It depends on how far you want to go with the update overall, but what I would really like is for the "ambiguity" in NW to be removed entirely, or at least largely.those would require changes to the client side presentations file.
What I mean by this is that there are too many myths and legends surrounding various aspects of the game that have never been sufficiently answered for many people. For example, some people still believe that Foot Guards are worse at shooting but better in melee, or have more health, or whatever. I've looked through the files and, to my knowledge, the only difference is that Foot Guards have ~15 extra Polearms proficiency, but this is never displayed in-game, so people are free to spread misinformation. I think there should be a stats menu for each unit in the selection screen (which lists troop proficiency and equipment) which would provide a definitive answer on which units are better or worse.
There are a few other myths that could be solved by adding more in-game info too, such as: 1. the existence of bullet drop (and in the same vein, if there is a cosmetic bullet and an invisible bullet), 2. whether aiming for longer provides an accuracy buff, 3. the reach and speed of an up or down attack,(if you are talking about in game stats for weapons to show and maybe some other stuff I can't think of. According to this comment made by Olafson a few years ago (https://www.fsegames.eu/forum/index.php?topic=9743.msg347908#msg347908), no. 1 and 2 are true, but so many people just don't know about them because they aren't displayed in-game.
3. Also that bots would destroy defenses like in for example - Full Invasion. I know one of the creators usnavy30 still floats around on this forum and taleworlds.I've been around modding this game for a while now, but I'm no scripter nor do I know how better AI work to prioritize destroying defenses.. far as I know bots just do that if it is in their immediate way to hit a player.
Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.ah, i would say its possible, but it would require a client side change in the presentations file. plus probably some other changes else where.
Only presentation file.Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.ah, i would say its possible, but it would require a client side change in the presentations file. plus probably some other changes else where.
Theres this bug where sometimes i loose melee 1 v 1'sit's called being shit
ah, ok i wasn't sure if you needed to make a script to do all the counting and what not.Only presentation file.Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.ah, i would say its possible, but it would require a client side change in the presentations file. plus probably some other changes else where.
So it could be done in the patch then?no. We are making changes to the server side. that request is changing your client side file. and while we can fix stuff in the presentation file, you would have to take it and put it on your client to work.
There was one change i did do so far to the present file, and that is too make it show the map name, even on maps where you download or they were modified.(which is the current issue) I still need to test it. People could make use of this change, when we release the stuff by putting it on your client side stuff. but if you are using other mods, like kanades admin tool, then you would have to merge the 2 together. I don't think it would be worth giving up his tool, just so the map name in show game rules works.(which people ignore anyways, and just go straight to playing)Didnt know this wont be a real patch. The admintool will be updated later of course (especially the french light officer, which doesnt trigger the officeraimscript, through the fse bug).
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server :-[
we are planning on making it compatable with teh current client. if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in. that is something people can make for their own servers(or client for SP), if they want to have it.
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder. it requires changes else where in various other files including client side.
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky. as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it.
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in. that is something people can make for their own servers, if they want to have it, if it is possible.
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue. ill talk to vince if its fixable and if it would break clients compatibility.
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in. that is something people can make for their own servers, if they want to have it/if its possible.
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props
Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not. siege seems to be fine from the years i played on it, unless its a full server. i dont play CTF. and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s)
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props.
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince. as for armories. as a map maker myself, i would limit the amount of unnecessary props on the map. every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly. as a player, i don't want to spend 2 minutes downloading. i hate even a minute of downloading. i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort. i would rather have a smooth experience than an fps hit because the map looks pretty. there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)
Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all.
One last thing - player nations in NW?we are not planning on adding any new units, factions, etc,.
Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.
The 1812 mod also had some excellent texture additions for north American log forts etc.
Is it possible these can be included as choices in the main game?
There's a really annoying glitch with hitboxes when an enemy is stabbed/kicked there is a certain amount of time where you can't stab him because your stab will go straight through his hitbox and into the guy behind him, probably should do something about that if it is possible to fix it. nerf s key plox
https://www.youtube.com/watch?v=vKJcnlRasOs
Edit: Added the example
A couple more
Cannon ammo boxes always auto spawn to the left of the piece a certain distance away. For some placements this is not useful. Is there any way the position can be set by a variation number - left, right, behind ? Also, there are separate cannon ammo box props - but they does not supply ammo - could these be activated to supply the relevant ammo for the box?
Conditional AI mesh faces - some games I've worked on before that have AI meshing systems similar to M&B have a "conditional" mesh face where the face itself is linked by variance number to a prop object on the map. The linked conditional face only comes into operation (it is entirely ignored by route finding) if the prop it is linked to is destroyed - thus allowing breaches in defences that bots will ignore if prop intact - but use if prop destroyed. This is probably beyond the remit of your update, but thought i'd ask anyway, just in case.
A couple moreGood ideas, I've thought about the cannon box problems spawning.. but your idea won't work, cannons already have variation ID's that are in use, the first is the rotation limit, the second is the wall connection, meaning you can assign it to a wall so when a wall dies the cannon despawns too.
Cannon ammo boxes always auto spawn to the left of the piece a certain distance away. For some placements this is not useful. Is there any way the position can be set by a variation number - left, right, behind ? Also, there are separate cannon ammo box props - but they does not supply ammo - could these be activated to supply the relevant ammo for the box?
Conditional AI mesh faces - some games I've worked on before that have AI meshing systems similar to M&B have a "conditional" mesh face where the face itself is linked by variance number to a prop object on the map. The linked conditional face only comes into operation (it is entirely ignored by route finding) if the prop it is linked to is destroyed - thus allowing breaches in defences that bots will ignore if prop intact - but use if prop destroyed. This is probably beyond the remit of your update, but thought i'd ask anyway, just in case.
There's a really annoying glitch with hitboxes when an enemy is stabbed/kicked there is a certain amount of time where you can't stab him because your stab will go straight through his hitbox and into the guy behind him, probably should do something about that if it is possible to fix it. nerf s key plox13:23 - Daegoth_TW: yup seen it. fixing this might cause other things to change as well
https://www.youtube.com/watch?v=vKJcnlRasOs
Edit: Added the example
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server :-[
we are planning on making it compatable with teh current client. if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in. that is something people can make for their own servers(or client for SP), if they want to have it.
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder. it requires changes else where in various other files including client side.
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky. as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it.
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in. that is something people can make for their own servers, if they want to have it, if it is possible.
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue. ill talk to vince if its fixable and if it would break clients compatibility.
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in. that is something people can make for their own servers, if they want to have it/if its possible.
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props
Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not. siege seems to be fine from the years i played on it, unless its a full server. i dont play CTF. and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s)
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props.
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince. as for armories. as a map maker myself, i would limit the amount of unnecessary props on the map. every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly. as a player, i don't want to spend 2 minutes downloading. i hate even a minute of downloading. i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort. i would rather have a smooth experience than an fps hit because the map looks pretty. there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)
Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all.One last thing - player nations in NW?we are not planning on adding any new units, factions, etc,.
Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.
The 1812 mod also had some excellent texture additions for north American log forts etc.
Is it possible these can be included as choices in the main game?
well, i think i got them all.
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server :-[
we are planning on making it compatable with teh current client. if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in. that is something people can make for their own servers(or client for SP), if they want to have it.
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder. it requires changes else where in various other files including client side.
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in. that is something people can make for their own servers, if they want to have it.
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky. as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it.
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in. that is something people can make for their own servers, if they want to have it, if it is possible.
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue. ill talk to vince if its fixable and if it would break clients compatibility.
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in. that is something people can make for their own servers, if they want to have it/if its possible.
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props
Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not. siege seems to be fine from the years i played on it, unless its a full server. i dont play CTF. and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s)
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props.
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince. as for armories. as a map maker myself, i would limit the amount of unnecessary props on the map. every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly. as a player, i don't want to spend 2 minutes downloading. i hate even a minute of downloading. i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort. i would rather have a smooth experience than an fps hit because the map looks pretty. there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)
Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all.One last thing - player nations in NW?we are not planning on adding any new units, factions, etc,.
Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.
The 1812 mod also had some excellent texture additions for north American log forts etc.
Is it possible these can be included as choices in the main game?
well, i think i got them all.
i read this and facepalm
to think of all this indepth thought your having about a game thats FIVE YEARS OLD and nobody gives a monkey about anymore
please.. let it die...
Yep, five years old it may be, but we have a server that's frequently maxed out at its 85 cap limit - running an average session of between 30 to 60 people most of the time. Last week 673 separate GUID's played on it, and that's a quiet week. We have 28 admin all of whom participate and most of whom are long term. So for a game nobody gives a monkey about, its still pretty popular. Whilst it is, we will continue to provide a server for people to enjoy, irrespective of your entirely irrelevant opinion.Thank you for running your server, thank you for your continued support and i hope we can continue to make the game fun to play.
Yep, five years old it may be, but we have a server that's frequently maxed out at its 85 cap limit - running an average session of between 30 to 60 people most of the time. Last week 673 separate GUID's played on it, and that's a quiet week. We have 28 admin all of whom participate and most of whom are long term. So for a game nobody gives a monkey about, its still pretty popular. Whilst it is, we will continue to provide a server for people to enjoy, irrespective of your entirely irrelevant opinion.Thank you for running your server, thank you for your continued support and i hope we can continue to make the game fun to play.
With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB. He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it. On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB . obviously there are a lot variables to be tested. I am still tweaking it as we speak but from what i seen, it works. you can find more specifics in the test server thread.
The trees were updated as well, so the main branches should stop bullets among other things. The main tree trunk should be better overall as well.
i think that is the main stuff i wanted to cover for now. if anything else comes to mind, i'll just edit this or make a new post.
My goal is to make all these com battle changes to only effect com battles currently. With that said, i have been trying to mark every change in the patch, and when we release the notes and files, it should have a list saying what is what. so all one would need to do is copy what you like, and bring it over to another mode. or maybe just remove the checks that make it for com battle.With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB. He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it. On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB . obviously there are a lot variables to be tested. I am still tweaking it as we speak but from what i seen, it works. you can find more specifics in the test server thread.
The trees were updated as well, so the main branches should stop bullets among other things. The main tree trunk should be better overall as well.
i think that is the main stuff i wanted to cover for now. if anything else comes to mind, i'll just edit this or make a new post.
Sounds cool, will make commander battle servers much easier. Will this change also affect Bot Siege Servers?
My goal is to make all these com battle changes to only effect com battles currently. With that said, i have been trying to mark every change in the patch, and when we release the notes and files, it should have a list saying what is what. so all one would need to do is copy what you like, and bring it over to another mode. or maybe just remove the checks that make it for com battle.With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB. He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it. On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB . obviously there are a lot variables to be tested. I am still tweaking it as we speak but from what i seen, it works. you can find more specifics in the test server thread.
The trees were updated as well, so the main branches should stop bullets among other things. The main tree trunk should be better overall as well.
i think that is the main stuff i wanted to cover for now. if anything else comes to mind, i'll just edit this or make a new post.
Sounds cool, will make commander battle servers much easier. Will this change also affect Bot Siege Servers?
IDK how those bot servers work when it comes to spawning stuff so i cant tell you how easy it would be to bring it over.
Fix unblockableyes
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
Fix unblockableDone
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
VERY NICEFix unblockableDone
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
Done
reduced it a bit
impossible
no.
THe patch is going good guys, please keep giving us suggestions and bug reports, before it's too late, your last chance is now. if you need anything changed..
X wants health to regen so that when Voluble is in a 1v1 it'll last even longerxd i want sideblock fixed because it affects even autoblock when it shows correct block but does side SAD
plz dont touch the down attack
t. 5k hours of only using the down attack
Remove Chambers
ez
After I was now asked from several people again to the clientplans, here 3 points to the now planned client changes, that would be a global help and almost no work:the entire dev team is working/helping in one form or another, including checking each others work. ;)
1. Do not break any servermods, make both versions compatible, or many old servermods wont be playable anymore.
2. Add a bunch of buttons, that send a special variable to a server. Servers can use them then for so much more mods, but dont have to.
3. Add a client event, that alters the position of agent-attached scene props. There is so much you could do more then. At the moment all props get put to hip hight (for ctf), which limits the use.
And probably let someone more experienced than thunderstormer look over all of it, before publishing the patch. Also you might not want to add too much "bigger", unnecessary stuff, that is already around as mods and only of limited use.
After I was now asked from several people again to the clientplans, here 3 points to the now planned client changes, that would be a global help and almost no work:
1. Do not break any servermods, make both versions compatible, or many old servermods wont be playable anymore.
2. Add a bunch of buttons, that send a special variable to a server. Servers can use them then for so much more mods, but dont have to.
3. Add a client event, that alters the position of agent-attached scene props. There is so much you could do more then. At the moment all props get put to hip hight (for ctf), which limits the use.
And probably let someone more experienced than thunderstormer look over all of it, before publishing the patch. Also you might not want to add too much "bigger", unnecessary stuff, that is already around as mods and only of limited use.
Christmas present wish list : )About bots not hitting kneeling players i will ask Taleworlds about this, cause they handle the bot code in engine.
Fix bots being unable to melee hit kneeling players
Fix bots all spawning on a single entry point and ignoring all others on 2nd round of a game
Please give some way of disabling TNT per team, not globally
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.
What I am looking for are:
1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)
Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.
Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!
Thanks.
- Olaf
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.
What I am looking for are:
1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)
Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.
Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!
Thanks.
- Olaf
We are planning to have it released really really soon, for sure before Christmas.Christmas present wish list : )About bots not hitting kneeling players i will ask Taleworlds about this, cause they handle the bot code in engine.
Fix bots being unable to melee hit kneeling players
Fix bots all spawning on a single entry point and ignoring all others on 2nd round of a game
Please give some way of disabling TNT per team, not globally
The spawning on one entry point, Ill have to look into, bot spawning is a big mess of shitty old legacy code.. lets see what we can do, no promises.
The TNT thing I will make for sure, the explosive limiter prop (spr_mm_disable_explosives) will have variation id1 used for it, 0 = both teams no explosives, 1= only team 1, 2 = only team2. Hope that works for you. I assumed you meant making sappers unable to place them right?
We also added the ability to change fog color at will by the mapper, it has funny results you can make: https://i.imgur.com/8TrCrap.jpg (https://i.imgur.com/8TrCrap.jpg) :)
no longer just server side only patch.SpoilerHello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.
What I am looking for are:
1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)
Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.
Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!
Thanks.
- Olaf[close]
Could look at some of the mount and musket maps, even if they don't quite cut it, it would be easy to edit in more small towns to them
With the uniforms, graphics etc. isn't this patch supposed to be a server side patch? Or is there going to be a full game update now?
I really hope you give the modders who contribute some token of gratitude.They get a bit of the FSE weed fund
I really hope you give the modders who contribute some token of gratitude.A lot of guys by now contributed, maps, code, bug reports, and much more. It is hard to mention them all. But I think what will be nice for people that contributed a significant ammount to get BCOF for free on top of ofcourse being in the credits of Napoleonic Wars which I hope we will have everyone on it.
Could look at some of the mount and musket maps, even if they don't quite cut it, it would be easy to edit in more small towns to themThe mount and musket maps that are not in NW are not there because they didn't work anymore after we removed many native props and replaced all mount and musket props with other ones. and those did not fit on top of each-other 1 to 1. Do you know what specific map your missing, maybe someone can remake it?
With the uniforms, graphics etc. isn't this patch supposed to be a server side patch? Or is there going to be a full game update now?
For you server side modders its a good chance now to request from us to add new updates on the client sideBeen there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.
You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.For you server side modders its a good chance now to request from us to add new updates on the client sideBeen there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.
When will there be a final source code ready, so the serverfixing can be planned?
Exact date is not set, but really soon.
Just buttons that send an event.You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.For you server side modders its a good chance now to request from us to add new updates on the client sideBeen there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.
When will there be a final source code ready, so the serverfixing can be planned?
But by all means if you have specific request i can always look into it.
Exact date is not set, but really soon.
I see what you mean now. We are focusing on other things right now but you can submit code for review to us to enable what you want.Just buttons that send an event.You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.For you server side modders its a good chance now to request from us to add new updates on the client sideBeen there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.
When will there be a final source code ready, so the serverfixing can be planned?
But by all means if you have specific request i can always look into it.
Exact date is not set, but really soon.
This can be done easy, or sexy.
You press "o", or "k", and/or some other buttons, and send a variable to the server. Normal servers just ignore it, but any servermod can use it for anything, making a cry, an animation, using an item/prop, change some configurations, dance, interact with someone, making a poll, bets, whatever, there are no borders set. This could be done in a few minutes the "easy" way.
Most sexy would be, the servermod can "activate" the buttons with sending a variable on join. Even better would be, if he can set a few strings, so the client can check what those buttons do.
How far it is taken is the choice of the developer, but empty dynamic all useable and known buttons are of use for anyone, not just for one specific server, mod, or gamemode. And super easy to implement clientside, if everyone is downloading the client anyway. Also there would absolutly no disadvantage to the clients.
Would have not thought it has to be explained in the first place.
Hey Vincenzo, a couple of things that would make life more interesting on Vs Bots servers in general:what do you mean regarding class limits? you can set it to 0 and have it take effect. or are you referring to the issue where you can set lancers to 0, but someone can still go lancer.(but only one person) if that is what you are talking about, that was fixed. even got it to work in CB. im looking at my test server right now, and class limits are working in siege.
1 Player minimum to activate class limits is currently at a minimum of 1 - could this be changed to 0 ? (Or is class limits even active for Siege battles? - if not, it really should be)
2 Some maps, and not just bot servers, are difficult because Cavalry spawn wherever there is a spawn point - including in buildings with narrow doorways and low ceilings, on battlements etc.
No idea how possible this is - but - How about a variable for Entry Points?
So if an entry point is left without a variable = anything can spawn here.
Variable 1 = No Cavalry may spawn at this point.
Variable 2 = only artillery may spawn at this point.
Variable 3 = Only Sailors and marines may spawn at this point. (This way you could have players who choose those classes to spawn on ships etc)
Variable 4 = Only sappers may spawn at this point.
Variable 5 only Cavalry may spawn here.
And please, please, please make rocks props give cover from cannon fire and musketry. At the moment I have to build hidden walls and solid objects inside to achieve that, and if not, its so unfair to players that a solid object (which on some maps can be quite huge) doesn't prevent them being hit.
An option to disable artillery train might be useful if you don't want people to mess with the cannons, either in control panel or as a map prop.
An option to disable artillery train might be useful if you don't want people to mess with the cannons, either in control panel or as a map prop.
I 2nd this, people troll with the train on my server and block people