Author Topic: Developer Blog 18 - Napoleonic Wars Patch 1.104  (Read 77724 times)

0 Members and 1 Guest are viewing this topic.

Offline Fallout

  • First Lieutenant
  • *
  • Posts: 824
  • Been playing this game for too damn long ;~;
    • View Profile
  • Nick: [2teGarde]Fallout
  • Side: Union
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #150 on: July 26, 2013, 08:13:01 pm »
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.

Offline Completenoob

  • Corporal
  • *
  • Posts: 60
    • View Profile
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #151 on: July 26, 2013, 08:43:55 pm »
1.Why did you make all the classes equally fast? Light is called light for a reason.

I just tested this out few times with French light infantry class and grognard class. Grognard took 13.9 seconds to run from point A to point B (two specific trees in the map), and light infantry took around 10.2 seconds. Asking few friends to join and play bit of deathmatch and none of us really noticed any major difference in infantry melee combat, and I still could definitely outrun other inf with my light inf. Say whatever you will from anecdotes, but I none of them complained about drastic (infantry) melee changes by muscle memory or how things worked in practice. Now of course if the same behaviour is greatly different on servers - which I have not tried out yet - I would suspect there's probably problems on the server's end. Not being too tech-savvy how M&B engine works, I wonder if some of it was caused by running new client on older server or server had not patched both M&B and NW properly.

Edit: Just to add few cents, the reduction of howitzer and mortar explosion range sounds bit weird. I though the biggest problem was how you have basically modern MBT targeting computer-like accuracy than the explosion itself, so instead of sniping that tower with 30 dudes for neat kill you just have to snipe harder rather than target the general area - and maybe alter centre of the target every few shots. Unless of course long range accuracy reduction also applies for them, but that sounds bit redundant IMHO.
« Last Edit: July 26, 2013, 08:54:37 pm by Completenoob »

Offline Newkirk

  • Colonel
  • *
  • Posts: 2709
  • 27th Relic
    • View Profile
  • Nick: Old Mr. Kirk
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #152 on: July 26, 2013, 09:19:01 pm »
Curious, are we going to see boats and ships in BCoF like in NW?

Offline Burakkuada

  • First Lieutenant
  • *
  • Posts: 3109
  • Vince - Unban Tavington.
    • View Profile
  • Nick: 17e_WookieeBurak
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #153 on: July 26, 2013, 09:44:51 pm »
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???


Offline Newkirk

  • Colonel
  • *
  • Posts: 2709
  • 27th Relic
    • View Profile
  • Nick: Old Mr. Kirk
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #154 on: July 26, 2013, 09:53:37 pm »
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???
Not many naval battles, considering the Confederacy had little to no navy short of blockade runners, but there occasions when the two navies squared off in small skirmishes, nothing major. Most of the Union navy was devoted to the naval blockade of the South or controlling the Mississippi river. The Confederate navy, oh wait, yeah, lol.

Still would be nice to see it in-game though.

Offline Hinkel

  • Colonel
  • *
  • Posts: 1484
  • Confederate Commander in Chief
    • View Profile
  • Nick: Gen_Hinkel
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #155 on: July 27, 2013, 12:10:39 am »
Curious, are we going to see boats and ships in BCoF like in NW?
Did they have naval fights in the civil war? ???

There were many naval battles in the civil war.
Also, the first navy battle between 2 iron clads in the history, together with the first submarine action, which sunk a battle ship!


Offline DanyEle

  • FSE Associate
  • ***
  • Posts: 517
  • Sssh! I'm coding, don't disturb :D
    • View Profile
  • Nick: DanyEle
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #156 on: July 27, 2013, 12:31:48 am »
A little request from the modders out here: where can we download the new Module System?



Offline Maroon

  • Second Lieutenant
  • *
  • Posts: 256
    • View Profile
  • Nick: Maroon
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #157 on: July 27, 2013, 01:16:55 am »
A little request from the modders out here: where can we download the new Module System?

https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1103.zip

From the OP. ;)

Offline Who-

  • Colonel
  • *
  • Posts: 4896
  • You been lookin' for the wrong one
    • View Profile
  • Side: Union
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #158 on: July 27, 2013, 08:57:05 am »
Whats this we still have horribly broken melee? Imagine that.
I'm like a reincarnated Saltyy But I actually have some talent.

Offline Fallout

  • First Lieutenant
  • *
  • Posts: 824
  • Been playing this game for too damn long ;~;
    • View Profile
  • Nick: [2teGarde]Fallout
  • Side: Union
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #159 on: July 27, 2013, 12:42:48 pm »
Whats this we still have horribly broken melee? Imagine that.
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.
Please get off the bandwagon and have an individual thought for yourself.

Offline Maroon

  • Second Lieutenant
  • *
  • Posts: 256
    • View Profile
  • Nick: Maroon
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #160 on: July 27, 2013, 01:45:12 pm »
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...
Words straight from the horses mouth. Listen to him.

Luckily, this is so individual and thought through.

Offline joer5835

  • Brigadier General
  • *
  • Posts: 2482
  • My face is tired.
    • View Profile
  • Nick: Joer
  • Side: Union
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #161 on: July 27, 2013, 03:08:09 pm »
I'm not quite pleased with what they did. They added sailors, yes thats all nice but they have no purpose.

The marines on the other hand are a welcome addition, they should have made a full marine unit with musicians, flags and officers.
Polan is of dangerous to FSE
Im from Poland , a land of lawlessness

Offline MR_Cheath

  • Captain
  • *
  • Posts: 714
    • View Profile
  • Nick: 1eMar_pA_Cheath
  • Side: Neutral
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #162 on: July 27, 2013, 03:40:22 pm »
is it possible to repair the ships?

Offline Burakkuada

  • First Lieutenant
  • *
  • Posts: 3109
  • Vince - Unban Tavington.
    • View Profile
  • Nick: 17e_WookieeBurak
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #163 on: July 27, 2013, 03:48:27 pm »
is it possible to repair the ships?
That's a spiffin' idea! Sappers are basically useless on naval so why not make it so they can repair the massive ships...? And maybe make it so the ships lose a little health when shot by a musket...?


Offline Newkirk

  • Colonel
  • *
  • Posts: 2709
  • 27th Relic
    • View Profile
  • Nick: Old Mr. Kirk
  • Side: Confederacy
Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #164 on: July 27, 2013, 04:25:09 pm »
is it possible to repair the ships?
That's a spiffin' idea! Sappers are basically useless on naval so why not make it so they can repair the massive ships...? And maybe make it so the ships lose a little health when shot by a musket...?
I can see it now.

"We'll send her to the bottom! Company, PRESENT."