Author Topic: In Development - B&I 3.0 - old thread  (Read 199539 times)

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Offline Feldmarschall_Ben

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Re: In Development - New faction info released (Page 7)
« Reply #165 on: April 25, 2014, 11:59:38 pm »
some austrian Units/Uniforms:





Do you think these uniforms would be the right ones? Since there were some important changes in 1869 when the colour basically of the infantry uniform where changed from white to blue since white wasnt the best colour to use as one could see that in the war of 1866. Also the Feldkappe was used instead of the shako in battle.

More like this.

or this


With this colour for example:
(dont mind the ensign on the collar, this is the Oberleutnant Ballonfahrer Unit it was in the flying zepellin airship and this is actually the parade uniform.)

[edit this is the best source altough for the marching uniform: ]

Offline Feldmarschall_Ben

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Re: In Development - New faction info released (Page 7)
« Reply #166 on: April 26, 2014, 12:01:11 am »
So I have this very nice bamboo plant prop flora thing... The thing is that the stems are close together, and adding a collision mesh would make them impassable.

I want to know what you guys want: should I give the bamboo a collision mesh and make it impassable, or should I leave it as a bush type prop that you can use to hide in (although not very well)?

We need to hide in there in order to make a banzai charge when the enemy comes near by, would be perfect for bandits on the official server.

Offline Nation

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Re: In Development - New faction info released (Page 7)
« Reply #167 on: April 26, 2014, 12:02:36 am »
Spoiler
some austrian Units/Uniforms:





Do you think these uniforms would be the right ones? Since there were some important changes in 1869 when the colour basically of the infantry uniform where changed from white to blue since white wasnt the best colour to use as one could see that in the war of 1866. Also the Feldkappe was used instead of the shako in battle.

More like this.

or this


With this colour for example:
(dont mind the ensign on the collar, this is the Oberleutnant Ballonfahrer Unit it was in the flying zepellin airship and this is actually the parade uniform.)

[edit this is the best source altough for the marching uniform: ]
[close]
yes i am completely aware if that, spent some workexperience at the austrian war museum :D i was mearly trying to show the diversety of unit types in the k.u.k army :D
« Last Edit: April 26, 2014, 12:07:48 am by Parrot »

Offline hardcorefreestyleboy

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Re: In Development - New faction info released (Page 7)
« Reply #168 on: April 26, 2014, 10:05:46 am »
+1 for the banzai charge solution
Gerry is butiful!!!

Offline Parrot

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Re: In Development - New faction info released (Page 7)
« Reply #169 on: April 26, 2014, 10:35:42 am »
So I have this very nice bamboo plant prop flora thing... The thing is that the stems are close together, and adding a collision mesh would make them impassable.

I want to know what you guys want: should I give the bamboo a collision mesh and make it impassable, or should I leave it as a bush type prop that you can use to hide in (although not very well)?

We need to hide in there in order to make a banzai charge when the enemy comes near by, would be perfect for bandits on the official server.

I thought it would be more useful for sneaking up to fortress walls; most of the leaves are on the top so they offer cover from above, and not so much from the side. But I'll leave them without a collision mesh, they can be a new type of wheat thing.
Check out mods I've worked on: Blood and Iron: Age of Imperialism, and North and South!

Offline Eatjello

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Re: In Development - New faction info released (Page 7)
« Reply #170 on: April 26, 2014, 10:57:24 am »
So I have this very nice bamboo plant prop flora thing... The thing is that the stems are close together, and adding a collision mesh would make them impassable.

I want to know what you guys want: should I give the bamboo a collision mesh and make it impassable, or should I leave it as a bush type prop that you can use to hide in (although not very well)?

I think a Passable bush would be cool

Offline hardcorefreestyleboy

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Re: In Development - New faction info released (Page 7)
« Reply #171 on: April 26, 2014, 11:20:57 am »
I would like to see a gold/coal mine which you can enter and possibly defend! Maybe with some lores and stuff!

I would also increase the medics movement speed
Gerry is butiful!!!

Offline Captain America

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Re: In Development - New faction info released (Page 7)
« Reply #172 on: April 26, 2014, 11:48:02 am »
As fun as Austria'd be, I've still got my fingers crossed for the yanks ;)

Offline Jelly

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Re: In Development - New faction info released (Page 7)
« Reply #173 on: April 26, 2014, 12:47:28 pm »
So I have this very nice bamboo plant prop flora thing... The thing is that the stems are close together, and adding a collision mesh would make them impassable.

I want to know what you guys want: should I give the bamboo a collision mesh and make it impassable, or should I leave it as a bush type prop that you can use to hide in (although not very well)?
I think you should make them Austrian.

Offline SeanBeansShako

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Re: In Development - New faction info released (Page 7)
« Reply #174 on: April 26, 2014, 03:31:46 pm »
I think Parrot and Will get you love the Habsburgs a bit too much. Suggest other things now guys, especially map ideas for battle events and sieges.

Offline hardcorefreestyleboy

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Re: In Development - New faction info released (Page 7)
« Reply #175 on: April 26, 2014, 04:23:08 pm »
I would like to see a gold/coal mine which you can enter and possibly defend! Maybe with some lores and stuff!

I would also increase the medics movement speed

Got lost in aboves austria spam
Gerry is butiful!!!

Offline Parrot

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Re: In Development - New faction info released (Page 7)
« Reply #176 on: April 26, 2014, 04:50:23 pm »
I would like to see a gold/coal mine which you can enter and possibly defend! Maybe with some lores and stuff!

I would also increase the medics movement speed

Medic's were already really quite fast :P

And I have some plans similar to your mine idea, I just hope they play out as they do in my head...
Check out mods I've worked on: Blood and Iron: Age of Imperialism, and North and South!

Offline LordAdder

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Re: In Development - New faction info released (Page 7)
« Reply #177 on: April 26, 2014, 05:41:33 pm »
Response to Austrian Spam:

Spoiler
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Offline Turin Turambar

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Re: In Development - New faction info released (Page 7)
« Reply #178 on: April 26, 2014, 08:25:54 pm »
Response to Austrian Spam:

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Austria strongest naval power in world

Ever heard about Lissa?
Spoiler
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des is apsichtdliche Browokazion etzala ferstest du

Offline Nation

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Re: In Development - New faction info released (Page 7)
« Reply #179 on: April 26, 2014, 11:50:59 pm »
Response to Austrian Spam:

Spoiler
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Austria strongest naval power in world

Ever heard about Lissa?
Spoiler
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1:0 austria :D