different combat classes modifieing the behavior of the basic ai controller. For instance the ai the Bruiser uses, the ai for dodgy and blocky bots and the ai for sprint attacks (added next update). It is easy to tell the npc to move to a certain target but difficult to modify the strafe movements.

What I am not able to do is to use models, animations, skins which are not already added to Chivalry. That's mainly why I can't make proper boss monsters. But with enough time, I'm able to write an AI for new models with animations.

Adding special abilities apart from speed, health, armor etc. is very difficult for me to do as I'm not an unrealscript-adept either. But it highly depends.
you can make trebuchets as well acted and bots when I run from them in the desert???
Hello Elko!
Dungeon liked.
And you can try to insert instead dungeon throne room of the mission where one team defends his king? This room is larger and there are stairs. Or will not work?
Elko  [developer] Feb 2, 2015 @ 8:11am 
So u like the dungeon but want to substitute it for a tower defence thingy?
Nova Feb 2, 2015 @ 8:21am 
I am doing my best to understand as well. What I gathered from his statement was that he wants to make a objective in the game that has a king to defend. His Dungeon suggetion is based on the team objective map. He is asking if it is possible to make some changers to the throne room and make ait a bit bigger?. Or he could be saying that he wants to change the entire throne rooom to that level?.
Yes Yes that's what I meant about the throne room
and yet, I repeatedly went to the dungeon and no one was there and the door was never opened. or killed at the entrance of the two bots and the door did not open
Elko  [developer] Feb 2, 2015 @ 3:14pm 
Yes, I heard about that bug. I have an idea about the issue: u see the 'player has entered the dungeon' and the 'player was killed in dungeon' message both when u enter it, yes? Seems like the trigger us just failing to detect the player inside it. I don't know why but will replace it with sth else. Probably code.

It would still be interesting when this starts to happen. Because the second time you enter the dungeon, it works just fine.
Last edited by Elko; Feb 2, 2015 @ 3:15pm
Arhal Feb 2, 2015 @ 3:25pm 
Yes, please, fix that bug. Or make at least portal in that case, back to the kings room, for money (or not -_-). Also when player use portal (in first area) you can reset a dungeon. And disable it (portal) if gate was open to prevent escape...
Last edited by Arhal; Feb 2, 2015 @ 3:30pm
Arhal Feb 4, 2015 @ 11:13am 
Or just allow using f1 in first area if gate not open... Bcs its unplayable in single.
Elko  [developer] Feb 4, 2015 @ 2:03pm 
You can only exit the dungeon if you die or everything else dies. This issue will be fixed before long.
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