Author Topic: Blood and Iron - Age of Imperialism [3.1 Patch]  (Read 39527 times)

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Offline Hinkel

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #75 on: January 29, 2019, 12:05:43 pm »
wait revive NaS ON Blood & Iron??

This means, using the B&I code, with all the features and such, reworking it into the civil war with all maps, models, sounds from NaS.
Would cost hundreds of working hours, which might be worth for the community, but not worth the effort for such low player numbers.

Offline Parrot

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #76 on: January 30, 2019, 11:32:30 am »
because i tidied up the source code for b&i before i started working on it, it would mean a new and more stable base for NaS. you'd get the B&I medics which restore health and stop bleeding, the dynamic salute/call-for-medics animations, all the new animations i made, gatling guns, the reworked artillery meaning more options for field artillery pieces, the ammunition crates, the ammunition cart which wasn't used in B&I, the winter uniforms for snowy/rainy maps, the new post-processing effects, the lighter terrain textures, a whole host of new sound opportunities because of B&I's overhauled sound effects (i overhauled 90% of them, including the code - think the musicians and the rifle specific sound effects), the new UI and moving menus, and the restructured .brf files.

B&I is only unstable because i tried to shoehorn too many scene props into it that used some inefficient textures and poorly designed collision meshes. that would all have to be overhauled for a B&I based NaS to stabilise it. but that's not the only thing, the items list would have to be completely rewritten along with sections of the code that organises the sections in this list, the troops list would be overhauled, the scripts that handle the winter clothing and specific class clothing sets (like the french partisans) will need to be reworked, the .brfs reorganised, the meshes all renamed along with their materials and textures for a more comprehensible structure (this is what makes b&i so submod friendly - no more union cavalry named after the NW british green jackets), the textures and materials optimised and correct shaders applied, the weapons rebalanced, and this doesn't include any new things that might be created and added. the list goes on...
« Last Edit: January 30, 2019, 11:42:35 am by Parrot »
Check out mods I've worked on: Blood and Iron: Age of Imperialism, and North and South!

Offline Kubus

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #77 on: May 25, 2020, 06:31:43 pm »
sweet

Offline Forgotfulking

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #78 on: May 25, 2020, 08:51:43 pm »
top tier mod top tier mod creators


Offline Forgotfulking

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #79 on: April 15, 2021, 08:00:55 am »
Bump for keeping this mod alive


Offline Mexican

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #80 on: April 15, 2021, 10:40:12 pm »
im thinking about hosting a mod event. Would this make a good candidate?
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Offline Forgotfulking

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Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« Reply #81 on: April 19, 2021, 11:24:06 pm »
im thinking about hosting a mod event. Would this make a good candidate?
it's a good mod