Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => The Anglo-Zulu War => Topic started by: BSM 'Shut up' Williams on January 07, 2013, 01:58:11 pm

Title: Suggestions.
Post by: BSM 'Shut up' Williams on January 07, 2013, 01:58:11 pm
For me personally a sergeant with stripes and rifle, type your ideas.

From Blucher,
As he said post your suggestions and we will take a look at them.
DON'T POST ABOUT "HOW WE NEED TO FIX OUR TEXTURES AND STUFF"
We Understand the helmet is not correct yet so dont complain and be nit picky please.
Tired of getting comments on how inaccurate something is wrong.
Be respectful to us we are trying to get this to be as historical as we can ;)
Title: Re: If I am allowed to do this- what do you want in the future of AZW?
Post by: Potterr on January 07, 2013, 03:03:15 pm
Big battles with a massive community :D
Title: Re: If I am allowed to do this- what do you want in the future of AZW?
Post by: BSM 'Shut up' Williams on January 07, 2013, 03:06:53 pm
Nice
Title: Re: If I am allowed to do this- what do you want in the future of AZW?
Post by: Scorpia on January 07, 2013, 03:52:53 pm
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.
Title: Re: what do you want in the future of AZW? Edited by Blucher
Post by: Gokiller on January 08, 2013, 05:29:10 pm
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...
Title: Re: what do you want in the future of AZW? Edited by Blucher
Post by: FKP_Blucher on January 08, 2013, 05:37:17 pm
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...

We already made their skill level worse then the British. They have NW shooting skills (varries from what ever gun they spawn with) just remember reloading has been changed for the mod so they shoot faster. Also Since we got rid of other AI it only spawns the two we made, thus making it so when people have 100 bots 50% of them have guns..... so you have alot of people shooting at you. It has been fixed in the next update.
Title: Re: AZW Suggestions you have
Post by: Gokiller on January 08, 2013, 05:43:18 pm
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?

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.
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 08, 2013, 05:50:12 pm
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?

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.
Yes it will be fixed next update. :P
also their are a lot of custom maps for this mod so far. Just go to the server owners thread and post your opinion of the map
Title: Re: AZW Suggestions you have
Post by: Gokiller on January 08, 2013, 05:51:36 pm
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..
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 08, 2013, 05:54:18 pm
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..


Well honestly I have no idea what maps hes really made. Havent been shown much.
Title: Re: AZW Suggestions you have
Post by: James Grant on January 08, 2013, 06:17:03 pm
Even though I'm on the team I'm gonna post here anyway ;)


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.
Title: Re: AZW Suggestions you have
Post by: Ronan6793 on January 08, 2013, 06:26:54 pm
I would suggest getting a server and Stress testing the Ammo so you can choose whether or not to have more or less than 25 Bullets
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 08, 2013, 06:30:39 pm
Even though I'm on the team I'm gonna post here anyway ;)


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.
Will require us to have two seprate reload animations which now when i think about it i could probably do it easily
Title: Re: what do you want in the future of AZW? Edited by Blucher
Post by: Willhelm on January 08, 2013, 06:33:37 pm
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...

The accuracy of Zulu sharpshooter bots is worse than NWs, it's the simple fact that 50 of them are constantly firing with high rates of fire which result in their kills. The fact that at the same range brits kill 10 zulus for every 1 brit the zulus kill shows that the zulus have awful accuracy.
Anyway in the next version there will be a lot less sharpshooter bots, it's just that right now there are two troops the AI uses and it makes a random ratio, sometimes being almost 100% sharpshooters.

Even though I'm on the team I'm gonna post here anyway ;)


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.
We will work on giving them muskets but the first release was too early to implement separate reload animations
Title: Re: AZW Suggestions you have
Post by: Scrat555 on January 08, 2013, 09:28:07 pm
I know you're doing this, but rifled breech-loading artillery. Make it faster, more damaging, and more accurate than an NW cannon. Also Morton's Jam case shot for the arty: "It is interesting to note that at siege of Eshowe between 23rd January and the 3rd April 1879, the Royal Artillery ran very low on case shot. This shortfall was rectified when it was realised that Morton’s jam tins exactly fitted the bore of the 7-pounder. The infantry were thereby ordered to give up their empty Morton’s jam tins to the gunners, who improvised brilliantly by manufacturing their own case shot."  :P
Title: Re: AZW Suggestions you have
Post by: James Grant on January 08, 2013, 10:25:57 pm
Well according to my source a 7 pounder could be unlimbered and fired in 20 seconds,they won't fire quite that quickly for balance but will be quite swift nonetheless.
Title: Re: AZW Suggestions you have
Post by: raikesi on January 12, 2013, 02:44:39 pm
I found that the Zulu marksman are way too accurate... Too many headshots from the other side of the map... :P
Title: Re: AZW Suggestions you have
Post by: James Grant on January 12, 2013, 04:14:12 pm
If you actually play as one you will see they actually have an awful firing skill, however this doesn't change the accuracy of the weapon itself so the AI will always fire perfectly because it knows how to. Until we implement older percussion rifles and muskets this can't be changed.
Title: Re: AZW Suggestions you have
Post by: raikesi on January 12, 2013, 04:19:53 pm
Yeah that's what I meant, not the rifles. But the individual AI skill.
Title: Re: AZW Suggestions you have
Post by: Craig on January 15, 2013, 06:18:06 pm
Great mod so far gents, TRR has had an excellent time playing it, looking forward to how this mod progresses!

As for suggestions:

- Reduce the amount of zulu's carrying muskets
- DON'T ever change the zulu throwing spear damage! I love it haha :D
- Until more units are added, try and blotch our the NW ones so they can't be used
- Increase the dynamite range? :D

Sorry if these have already been suggested, just my two cents!
Title: Re: AZW Suggestions you have
Post by: Willhelm on January 15, 2013, 06:19:51 pm
- 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.
Title: Re: AZW Suggestions you have
Post by: Craig on January 15, 2013, 06:22:39 pm
- 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.

Great to hear! Yeah I think it would be a good idea to increase the range but it's up to the devs after all! Thanks for replying so quickly.
Title: Re: AZW Suggestions you have
Post by: NickyJ on January 16, 2013, 04:57:56 am
Currently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:
Spoiler
(https://i.imgur.com/ZSAR5.jpg)
[close]
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.
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 16, 2013, 05:33:00 am
Currently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:
Spoiler
(https://i.imgur.com/ZSAR5.jpg)
[close]
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.

harder to do then you think good sir. lol were working on it
Title: Re: AZW Suggestions you have
Post by: NickyJ on January 16, 2013, 05:47:37 am
Currently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:
Spoiler
(https://i.imgur.com/ZSAR5.jpg)
[close]
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.

harder to do then you think good sir. lol were working on it
Shows how much I know about modding Warband/NW. :P
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 16, 2013, 06:01:31 am
Currently, when players with white skin tones play as Zulus, their heads remain white, which looks rather strange:
Spoiler
(https://i.imgur.com/ZSAR5.jpg)
[close]
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.

harder to do then you think good sir. lol were working on it
Shows how much I know about modding Warband/NW. :P

then help us mod ehh? Plus were working on giving them helmets that do that. :P
Title: Re: AZW Suggestions you have
Post by: NickyJ on January 16, 2013, 06:35:36 pm
then help us mod ehh? Plus were working on giving them helmets that do that. :P
I'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
Title: Re: AZW Suggestions you have
Post by: Dolphin on January 17, 2013, 12:15:38 am
Well on the module CRPG there is a gamemode called Defend the Virgin. In this gamemode you are attacked with 3 waves of enemies each round. And if you die you respawn in the next round. Progressively the enemies get harder and harder.

They are trying to attack the village virgin, and its your job to defend her. What i was thinking is the Anglo Zulu War needs something like this, waves of zulus attacking an outpost of yours. After each wave more and more come, its your job to defend it with arty, build/repair your defenses and stay alive.

I for one think this would be truly epic, and much like the movie zulu itself!
Title: Re: AZW Suggestions you have
Post by: Colour_Sergeant_Muldoon on January 17, 2013, 08:53:07 pm
I know that this would be exceptionally hard to do but I think that mabey sometime down the road when the mod is looking very nice and polished, the addition of gatling guns and or maxim guns would be really awsom :)
Title: Re: AZW Suggestions you have
Post by: FKP_Blucher on January 17, 2013, 08:54:53 pm
We hope to bring it to the mod eventually
Title: Re: AZW Suggestions you have
Post by: Colour_Sergeant_Muldoon on January 17, 2013, 10:17:56 pm
Another suggestion that I had thought of, you guys have already most likely started putting it in 0.04 but it would be cool to change the general from Wellington to John Chard, Gonville Bromhead or Lord Chelmsoford, or have all of them  :D.
Title: Re: AZW Suggestions you have
Post by: Gewehr98 on January 17, 2013, 10:24:17 pm
I found a cleaner-sounding version of the Zulu Theme that you guys might want to use:

[youtube]http://www.youtube.com/watch?v=DSjPoUtlkyk[/youtube]
Title: Re: AZW Suggestions you have
Post by: Gewehr98 on January 18, 2013, 04:23:17 am
Also, could we set up a research sub forum? I wouldn't want to clog up the main board with LOOK AT THE PICTURES OF THE BOERS I FOUND threads
Title: Re: AZW Suggestions you have
Post by: Fritz on January 18, 2013, 07:01:09 am
First of all Thank you for a great mod!

I have to agree with Dolphin, it would be really awesome to see an invasion gamemode, like in deluge. Waves after waves of Zulus...
Maybe it's also possible to make a gamemode Human vs Bots like in this server: https://www.fsegames.eu/forum/index.php?topic=309.0 (https://www.fsegames.eu/forum/index.php?topic=309.0)
Title: Re: AZW Suggestions you have
Post by: BSM 'Shut up' Williams on January 18, 2013, 04:46:14 pm
LORD CHELMSFORD next please.
Title: Re: AZW Suggestions you have
Post by: Danik on January 19, 2013, 12:17:20 am
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.
Title: Re: AZW Suggestions you have
Post by: Menelaos on January 19, 2013, 02:02:02 am
Remove smoke and make the next patch spiffy.
Title: Re: AZW Suggestions you have
Post by: Willhelm on January 19, 2013, 02:06:10 am
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.

We'll try but pistols in M&B don't work the same as Rifles.

Remove smoke and make the next patch spiffy.

Why would we remove smoke?
Title: Re: AZW Suggestions you have
Post by: Thvle on January 19, 2013, 04:00:41 am
Remove smoke is easy... edit the particles.txt.
Title: Re: AZW Suggestions you have
Post by: Willhelm on January 19, 2013, 04:14:29 am
Rifles were still using black powder at the time, smoke should be there, possibly needs lowering though. Although to be fair to you smokeless powder was being invented at the time and started being used just a few years later.
Title: Re: AZW Suggestions you have
Post by: Xanderman on January 19, 2013, 09:14:30 am
Can someone tell me how you plan to balance the zulus in the next update because currently its very unfair.
Title: Re: AZW Suggestions you have
Post by: Scorpia on January 19, 2013, 11:36:23 am
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.




Title: Re: AZW Suggestions you have
Post by: James Grant on January 19, 2013, 01:23:03 pm
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 think he means unfair AGAINST the Zulu ;)
Title: Re: AZW Suggestions you have
Post by: Craig on January 19, 2013, 02:54:22 pm
For some reason when you repsawn as Zulu, they have really bad Javelin accuracy, which makes the Javelin practically useless :/
Title: Re: AZW Suggestions you have
Post by: Thvle on January 19, 2013, 04:55:29 pm
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.

No remove smoke with "particle system" option... need to edit the file particles.txt
Title: Re: AZW Suggestions you have
Post by: Willhelm on January 19, 2013, 04:57:20 pm
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.
Title: Re: Suggestions.
Post by: musketeer on January 19, 2013, 05:18:22 pm
About the smoke, I was asked by Blucher to make it less thick/last a lot less, and i've given him the file to do it. Not sure when it will be implemented though. So far it's just for the guns, but if i'm asked, i can do cannons too.
Title: Re: Suggestions.
Post by: tibu22 on January 19, 2013, 05:24:51 pm
Willhelm can you add some more natal volunteer units?
Like that:(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.britishbattles.com%2Fzulu-war%2Fgingindlovu%2Fhms-shah.jpg&hash=2c3aabe05c6fa188144f1f4af81e7fe80067b0bc)
This from gingindlovu battle and they are marines with Zulus but many English soldiers are natal volunteer units in this picture.
Title: Re: Suggestions.
Post by: James Grant on January 19, 2013, 05:33:51 pm
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.
Title: Re: AZW Suggestions you have
Post by: Craig on January 19, 2013, 05:37:57 pm
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.
Title: Re: Suggestions.
Post by: tibu22 on January 19, 2013, 05:41:19 pm
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?
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on January 19, 2013, 06:17:48 pm
Add a Regiment/Class that have no red coats but white t shirts like undergarments
Title: Re: AZW Suggestions you have
Post by: Scorpia on January 19, 2013, 06:22:21 pm
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.
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.
Title: Re: Suggestions.
Post by: FAULTYscotsman on January 19, 2013, 07:21:01 pm
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   
Title: Re: Suggestions.
Post by: James Grant on January 19, 2013, 10:32:45 pm
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?

There's a list of regiments that partook in the war in the regiments sub-forum,it's stickied. Look there and google their name.

Add a Regiment/Class that have no red coats but white t shirts like undergarments

That is, quite frankly, a stupid idea. I acknowledge that some soldiers and camp followers at Rorkes Drift and Isandlwana were caught off guard but not enough to warrant a full unit. An optional reskin perhaps would be more suited to what you like, if so,go talk to those like Beta and Atilla who take requests.

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.

Wrong, I can't remember the exact years but I think it was between 1872-76 60,000 firearms were imported into Zululand, mostly percussion rifles and old muskets (though apparently 20,000 of those were sold on into other territories like Swaziland. Admittedly it was ammunition which was difficult to maintain, a neighbouring province, the name of which escapes me, did make it's own very low quality gunpowder which made misfires very frequent amongst the Zulu skirmishers.

Very few Martini Henry's were in use thanks to A) The efforts of the commissaries at Isandlwana who even if they failed to provide ammunition speedily enough (they hadn't unpacked any because they weren't expecting to actually fight any major engagements there)  they did thankfully manage to blow up probably 95% of the ammunition at the camp as you'll see in the film Zulu Dawn.
At the battle of iNtombe I think it was 90,000 rounds of ammunition captured but very few actual firearms. So whilst the main Zulu impi had guns after Isandlwana they had no ammo, so very few would have been kept.

TL;DR Zulu only had primitive guns, had Martini's after Isandlwana but little ammo, dumped useless guns, had ammo on other side of the country a short while later, but few guns with which to use them.

We will hopefully have more old style firearms for the Zulu in the next release.

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   

We are planning to implement the Gatling Gun but will do what we can to limit it, perhaps give it a limited amount of ammo and a thin range of fire before it has to be redeployed.

As to the latter part of your question this is unrealistic, there was very few trees in Zululand and very little wood. And they certainly couldn't waste the few wagons they had carrying timber.
Perhaps an alternative earthwork,longer and thicker to place a cannon on.

Not a bad idea.
Title: Re: Suggestions.
Post by: plyuto518 on January 19, 2013, 11:40:17 pm
Can you guys please give the cavalry swords, it might be a tad unrealistic but, with out a sword the cavs screwed!!?? :D!
Title: Re: Suggestions.
Post by: James Grant on January 19, 2013, 11:53:42 pm
Can you guys please give the cavalry swords, it might be a tad unrealistic but, with out a sword the cavs screwed!!?? :D!

No....

By this period cavalry were much more useful when used as dragoons because with the swift firing rate of Rifles they would be annihalated in a charge.

So no.
Title: Re: Suggestions.
Post by: plyuto518 on January 20, 2013, 12:01:49 am
OKAY.... D: But, can you add swords to the musicians???
Title: Re: Suggestions.
Post by: James Grant on January 20, 2013, 12:07:50 am
OKAY.... D: But, can you add swords to the musicians???

No, they simply didn't have them. But we will give them rifles.
Title: Re: Suggestions.
Post by: Danik on January 20, 2013, 12:53:03 am
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)
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Royal navy gatling gun team
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Title: Re: Suggestions.
Post by: James Grant on January 20, 2013, 01:13:48 am
Naval brigades! I read that they had rocket batteries and gattling guns.

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Royal navy gatling gun team
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Don't worry I'm not lacking at all for sources, we plan to have elements of the Naval Brigade mixed into one unit.
Title: Re: Suggestions.
Post by: tibu22 on January 20, 2013, 09:02:53 am
I find this unit this like natal volunteer infantryman.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi125.photobucket.com%2Falbums%2Fp56%2FThe1stLt%2FRorkes%2520Drift%2FP1007.jpg&hash=edca0d8903ec99326ec2aa1e9693a73568cb01ba)
Title: Re: Suggestions.
Post by: Xanderman on January 20, 2013, 10:19:31 am
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.
Title: Re: Suggestions.
Post by: James Grant on January 20, 2013, 10:45:32 am
I find this unit this like natal volunteer infantryman.


Tibu,I appreciate that your trying to help but by consistently insisting on the existence of a Natal Infantry source all you really are doing is undermining me.
I'm the researcher of the team and I've done my research through a variety of books and hours on Google. The only Natal Infantry units were the Natal Native Contingent, Woods Irregulars and scouts and John Dunns foot scouts. All of these were black levies commanded by white officers and NCOs of mixed ethnicities. That man in that picture is an NCO of the NNC.

@Xanderman,I'll have to wait for another team member to answer your question,I really can't say.
Title: Re: Suggestions.
Post by: RayceFarelle on January 20, 2013, 01:29:53 pm
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.
Title: Re: Suggestions.
Post by: Ardagh on January 20, 2013, 05:01:41 pm
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.

We've had that idea for quite some time now... the only issue is coding it, you're right. We'd like to introduce mobile/immobile ammo points, but that's a fair bit of work.
Title: Re: Suggestions.
Post by: Willhelm on January 20, 2013, 05:30:01 pm
I find this unit this like natal volunteer infantryman.
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He would be an officer of the Natal Native Contingent. The officers were white, all the rankers were African in native dress.

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.

Don't really think thats possible. Make sure to come to events to experience PvP.
Title: Re: Suggestions.
Post by: raikesi on January 20, 2013, 10:59:44 pm
I second the ammo train idea, I hear they're implementing that into North and South in the next update.
Title: Re: Suggestions.
Post by: James Grant on January 21, 2013, 12:46:16 am
I second the ammo train idea, I hear they're implementing that into North and South in the next update.


It's something we've always intended at some point in some form. Don't you worry ;)
Title: Re: Suggestions.
Post by: DarthTaco on January 21, 2013, 12:55:41 am
How about some more weapon variants? I can model some Zulu axes upon the morrow if ye wish to have them.
Title: Re: Suggestions.
Post by: Crayon on January 21, 2013, 05:41:52 am
Excellent mod. A blast is had sirs.

I know the mod is in it's early phases of creation so I will hold off on any major suggestions until it's a bit farther along.

A first observation:
In mods like Invasion and The Deluge, the bots would attack barriers put in their way and so eventually break them down. This does not really happen with the Zulus for some reason, the Zulus require a few human players to break them down. Will you be able to insure that the bots will attack barriers in the future?

Title: Re: Suggestions.
Post by: Xanderman on January 21, 2013, 08:31:13 am
The thing is this isn't an invasion mod it was designed to be a player vs player mod
Title: Re: Suggestions.
Post by: Wolff on January 21, 2013, 04:30:37 pm
sorry if that is already suggested, but how about a Boer faction?
I mean, the 1st boer war was just one year after the zulu war and maybe it would bring some more balance in the game
Title: Re: Suggestions.
Post by: Spearing on January 23, 2013, 12:13:30 am
Honestly, the invasion script is now OS. It'd be a waste not to implement it.
Title: Re: Suggestions.
Post by: DarthTaco on January 23, 2013, 12:30:22 am
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?
Title: Re: Suggestions.
Post by: Guille on January 26, 2013, 03:38:44 am
I think you should add Zulu mod in commander battle or at least try to.
Title: Re: Suggestions.
Post by: Windbusche on January 26, 2013, 04:11:12 am
I second that.

Just give the zulu alot more men per squad perhaps?
Title: Re: Suggestions.
Post by: Wolfe on January 27, 2013, 06:27:18 pm
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...
Title: Re: Suggestions.
Post by: Willhelm on January 27, 2013, 06:28:47 pm
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...

Can you give us a list of boer regiments?
Title: Re: Suggestions.
Post by: Ardagh on January 27, 2013, 06:55:26 pm
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...

I've been saying that to the team since the beginning ;_;
I don't think they really want to do it though, since then it wouldn't really be the "Anglo-Zulu War Mod".

What I /really/ want to see is a 2nd Boer War mod. :P
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on January 27, 2013, 08:19:45 pm
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...

Boer war seems interesting and the fuzzie wuzzie's
Title: Re: Suggestions.
Post by: Willhelm on January 27, 2013, 09:50:46 pm
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.
Title: Re: Suggestions.
Post by: Scrat555 on January 27, 2013, 11:05:35 pm
The Boers are super accurate snipers, right?

Title: Re: Suggestions.
Post by: Willhelm on January 27, 2013, 11:46:58 pm
The Boers are super accurate snipers, right?
Yes, poop at melee though.
Title: Re: Suggestions.
Post by: Scrat555 on January 28, 2013, 12:18:44 am
The Boers are super accurate snipers, right?
Yes, poop at melee though.
Great. Also fast reloaders, right?
And more accurate than the 60th.
These are the reasons why they won the 1st Boer War.
Title: Re: Suggestions.
Post by: Willhelm on January 28, 2013, 01:23:16 am
The Boers are super accurate snipers, right?
Yes, poop at melee though.
Great. Also fast reloaders, right?
And more accurate than the 60th.
These are the reasons why they won the 1st Boer War.

Better than a 60th but some of their weapons aren't as accurate. Except of course, the Farquharson.
Title: Re: Suggestions.
Post by: TheGeekful on January 28, 2013, 01:34:04 am
Has anything be said about ammo, I find you run out pretty fast during the game. Would like if sappers could deploy ammunition creates or something?
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on January 30, 2013, 05:22:24 pm
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.

YAY!!

Do a british boar war regiment
Title: Re: Suggestions.
Post by: James Grant on January 31, 2013, 01:06:33 am
58th,3/60th both served in the 1st Boer war.


Yes,I'm back.
Title: Re: Suggestions.
Post by: Scrat555 on January 31, 2013, 01:08:53 am
58th,3/60th both served in the 1st Boer war.


Yes,I'm back.

Thank god! Glad to see you back in somewhere other than the chatbox.
Title: Re: Suggestions.
Post by: James Grant on January 31, 2013, 01:09:33 am
I know, tis glorious to be back!
Title: Re: Suggestions.
Post by: Wismar on January 31, 2013, 06:18:22 pm
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.
Title: Re: Suggestions.
Post by: Willhelm on January 31, 2013, 07:32:38 pm
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.

mmbritishuniforms.brf
mmbrithats.brf

Not sure if thats the exact file names but basically correct. You'll find the textures in the brfs. They have been improved since the latest release by the way.
Title: Re: Suggestions.
Post by: Crayon on February 19, 2013, 11:23:11 pm
Deputise a few regular players as Admins...


There are hardly ever admins on the official server. We need more admins.
Title: Re: Suggestions.
Post by: av3ng3r on February 20, 2013, 06:19:12 pm
Deputise a few regular players as Admins...


There are hardly ever admins on the official server. We need more admins.

https://www.fsegames.eu/forum/index.php?topic=2432.0 (https://www.fsegames.eu/forum/index.php?topic=2432.0)
It's possible to apply now.
Title: Re: Suggestions.
Post by: Crayon on February 28, 2013, 03:21:40 am
Seeing as the invasion mode is so popular, make the bots more capable of destroying defences. The "Deluge" mod did it somehow.

At the minute they only hit defences by fluke.
Title: Re: Suggestions.
Post by: KillerMongoose on March 03, 2013, 06:13:35 am
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.
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on March 03, 2013, 04:23:46 pm
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.

yeah.... :'( :'(
Title: Re: Suggestions.
Post by: IndiaQuinn on March 05, 2013, 02:52:07 pm
First. I love this mod!

It is probably mentioned, but on the usage of Zulu javelins.

I believe the Zulu's fighting doctrine was mainly focussed on melee. The usage of javelins was not as big as it is in the mod right now. At times it feels like you are facing romans :-) The warriors would also not carry that many javelins with them. Most of the time you see Brits killed by javelins thrown over insane distances. Often just looking through a window means certain death.

Sure the battle of Rorkes Drift has been romanticed especially by the movie (hardly any javelins there), but after Islandlwana the Brits hardly repeated their mistake of facing the Zulus to openly, hence giving the mellee warriors a chance to overrun them. In fact in most battles hardly any Zulu would come closer than a 100 yards after the first hard lessons learned by the Brits (fortified camps, wagon trains and lots of clear ground surrounding it). So their javelins would virtually have no effect. In most cases it was pure slaughter.
Still, at Rorkes drift the 100 or so defenders managed to hold off 5.000 Zulus with relatively few casualties. As long as you keep the line behind a defense you in effect only had to deal with the first row of attackers not with the hundreds of warriors behind them. The challenge in Rorkes Drift was covering all sides and moving the defenders around. One open gap would mean that the Zulus would stream in. In this mod holding the line behind some bags is extremely hard as lots of defenders will be wiped out by the javelins (and rifles) before the melee starts.

Ofcourse the most important of a mod is balance and fun, so I suggest to do something about the hail of javelins the Brits face. Cheers!
Title: Re: Suggestions.
Post by: KillerMongoose on March 05, 2013, 03:00:30 pm
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.
Title: Re: Suggestions.
Post by: kpetschulat on March 05, 2013, 03:26:43 pm
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.

2. "Sarge, since when was cowhide so strong?" Another thing that needs to be seriously changed. Zulu shields were made from hides of cows. And, they were stretched extremely thing to cover the sizes of the shields they use. I don't understand when I shoot a Zulu through his shield, he doesn't die. For fucks sake, people... The basic Martini-Henry Rifle used a .577 round. That could out a hole in someone the size of a full grown man's fist. These guns should be instant kills. No matter if they have to shoot through the shield or not.

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.

4. "How many spears can those Zulus throw?!" Reduce the spears to 1 for the Zulus. They never carried more than two. One was used to throw, and one was used as a melee weapon.

5. "I can't build anything, Sarge! This hammer breaks things, not build..." Apprently, these sapper hammers don't build, they just destroy. It's annoying, and I hope this will get fixed.

Well, I said what I wanted. I hope to see these be done, thanks.
Title: Re: Suggestions.
Post by: av3ng3r on March 05, 2013, 03:29:51 pm
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 )
Title: Re: Suggestions.
Post by: KillerMongoose on March 05, 2013, 03:31:33 pm
Very good points, rifle butting people is useless because it's so slow and does very little damage.

And those shields, by god.
Look at this
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.history.co.uk%2Fexplore-history%2Fhistory-of-south-africa%2Fthe-boers%2Fgallery%2FgalleryImage%2F03%2FlargeImage%2Fzulu-war-640x360.jpg&hash=48dafb329715438a269f08def028314259384a2c)
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Title: Re: Suggestions.
Post by: KillerMongoose on March 07, 2013, 04:09:22 am
I would first like to say that I fucking love the new Boer commando unit! But might I suggest a few things

1) More grittiness, currently they look a bit too spiffy and dapper to really resemble the rugged fighting Boers

2) Knives, give Boers some kind of hunting knife or something, high damage but low reach and no blocking would keep it balanced
Title: Re: Suggestions.
Post by: Ardagh on March 07, 2013, 07:16:44 pm
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.

Keep in mind, once more (I'll be saying this till the day I die :P) this mod was made for PvP (TDM) game types; we're sort of surprised that Invasion has become so popular, but I guess that's the direction we'll be going from now on, isn't it? :P
Title: Re: Suggestions.
Post by: James Grant on March 07, 2013, 10:23:14 pm
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.


Nope, they didn't. FLH did just have the gun, I looked through several books looking for proof of more but they simply didn't. Though they did all probably carry some form of personal knife. The 17th Lancers actually carried a sword as well but we didn't want to overpower them too much. 60th would have been issued with a bayonet, but they have excellent accuracy so balance.

Only regular cavalry and officers carried swords, irregular's were generally issued just with the basics. That's it.
Title: Re: Suggestions.
Post by: Reverse on March 07, 2013, 11:38:00 pm
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.
Title: Re: Suggestions.
Post by: Windbusche on March 08, 2013, 12:08:44 am
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.
Title: Re: Suggestions.
Post by: Danik on March 08, 2013, 01:25:08 pm
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.

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.
Title: Re: Suggestions.
Post by: Willhelm on March 08, 2013, 02:41:23 pm
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.

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.

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.
The accuracy reduction when walking with pistols seems to be hard coded unfortunately.
Title: Re: Suggestions.
Post by: Siberian Cossack on March 08, 2013, 04:15:12 pm
more download links plz... i can't download setup file for 3 days...
Title: Re: Suggestions.
Post by: Danik on March 08, 2013, 07:55:37 pm
Well isn't it possible to add the revolvers as a rifle, then add multiple shots and change to revolver animations?
Title: Re: Suggestions.
Post by: Windbusche on March 08, 2013, 09:22:20 pm
Perhaps make a technical support thread?
Title: Re: Suggestions.
Post by: Willhelm on March 10, 2013, 10:36:42 pm
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
Title: Re: Suggestions.
Post by: MrPiggles on March 10, 2013, 10:49:45 pm
I think this mod needs a bit more publicity to get more players. Have you guys tried getting a suboard in the Taleworlds forum in the Napoleonic Wars: Released Mods section, North & South mod has? Also, the information in your guy's official thread in the Taleworlds forum is hideously out of date: http://forums.taleworlds.com/index.php/topic,257086.0.html
Title: Re: Suggestions.
Post by: Willhelm on March 10, 2013, 10:51:36 pm
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.
Title: Re: Suggestions.
Post by: MrPiggles on March 10, 2013, 10:53:13 pm
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.


That's a shame. Are you able to at least update the main page of the Taleworlds thread with up to date information about the mod?


This is the thread I'm talking about: http://forums.taleworlds.com/index.php/topic,257086.0.html According to it, it's still on .02
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on March 13, 2013, 02:33:26 pm
Add ammo suppliers and delete sapper (if you want)
Title: Re: Suggestions.
Post by: Windbusche on March 13, 2013, 03:05:39 pm
Why in god's name would they do that?
Just add an ammo carrier, don't remove one of the most useful support classes.
Title: Re: Suggestions.
Post by: Reverse on March 19, 2013, 02:34:48 am
Why in god's name would they do that?
Just add an ammo carrier, don't remove one of the most useful support classes.
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.
The sapper is goddamn useless, and it should be replaced with the ammo suplier.
Title: Re: Suggestions.
Post by: Windbusche on March 19, 2013, 02:59:50 am
It's useful because fortifications are pretty much necessary on large population servers to stand a chance. You're acting foolish, thinking that they'll remove a support class that can actually support the players.

Just add an ammo carrier, don't remove the sapper. Just have both.
Title: Re: Suggestions.
Post by: Spiffing Fellow on May 02, 2013, 09:04:01 pm
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.
Title: Re: Suggestions.
Post by: BSM 'Shut up' Williams on May 02, 2013, 09:39:01 pm
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.

Good Idea!
Title: Re: Suggestions.
Post by: Derpingtonpryce on May 18, 2013, 03:40:17 pm
I have but one suggestion, gatling guns.
Title: Re: Suggestions.
Post by: DarthTaco on May 25, 2013, 01:30:38 am
Unfortunately the suggestions are falling on deaf ears until someone else picks up the mod.
Title: Re: Suggestions.
Post by: OttoFIN on March 08, 2015, 12:13:43 pm
Can somebody make a commander battle server? Saw a video of one and it seemed pretty sweet.
Title: Re: Suggestions.
Post by: DarthTaco on March 08, 2015, 03:34:06 pm
What'd be cool (and allow Zulu players) is a modified Commander battle where the Zulu were the only ones who spawned in as commanders in charge of their impi, and the English were all players so it makes both sides happy.
Title: Re: Suggestions.
Post by: Andrix on March 24, 2015, 12:23:59 am
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.
Title: Re: Suggestions.
Post by: turanafon on March 28, 2015, 12:45:31 pm
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.

Great idea
Title: Re: Suggestions.
Post by: turanafon on March 28, 2015, 12:46:25 pm
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.

Andrix that is soo true , as well as the over use of stupid TNT
Title: Re: Suggestions.
Post by: Siberian Cossack on April 09, 2015, 11:11:22 pm
nice
Title: Re: Suggestions.
Post by: Kolibri8 on September 04, 2015, 11:23:23 am
Some things I'd like to see in the mod:


I have but one suggestion, gatling guns.

I heartily second this.

Maybe sometime in future: Could we get an own Boer faction?
Title: Re: Suggestions.
Post by: Kacper. on September 06, 2015, 01:01:02 pm
My suggestion is that the old caps returned to the infantry of the British in the Anglo Zulu Reloaded are good, but in version 4 were better.
Title: Re: Suggestions.
Post by: TheDoctor on February 10, 2016, 05:27:04 am
Add the gattling gun
Title: Re: Suggestions.
Post by: Davx. on March 20, 2016, 10:11:54 am
nvm
Title: Re: Suggestions.
Post by: JohannGustavsen on April 23, 2016, 07:03:37 am
Quote
add Instructions for install this mod please
It is as simple as looking it up on youtube........