Author Topic: Suggestions.  (Read 91030 times)

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Offline James Grant

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Re: AZW Suggestions you have
« Reply #15 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.

raikesi

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Re: AZW Suggestions you have
« Reply #16 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

Offline James Grant

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Re: AZW Suggestions you have
« Reply #17 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.

raikesi

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Re: AZW Suggestions you have
« Reply #18 on: January 12, 2013, 04:19:53 pm »
Yeah that's what I meant, not the rifles. But the individual AI skill.

Offline Craig

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Re: AZW Suggestions you have
« Reply #19 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!
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Offline Willhelm

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Re: AZW Suggestions you have
« Reply #20 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.

Offline Craig

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Re: AZW Suggestions you have
« Reply #21 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.
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Offline NickyJ

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Re: AZW Suggestions you have
« Reply #22 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
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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.

Offline FKP_Blucher

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Re: AZW Suggestions you have
« Reply #23 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
[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
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Offline NickyJ

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Re: AZW Suggestions you have
« Reply #24 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
[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

Offline FKP_Blucher

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Re: AZW Suggestions you have
« Reply #25 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
[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
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Offline NickyJ

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Re: AZW Suggestions you have
« Reply #26 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

Offline Dolphin

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Re: AZW Suggestions you have
« Reply #27 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!

Offline Colour_Sergeant_Muldoon

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Re: AZW Suggestions you have
« Reply #28 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 :)

Offline FKP_Blucher

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Re: AZW Suggestions you have
« Reply #29 on: January 17, 2013, 08:54:53 pm »
We hope to bring it to the mod eventually
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