how about the sideblock fixing, were the hitboxes the only change in order to 'reduce pokes', did u nullify unblockable cheat and what about the rumoured other anticheat measures?Sideblock is fixed. and you have to test our edits on pokes. the unblockable is fixed too.
ty very much, will definitely test it outhow about the sideblock fixing, were the hitboxes the only change in order to 'reduce pokes', did u nullify unblockable cheat and what about the rumoured other anticheat measures?Sideblock is fixed. and you have to test our edits on pokes. the unblockable is fixed too.
I'm sure we forgot to mention many things in the change log, we did so much.
To update our servers, just replace the existing files with the new ones?yes.
finally
Some very interesting and useful updates included BUT, I must say, a major disappointment about the new faction. We now have three germanic factions in NW, I feel Rheinbund doesn't really add anything to the game, compared to how much more refreshing could such addition be, had it been something REALLY new, whether Spain, Duchy of Warsaw or Italian States.Well at least you can look like a rainbow on the battlefield with Rheinbund.
Some very interesting and useful updates included BUT, I must say, a major disappointment about the new faction. We now have three germanic factions in NW, I feel Rheinbund doesn't really add anything to the game, compared to how much more refreshing could such addition be, had it been something REALLY new, whether Spain, Duchy of Warsaw or Italian States.Well at least you can look like a rainbow on the battlefield with Rheinbund.
Great, you just added a third German faction instead of adding something different like Ottoman Empire.this is napoleonic wars
where are vivandieres then ?!Great, you just added a third German faction instead of adding something different like Ottoman Empire.this is napoleonic wars
Well, this isn't minecraft, so no more plank-spamming sounds pretty good to me.
Can you update the links of the warband installers? They are not working.We have updated the links with what Taleworlds gave us, but so far it seems like they have not yet uploaded their version. I am sorry. You will have to wait until they uploaded it.
Was melee made quicker by chance? I felt as if my duels were far more fast paced then they had been before the patch.I agree with that, does feel quicker.
Hello Olafson!
- Why would you put a 2 second delay for sappers? u are killing the fun of spamming planks and making towers for people, could there be an option to put it to like 1 ms?you can edit it out if you dont like it in the scripts.
- The collisions from the Large cheveaux de frise made it so u can't even make a tower because when u place them they are placed infront of u.
The rest of the stuff are great, apart from the medic wich i think seems overpowered for now.
PS: please fix the sappers u are taking a big fun out of the game with this update when it comes to sappers
It says plank cost was greatly reduced, but when I tested in game on a hosted server they cost 2 points instead of 1? Not sure if I missed something.Yea, that is a mistake. the triangle anti cav thing are cheaper, planks cost 2 instead of one. the planks that sappers use to use(old patch) are still in the game. mappers can use them still. they have more hit points if memory serves.
Why was the damage of pistols nerfed? they where always garbage in the first place.
- Why would you put a 2 second delay for sappers? u are killing the fun of spamming planks and making towers for people, could there be an option to put it to like 1 ms?you can edit it out if you dont like it in the scripts.
- The collisions from the Large cheveaux de frise made it so u can't even make a tower because when u place them they are placed infront of u.
The rest of the stuff are great, apart from the medic wich i think seems overpowered for now.
PS: please fix the sappers u are taking a big fun out of the game with this update when it comes to sappers
i found pistols to be the opposite in the old patch. anything within 20 meters could be one shot fairly consistently if you hit. Cav or their horses were one shot more often than not. Add on to that being able to move and reload, and it was a little ridiculous. You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill) and don't forget the other weapons that make an officer pretty strong.Why was the damage of pistols nerfed? they where always garbage in the first place.
+1
Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
Melee should feel smoother yes.
About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
i found pistols to be the opposite in the old patch. anything within 20 meters could be one shot fairly consistently if you hit. Cav or their horses were one shot more often than not. Add on to that being able to move and reload, and it was a little ridiculous. You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill) and don't forget the other weapons that make an officer pretty strong.Why was the damage of pistols nerfed? they where always garbage in the first place.
+1
Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
anyways, feel free to change the damage/accuracy in the items file to where you think it should be.
That is fine. It's subjective. Which is why it is nice each server can balance the game the way they want.i found pistols to be the opposite in the old patch. anything within 20 meters could be one shot fairly consistently if you hit. Cav or their horses were one shot more often than not. Add on to that being able to move and reload, and it was a little ridiculous. You could just kite and get another shot or 2 off while being able to 1 shot them.(i am not talking about headshots which should 1 hit kill) and don't forget the other weapons that make an officer pretty strong.Why was the damage of pistols nerfed? they where always garbage in the first place.
+1
Pistols are fun feature in the game, but went largely out of use because they just aren't very effective. What's the point of nerfing a weapon that most players deem too weak to even use it when it's available? Its damage/accuracy should be increased, if anything.
anyways, feel free to change the damage/accuracy in the items file to where you think it should be.
Im sorry but I must disagree with that. Me and 90% of people would disagree with that statement. 'nuff said, its too inaccurate. I cannot hit a large target one foot away sometimes.
I agree, you should probably spoiler those images though.
Initial thoughts regarding the sapper changes:i cant really comment on the first stuff.
The new unconstructed props for the large chevaux and sandbags provide no context with regards to their width. This makes it harder to layout a fort (useful when working w/ other sappers) and increases the difficulty for newer players. Note that the new unconstructed fence prop DOES provide an indicator of its width.When building a second layer of sandbags, the small visual prop of the sandbag does not indicate to me whether I am "overshooting" the distance or not. Under enemy fire and pressure, this frustration will be exasperated.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/934928498610264758/C8194FD152BE536F581B645CC78041800761AF69/)[close]I request that the unconstructed props for large chevaux and sandbags be updated to indicate the width of the constructed prop.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/934928498610265469/2E13C258C3D63D4603B7364F0839E096A37662CF/)[close]
The hitbox to construct the fence, large chevaux and sandbag are now significantly reduced to the centre area. When under enemy fire, I will dance around while building to avoid fire. Limiting the hitbox area makes my behavior while building more predictable -> harder to sap and build defences for my team.
I request that the hitbox area for building to be restored to its pre-patch state.
The 2 second delay between placing props is obviously to prevent spamming. However, the implementation is not ideal. It returns the message "You cannot place this prop here". This message while factually correct, does not indicate to me whether I really can't place the prop here, or if it is just the time restriction.I would go as far to say that the modification to sapper props and planks in particular fixes the problem of sapper spam, and that the 2 second delay is too much of a handicap. I work my butt off to shave off every half-second I can when building to be as BP efficient, fast, and effective as possible. I see this 2 second delay hurting sappers more than spammers themselves.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/934928498610265088/5FFEAC557F2C5E878CA3D9EFFF21A652B6D0631F/)[close]
I request that the 2 second delay be removed, OR
at the very least, for the failure message for the delay to be changed to "X seconds before you can place a prop" and for that message to be displayed in an orange colour to distinguish itself from the other error message.
so i just found out that you can be KNOCKED OFF your horse. this is >:( ABSURD >:(it can be turned off in the admin panel.
i have no idea why such a change would happen in the first place. no need to ruin what has stayed the same since i bought the game in TWO-THOUSAND and TWELVE. pointless nerf that just makes cavalry less fun and ruins cavalry groupfighting. completely uncalled for.
If it's a random chance of getting knocked off your horse then it ruins cavalry, but if there's a way to avoid it, we can see about preventing it. Main question from me is, how do you get knocked off your horse?take a certain amount of damage and there is a chance you can get knocked off. i don't recall off hand what the exact damage is needed for it to possibly trigger.
I heard it was 15% chance to get knocked off if your person takes 20 points of damage or more. I do not understand why this was changed or added back in. I think it gives too much variability to cav. Say for example it was me as a hussar vs another good hussar and we wanted to fight and see who is better. This does a lot when it comes to skill vs skill. Especially if it's not just a friendly match, but a serious competition like much of EU has. That 15% of randomness can make or break it for teams or players in tournaments or leagues. I think it takes away more fun than it adds.it can be turned off in the admin panel.
Then NA_Cav_GF is going to need to have that permanently disabled thenthat is fine, talk to the person running the server.
I understand you changed Manoeuvrability for Medium and Heavy horses, however has the lancer horse been changed in any way? Just doesn't feel the same to me.to my knowledge we didn't touch those lancer horses.
What gave rise to the idea that if a cavalryman was injured he had a chance to get knocked off of his horse? In terms of game mechanics I think it is downright silly. Cavalry are already a melee only unit in a game largely consisting of large lines of rifles. Even on NA1, it is cancerous bullshit. Why mess with cavalry mechanics that have been the same since 2012? Was cavalry overpowered or something? I always got he impression that cavalry was on par with infantry pending skill.it was a mechanic that was in the game for many many years. it just never worked. It was fixed. if you think it should of never been made in the first place, then that isn't a discussion i can have.(im not going to get into that anyways) I wasn't around when they decided to make it. However, i can say that leaving it and other stuff in the admin panel that never worked didn't make sense either. Seeing as you can turn it off in the admin panel, its fine. Server owners can decide what they want to have it at.(like 0)
6 years ago? Not sure where you are on about matey!
Melee should feel smoother yes.Was able to recreate on Rheinbund, Prussia and Russia, only happened on average 2/5 times trying on each faction. Me and 2 of my NCO's were able to recreate it.
About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
Oeh, it has been that long. Time flies by. :'(6 years ago? Not sure where you are on about matey!
they announced BCOF in late 2012
so it is 6 years, bae
i dont liek the meleeSame, melee feels heavy now for some reason.
I personally think it's way smoother and besides that, I hardly recognize any change
Dnno why u got the problems but it's not the failure of the patch I think :c
Found a problem.Same here
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
I agree with Tiberias that melee now feels heavy.
Great, you just added a third German faction instead of adding something different like Ottoman Empire.this is napoleonic wars
Ottoman Empire defeated Napoleon in Egypt.
https://en.wikipedia.org/wiki/French_campaign_in_Egypt_and_Syria
I agree with Tiberias that melee now feels heavy.
Hmmm i haven't had that issue so far while trying to recreate it with cannons on pruss, Ru, Fr, or RB. Was it one or both kinds of arty? Was the server laggy?Melee should feel smoother yes.Was able to recreate on Rheinbund, Prussia and Russia, only happened on average 2/5 times trying on each faction. Me and 2 of my NCO's were able to recreate it.
About the arty pick up issue.. please test more in more ways and we will look into it if you can reliablity recreate it.
UK and FRA seemed to be fine. Although it may be a thing.
I actually did mention that to Caskie when he said he got the problem, he was the first one, then another, then I managed to get it. Can confirm that holding it for a few seconds didn't work. Remember this is just when you pick up the shots for a normal Cannon, didn't test the howitzer.Hmmm i'll talk to vince about it and see what he says. problem is i can't really simulate a laggy server on my end to try and recreate what people would experience on a live server. ill see if i can find some busy CB servers.
Also I still have to hold it for 2-3 seconds to perform the arty processes. I put it down to a laggy server though.
We tried it on 2 servers.
Just out of curiosity, will these issues be patched or this is the end of the road (again)?as vince said in this thread, we are doing a hotfix.
Thank you for letting the knockback on cav be disabled by server. However, i would also recommend removing it on an official server like NA1 as well. My reasoning is because it is too RNG based. Which means, random number generator. Its an acronym given to things in games that replace skill with a certain degree of randomness. Before, if a full health cav player met another full health cav player in battle on NA1, it was something really spectacular and fun to look forward to. I always enjoyed finding either you Thunder or Xethos or other PLG in battle and having a nice fair fight and we see who comes out on top. But with a degree of randomness introduced, it is not all entirely skill based. Because we cannot account and play around something that relies on chance. Devs, take what you will from what i say, but, i hope you understand what my point is here.i disabled it when i got on NW earlier today for the official NA servers.
Is it possible to disable bots being able to cap the flag in siege mode?I believe the game looks for all human agents near the flag, not just players. you might be able to change it to only human players?
Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another? Ice.
I believe this is a minor bug in the troop selection screen:something weird is happening to the class limits and the unit selection screen. it is on the list of things to look at.
When a unit is limited to a certain % of players, like cavalry on NA1, the unit button is grayed out when no more players can choose that unit.
Previously, when more players joined a team and allowed for more cavalry units to be played, the unit button would update to being selectable. After the patch, the unit button only updates after switching to a different tab like Infantry or Specialists and going back to cavalry.
This is minor but it would be nice if it could changed to how it was before.
Its either fix it to closer to what it was and fix the stupid poking situation.
Or
Every server uses Faster instead.
Faster = Old Medium
Current Medium = Old Slower
and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.
There seems to be some bug with the deaths on the scoreboard (Slashs deaths in this case) :PYeah thats just a bug with the patch and the score mode.Spoiler(https://i.gyazo.com/ec8f83bb686fd85df3f8bf08a24e046b.png)[close]
so when do we fix this melee
so when do we fix this melee
with this new update holdfast melee > nw melee congrats to update team
Glances are the only problem imo I get like 5-8 in one duel but everything else is okay.so when do we fix this melee
with this new update holdfast melee > nw melee congrats to update team
jeez you guys are pathetic
Glances are the only problem imo I get like 5-8 in one duel but everything else is okay.so when do we fix this melee
with this new update holdfast melee > nw melee congrats to update team
jeez you guys are pathetic
Its either fix it to closer to what it was and fix the stupid poking situation.
Or
Every server uses Faster instead.
Faster = Old Medium
Current Medium = Old Slower
and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.
I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.
I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.
Its either fix it to closer to what it was and fix the stupid poking situation.
Or
Every server uses Faster instead.
Faster = Old Medium
Current Medium = Old Slower
and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.
I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.
I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.
Na gf is on fastest, it does not help the amount of poles or glances that we get now
Is it possible to disable bots being able to cap the flag in siege mode?I believe the game looks for all human agents near the flag, not just players. you might be able to change it to only human players?
Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another? Ice.
i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix.
wtf is ur problem just cuz u got worse with this patch?
im totally fine with this melee so dont be too dramatic and say its holdfast melee wtf just get used to it
ofc it feels faster but u played on like 1fps before in comparism to the "new" performance
wtf is ur problem just cuz u got worse with this patch?
im totally fine with this melee so dont be too dramatic and say its holdfast melee wtf just get used to it
ofc it feels faster but u played on like 1fps before in comparism to the "new" performance
Who are you talking to?
Ottoman Empire defeated Napoleon in Egypt.
https://en.wikipedia.org/wiki/French_campaign_in_Egypt_and_Syria
Considering that most random generated maps are deserts... That might've made sense. xD
smh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.
What do you not get about this being theLAST NW UPDATEsmh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.
I'm talking about further updates, NOT THIS ONE
What do you not get about this being theLAST NW UPDATEsmh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.
I'm talking about further updates, NOT THIS ONE
What do you not get about this being theLAST NW UPDATEsmh Rheinbund is the faction that was implemented into the game and if you don't like it too bad. They aren't changing, removing, or adding another faction. The only thing that's left for the LAST NW UPDATE is a simple bugfix.
I'm talking about further updates, NOT THIS ONE
Ah you meant FINAL NW UPDATE - wanker
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.
The game is about the Napoleonic wars. The Americans nor the Ottomans were in that conflict.
as for the time delay between planting stuff. that will stay. the time between planting stuff can be possibly adjusted. anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.Why would I want to place-place instead of place-build?
ah. I didn't change that code personally. I would say it's possible. Just do what I said above. Have it only search for players and not count each bot near by. Or go look at the code from the old.patch and try to bring it over if it was like that before. I'm not at my comp right now so I can't look at the code. i never really played on the various bot siege servers.Is it possible to disable bots being able to cap the flag in siege mode?I believe the game looks for all human agents near the flag, not just players. you might be able to change it to only human players?
Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another? Ice.
i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix.
I think you might have misunderstood? Bots could not cap the flag before the update - they can now - this is something that was done in the update and seriously skews the gameplay on vs bots siege server such as ours - what I'm asking is - can it be disabled (what you have done) or changed back? and how?
Time Restriction:i cant speak on the changes of the actual props themselves, as i wasn't the one that changed them.as for the time delay between planting stuff. that will stay. the time between planting stuff can be possibly adjusted. anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.Why would I want to place-place instead of place-build?
I am trying to build a second layer of sandbags. It is lopsided/misplaced. I move slightly to try again (all happening in less than 1 second). Likewise if a chevaux, fence, etc is not placed well and I do not have the time to destroy that misplaced prop. The team and I are under fire, we need that cover ASAP.
The time restriction b/w placing props we can agree to disagree on. But in terms of balancing/play-testing it, I believe it would take a disproportionate amt of dev time to get right. It should left to the servers to set as an option on their menu. That option should be granular to 2 decimal points (ex: 2.52s) because its such a short time-frame.
I would like context in the form of a countdown timer visible to sapper on the time-delay. It will at least let sappers time when to expose ourselves to fire and place a prop. If Build(fail), wait(dodge bullets), Build is here to stay, we need a heads up.
For the error message, there are 3 cases I'd like to see covered: BLUE - Time delay, RED - Unable to place prop, BLUE - Time delay AND BLUE - Unable to place prop
Different colours are appreciated, so an instanteous glance will let us know. We don't have the luxury of slowly reading (every second counts). Colours I chose were arbitrary, but just to indicate how they should be colour-coded.
I really appreciate all that your team has done in supporting an "old" game, and that you have to balance.
I don't want to ask for hotfix #2 because the props haven't been properly fixed. To sum up: let the servers balance time restriction, add ingame indicators for that restriction, keep the plank fixes, and restore the pre-patch props.
the war of 1812 USA, with native American allies would really please the USA audience, and i'd also cast another vote for the Ottomans - something different, yet in period and very colourful.
The game is about the Napoleonic wars. The Americans nor the Ottomans were in that conflict.
Splitting hairs
https://www.fsegames.eu/forum/index.php?topic=4567.0
Found a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Found a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
I mean, do I need to? :DFound a problem.Same here
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
for the bolded part - Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong. yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time) Which is why the more info the better. server settings, pop, # of admins, game mode, anything of note going on, etc,. anything that may be of help. The less time i have to spend hunting for how to do a bug and the more time fixing it the better. that is why we ask for ways to replicate it.I mean, do I need to? :DFound a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)[close]
That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
Time Restriction:as for the time delay between planting stuff. that will stay. the time between planting stuff can be possibly adjusted. anyways, i will point out, outside of planks, you can plant then build, which takes longer than the time to wait for you to be able to plant another con prop.Why would I want to place-place instead of place-build?
I am trying to build a second layer of sandbags. It is lopsided/misplaced. I move slightly to try again (all happening in less than 1 second). Likewise if a chevaux, fence, etc is not placed well and I do not have the time to destroy that misplaced prop. The team and I are under fire, we need that cover ASAP.
The time restriction b/w placing props we can agree to disagree on. But in terms of balancing/play-testing it, I believe it would take a disproportionate amt of dev time to get right. It should left to the servers to set as an option on their menu. That option should be granular to 2 decimal points (ex: 2.52s) because its such a short time-frame.
I would like context in the form of a countdown timer visible to sapper on the time-delay. It will at least let sappers time when to expose ourselves to fire and place a prop. If Build(fail), wait(dodge bullets), Build is here to stay, we need a heads up.
For the error message, there are 3 cases I'd like to see covered: BLUE - Time delay, RED - Unable to place prop, BLUE - Time delay AND RED - Unable to place prop
Different colours are appreciated, so an instanteous glance will let us know. We don't have the luxury of slowly reading (every second counts). Colours I chose were arbitrary, but just to indicate how they should be colour-coded.
Sapper Props:
The new sapper props cause bigger problems than the ones they fix.
The small build hitbox impedes teamwork; making it harder for 2+ sappers to build the same object. Under enemy fire, you can realistically only build from one side, halving the "space" you can stand in to build.
One could argue the smaller hitbox means it's harder to destroy, but that's also a hindrance. Sappers make mistakes, and if we can, we will destroy/harvest BP from misplaced props. The small hitbox makes it difficult to hit, more likely resulting in damaging the preexisting defences. The same goes for large chevaux, to stack 2-3 at a gate (standard siege practice).
I had mentioned previously that the small hitbox forces sappers into a certain area, which is great for the opposing team. The point about the lack of visual context regarding the constructed prop's width and whether I have placed it properly still remain. The new props blend in too well to the point that distinguishing where it is placed and to build is difficult.The new constructed sandbag prop is too tall. 2 stacked sandbags (standard fort construction) restricts line of sight. It is also uneven at the top, stacking on the two taller parts results in an even taller sandbag wall and a hole.SpoilerHard to reach if team is huddled behind for cover, let alone work with another sapper to rush-build.
Hard to distinguish the second prop is, harder to fix mistakes and easier to accidentally hit sandbag
(https://steamuserimages-a.akamaihd.net/ugc/934928498614517970/B3591DC153C3D64756F12DB2D70DAD14E42FEF5F/)[close]SpoilerLine of Sight blocked (when built "properly")
(https://steamuserimages-a.akamaihd.net/ugc/934928498614514707/4152C4E7734F267CCB78F6A9458803C7DB7F4189/)
(https://steamuserimages-a.akamaihd.net/ugc/934928498614515060/6C56AE7D4541269C17A3E26EB2CB2D2BEBB317AB/)[close]Therefore, it is difficult to layer sandbags. Unless placed just right, it is usually too tall, slanted badly, or has a hole in it. In battle, the team is huddled behind the sandbags, and most likely blocking that intended build spot in the centre. I'd go as far to say sandbags are as finicky to place as planks are.SpoilerHole in sandbags, even taller and no Line of Sight
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516267/D0EFB26DE5643FF39090DBF954C947CD6B4408B7/)[close]At the present state, the new sapper props are user-hostile (however unintentional it may be). These seem like nitpicks, but small issues (these new props especially) build up into big issues for what is the bread and butter of sapping. I feel like I don't have control, and that I'm fighting the game every step of the way.SpoilerHard to place, not useful in a fort
(https://steamuserimages-a.akamaihd.net/ugc/934928498614516713/8B4BF714F22F773A4D14B8C7311651EE37ABAF73/)[close]
I've been trying to think of how to fix these new props, but restoring the hitbox also means having a consistent visible model and physical presence. The current props are unfixable without significant dev time and iteration through user playtesting. If the time restriction and plank changes stay to prevent sapper spam, restore the pre-patch props.
I really appreciate all that your team has done in supporting an "old" game, and that you have to balance.
I don't want to ask for hotfix #2 because the props haven't been properly fixed. To sum up: let the servers balance time restriction, add ingame indicators for that restriction, keep the plank fixes, and restore the pre-patch props.
We did not change anything but for the lenght of some weapons and the stats of some cavalry dudes.
Whatever you are noticing is either not there and you just imagine it, or it is something caused by Taleworlds latest .exe
Arty guards appear to have 30 polearms and 2 Ironflesh, as opposed to 130 polearms and the ironflesh of a standard ranker.they should have the same stats as regular arty rankerz. It is the price they pay for spawning with a gun while still being able to use artillery. Giving them line inf stats while being able to use the arty would be too strong.
Arty guards appear to have 30 polearms and 2 Ironflesh, as opposed to 130 polearms and the ironflesh of a standard ranker.they should have the same stats as regular arty rankerz. It is the price they pay for spawning with a gun while still being able to use artillery. Giving them line inf stats while being able to use the arty would be too strong.
as for the other stuff. it will take far more time to add in some sort of option for the servers to change regarding how long you have to wait before you can build than tweaking the time. tbh i am not really seeing the need to add that option either. The time was lowered to 1 second. From what i seen, you can plant props fairly quickly with it. I added a 2nd error message for when you are trying to plant too quickly. These are from yesterday. There isn't much of a point in writing you have to wait .2 seconds to plant a prop. by the time you look and read the message, you could plant another prop.)
i am not really seeing a need to color code it either. Even if you don't read the entire message, one is distinctly longer than the other. So just out of the corner of your eye you will know which message it is.)
If you have a problem with a 2 seconds timer then you were probably spamming build stuff. I don't see how this can be a problem in any way. Moreover, considering that most servers have a very low amount of buildpoints, you must have been stealing quite a lot of buildpoints.
Having fixed the spamming and glitching issues, server owners can now safely increase the number of buildpoints.
The reason for the small hitbox is that big hitboxes allowed players to build big stacks of props, creating ramps over walls in siege mode, which is the game mode in which sappers are the most useful. It seems that you don't play siege at all as you haven't noticed that this major problem was fixed. The fact that sappers have to hit a smaller area seems to be a very secondary problem in comparison.
The rest is a matter of skill, it's really not hard to tell how the sandbags will be built.
I must also add that an unbuilt sandbag at 90% is now a viable defense, so it can server to add another layer of sandbags on top of others.
4299 is a gross number
This will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.for the bolded part - Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong. yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time) Which is why the more info the better. server settings, pop, # of admins, game mode, anything of note going on, etc,. anything that may be of help. The less time i have to spend hunting for how to do a bug and the more time fixing it the better. that is why we ask for ways to replicate it.I mean, do I need to? :DFound a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)[close]
That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
I wouldn't be suprised if it was something as simple as that. we had 3-4 different people changing one thing or another in that file. it's possible someone forgot something, or between the tweaking/redoing something depending on what we wanted out of a certain feature that something was forgotten.(like changing the # of custom maps)This will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.for the bolded part - Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong. yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time) Which is why the more info the better. server settings, pop, # of admins, game mode, anything of note going on, etc,. anything that may be of help. The less time i have to spend hunting for how to do a bug and the more time fixing it the better. that is why we ask for ways to replicate it.I mean, do I need to? :DFound a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)[close]
That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.
Some were not set to -1 at all and some were set to -1, but only inside a block, that was already conditioned:I wouldn't be suprised if it was something as simple as that. we had 3-4 different people changing one thing or another in that file. it's possible someone forgot something, or between the tweaking/redoing something depending on what we wanted out of a certain feature that something was forgotten.(like changing the # of custom maps)SpoilerThis will most likely just be a simple presentation bug. Make sure to set all overlay-variables that are used in a presentation (here the adminpanel) to -1 first, if they are not used everytime the presentation is opened (like the rambodistance). Most presentations do that at top of the presentation, however in the adminpanel it is done all over the presentation, so easy to miss some out.for the bolded part - Well, in order to find out what is wrong and needs fixed, i need to be able to recreate it to see exactly where things went wrong. yes, some things are quick and easy to find and fix, other stuff is not.(especially those inconsistent bugs that dont happen 100% of the time) Which is why the more info the better. server settings, pop, # of admins, game mode, anything of note going on, etc,. anything that may be of help. The less time i have to spend hunting for how to do a bug and the more time fixing it the better. that is why we ask for ways to replicate it.I mean, do I need to? :DFound a problem.hmmm i am not having that issue from what i seen. are you able to reproduce it?
Not sure if this is a problem with my server or what, but on Commander battle, no matter how large I set the bot Squad Size, it automatically resets it to the default of 20. Happens with all factions. This happened with anyone else?
Yeah it happens everytime. Also I was running a groupfight tonight and had this pop up again:Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684138096255854/92E77E4B3EA168F3251F3A6A289285EA7C0A7D98/)[close]
That was when I check and uncheck "Competitive Score Mode" in an attempt to reset the map. This happened before and after a server restart. Only way to work around it was do click Start Map instead of unchecking, resetting then checking again.[close]
i think i am the only one around right now to look at some of this stuff. it is on my to do list.
(assign, "$g_presentation_obj_admin_panel_3", -1),
(assign, "$g_presentation_obj_admin_panel_4", -1),
(assign, "$g_presentation_obj_admin_panel_79", -1),
(assign, "$g_presentation_obj_admin_panel_54", -1),
(assign, "$g_presentation_obj_admin_panel_55", -1),
(assign, "$g_presentation_obj_admin_panel_max_teamkills_before_kick", -1),
#classlimiting vars
(assign, "$g_presentation_obj_admin_panel_58", -1),
(assign, "$g_presentation_obj_admin_panel_44", -1),
(assign, "$g_presentation_obj_admin_panel_45", -1),
(assign, "$g_presentation_obj_admin_panel_59", -1),
(assign, "$g_presentation_obj_admin_panel_46", -1),
(assign, "$g_presentation_obj_admin_panel_60", -1),
(assign, "$g_presentation_obj_admin_panel_61", -1),
(assign, "$g_presentation_obj_admin_panel_62", -1),
(assign, "$g_presentation_obj_admin_panel_63", -1),
(assign, "$g_presentation_obj_admin_panel_64", -1),
(assign, "$g_presentation_obj_admin_panel_67", -1),
(assign, "$g_presentation_obj_admin_panel_65", -1),
(assign, "$g_presentation_obj_admin_panel_80", -1),
(assign, "$g_presentation_obj_admin_panel_66", -1),
(assign, "$g_presentation_obj_admin_panel_74", -1),
(assign, "$g_presentation_obj_admin_panel_47", -1),
(assign, "$g_presentation_obj_admin_panel_48", -1),
(assign, "$g_presentation_obj_admin_panel_49", -1),
(assign, "$g_presentation_obj_admin_panel_50", -1),
Ok, I have a problem with a map caused post patch and I have no idea why.heh, tbh idk. might be an exe issue. there are a few of those already. i'll add it to the list and ask vince when he is back.
This is our "Trench War" map from our server:Spoiler(https://i.imgur.com/Y9pxoOF.jpg)[close]
It doesn't have, and never has had, any trees on it.
But since the patch, I now have 2 phantom trees appearing on it:Spoiler(https://i.imgur.com/E5iwCQI.jpg)
(https://i.imgur.com/TTfqWRn.jpg)[close]
These trees just don't exist apart from visually, they are not models, they don't appear on the map editor list at all for the map, they have no collision and can be walked through by bots and players alike. They just suddenly appeared post patch.
Whats going on here?
yea, i'll probably be spending a lot of time jumping around the present file the next few days. thanks for the help though. always appreciated. i really don't like the present file compared to the MT and scripts file.
Some were not set to -1 at all and some were set to -1, but only inside a block, that was already conditioned:
g_presentation_obj_admin_panel_3
g_presentation_obj_admin_panel_4
g_presentation_obj_admin_panel_79
g_presentation_obj_admin_panel_54
g_presentation_obj_admin_panel_55
g_presentation_obj_admin_panel_max_teamkills_before_kick
Also all the classlimiting-overlay-variables are not set to -1 since forever (so an old issue). As they were almost last to be created, and not many were checked after them in the event_state_change-trigger, it probably never ever triggered a bug (maybe even not possible, as there were not so many hideable buttons like now). However, it was a pain for modders, if they added stuff in the end of the code (which is just logical). You then search your own new code for a few hours^^
Now with all the new hidden options, it would be adviseable to set them to -1 aswell (or just move them completly to the end in the on_load and event_state_change-trigger, probably nobody writing a new mod changing the Adminpanel anyway).
You dont have to go through the whole presentation and add all of the variables to the needed positions, just add it at the top, like in most other presentations.Code(assign, "$g_presentation_obj_admin_panel_3, -1),
(assign, "$g_presentation_obj_admin_panel_4, -1),
(assign, "$g_presentation_obj_admin_panel_79, -1),
(assign, "$g_presentation_obj_admin_panel_54, -1),
(assign, "$g_presentation_obj_admin_panel_55, -1),
(assign, "$g_presentation_obj_admin_panel_max_teamkills_before_kick, -1),
#classlimiting vars
(assign, "$g_presentation_obj_admin_panel_58, -1),
(assign, "$g_presentation_obj_admin_panel_44, -1),
(assign, "$g_presentation_obj_admin_panel_45, -1),
(assign, "$g_presentation_obj_admin_panel_59, -1),
(assign, "$g_presentation_obj_admin_panel_46, -1),
(assign, "$g_presentation_obj_admin_panel_60, -1),
(assign, "$g_presentation_obj_admin_panel_61, -1),
(assign, "$g_presentation_obj_admin_panel_62, -1),
(assign, "$g_presentation_obj_admin_panel_63, -1),
(assign, "$g_presentation_obj_admin_panel_64, -1),
(assign, "$g_presentation_obj_admin_panel_67, -1),
(assign, "$g_presentation_obj_admin_panel_65, -1),
(assign, "$g_presentation_obj_admin_panel_80, -1),
(assign, "$g_presentation_obj_admin_panel_66, -1),
(assign, "$g_presentation_obj_admin_panel_74, -1),
(assign, "$g_presentation_obj_admin_panel_47, -1),
(assign, "$g_presentation_obj_admin_panel_48, -1),
(assign, "$g_presentation_obj_admin_panel_49, -1),
(assign, "$g_presentation_obj_admin_panel_50, -1),
If a half cheval de frise "looks stupid", then what does a bridge made of 100 unbuilt chevaux de frise looks like? The way props were made had always been a problem, causing great imbalance in sieges. When I used to play as a sapper on 33rd siege, I could completely break a map with a few props put on the right place. You only needed 3 planks and a sandbag and you got a high ramp that could get you over a wall, or even an invisible wall. Players could spam chevaux-de-frise and build a flying bridge where there should be none. As a consequence the servers had to limit the number of buildpoints. On 33rd siege it was set to 50, which was ridiculously low for 200 players and would completely ruin the sapper experience. If it was put at a high level as it was on Minisiege, players would just build enormous ramps with stacks of unbuilt sandbags. When the unbuilt sandbags were modified and the planks removed, they would make ramps with the bugged unbuilt gabion combined with the unbuilt sandbags, and this ramp could go very high. It was ruining many maps. Something that wouldn't happen on battles.
Regarding deathmatch like Tropical paradise, trolls would also build big stacks of props that would eventually fly in the air and remain there as no one could break the props. No buildpoints would remain after the troll had made his work.
Now this problem is fixed, and sappers can still build things. They were nerfed and that's a good thing. I don't see any good reason to go back to the old props. And I believe that most players are satisfied with the new system. Of course those who liked to exploit glitches are not pleased.
Here, a compilation of the stupid stuff that could be done with the old props:
https://www.youtube.com/watch?v=0yo8bskYTg4
Also you can build straight sandbags walls without gaps:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageupload.co.uk%2Fimages%2F2018%2F01%2F21%2Fskill.png&hash=344c59bbec28ece93e8d87d9dc32e56af158c1bc)
That might be the difference between skill and no skill, and after less than a week of training, I guess that anyone can reach this level. ::)
Seem to be having a bit of a problem with the new teleport doors - they work fine in teleporting, but the teleported player spawn almost on top of the (vertical door) door - which means there is a distinct bump with the wall the door is attached to when the player arrives, and in 1 out of 5 teleports the player arrives inside the building the door is attached to - on the wrong side.i'll add it to the list to be looked into. i believe vince made them but if i get time, ill see what he was wanting to get out of them, how they work, and if there is anything i can do to improve them.
Seem to be having a bit of a problem with the new teleport doors - they work fine in teleporting, but the teleported player spawn almost on top of the (vertical door) door - which means there is a distinct bump with the wall the door is attached to when the player arrives, and in 1 out of 5 teleports the player arrives inside the building the door is attached to - on the wrong side.i'll add it to the list to be looked into. i believe vince made them but if i get time, ill see what he was wanting to get out of them, how they work, and if there is anything i can do to improve them.
When it comes to cavalry, it really seems like you need as twice as many hits to kill a hussar and especially a heavy. It‘s almost impossible to kill a heavy horse when you‘re dismounted.
That can't be fixed and there is no need to. Just use a set of 4 teleport doors instead of two, minimize the second set so that it's invisible, i.e. inside objects or under the ground, and players will spawn exactly where you need them to spawn.
I know you probably don't want to add any more props, but the ground rectangles you added with different textures on them are proving to be really useful. Could I beg you to please add the following too?i'll stick on the list of things to ask vince about when he is back.
stone wall 9
ground_village
fort_stones
fort_ground
fort_debris
logs
RooftilesSlate0045_3_S
RooftilesCeramicOld0087_2_S
RooftilesCeramicOld0019_2_S
stucco_6
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.
for those interested in the TP doors.
how does this look for the vertical door.(this is the only one i changed)
if you like it, i can upload the text file and the code here. basically just using similar code to how TP works for players, where it doesn't put you on/inside them, but a few feet away.
anyways, it is time for bed, so i will read the responses when i wake up.
Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.
The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.
However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.
I don't know what happened to the melee. But it is really fucked up now. Melee is the only fun part of this game and now this is also destroyed. G fuckin G.
check_common_teleport_door_trigger = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(try_begin),
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(prop_instance_is_valid,":instance_id"),
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(prop_instance_get_variation_id, ":teleport_id", ":instance_id"),
(assign,":found_dest_instance_id", -1),
(try_for_range,":door_type","spr_door_teleport_vertical","spr_door_teleport_props_end"),
(try_for_prop_instances, ":cur_instance_id", ":door_type", somt_object),
(eq,":found_dest_instance_id", -1), # not found yet.
(neq, ":cur_instance_id", ":instance_id"),
(prop_instance_get_variation_id, ":dest_teleport_id", ":cur_instance_id"),
(eq, ":teleport_id", ":dest_teleport_id"),
(assign, ":found_dest_instance_id", ":cur_instance_id"),
(try_end),
(try_end),
(try_begin),
(prop_instance_is_valid,":found_dest_instance_id"),
(prop_instance_get_position, pos1, ":found_dest_instance_id"),
(try_begin),
(prop_instance_get_scene_prop_kind, ":door_kind", ":found_dest_instance_id"),
(eq, ":door_kind", "spr_door_teleport_vertical"),
(position_move_y, pos1, -150),
(position_move_x, pos1, -50),
(agent_set_position, ":agent_id", pos1),
(else_try),
(agent_set_position, ":agent_id", pos1),
(try_end),
(try_end),
(try_end),
])
here is the code i modified this morning.Codecheck_common_teleport_door_trigger = (ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
(store_trigger_param_2, ":instance_id"),
(try_begin),
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(prop_instance_is_valid,":instance_id"),
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(prop_instance_get_variation_id, ":teleport_id", ":instance_id"),
(assign,":found_dest_instance_id", -1),
(try_for_range,":door_type","spr_door_teleport_vertical","spr_door_teleport_props_end"),
(try_for_prop_instances, ":cur_instance_id", ":door_type", somt_object),
(eq,":found_dest_instance_id", -1), # not found yet.
(neq, ":cur_instance_id", ":instance_id"),
(prop_instance_get_variation_id, ":dest_teleport_id", ":cur_instance_id"),
(eq, ":teleport_id", ":dest_teleport_id"),
(assign, ":found_dest_instance_id", ":cur_instance_id"),
(try_end),
(try_end),
(try_begin),
(prop_instance_is_valid,":found_dest_instance_id"),
(prop_instance_get_position, pos1, ":found_dest_instance_id"),
(try_begin),
(prop_instance_get_scene_prop_kind, ":door_kind", ":found_dest_instance_id"),
(eq, ":door_kind", "spr_door_teleport_vertical"),
(position_move_y, pos1, -150),
(position_move_x, pos1, -50),
(agent_set_position, ":agent_id", pos1),
(else_try),
(agent_set_position, ":agent_id", pos1),
(try_end),
(try_end),
(try_end),
])
if you don't care about the code, here is the txt file. let me know how it works out. be sure to make sure your maps are made with the new tp changes in mind.
The problem with earthmounds can be fixed by adding an invisible wall on the ground. Sappers won't be able to dig.Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.
The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.
However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.
Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.
Cheveaux and spikes I don't see a problem with.
Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:
(https://i.imgur.com/sXbtVPa.jpg)
But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again : ) Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
The problem with earthmounds can be fixed by adding an invisible wall on the ground. Sappers won't be able to dig.Plus, they are too tall, and too extended at the bottom ends compared to the tops. Its completely hit and miss whether a player can jump sandbags now and that breaks a fundamental game priniciple of a prop always behaving the same way as a player expects it to.The sides were not changed at all. The only thing that was changed is the small gap at the top, and the collision meshes now correspond to what the mesh looks like, which wasn't the case before. So that's exactly the contrary, now the collision mesh corresponds to what you actually see. It's just that you spent so much time playing with the old ones that those glitches seemed "natural" to you.
The sandbags are not taller per se, it's just that they don't glitch in the ground anymore. I understand that the small gap at the top makes it harder to build straight lines of sandbags, although that's not impossible. If that's the main problem it could be removed I guess.
However removing the other modifications would be a big mistake. Indeed, as I said already, I could build a big ramp with only 2 planks and one built sandbag because of the rectangular geometry. And we do not want that.
Weve had earthworks and planks disabled for a long time. With this update we left them on to see if they would still cause problems. Earthworks did very well, no glitching, no problems until we got to a map with a tunnel, and then they were used to glitch the exit from it. Planks are much improved and make very little difference to games other than sappers using them to plan out defences, like a ground blueprint. We will probably disable earthworks and leave planks on.
The kind of tower and ramp building you describe we don't have, simply because we don't allow it.
Cheveaux and spikes I don't see a problem with.
Whatever the cause sandbags are just not right and could do with some adjustment I think. Something like this would be much more user friendly. It would be easy to place and layer and its ends would butt up against each other easily to form walls:
But if you do change could the new version not exceed the dimensions of the current new prop - I don't want to have to adjust 5,000 sand bags again : ) Height wise - they should be at the right height for players to jump easily without getting stuck on top of them when in 1 layer.
managed to code this in last night.(map selection button) seems to be working fine. will have to do more tests, and maybe work on the code a bit more. hopefully all goes well and it can be stuck in the hotfix. you can use both the arrows like you use to or the other button.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712464/C8B2223A84CDCC68BD34560CA45BD45050C59176/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712600/02FEBACE415F009882D9591553E7DCCEC25AB4D8/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712692/4905B6FDD2D0D00A04AE9EE5673F31BF60A98B06/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789215/92E08DBD0831C4807825F3AA33891A36D1E36B34/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789354/F9676315F719B7202891397ED3E352F1239DFB98/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789447/B837311C068A11B3E6A79D883C1FFC871D3FC277/)[close]
still have other things to work on in the present file, and maybe a better player list panel when slaying, kicking, etc,.
indeed, we wanted to have a better map selection thing in the patch, but ran out of time. same for changing the slay, kick, stuff for finding players.managed to code this in last night.(map selection button) seems to be working fine. will have to do more tests, and maybe work on the code a bit more. hopefully all goes well and it can be stuck in the hotfix. you can use both the arrows like you use to or the other button.Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712464/C8B2223A84CDCC68BD34560CA45BD45050C59176/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712600/02FEBACE415F009882D9591553E7DCCEC25AB4D8/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082712692/4905B6FDD2D0D00A04AE9EE5673F31BF60A98B06/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789215/92E08DBD0831C4807825F3AA33891A36D1E36B34/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789354/F9676315F719B7202891397ED3E352F1239DFB98/)[close]Spoiler(https://steamuserimages-a.akamaihd.net/ugc/941684532082789447/B837311C068A11B3E6A79D883C1FFC871D3FC277/)[close]
still have other things to work on in the present file, and maybe a better player list panel when slaying, kicking, etc,.
That's nice. With 100 custom maps clicking through them was getting a bit tedious. A better admin panel list page would also be good too - the options we use the most - swap player, kick player etc have all been moved into "More Admin Tools" which means two clicks now to get to the option you need. Its a bit cumbersome. Any chance of it all on one page - maybe double columned?
We need to work on other stuff that is more important.
The light infantry officer unit has 2 Ironflesh and 1 Powerstrike, where as normal officers, and almost all units in the game, have at least 3 Ironflesh and 3 Powerstrike; I believe this is an oversight that needs to be corrected. There is no increase in crossbow skill for the officer, for the record (and I'm not saying he should have, but at least correct the mistake in his core attributes).hmmm i see they share the same stats as regular lights in terms of power strike, iron flesh, etc. but their melee, shooting, etc are similar to other officers. similar story for rifles.
Found a bug when using royale props: used royale_spawn_ammo Var1-1 & Var2-100 spawned infantry muskets will check for any more bugs now:i'll add it to the list.
Tested with Var1-1 & Var2-90 spawned inf musket
Var1-0 & Var2-100 Spawned musket ammo which was not added to inventory
Lastly, tested by placing ontop of pontoons over water, muskets were spawned where ammo should be still, however item kinds of ammo was spawned underwater below the pontoon- not usable.
Without reading the title, I was mildly excited to see the first blog in over 2 years, but then bemused to see that it had nothing at all to do with Battle Cry of Freedom. I had heard about the NW patch a few days ago but assumed it was done by Taleworlds; I was under the impression that Flying Squirrel were long since done and dusted with working on NW- now it seems part of the tiny team has been working on a nearly 6 year old DLC for another game, and posts the info about it under the guise of being a blog in the same series as the previous 27 blogs which were all about BCoF. It is bad enough to learn that the very few members not working on Holdfast or some other venture were not all working on BCoF, but could you not have posted this NW update info in the NW section? It's like a bad joke putting it here, a kick in the teeth. It's not as if the NW part of the forum isn't regularly visited; the patch wouldn't have gone unnoticed there.you do realize that there have been blogs in this section before regarding NW right? and this is where they post all their blogs for everyone to see right? There are a lot of errors in your post. a lot of false assumptions.
Dev blogs 5, 17, and 18 are about NW. It's not as if this section has been something exclusively reserved for news on the development of BCoF, but rather as a place for all development news for all FSE projects.
i haven't seen this myself yet. is there a way to easily replicate it?
There is a bug in using custom polls that repeats the last admin action made, in the chat again.
Anyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).
Anyone think there will be a new update in 6 years now? ;) took 6 years for this one.. (btw that's just a joke.. I don't actually mean it.. ....... or do I?)..they didnt work on it for 6 years
Can I just check- are you saying that the heaquaters can be named anything, they use the same string system i.e. str_custom_flag_name_6, or use a number, i.e. 6 in order to get the name to appear? I'm going to test this all now anyhow but would be worth getting it in writing for other scene creators ^. Cheers manAnyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).
spr_headquarters_base_flag_names sets the names for the flags that spawn on entry points 64 and 65. These are the team base flags. "Var No" sets the name for entry point 64 and "Var2 No" sets the name for entry point 65.
The names for other flags are defined in their "Var No".
For example to use str_custom_flag_name_6 set the number to 6. After that you can edit the strings file to set the string to something you want and the server will use that. You can even add more strings before str_custom_flag_names_end if needed.
yep, this patch was only started in August. The server side patch was done in Nov.(which was basically just me working, with some help from others and Vince)The client side patch was about a month and a half, not counting the holidays.Anyone think there will be a new update in 6 years now? ;) took 6 years for this one.. (btw that's just a joke.. I don't actually mean it.. ....... or do I?)..they didnt work on it for 6 years
After playing with the patch for a few weeks I can say that falling off horses when hit is objectively the worst feature of the game. It is nonsensical, glitchy, and absurd. Devs might as well add a % chance to smash through blocks with every melee hit. There was 0 reason to add this to the game and it has only made it sillier and less fun.it was already in the game.
yeah that's not what i suggestedit is more or less what you wanted. You only wanted it to be used when you are sitting still. we aren't changing it.
yeah that's not what i suggestedI agree with extremereg101, that Thunderstormer should grow up.
grow up
thanks for the laugh. he can insult me(which was snipped) and make a troll post else where.yeah that's not what i suggestedI agree with extremereg101, that Thunderstormer should grow up.
grow up
He has a valid point and explained it well.
I am fine with the mechanic how it is (nothing more beautiful than a prepared stop with dragoons in formation close to the enemy), and I see that you are not able to change it, but it doesnt change, that extremereg101 expressed a valid opinion.
I guess the main issue are people using small cheats to surpass the "complicated" key combination to do the sudden stop, to gain advantages in close combat, but that is nothing that could be changed anyway.
Any reason why tiered admin powers/levels wasn't included in the update?Your free to commit it to svn if you made it.
Any reason why tiered admin powers/levels wasn't included in the update?if you are referring to admins being able to ban admins, then that will be in the hotfix. you will have to go into the file and enable the code, and put your IDs in. if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own. its not too complicated to do.
i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbhAny reason why tiered admin powers/levels wasn't included in the update?if you are referring to admins being able to ban admins, then that will be in the hotfix. you will have to go into the file and enable the code, and put your IDs in. if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own. its not too complicated to do.
I think you mean didn't so i will post with that in mind.i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbhAny reason why tiered admin powers/levels wasn't included in the update?if you are referring to admins being able to ban admins, then that will be in the hotfix. you will have to go into the file and enable the code, and put your IDs in. if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own. its not too complicated to do.
That makes sense, thanks for answeringI think you mean didn't so i will post with that in mind.i know it's not that hard, I did it once already lel. I was just wondering why you did just include it with the whitelist? They're not that different tbhAny reason why tiered admin powers/levels wasn't included in the update?if you are referring to admins being able to ban admins, then that will be in the hotfix. you will have to go into the file and enable the code, and put your IDs in. if you are referring to what i did with LB admins on NA1, then that will have to be something your do on your own. its not too complicated to do.
there were some things that i made before the last patch was a thing, and i decided to bring them over into the patch. Revive, spawn and god mode are the main 3. Things like medics were something i wanted added, but my old system for that was meh.(probably OP tbf) especially when you can do it a lot better with a full patch, and not a server side only thing. Vince worked on that stuff though.
there were a bunch of other minor stuff that most people had on their servers. aka welcome messages and logging teamwounding and teamkilling. those 2 changed numerous times as what we wanted out of them changed.(multiple people worked on them at one time or another) i added round and map changes to the logs. plus all the other random fixes i made like healing a player heals their horse or refilling ammo gives them ammo if they have none. some of the stuff i didn't bring over because i didn't feel it was worth it, or i just forgot. most of the code i brought over from the old patch had to be redone by me, because when i originally made it years ago, i really sucked at coding and wasn't that well done.(my old revive code was just awful. complete garbage even tho it worked) i still have plenty to learn, but i think the code i did for the current patch runs better, looks better, and makes the game better compared to my old code. i did a lot of other stuff, but the above are the main stuff i wanted in and put in.
anyways, back to the stuff at hand. it is probably possible to try and tie in the whitelist with the ability for admins to ban admins or to find other ways to tier the admins. it wouldn't be something that can be done quickly and would require a bunch of changes to the existing admin stuff. i believe the hotfix is done or very close to be, so i don't think it would be worth redoing it at this point.(plus what defines each tier would be debatable) my code for banning admins is good enough for now. most servers will be modifying their files so going up and enabling and changing the IDs would be quick and easy.
something i did add that anyone that has played on NA1 over the years knows about is the automatic friendly fire toggle. You can leave it off, and FF will stay whatever the server has it set to like usual. or you can change the time you want it to automatically turn on. So lets say after 30 seconds in the round, FF will turn on and when the round ends, it will turn off. When the round ends, map is reset, or the time is under said timer(say 30 seconds) FF will turn off until the time has passed. This cut down the work load for NA1 admins by like 90%. Alt tab teamkills were a thing of the past. Not being able to mass teamkill/wound at the start of the round. and at the end of the round, no more having to deal with people teamkilling. some servers may not care about teamkilling at rounds end, and that is fine. NA1 doesn't allow it. If you really want people to teamkill at rounds end, you can modify the MT or find other ways to get around it.
This is also nice at events. Prevents people from teamkilling or teamwounding. Tired of admins reseting or you having to revive/heal because someone decided it would be fun to attack someone else in spawn? Well, this should stop that stuff too.
GF servers would be able to make use of it as well.
<iframe src="https://www.fsegames.eu/devblog28embed.html" width="100%" height="10700" ></iframe>
awww bae :-* :-* :-*
How can I edit welcome message?strings file.