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Messages - Willhelm

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16
Modifications / Re: Napoleonic Wars basic modding Tutorial.
« on: June 12, 2015, 05:41:12 pm »
Does anyone know to to make a unit dev only? I've seen this done before on N&S.

You have to make two versions of the troop text, one with the special unit on that team, one without. The non devs obviously get the one without. The troop text has to be exactly the same in all other respects so you dont get kicked for cheating.


17
In Development / Re: [NW][M] Napoleon In Egypt
« on: May 24, 2015, 08:53:12 pm »
Not to be a buzzkill but I imagine this mod will seem successful in its first few days but I fail to see how it will be sufficiently different to NW. This could easily be done on NW through some custom maps and a reskin pack surely.
As much as I hate to say this, mods for NW die really fast. Perhaps this would work better as a reskin pack.
Mods die quickly on NW because there has yet to be a good mod yet. When Iron Europe was released the amount of people who logged on at the same time broke the site. This goes to show you that the NW community is interested in a great mod but this had yet to be delievered. Iron Europe, North and South,  Anglo-Zulu and Blood and Iron were all mods made in a time period where Mount and Blade does not work. While BaI/NaS are both being worked on I sincerly doubt (as much as I would love to be wrong) they will succed because of the time period that they chose, plus a number of problems with those mods.

1812 is good, but it does not have the limelight nor the features which would make people switch to a mod which is pretty much the same as NW but in  North America.

I am certain that if a truly great mod was made for NW (preferably during the Napoleonic Wars) then people would play it, so long as it was better then native NW.

Well i dont agree with this. IE may be a stretch for this engine but N&S works perfectly on it and isn't too different from NW. Blood and Iron works fine too because the guns are single shot. In fact this is probably the best game engine for games set between 1500-1890 due to the nature of the shooting mechanics. It favours musket and single shot guns.

18
Don't think so, not by me, i just wanted to modernise the original mod.

19
This is discontinued yes. It was turned into reloaded.

20
The Anglo-Zulu War / Re: AZWR Music?
« on: March 16, 2015, 06:13:03 pm »
Go into your modules folder, find the mod and go into the music folder, it's all there.

A lot of the songs are from Zulu dawn.
AKA the inferior Zulu movie  ;)

It is inferior to Zulu, but it stills a great movie and deserves more attention.

21
The Anglo-Zulu War / Re: AZWR Music?
« on: March 12, 2015, 09:51:35 pm »
Go into your modules folder, find the mod and go into the music folder, it's all there.

A lot of the songs are from Zulu dawn.

22
In Development / Re: Anglo Zulu War: Reloaded: RELEASED
« on: March 08, 2015, 02:51:20 am »
I don't know why but for some reason i can't get past "loading textures" when the mod is loading. I've reinstalled twice with a different mod link.
Don't know the cause of that, possibly incomplete download.
Anyone have a problem with flashy boxes? Also an annoying red code? Always happens witese particular models.
Flashy flashy white boxy glitches. Only thing I know to do is wait for the round to finish or come back.
Haven't had anyone report the red code. Never seen it myself. For the flashing glitch, it happens less if your settings are turned down, and when you do get it, try tabbing out, or fiddling with your graphics settings, just messing with them seems to make it go quicker.
T'Would be nice if the UK had some form of flagbearing unit. Perhaps adding Lieutenant T.Melville to the staff character would do. Or add an option for the 24ths officer to choose between one item and the colours.
I left them out this time on the basis that It's very hard to find colours for each regiment, especially the lesser known ones, and that no one ever used them in the previous mod. Sorry about that.

23
In Development / Re: Anglo Zulu War: Reloaded: RELEASED
« on: March 04, 2015, 10:06:13 pm »
Thanks.

A lot of people get the texture glitch, looking into it. Not sure what causes it, but luckily it doesnt last long. It seems to be related to lag and the the zulus. Tabbing out or fiddling with your options seems to make it go.

24
In Development / Re: Anglo Zulu War: Reloaded
« on: March 03, 2015, 07:14:47 pm »
ANGLO ZULU WAR RELOADED RELEASED

Download the mod here
http://www.mediafire.com/download/dovxlunwefhlp9i/AZW_Reloaded_V1.0.exe

Or at moddb, once the file has authorised
http://www.moddb.com/mods/azw-reloaded

25
In Development / Re: Anglo Zulu War: Reloaded
« on: March 03, 2015, 05:55:10 pm »
Looks like the mod will be released tonight.

26
In Development / Re: Anglo Zulu War: Reloaded
« on: March 02, 2015, 12:18:08 pm »
Yes and Yes. Blucher is working on a LoTR invasion mod.
http://www.moddb.com/mods/realms-of-the-third-age

27
In Development / Re: Anglo Zulu War: Reloaded
« on: March 02, 2015, 11:43:05 am »
Wed, thurs, friday etc

28
In Development / Re: Anglo Zulu War: Reloaded
« on: March 01, 2015, 12:40:41 am »
Keep checking the moddb as its where i post most things.

Hoping to release the mod sometime next week if all goes to plan.

29
Modifications / Re: Six-horses in artillery train
« on: February 28, 2015, 11:52:24 am »
Not entirely sure but you might need to play the scene prop mm_spawn_with_cannon

You can make more than 2 horses but only one horse, the original, will have a collision mesh.

30
The Anglo-Zulu War / Re: Playing as Zulu
« on: February 28, 2015, 11:51:36 am »
I think you should only be a Zulu if there isn't enough zulu bots to be a challenge for the British, or if its just you and a few friends.

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