Author Topic: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out  (Read 25622 times)

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Offline No0B

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #15 on: November 29, 2020, 11:08:10 pm »
Power and Shot is still a better name

Offline Cameron.

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #16 on: November 30, 2020, 12:26:14 am »
I agree the name should change but good luck, hopefully you save bannerlord

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Offline The British Spy

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #17 on: November 30, 2020, 03:08:40 am »
Ready to help you with the Russian part of the mod.

Offline Knightmare

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #18 on: November 30, 2020, 05:09:28 am »
idk bro the British Royal Navy Nock Seven Barrel Flintlock Gun sounds really op

Offline General Shepherd

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #19 on: November 30, 2020, 10:24:08 am »
Power and Shot is still a better name

I agree the name should change but good luck, hopefully you save bannerlord

Power and Shot is a nice name, but it is better to choose the name Sword & Musket. It is better to have an easy and understandable name for people. This name will be permanent. If we make the name Power & Shot, this time others will suggest another name. It is very difficult to please people.

Offline Dokletian

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #20 on: November 30, 2020, 02:27:13 pm »
how will cav work?
Can I just say that I’m really impressed with the cav community, 10x more mature than the inf community and a lot less tolerant of the cancerous players

Offline Zahari

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #21 on: November 30, 2020, 02:45:29 pm »
how will cav work?
This is the real question. And once we are on it, pls fix this mess with heavy, medium and light cav. Give all of these classes their own advantages and disadvantages and make classes like medium dragoons a viable pick for 1v1
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Offline Fartknocker

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #22 on: November 30, 2020, 04:54:47 pm »
how will cav work?
This is the real question. And once we are on it, pls fix this mess with heavy, medium and light cav. Give all of these classes their own advantages and disadvantages and make classes like medium dragoons a viable pick for 1v1
Forget all that right now. Just try to make the melee as close to NW as possible. That will be enough to get everyone to play at first. Worry about everything else later.
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Offline General Shepherd

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #23 on: November 30, 2020, 05:45:17 pm »
After we are out of trouble with those Infantry, we will deal with the Cavalry. We will separate them as Light-Medium-Heavy and Mobile-Cavalry units.  I hope there will be some updates to the Mod Tools soon. We have priority test stages. Close combat is our easiest issue.

Offline No0B

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #24 on: November 30, 2020, 07:20:50 pm »
Seeing that alot of veterans are working on this mod, I'm not to worried about the much melee but how will you deal with the server files do you already have access or waiting like everyone else ? We might be waiting till months into next year for server files at the earliest and may be waiting maybe till 2022.  Did you find any work around like the self hosted Bannerlord servers on the beta testing ?

Offline John Price

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #25 on: November 30, 2020, 07:49:29 pm »
Guys I don't mean to rain on your parade as asking questions is of course what we want you to do. However large design questions should really go to our Google form for the Q&A: https://forms.gle/qB1J8pioipL24dm4A

Main reason being is don't forget the modding tools are still not quite fully released a lot of stuff on the coding side for example is still only in theory rather than what we consider to be practical at this time.

We will answer some questions here but only if they are of course within reason :)

Regarding infantry melee, what I thought would be best is to get a barebones system in place, then essentially have some sessions with community members on FSE and ask them to test that starting system and review it then move ahead with feedback. These sessions might be something like this:

1 Hour;
5 Minute Introduction
10 Minutes of duels
45 Minutes of 2 pickup games

These might be around 20 or so people to start with then increase with size.

EDIT: As Lucon said we will have priority test stages but until the full mod tools are released there isn't much point in us discussing them until we are actually ready to work on it.
« Last Edit: November 30, 2020, 07:52:53 pm by John Price »
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Offline [Stryker]

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #26 on: November 30, 2020, 08:23:34 pm »
ETA on Private Servers?

Offline No0B

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #27 on: November 30, 2020, 08:32:57 pm »
ETA on Private Servers?
The devs originally said near when the game is near full release

Offline Ted

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #28 on: December 01, 2020, 11:13:00 am »
ETA on Private Servers?
The devs originally said near when the game is near full release

So in about winter 2030/2031.

Any plan on creating Battlemode yourself if TW doesn't manage to?

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Sword and Powder might work as well
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« Last Edit: December 01, 2020, 11:17:26 am by Ted »
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Offline Futui_tuto

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Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
« Reply #29 on: December 01, 2020, 11:04:32 pm »
About servers, balance and same technical questions - We're gonna take this step by step at a time.

We have a lot of absolutely unique global ideas, including some rebalance ideas (for public casual gameplay, separate with pro one, which increases the interest and involvement of simple players on public servers, or on huge events). But due to an incomprehensible situation with modding tools and release dates, we cannot give specific examples. The only thing I can say with confidence - there will be interesting changes to the mechanics of sieges (comparing with NW).

Now it's better to do what modding tools allow - models, textures, game locations, sounds and noises, this is a huge layer of work. If we start doing the technical part now, it will take several times longer than using modding tools and in the future it will make it difficult to improve and patch the project.
« Last Edit: December 01, 2020, 11:19:15 pm by Futui_tuto »