Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - usnavy30

Pages: 1 2 3 ... 122
1
General Discussion / Re: What IS killing the game?
« on: March 15, 2023, 01:05:03 am »
What is killing the game, you ask? Time. And other similar games nowadays.

2
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« on: March 15, 2023, 12:57:42 am »
im thinking about hosting a mod event. Would this make a good candidate?
it's a good mod
Two years necro bump but it is. Worth a try for overhauling your entire default NW experience. Worked really well with commander battles. And I am around if anyone should require troubleshooting for this ol' mod. Nice pfp btw. I'm not sure if Parrot is around but we former modders are still alive haha.

For a second there I thought I was on the enhancement mod thread. Fix'd.

3
War of 1812 / Re: [NW][M] War of 1812: [Downloads]
« on: March 15, 2023, 12:43:07 am »
Ah - thanks, the Mod folder shouldn't be too hard to find.

I have downloaded the War of 1812.exe file from the first post.  When I run it, it tells me to buy the Napleonic War Module (which I have).

I have been able to connect to a regular Napoleonic server. When I re-run the setup I get the same error.

I have tried a couple of ways of extracting the files from the .exe (assuming it's a self-extracting archive). I've had no luck so far. Usually 7-Zip handles that OK, but not in this case.

Are the mod files available in a non-exe file somewhere? Or do you have any tips on extracting them?

Thanks in advance,

J

The mod downloads were actually set up by another member of the mod team. His name on this forum is usnavy30. I forgot that he had set up the download as an exe file. Send him a PM and see if he can't provide you with another link to a download without the exe file in it for non-steam users.
Hello Blitz, long time no see. I am around and as usual will sort this out upon checking the forum.
If anyone has the unpacked files for me to try installing manually, please let me know.

Many Thanks!

J.
I will take a look. In the meantime, just download the mod from Steam Workshop if you can, it will manually download the files to the Modules directory.
Bump.
Bump acknowledged.

4
Modifications / Re: Have a question about Modding? Ask Here!
« on: February 03, 2021, 06:30:55 pm »
How to add a new multiplayer mode, like invasion into NW?
This requires scripting: custom scripts written of code to add functionality for a new game mode. A lot of work involved, I would imagine. It is not a simple endeavor. One would have to learn how to code first, and then seek to learn scripting or finding a scripter.

Hi, I recently followed Naveys guide on implementing fixing and unfixing bayonets. https://www.fsegames.eu/forum/index.php?topic=17793.msg733177#msg733177
I got it to work and now I'm wondering how to implement dropping or removing the little butter-swords that are meant to attach as bayonets when a bayonet is attached.
I'm only learning so an explanation would be nice if possible, Thanks
Well I'm glad to check the forum again on this occasion. Hello, I created that tutorial thread. The way it works, if I recall, we created multiple lines of code in module_items.py file of the Module System where we had separate models and item codes for fixed bayoneted muskets and muskets without bayonets (including the ranged and melee versions, as the tutorial shows). The bayonets were visual, in the sense they were not their own item code for the feature. If you are referring to the butter-swords that some infantry classes carry, those are separate items for melee weapons in the module_items file. You would need a custom script to auto-drop a bayonet when a certain action is triggered (such as switching weapons). I am not sure if there is a similar script to use as a base for this idea. It's been a long time. Hope this helps.

Edit: I did not see at first that this post was from July of last year.

5
Just finished making a updated version. Some of the orginal features of the mod I haven't been able to move over but a majority of it lives.
Download:
https://drive.google.com/open?id=1kLNxu0C8NTl1MfEYLv8ikF93MOn1K7bt
I'm glad to see Parrot's NW Epic Enhancement mod live on in 2021. Thank you for making an updated version and sharing it here.

6
Forum & Website / Re: Forum Security Breach
« on: February 03, 2021, 06:15:23 pm »
Saw the email in my Spam folder of all places. Thanks for the heads-up.

7
The Mess Hall / Re: What's behind your Ctrl + V?
« on: June 04, 2018, 08:09:23 am »

8
Iron Europe / Re: [Official Announcement] New Development Team
« on: April 24, 2018, 11:59:53 pm »
Lookin' forward to it.

9
Modifications / Re: Have a question about Modding? Ask Here!
« on: March 19, 2018, 12:00:48 pm »
Eventually, I've found a solution for my problem - I've just put old Russian infantry to new unit section  (made by Gokiller's tutorial), but without changing module_presentations.py and added my new troops to the Infantry section in module_scripts.py.
Hello Ivkolya, you may want to try fac_neutral for any non-specialized unit you want to remove. Hope this helps :)

10
Community / Re: Pride's Mod Revival Squad
« on: February 09, 2018, 08:11:44 pm »
I'd like to play Bello Civilli again or Festung Breslau.
Bello Civili was fun as a Roman civil war could get, which is to say, a lot. Forming testudo formation and musicians at your back blaring their horns in antiquity. Edit: There was a new version planned by Hinkel, but not sure if that is still ongoing in development for a new faction. As I'm pretty sure the newest version still besides light settings and new map boundaries, was the version where Ptolemaic Egypt was introduced. Moddb link seems the same if it was updated with those two differences or more: http://www.moddb.com/mods/bello-civili-the-roman-civil-war/downloads/bello-civili-full-client

Festung Breslau had a slightly unofficial update by TheDoctor but I have no idea how that went.

Since NW itself got updated, all these mods should still work, to some degree, before seeing script errors with the oldest ones.

Anyways, is the Steam group from 2013 still the one used? I'd join it.

11
Community / Re: Pride's Mod Revival Squad
« on: February 09, 2018, 07:45:14 pm »
What mods next!?
Someone said mods? I spent a lot of time learning about mods and helping with them.

The mountandblade subreddit had a mod night for War of 1812 last year. It was quite a bunch of fun for one night to play it again. The sub board is still up for the mod, it is just not played very much nowadays. But mods in general could use a revival now and then to look back on the mods the community made here and there and back again. March of Rome was another mod that the subreddit had a mod night for. It's nice those old mods are not forgotten, I just grin with nostalgia when one of the old mods is revived for some time to enjoy again.

With that said, best of luck to the Mod Revival Squad. I may be interested to check it out sometime if there's a Steam group or something for when the revival events go down. Edit: I now see there's a TS used and a time given, any current Steam group/Discord link would be great.

I'm checking the list now of mods on the old OP. I recognize all of them, from all my days back when lurking and checking out many mods to try. The old Invasion mods were good times, I'm a bit surprised Extra Invasion is on there and other old Native mods, like the original Full Invasion (which is not 2, that's still kicking, but worth checking out as well).

Iron Europe or Blood & Iron 3.0: Age of Imperialism could certainly use some love too. I haven't played a lot of multiplayer Native-based mods recently. There's certainly some out there that are not played and underrated for their enjoyment factor or underappreciated, like Bear Force II for a Star Wars themed MP mod.

I sure got around a bit back then, just started posting on FSE again.

12
Forum & Website / Re: My resignation
« on: February 09, 2018, 06:28:11 pm »
It takes a lot of time out of a day to moderate a sub-board, let alone an entire forum. I did not see this coming but I wish you the best moving forward, Duuring. You were an active head moderator and one of the moderators who actually checked on the forum's community on a regular basis. We will see ya around still. Life goes on and it requires change, your service and impact as head moderator here will not be forgotten. 

13
Community / Re: First NW History Podcast... The history of 6teSLR Irish
« on: February 09, 2018, 08:20:21 am »
I'll give this a listen soon. Sounds interesting of a concept for a podcast and I usually don't listen to podcasts often in a week.

Edit: after listening my only feedback thus far would be to mute Teamspeak :D

Regarding Episode 3:
I didn't make the War of 1812 mini-mod or standalone mod, myself, I was the one to volunteer my time and efforts to refine the mini-mod with bug reporting and helping to develop the standalone one. Ah, some good memories, there.

14
Why don't the pictures work? It says I need to enable third party hosting.
The pictures' hosting expired on that website and account type. It happens to many pictures overtime that are posted somewhere.

15
Mapping / Re: Help with maps for new NW Patch.
« on: December 05, 2017, 09:50:17 pm »
I'm not a scener, but perhaps Blitz_craig's historical maps have what you're looking for in a handful of maps. Large maps, historical-based and detailed. If they have any version issues, I haven't noticed last time I played on servers that used these maps, primarily servers that ran siege mode.

Pages: 1 2 3 ... 122