Guys cmon, the mod is at pree alpha. There is no need for threads like this so early, plus I am sure the AZW devs will make a suggestion box when they would like suggestions. They have so much more in store, a Sgt with stripes and a rifle is probably already been planed. No need for this at this stage of the mod.
Guys cmon, the mod is at pree alpha. There is no need for threads like this so early, plus I am sure the AZW devs will make a suggestion box when they would like suggestions. They have so much more in store, a Sgt with stripes and a rifle is probably already been planed. No need for this at this stage of the mod.
Apparently there is this thread for.
So a rather quick suggestion.
Give the Zulu's a copy of the martini rifle(Yes copy the martini rifle or whatever gun you give them). And lower the accuracy on that item so you don't effect the British used guns. Don't start about "but the guns we're like that!" Yes I know. But that Zulu's could head shot people from the other side of the map is just ridiculous. And perhaps also lower the damage to get it a bit realistic!
Just my thought...
I hope it will be better.. Playing on open maps and getting shot from miles away can get rather frustrating after a while... Perhaps an idea to put limits on the Zulus with Rifles?Yes it will be fixed next update. :P
And oh and is it possible to give critics about maps that are in? I believe a little "fort" with a river and some hills on the side. People said it was part of the mod.
Well they said it was made by Crozade or something. And seeing he's a dev I thought the map would be part of the mod. Atleast I guesed..
Even though I'm on the team I'm gonna post here anyway ;)Will require us to have two seprate reload animations which now when i think about it i could probably do it easily
Percussion rifles and muskets for the Zulu. There were tens of thousands of these older firearms sold in Zululand in the 1870's. Realistically they should have very few Martini's because they simply couldn't get the ammo for them. Little was captured at Isandlwana thanks to the commissary blowing it up as can accurately be seen in Zulu dawn and what was captured at Nyezane wouldn't have made far beyond the few hundred Zulu who captured it.
Guys cmon, the mod is at pree alpha. There is no need for threads like this so early, plus I am sure the AZW devs will make a suggestion box when they would like suggestions. They have so much more in store, a Sgt with stripes and a rifle is probably already been planed. No need for this at this stage of the mod.
Apparently there is this thread for.
So a rather quick suggestion.
Give the Zulu's a copy of the martini rifle(Yes copy the martini rifle or whatever gun you give them). And lower the accuracy on that item so you don't effect the British used guns. Don't start about "but the guns we're like that!" Yes I know. But that Zulu's could head shot people from the other side of the map is just ridiculous. And perhaps also lower the damage to get it a bit realistic!
Just my thought...
Even though I'm on the team I'm gonna post here anyway ;)We will work on giving them muskets but the first release was too early to implement separate reload animations
Percussion rifles and muskets for the Zulu. There were tens of thousands of these older firearms sold in Zululand in the 1870's. Realistically they should have very few Martini's because they simply couldn't get the ammo for them. Little was captured at Isandlwana thanks to the commissary blowing it up as can accurately be seen in Zulu dawn and what was captured at Nyezane wouldn't have made far beyond the few hundred Zulu who captured it.
- Reduce the amount of zulu's carrying muskets
Done
- DON'T ever change the zulu throwing spear damage! I love it haha :D
It is the same, we have also added much weaker throwing clubs.
- Until more units are added, try and blotch our the NW ones so they can't be used
Done
- Increase the dynamite range? :D
Possibly, with an increase in BP cost.
Currently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:My suggestion is that you make a Zulu mask that is worn like a hat, but covers the entire face. Additionally, you could make multiple masks, and have them randomly generated to add variety.Spoiler(https://i.imgur.com/ZSAR5.jpg)[close]
Shows how much I know about modding Warband/NW. :PCurrently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:My suggestion is that you make a Zulu mask that is worn like a hat, but covers the entire face. Additionally, you could make multiple masks, and have them randomly generated to add variety.Spoiler(https://i.imgur.com/ZSAR5.jpg)[close]
harder to do then you think good sir. lol were working on it
Shows how much I know about modding Warband/NW. :PCurrently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:My suggestion is that you make a Zulu mask that is worn like a hat, but covers the entire face. Additionally, you could make multiple masks, and have them randomly generated to add variety.Spoiler(https://i.imgur.com/ZSAR5.jpg)[close]
harder to do then you think good sir. lol were working on it
then help us mod ehh? Plus were working on giving them helmets that do that. :PI'd love to, but I can't. I'm a disaster with creating graphics, and I'm still trying to help wrap up a mod for another game that's been ongoing for 6 months. I still need recovery time. :P
Maybe you could fix the hilarious inaccuracy the revolver get simply because of movement? Technically, the only thing which reduce the shooting accuracy when you move is the movement itself, the gun remains just as accurate. The range of revolver is also very, very short.
Remove smoke and make the next patch spiffy.
I don't see why people say it's unfair. They play too much bots, it's fun without bots. People need to try it without bots if they are to say zulus are OP, because they are not.
Plus the smoke can be removed if you disable partical systems on your option tab in game. But it will remove smoke and cannon smoke and damage etc.
I don't see why people say it's unfair. They play too much bots, it's fun without bots. People need to try it without bots if they are to say zulus are OP, because they are not.
Plus the smoke can be removed if you disable partical systems on your option tab in game. But it will remove smoke and cannon smoke and damage etc.
For some reason when you repsawn as Zulu, they have really bad Javelin accuracy, which makes the Javelin practically useless :/Yes, bot's have different skills to humans, if you start as a zulu you will have good accuracy, if you respawn as a bot you will notice the bots terrible accuracy. This is to stop bots annihilating the British.
For some reason when you repsawn as Zulu, they have really bad Javelin accuracy, which makes the Javelin practically useless :/Yes, bot's have different skills to humans, if you start as a zulu you will have good accuracy, if you respawn as a bot you will notice the bots terrible accuracy. This is to stop bots annihilating the British.
The units there are the Natal Native contingent and Sailors deployed to Pearsons column. There are no natal volunteer units in that picture. But the Royal Marines Light Infantry will take the light infantry role and we may give them a naval officer.Nice I will take this units if finished.
Well, Zulus never really had guns, sure they stole some, but they weren't common to find. Only a few tribes could use them, and have enough ammo for them. Plus, remember it's not supposed to be human v bot, so the players won't respawn as a zulu, they won't respawn at all.For some reason when you repsawn as Zulu, they have really bad Javelin accuracy, which makes the Javelin practically useless :/Yes, bot's have different skills to humans, if you start as a zulu you will have good accuracy, if you respawn as a bot you will notice the bots terrible accuracy. This is to stop bots annihilating the British.
But now that there are little to none guns for the Zulu, the Zulu have pretty much no decent counter to the British, other than getting up close which is seriously hard. IMO increasing the Javelin accuracy a bit more would be good, seeing as they are completely random right now, it makes the Javelin useless. The Zulu's should give the brits atleast a LITTLE bit of competition.
The units there are the Natal Native contingent and Sailors deployed to Pearsons column. There are no natal volunteer units in that picture. But the Royal Marines Light Infantry will take the light infantry role and we may give them a naval officer.Nice I will take this units if finished.
Can you give me please natal volunteers image?
Add a Regiment/Class that have no red coats but white t shirts like undergarments
Well, Zulus never really had guns, sure they stole some, but they weren't common to find. Only a few tribes could use them, and have enough ammo for them. Plus, remember it's not supposed to be human v bot, so the players won't respawn as a zulu, they won't respawn at all.
I think the Gatling gun should be used :P, but what about instead of the sapper making a earth mound how about they make a raised wooden platform or a wooden palisade or something along those lines
Can you guys please give the cavalry swords, it might be a tad unrealistic but, with out a sword the cavs screwed!!?? :D!
OKAY.... D: But, can you add swords to the musicians???
Naval brigades! I read that they had rocket batteries and gattling guns.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Falsandmdseco.com%2Fsitebuildercontent%2Fsitebuilderpictures%2FNewJohnJenkins%2Fsrn03.jpg&hash=8ff85e70492e8c41c2fa204d95ab71d813c96b02)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.treefrogtreasures.com%2Fforum%2Fattachment.php%3Fattachmentid%3D23822%26amp%3Bstc%3D1%26amp%3Bd%3D1228748069&hash=d344883192e20df32fa303208d242f37ee7e2d96)[close]Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg454.imageshack.us%2Fimg454%2F8742%2Fpicture021uq3.jpg&hash=3876344fb7d5c62386b705de201516d4f02a4a37)[close]
Royal navy gatling gun teamSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.britishbattles.com%2Fzulu-war%2Fgingindlovu%2Froyal-navy-gatling.jpg&hash=a29331cf956ef0f8036427efd52b2ce08f94c44f)[close]Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Foldtoysoldierhome.com%2Fimages%2F27038.jpg&hash=7b84adfad3a1b255782449892edfe11834bef3d2)[close]
I find this unit this like natal volunteer infantryman.
First off, great mod you guys are developing ;) This is indeed as I pictured it.
I have been playing on BAC server for some time with other lads and I have to say it's a memorial experience.
I've read everything so far and i think most of my suggestions are mostly covered. I do have the issue where we sometimes run out of ammo and having to resolve to scavenge for ammo or charge the enemy. This is simply due the increased firing rate. I don't suppose we could implement a supply cart like an artillery train and have packs of bullets extracted from it (like cannon ammo from deployed ammo boxes). With this, regiments wouldn't have to worry about ammo too much and simulate ammo diatribution.
It would be hell of a coding i'm sure. An alternative to the supply cart is to have engineers build ammo cratez.
I find this unit this like natal volunteer infantryman.Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi125.photobucket.com%2Falbums%2Fp56%2FThe1stLt%2FRorkes%2520Drift%2FP1007.jpg&hash=edca0d8903ec99326ec2aa1e9693a73568cb01ba)[close]
I was wondering is it possible to implement something where you can shoot TNT and it'll explode, just a thought.
also can someone please upload a server which isn't just bots vs humans, I really want to see what it is actually like to be fighting alongside actual players.
I second the ammo train idea, I hear they're implementing that into North and South in the next update.
Honestly, the invasion script is now OS. It'd be a waste not to implement it.Aye, it'd be fun to have dedicated invasion and dedicated PVP, and maybe alter the scripts to the currently present Brits vs Zulu w/ bots is still present?
Expand the mod to cover that (1st) Boer War to give some Euro-vs-Euro combat. I should be as simple as giving all the Boers civilian clothing similar to the Natal Mounted Police, and let servers do something other than bot-invasion. After all, the Boers only let the Brits annex them because they were tired of fighting the Zulus, and after the Zulus were gone the Boers revolted within a year...
Expand the mod to cover that (1st) Boer War to give some Euro-vs-Euro combat. I should be as simple as giving all the Boers civilian clothing similar to the Natal Mounted Police, and let servers do something other than bot-invasion. After all, the Boers only let the Brits annex them because they were tired of fighting the Zulus, and after the Zulus were gone the Boers revolted within a year...
Expand the mod to cover that (1st) Boer War to give some Euro-vs-Euro combat. I should be as simple as giving all the Boers civilian clothing similar to the Natal Mounted Police, and let servers do something other than bot-invasion. After all, the Boers only let the Brits annex them because they were tired of fighting the Zulus, and after the Zulus were gone the Boers revolted within a year...
The Boers are super accurate snipers, right?Yes, poop at melee though.
Great. Also fast reloaders, right?The Boers are super accurate snipers, right?Yes, poop at melee though.
Great. Also fast reloaders, right?The Boers are super accurate snipers, right?Yes, poop at melee though.
And more accurate than the 60th.
These are the reasons why they won the 1st Boer War.
In the next version you will be able to play Brits vs Boers. That's not to say Boers have their own faction, we're making a Boer unit for the British Empire, at the time the Boers in South Africa were still under British rule and many volunteered to fight in the Zulu war. Simply put Britain vs Britain and one team all take Boer. We can't make a boer faction because there isn't anywhere near enough diversity amongst them, all their units would be the same, I don't think anyone wants a faction with one unit or 20 identical units.
58th,3/60th both served in the 1st Boer war.
Yes,I'm back.
It would be really helpfull if someone told me the names of the "brf" and the "dds" files for "Natal mounted police" Uniforms and helmets. This would mean alot.
Deputise a few regular players as Admins...
There are hardly ever admins on the official server. We need more admins.
Boers ;D heheh but in all seriousness it would be fun to play a Boer marksman or something. But I suppose that's a whole different ballgame.
I'd say just give each Zulu 1 or at most 2 javelins and maybe make them alittle less accurate. And as far as the rifles go, I would decrease the accuracy of Zulu riflemen, being headshot from across the map is a very consistent (and annoying) danger in the game.I think the problem with the headshots are the bots. In essence I think they have an aimbot with a certain chance of hitting you. If they shoot often enough they'll get a hit. (Might be wrong but appears to be plausible :P )
The Zulus do have an aimbot programmed into them; but that's the same as NW AI - nothing's been changed about them. We've tried reducing base accuracy, but because people have to respawn as "AI" zulu in Invasion-style games, they need moderate accuracy to keep them playable.I'd say just give each Zulu 1 or at most 2 javelins and maybe make them alittle less accurate. And as far as the rifles go, I would decrease the accuracy of Zulu riflemen, being headshot from across the map is a very consistent (and annoying) danger in the game.I think the problem with the headshots are the bots. In essence I think they have an aimbot with a certain chance of hitting you. If they shoot often enough they'll get a hit. (Might be wrong but appears to be plausible :P )
I enjoy the mod, but there are many things I would change out practicality:
1. "Sarge, Sarge! I lost my knife!" Every British unit needs to have some sort of knife, dagger, or sword. It's highly annoying for units like the 60th Rifles who ave to club to survive. It's even worse for cavalry. Frontier Horsemen only get a gun, no secondary sword. It's incredibly stupid, because when you get dismounted as any cavalry type, exception to officers, you have no real way of combating a Zulu other than clubbing him. That needs to be changed. I'm 100% certain that every British soldier, whether regular or irregular, carried some sort of secondary weapon, whether it be a knife or sword, for self defense purposes.
3. "Sir! Sir! Nigel's been shot!" The Amabhamu are far too good with guns. Getting shot across the map seems to happen way too much. Their accuracy needs to be severely decreased. I can't tell you how many times at the start of a round, I just hear a boom of gunfire from the Zulus and people get killed. I remember on a Rorke's Drift map on the AZW_Official server, there were five of us outside of the post, but behind cover, and two of us get shot almost immediately. It was ridiculous.The bots accuracy is worse then the default NW muskets, the problem is that there are so many bots at once that are shooting.
A commonly used excuse. I'm pretty sure it's just the bots are far more accurate with these guns than players are.3. "Sir! Sir! Nigel's been shot!" The Amabhamu are far too good with guns. Getting shot across the map seems to happen way too much. Their accuracy needs to be severely decreased. I can't tell you how many times at the start of a round, I just hear a boom of gunfire from the Zulus and people get killed. I remember on a Rorke's Drift map on the AZW_Official server, there were five of us outside of the post, but behind cover, and two of us get shot almost immediately. It was ridiculous.The bots accuracy is worse then the default NW muskets, the problem is that there are so many bots at once that are shooting.
So the more bots there are, the higher chance of you and your teammates getting shot.
A commonly used excuse. I'm pretty sure it's just the bots are far more accurate with these guns than players are.3. "Sir! Sir! Nigel's been shot!" The Amabhamu are far too good with guns. Getting shot across the map seems to happen way too much. Their accuracy needs to be severely decreased. I can't tell you how many times at the start of a round, I just hear a boom of gunfire from the Zulus and people get killed. I remember on a Rorke's Drift map on the AZW_Official server, there were five of us outside of the post, but behind cover, and two of us get shot almost immediately. It was ridiculous.The bots accuracy is worse then the default NW muskets, the problem is that there are so many bots at once that are shooting.
So the more bots there are, the higher chance of you and your teammates getting shot.
Theyre not, they have almost no accuracy and frankly I'm sick of this complaint. First of all i know for a fact that their accuracy is terrible and if you really want you can look in the text files. One or two people get shot out of a whole team per match while the zulus are constantly firing, that proves their accuracy is terrible. Secondly if you go to the Zulu team and respawn as a sharp shooter you'll be able to see the accuracy they have and it is worse than muskets. The only reason they can get shots from far away is because the guns have such high velocity. The only reason people think they have amazing accuracy is because they are expecting not to get shot at all, so when they do they think they must have amazing accuracy. If they really did you wouldn't even get out the spawn.
Please change the hit sound and holding animation of the Zulu shields (the hands are showing), and also improve accuracy of the pistols when walking if it's possible. The effective range of the revolvers should be 50-100 meters. It's also likely that it's easier to accurately fire revolvers on horse than it is to fire guns which require two hands.The accuracy reduction when walking with pistols seems to be hard coded unfortunately.
Also, do you know that there is another animation for pistols when the person is crouching? Maybe there is a way to apply that animation when standing up as well? I think the NW devs didn't do that by a mistake.
Well isn't it possible to add the revolvers as a rifle, then add multiple shots and change to revolver animations?Changing the revolvers to rifles forces the rifle animation
We tried but the thread there needs 15 pages for it to get a sub forum and the forum is quite dead. FSE forums are a lot more popular for NWs mods.
Why in god's name would they do that?Sappers literally ruin the game in every way, they drag on rounds, they lock themselves in buildings which forces human players to break the barricades. To add to that they never build useful forts, they build for a small group and the brunt of the players don't get the support they need.
Just add an ammo carrier, don't remove one of the most useful support classes.
I would like to see some of the Zulus using crappy old trade guns. Also I think it would be pretty easy and cool to add in Arab faction so we can play out colonial skirmishes in North Africa. Basically you could get away with using the vanilla Saranid equipment with the addition of a few rifles.
I would like to see some of the Zulus using crappy old trade guns. Also I think it would be pretty easy and cool to add in Arab faction so we can play out colonial skirmishes in North Africa. Basically you could get away with using the vanilla Saranid equipment with the addition of a few rifles.
The biggest problem in the mod in my opinion is that sappers make the game WAY too easy - a single barricade is enough to hold of as many Zulus as there are since they do not destroy them.
I have but one suggestion, gatling guns.
add Instructions for install this mod pleaseIt is as simple as looking it up on youtube........