will servers get automatically updated when it's official?no.
BTW, update Turkish translations too pls, it's horrible atmIs the one in this mm dev better?
BTW, update Turkish translations too pls, it's horrible atmIs the one in this mm dev better?
If not, your free to fix the translations and send us a better one, you can find it under languages/tr folder
- Fixed auto bacon not working properly when there were 2 players left.
Excuse me but I don't see that double x was reintroduced into the game, could that be added for quick paced fights?????????????no.
Excuse me but I don't see that double x was reintroduced into the game, could that be added for quick paced fights?????????????no.
Cannon rifle is cool. who did this?I made that lol.
Woop woop less pokes!
Cannon rifle is cool. who did this?I made that lol.
Woop woop less pokes!
will servers get automatically updated when it's official?
BTW, update Turkish translations too pls, it's horrible atm
(https://i.imgur.com/Pqa2Xms.png)Woop woop less pokes!
How about bringing back sapper bridges?
Just had a chance to try the new patch, hitboxes is much better and there are less pokes but melee looked a bit lesser smooth to me.
If you want to try to new patch, download the .zip file in the first message, extract it to your modules folder like a mod, then select it in launcher. There's a server named 88th_Backup, you can try new patch there.
Edit: Just tried the new Cannonball LauncerScreenshots(https://i.imgur.com/HPcnPwD.jpg)
(https://i.imgur.com/6USwhR5.jpg)[close]
Add Lancers to UK, it fits the period (https://en.wikipedia.org/wiki/17th_Lancers) and it will be hilarious watching the community reactions ;)As far as I can tell atleast, that regiment never actually used lances in the Napoleonic wars. They were reclassified as lancer after ending their run in the Napoleonic wars, while they themselves didn't hear about this change until 15 years after their fight ended in Europe.
Also give KGL 1st Hussar Officers white horses, I swear I am not biased
I agree with nytek on this. The hussar vs heavy cavalry matchup drastically changed after the last patch to be in favour of heavy cavalry in a competitive environment. They just have to play together in a defensive formation and from there it's a waiting game, testing the endurance of each hussar players who will instantly die from any mistake capitalised on. This is while they tank most hits hussars are willing to risk attempting, 1 hits requiring difficult positioning that is easy for the heavies to defend each other from and potentially kill the hussar from risk of cav block. Even heavy dismounts are useful as they can very easily kill a hussar horse, tank hits and have a longer sword to make use of, while hussar dismount's are one of the worst positions to be in from a class perspective. Previously both hussars and heavy cavalry could compete together in a very even manner so reverting to the stats from the previous patch would very much be a good thing for the competitive community.I don't agree with bold at all. Hussars were kings for years. Even when they weren't the best, they were competitive.(i remember the days HC was even scarier)
Heavy horse to 115 would be a welcome change to me, it would make sure the heavies have to at least attempt to use that great quality of life maneuverability buff they got and make sure the class itself a bit less frustrating to play against.I agree with nytek on this. The hussar vs heavy cavalry matchup drastically changed after the last patch to be in favour of heavy cavalry in a competitive environment. They just have to play together in a defensive formation and from there it's a waiting game, testing the endurance of each hussar players who will instantly die from any mistake capitalised on. This is while they tank most hits hussars are willing to risk attempting, 1 hits requiring difficult positioning that is easy for the heavies to defend each other from and potentially kill the hussar from risk of cav block. Even heavy dismounts are useful as they can very easily kill a hussar horse, tank hits and have a longer sword to make use of, while hussar dismount's are one of the worst positions to be in from a class perspective. Previously both hussars and heavy cavalry could compete together in a very even manner so reverting to the stats from the previous patch would very much be a good thing for the competitive community.I don't agree with bold at all. Hussars were kings for years. Even when they weren't the best, they were competitive.(i remember the days HC was even scarier)
Anyways, out of all the buffs HC got, there is one i am willing to undo, and that is the horse health.(back to 115 or 120 from 125) I find the other buff, how well they maneuver makes the class a bit more comfortable to play.(med horses got this one as well)
Add Lancers to UK, it fits the period (https://en.wikipedia.org/wiki/17th_Lancers) and it will be hilarious watching the community reactions ;)
Also give KGL 1st Hussar Officers white horses, I swear I am not biased
I agree with nytek on this. The hussar vs heavy cavalry matchup drastically changed after the last patch to be in favour of heavy cavalry in a competitive environment. They just have to play together in a defensive formation and from there it's a waiting game, testing the endurance of each hussar players who will instantly die from any mistake capitalised on. This is while they tank most hits hussars are willing to risk attempting, 1 hits requiring difficult positioning that is easy for the heavies to defend each other from and potentially kill the hussar from risk of cav block. Even heavy dismounts are useful as they can very easily kill a hussar horse, tank hits and have a longer sword to make use of, while hussar dismount's are one of the worst positions to be in from a class perspective. Previously both hussars and heavy cavalry could compete together in a very even manner so reverting to the stats from the previous patch would very much be a good thing for the competitive community.I don't agree with bold at all. Hussars were kings for years. Even when they weren't the best, they were competitive.(i remember the days HC was even scarier)
Anyways, out of all the buffs HC got, there is one i am willing to undo, and that is the horse health.(back to 115 or 120 from 125) I find the other buff, how well they maneuver makes the class a bit more comfortable to play.(med horses got this one as well)
a good hussar player almost always beat a good HC player back in the day. I played against a lot of people who played both, or specialized in one or the other. I played both a lot myself. Witnessed a lot of fights, and 1v1s between the 2. Playing HC was like driving a bus with flat tires. the maneuver change was only a small 2 points making them a little more responsive.(11 less now than hussars)I agree with nytek on this. The hussar vs heavy cavalry matchup drastically changed after the last patch to be in favour of heavy cavalry in a competitive environment. They just have to play together in a defensive formation and from there it's a waiting game, testing the endurance of each hussar players who will instantly die from any mistake capitalised on. This is while they tank most hits hussars are willing to risk attempting, 1 hits requiring difficult positioning that is easy for the heavies to defend each other from and potentially kill the hussar from risk of cav block. Even heavy dismounts are useful as they can very easily kill a hussar horse, tank hits and have a longer sword to make use of, while hussar dismount's are one of the worst positions to be in from a class perspective. Previously both hussars and heavy cavalry could compete together in a very even manner so reverting to the stats from the previous patch would very much be a good thing for the competitive community.I don't agree with bold at all. Hussars were kings for years. Even when they weren't the best, they were competitive.(i remember the days HC was even scarier)
Anyways, out of all the buffs HC got, there is one i am willing to undo, and that is the horse health.(back to 115 or 120 from 125) I find the other buff, how well they maneuver makes the class a bit more comfortable to play.(med horses got this one as well)
I think the only way hussars could be considered kings before was because most people played as them, inflating the number of good hussar players in the community. A top notch hussar player can defeat a heavy cav player any day of the week but when it comes to groupfights it's entirely different. Heavy cavalry playing defensively is a new meta that is difficult to defeat as hussars and easy to utilize as heavies. For me personally I think the change in manouverability is the main factor in why this new meta works out so well for heavy cavalry. Reducing horse health would stop them tanking so much yes, but at least reducing the maneoverability back a little bit could help hussars try to compete against this meta without being forced into a 3 hour battle of endurance that isn't fun for anyone to play against.
okYes. and with the new map button to the left of the old map selection, you can quickly pick what map you want. that way, you dont have to hit an arrow 100 times.
Have you fixed being able to select more than 20 custom maps? atm, the max is still #20 despite there being a lot more available. I think you have, just making sure you have :)
Have you tied up the admin panel? You sorta spilled it out into different areas such as More Admin Tools etc making it a little bit too clustered.
Can you review siege mode? I've seen a number of maps where the flag dissapears, you can still hear it, but its invisible and uncappable, I've tried raising or lowering the flag prop, makes no difference.
Additionally, you can currently pick up two guns despite that option being disabled :)
okYes. and with the new map button to the left of the old map selection, you can quickly pick what map you want. that way, you dont have to hit an arrow 100 times.
Have you fixed being able to select more than 20 custom maps? atm, the max is still #20 despite there being a lot more available. I think you have, just making sure you have :)
Have you tied up the admin panel? You sorta spilled it out into different areas such as More Admin Tools etc making it a little bit too clustered.
Can you review siege mode? I've seen a number of maps where the flag dissapears, you can still hear it, but its invisible and uncappable, I've tried raising or lowering the flag prop, makes no difference.
Additionally, you can currently pick up two guns despite that option being disabled :)
we didn't touch admin tools really outside of adding a new toy or bug fixes.
idk? you are the only one i know of that has brought this issue up. is there a quick way to recreate the bug? are you sure the siege flag was set up properly?** is it just that one map or is it all? you said you were changing the prop, were you trying to test in scene edit mode or siege? you generally dont want to be editing stuff in any mode, but only in scene edit mode. and then test in siege.(or any other mode)
i haven't seen this one either. i just tested picking up different guns/pistols several hundred times, and i could only carry one. are you sure the setting was off?
sorry for all the questions, but we want to get this out sooner rather than later, so the quicker we can look into this stuff and be efficient at fixing any issues, the better.
**in case there are people out there that want to make maps and want a good guide, here is the one i used for many years. it might be a little dated, but it still works well.
http://forums.taleworlds.com/index.php/topic,228008.0.html
i did. its working fine for me. I tried all sorts of combos.
try picking up an enemy gun :)
can you please tidy up the admin panel, its a bit of a mess atm
as for the siege problem, all edits are done in edit mode, then tested in siege mode with players.
What's the way to know the flag is setup correctly? I mean, it spawns in etc.
Muskets in groupfighting mode are polearms, not firearmsyep, they are basically pikes, and not guns. they wouldn't be considered firearms for the function to make you drop it. they are completely different items in the files.
can you upload a map that is known to cause this siege flag bug?
I don't think we will work more on the admin panel. sorry.
Is somebody working on a better turkish translation?
If so, edit the csv files in the languages/tr folder and make sure to save them as UTF8 format, not ANSI.
Do not use microsoft excel or something cause it will fuck up the format, best is to use a tool like notepad++;
https://notepad-plus-plus.org/download/v7.5.8.html
You can upload the files here and ill include them.
Before you upload them, be sure to test them ingame if they work.
If you wanted to test around with it, here is the current source for this patch; it will change more naturally but you could have a peek and see what is changed.
https://www.fsegames.eu/trunk.zip
Hey guys,
- Revered some of the changes of last patch in regards to melee
Is somebody working on a better turkish translation?
If so, edit the csv files in the languages/tr folder and make sure to save them as UTF8 format, not ANSI.
Do not use microsoft excel or something cause it will fuck up the format, best is to use a tool like notepad++;
https://notepad-plus-plus.org/download/v7.5.8.html
You can upload the files here and ill include them.
Before you upload them, be sure to test them ingame if they work.
If you wanted to test around with it, here is the current source for this patch; it will change more naturally but you could have a peek and see what is changed.
https://www.fsegames.eu/trunk.zip
This has been tested on the current release and test branch. When I breach these walls on this map (Is a siege map on Minisiege) it creates a weird invisible wall that blocks you from going up the staircase. I'm unsure what causes this, but when the wall isn't breached it lets you walk up and down just fine. If the map resets or their is another round it will still remain there even after these things happen. If you change to the map manually, the issue is gone. on This is the only map I've found that this happens on, but a very weird thing to occur at that. Below in the first spoiler is screenshots of the area it occurs in, attached is the download and second spoiler contains the terrain code.
Steps to recreate:
1: Download map & scene code
2: Go to the stairs to the left (When facing flag from inside fort, pictured in first image below in spoiler) and blow a hole in the small wall between the pillers.
3: Try to run up the stairs, game says no rip
(Ik they're simple but ye just incase)SpoilerThe area in question:
(https://i.imgur.com/wfQCQYw.jpg)
Little wall between those 2 pillers seems to be the cause:
(https://i.imgur.com/iOTqWqX.jpg)
^Bottom half of the prop disappears, not sure if this usually happens but just pointing it out^
Forms a barrier as far as the wall from where I stand in this screenshot:
(https://i.imgur.com/mGuYERk.jpg)[close]SpoilerScene code:
scn_mp_custom_map_1_minisiege mp_custom_map_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000003004ca5a00028c880000c14000001fef00009871
0
0
outer_terrain_plain[close]
The prop name that I think that makes this happen is mm_house_wall_11, but it could literally be any prop in that area.
I know i already said this, but just checking....the string names for royale_musket_ammo and royale_pistol_ammo got switched i think in the patch, so just checking that also got fixed...only a minor error really, but would be helpful if it was changed. Also, and i cant remember this clearly, but i think there was a bug with the "royale_ammo" where it would only spawn one type of ammo--had to edit it in the files to make it work properly.if memory serves, i fixed those issues back in jan/feb. just had to move the musket ammo string around with the pistol ammo to fix that issue. i too was confused when it said i would pick op one ammo or the other, and got the opposite.
will servers get automatically updated when it's official?
BTW, update Turkish translations too pls, it's horrible atm
Naturally you will have to update all servers at release, you can test it already now by putting the build uploaded in the first post into your server.will servers get automatically updated when it's official?
BTW, update Turkish translations too pls, it's horrible atm
So we get new servers Files?
Well, that map is the one you wanted.... ::)
Sometimes the flag dissapears if you reset the round instead of starting the map, sometimes it doesn't then at a random point it will.
If the flag remains you can't cap it etc. I've tried lowering the flag etc.Spoilerscn_mp_custom_map_20 mp_custom_map_20 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe
0
0
outer_terrain_plain[close]
i have made a German/Eu Server for testing
https://www.fsegames.eu/forum/index.php?topic=39650.msg1754430#new
So the heavy cavalry horse will be reverted back to 115?yes, the health was reverted. idk if the build in the OP was updated with it or not.
Well, that map is the one you wanted.... ::)
Sometimes the flag dissapears if you reset the round instead of starting the map, sometimes it doesn't then at a random point it will.
If the flag remains you can't cap it etc. I've tried lowering the flag etc.Spoilerscn_mp_custom_map_20 mp_custom_map_20 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe
0
0
outer_terrain_plain[close]
So, after wasting another day on trying to check what is wrong, if it is the agent loop and so on it turns out you added another flag pole in your scene (spr_headquarters_pole_code_only), which obviously as the code suggest is for code only. SO DONT USE IT IN YOUR SCENE ::)Spoiler(https://i.imgur.com/6FfWbp8.jpg)[close]
Community, whats that...?!
Were not from Turkey.
instead of putting our a patch for a patch that nobody even cared about
Were not from Turkey.
where do you live in? gimme coordinates
instead of putting our a patch for a patch that nobody even cared about
why not focus on putting your balls back in your skirts and telling us WTF is up with BCOF
Were not from Turkey.
where do you live in? gimme coordinates
Many of us do care about them fixing the game.
Were not from Turkey.
where do you live in? gimme coordinates
Bomb this coordinates. A single precision strike will be enough.
35.876049, 14.509424
Cheers for sounding like you care about the community :(Yes, I care otherwise i would not make a patch for a 5 year old DLC of a game that is 7 years old.. ???
Not my map, we just used it and adopted it! But lessons learned :)
it's probably holdfast's developer office lolFake news.
can you create the flags as on the native to avoid cavalry fights too long?
can you create the flags as on the native to avoid cavalry fights too long?what do you mean exactly?
can you create the flags as on the native to avoid cavalry fights too long?what do you mean exactly?
That in battle mode if it lasts too long the banners appear that you have to cap?
Aren't admins for this reason existing?
Aren't admins for this reason existing?
It shouldn‘t be the patch‘s task to weaken the hussar class even more. Heavies are running in circles through the whole map why would you force the hussar to run into them?????
Ah, btw: not sure if you plan to, but I‘d suggest to make the cuirassiers not as tanky as they are right now. Before the patch you were able to two-hit a cuirassiers - nowadays you need twice as many hits to even have a chance.
2hits for a hussar's horse and 3 hits for a cuirasser's horse. hussar have the speed and the heavy don't. it's not because the heavy class is OP that they win but it's because 14pk and 1erRC have skill. heavy are not running in a circle, if you see the CNWL video, you can watch that they are just playing together because they cannot follow hussar. it's all. 1erC won match whithout the patch.A heavy is far more likely to one-hit a hussar horse, which literally happens in most cases. While it needs about 4-5 hits to kill a heavy, that's way too many. I didn't even expect someone arguing about that.
this flag will be great thanks him hussars AND cuirassiers cannot delay anymore. (yes, a cuirassser can delay) 1vs1 cav vs cav is not funny when one member is delaying. with this flag : no more probleme
As I keep hearing questions and speculations from various parties, maybe there's a need to clarify something.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F2.bp.blogspot.com%2F-_epwl-9nW5Q%2FUsfI_ZrGVkI%2FAAAAAAAAJV0%2F2gJTzv4iqqQ%2Fs1600%2FPusheen23.png&hash=26f02c60e3e54528f53af75159c73179b8f29590)
14pk is not officially disbanded (as a matter of fact, it became such wide multi-game franchise that it can't be "disbanded" like a common regiment) but due to the negativity that arisen around us simultaneously to our success, it's not worthwhile for us to deal with your lot anymore.
And about the abovementioned negativity I can only say this - it's sad how some people who pretended to be friendly and supportive at the beginning, never having any trouble accepting 1v1 requests and playing with us (or even gladly borrowing our players for their official matches), turned hostile as soon as we got strong enough to beat them. From "it's great to have you around - heavy power is back!" to "you should be banned, cancerous heavies". And in some cases, it only took minutes after the CNWL match for the true colours to be seen, as a effect of uncontained rage. Clearly, the problem is not with us, but with people who can't deal with a lost game and need to attack people they lost to in every way they can think of.
Oddly enough, I've been in NW cavalry for ages but this whole concept of banning heavies is almost entirely new to me. I remember the very first season of CNWL, playing against the old 14pk as a member of 8e hussards. And I don't recall any of our officers bitching about the class differences. We just did our best. Just like we used to play competetive 1v1's against... yes, LANCERS. But that's maybe because the old "hussar gods" were far more skilled and versatile when compared to today's pretenders. And better people, too. And maybe because 8e's regimental motto was Quel que soit l'obstacle - No matter what are the obstacles while today, motto of some regiments and individuals is Ban the obstacles or we'll cry. This is what you're trying to do, the appearances aside - even if it means to strip the game to only one playable class (ridiculous), you'll just try to exclude the opponents you can't tackle. If you can still feel some unwarranted satisfaction, having done so - good for you.
The last CNC and recent CNWL completely re-defined the expression "bad loser" for me. But a bad loser loses twice. Once, in the match, second time - when he can't act with dignity afterwards. And in the end, he only hurts himself, because mistakes acknowledged are lessons learned. Ultimately, as long as there are no game altering cheats involved, your failure is your failure and you have only yourself to blame. Not monkeys with sticks. Not the OP heavies. Yourself and your own shortcomings. Many of you, however, are too petty and self-impressed to acknowledge this fact. That is why I enjoyed leading the regiment along Zahari - whenever one of ours tried to blame our failures on the opponent's luck/class/dubious playstyle, he was first to cut it short and say: no, if we lost, it's YOU/ME/US who fucked up. And here, gentlemen (if there are any around), is one of the true reasons we progressed and eventually got all of you under our heel.
But it's fine now. Those who been around, know I was hussar played to begin with. I can be perfectly happy never playing a cuirassier again, so I have no personal interest in defending the "heavy case" at this point. After we made hot mess out of all top hussar regiments (with the exception of 9e - RIP), 14pk can walk away, taking CNWL cup and a fairly won title of best cavalry regiment of 2018 along. I just feel sad for other cuirassiers, more dedicated to their class choice (stay stronk, 1erRC), for the prospects of NW cavalry as a whole and for having discovered some people to be complete wankers.
CHEERS(https://png2.kisspng.com/20180513/wpq/kisspng-pusheen-cat-guitar-string-instruments-5af7eac49d3820.820966671526196932644.png)
If you want to have short(er) rounds go play infantry
If you want to have short(er) rounds go play infantry
hm, good idea :p
changed a few things with regards to dragoons.
mainly, on med dragoon rankers and NCos, i buffed 1 hand and shooting by +5.(125 and 130 respectively) officers by +10 1 hand. no change to shooting
light dragoons had the biggest changes. officer 1 hand up to 130 from 90. rankers to 110.
i gave light dragoons for rhine and GB a cav musket as an option. that way they aren't forced to use a carbine.
to put it into perspective, HC have 140-150 1 hand depending on the type of HC, and hussars 160. officers like say for lancers, have 150 1 hand.
thoughts? are they over buffed? they are imo one of the more well rounded units in the game with their mobility, shooting, and melee. they may not be the best in one category, but they are better in several areas combined compared to the other cav.
i believe you can take these 2 files, and combine them with the OP build.
I'm not following this thread too much but can someone give me a changelog for the cav so far for this patch im curiousHC horses health was reverted to old patch, keeping current maneuver.
I'm not following this thread too much but can someone give me a changelog for the cav so far for this patch im curiousHC horses health was reverted to old patch, keeping current maneuver.
dragoon changes above.
cav officer bonus was changed to change horse speed. no longer applies when on foot.
I don't know if this is a taleworlds thing or not, and I know this might be late in asking, should have been asked like a year ago, but since client might have some changes also, is it possible to have more than one beacon? Like they show up on whoever is beaconed and not turn off until toggled again over a player?I haven't looked into it but it might be possible to have more than one beacon per team. it is not something we will be adding tho, since this patch is more or less done. I am hoping more people test it and give feedback on it before it is released.
And I'm sorry if this is an inappropriate question and I'm not trying to burden you guys.
Nobody uses dragoons. :) *well not in competitiveIf you speak about NA, that might be true. But in the EU scene there always were competetive heavy regiments (14pk, 10ph, 3eRC, 8eCC and several nations cup teams) which always were succesful. That so many don‘t play heavies is just because there have always been mostly hussars playing and why change your class then if the main stuff is going on with the hussars. Same with lancers in the EU scene, they‘re pretty fcking good when played properly (look at the CNC e.g) but people don‘t really play it as well.
I like the fact though that heavy cav can compete now with hussars. It's the hussar regiments that complain, If it's a problem, they can switch to heavy cav, but they don't because as one guy told me, "it feels like I'm riding a cow they're so slow". And their various other reasons. Basically a hussar used to go unchallenged in competitive, but now heavy cav can actually win.
As I keep hearing questions and speculations from various parties, maybe there's a need to clarify something.(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F2.bp.blogspot.com%2F-_epwl-9nW5Q%2FUsfI_ZrGVkI%2FAAAAAAAAJV0%2F2gJTzv4iqqQ%2Fs1600%2FPusheen23.png&hash=26f02c60e3e54528f53af75159c73179b8f29590)
14pk is not officially disbanded (as a matter of fact, it became such wide multi-game franchise that it can't be "disbanded" like a common regiment) but due to the negativity that arisen around us simultaneously to our success, it's not worthwhile for us to deal with your lot anymore.
And about the abovementioned negativity I can only say this - it's sad how some people who pretended to be friendly and supportive at the beginning, never having any trouble accepting 1v1 requests and playing with us (or even gladly borrowing our players for their official matches), turned hostile as soon as we got strong enough to beat them. From "it's great to have you around - heavy power is back!" to "you should be banned, cancerous heavies". And in some cases, it only took minutes after the CNWL match for the true colours to be seen, as a effect of uncontained rage. Clearly, the problem is not with us, but with people who can't deal with a lost game and need to attack people they lost to in every way they can think of.
Oddly enough, I've been in NW cavalry for ages but this whole concept of banning heavies is almost entirely new to me. I remember the very first season of CNWL, playing against the old 14pk as a member of 8e hussards. And I don't recall any of our officers bitching about the class differences. We just did our best. Just like we used to play competetive 1v1's against... yes, LANCERS. But that's maybe because the old "hussar gods" were far more skilled and versatile when compared to today's pretenders. And better people, too. And maybe because 8e's regimental motto was Quel que soit l'obstacle - No matter what are the obstacles while today, motto of some regiments and individuals is Ban the obstacles or we'll cry. This is what you're trying to do, the appearances aside - even if it means to strip the game to only one playable class (ridiculous), you'll just try to exclude the opponents you can't tackle. If you can still feel some unwarranted satisfaction, having done so - good for you.
The last CNC and recent CNWL completely re-defined the expression "bad loser" for me. But a bad loser loses twice. Once, in the match, second time - when he can't act with dignity afterwards. And in the end, he only hurts himself, because mistakes acknowledged are lessons learned. Ultimately, as long as there are no game altering cheats involved, your failure is your failure and you have only yourself to blame. Not monkeys with sticks. Not the OP heavies. Yourself and your own shortcomings. Many of you, however, are too petty and self-impressed to acknowledge this fact. That is why I enjoyed leading the regiment along Zahari - whenever one of ours tried to blame our failures on the opponent's luck/class/dubious playstyle, he was first to cut it short and say: no, if we lost, it's YOU/ME/US who fucked up. And here, gentlemen (if there are any around), is one of the true reasons we progressed and eventually got all of you under our heel.
But it's fine now. Those who been around, know I was hussar played to begin with. I can be perfectly happy never playing a cuirassier again, so I have no personal interest in defending the "heavy case" at this point. After we made hot mess out of all top hussar regiments (with the exception of 9e - RIP), 14pk can walk away, taking CNWL cup and a fairly won title of best cavalry regiment of 2018 along. I just feel sad for other cuirassiers, more dedicated to their class choice (stay stronk, 1erRC), for the prospects of NW cavalry as a whole and for having discovered some people to be complete wankers.
CHEERS(https://png2.kisspng.com/20180513/wpq/kisspng-pusheen-cat-guitar-string-instruments-5af7eac49d3820.820966671526196932644.png)
A subtle balance change will do the community more good than any rash changes in either direction.
I suggest making it such that Hussars can shoot lasers out of their eyes, and Heavy Cavalry spawn with rubber swords.
Imagine caring about cavalry in 2018imagine being sleek in 2018
For those that have been around for a long time, when was the last time there was a large cav GF tourney where lancers were allowed on the EU side and people actually played them.(no. we are not touching lancers. just curious) have there been that many?
For me, it'd be great, if french infantry would get another unit, in place of removed Bavarians. If you dont have time, you would use a custom skin made by community. I guess that the persons like Johny Nawalony would do something for you.
I have talked to a few people (artillery members) and they find the sapper goodThat is great news. I'm glad these changes are liked.
For me, it'd be great, if french infantry would get another unit, in place of removed Bavarians. If you dont have time, you would use a custom skin made by community. I guess that the persons like Johny Nawalony would do something for you.We will not add new units, sorry.
fix the downstab hitbox pls (on the start up)What do you mean exactly, I doubt it is something we can do without doing a lot in-engine which will be outside the scope of this patch.
it attacks a bit backwards
IDK if this is just an NW thing but the hitboxes of teammates are very inconsistent and buggy. Stabs can travel right through them particularly at longer range.It's a warband engine problem, try not to create a teamkill contest but instead have enemy vs enemy, for instance to run the gamemode as deathmatch when making training with your regiment.
Unicorn admin hoers? :-*if you supply a good model.
For those that have been around for a long time, when was the last time there was a large cav GF tourney where lancers were allowed on the EU side and people actually played them.(no. we are not touching lancers. just curious) have there been that many?
IDK if this is just an NW thing but the hitboxes of teammates are very inconsistent and buggy. Stabs can travel right through them particularly at longer range.Originally teamkilling was a bug in the Warband Beta. Because it was well liked, the TW devs decided to not fix the bug and instead keep it as a toggle off/on feature. Hence it is not surprising if friendly hitboxes (especially with polearms and short weapons like daggers) are not working optimally.
IF you guys feel all is ok, I think we will push for release very soon.
Did you try out the patch? how does it feel now?IF you guys feel all is ok, I think we will push for release very soon.
Can’t wait that melee revert will be nice
Did you try out the patch? how does it feel now?IF you guys feel all is ok, I think we will push for release very soon.
Can’t wait that melee revert will be nice
Soon, really soon, please keep testing it I don't think it will be patched after.
That is something in the engine that we cannot do anything about.Soon, really soon, please keep testing it I don't think it will be patched after.
Will you patch the hitbox aswell where when you hit someone and force him to stumble his hitbox gets way smaller causing your ally to stab through the guy causing lots of tk
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Since this is the End of Life for the game
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.No.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.No sorry we will not do it, it will heavy imbalance infantry vs cavalry.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Not only that, it would completely fuck up groupfights.Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.No sorry we will not do it, it will heavy imbalance infantry vs cavalry.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Can you make upstabs faster
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Who is left in native?!?!
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
Who is left in native?!?!
Since this is the End of Life for the game, please allow Attacks mid-air. We need a true jump stab. It will re-energize the competitive community and new strategies for melee will be created.This doesn't happen in Native matches.
I want NW to be able to compete with Native and their naked men with Great Sword's with 6k hours jump stabbing everyone.
We also added a map from Zebaad.
- We added some mod from Zauberfisch that will allow him and also other server side modders to add goodies.
Look for the screens here:
https://paste.zauberfisch.com/i/5b98c66935010/
Server side modders could spawn training weapons and so on.
- We added some mod from Zauberfisch that will allow him and also other server side modders to add goodies.
Look for the screens here:
https://paste.zauberfisch.com/i/5b98c66935010/
Server side modders could spawn training weapons and so on.
It's a server side mod thing, so you can force by server anything really with your own string names, for instance you can have a custom vote coded server side with 3,4 or whatever options.. you could also use it for lets say you make a door and on use it asks you which of the x locations you want to teleport to, it has quite limitless possibilities for the server mods.
- We added some mod from Zauberfisch that will allow him and also other server side modders to add goodies.
Look for the screens here:
https://paste.zauberfisch.com/i/5b98c66935010/
Server side modders could spawn training weapons and so on.
Thanks for adding that! I think it is often the modding scene which really helps keep NW alive, and adding this, and especially new items really adds a lot of potential.
Is the pop up menu thing something clients will also be able to see as well, or just a server side thing?
My last request, though I have echoed this before, is to have map names pushed to the master server list and maybe the client as Native does, like you can see the map name will say "Iron Forest by blahblah" on the master server list.I dont know how that pushing names to server list works, native has this already working and somehow NW not?
Also if you need or want more maps I can give you some. All AI-meshed too ;)
Stop spawmming this thread.imagine muting Nero for giving a genuine suggestion
Removed all comments that were useless and muted the people involved.
Anyone any problem with the patch right now, tried it, tried the melee and balance changes, and tried the new sapper class and everybody happy now?
When this patch will be released? Cuz current one is really terrible.
- There has been some minor balance changes on light dragoons as far as I know,
GB and Prus Dragoon NCOs had their guns removed to be like every other cav/dragoon. in CB both GB and Rhine Light dragoons get cav muskets.- There has been some minor balance changes on light dragoons as far as I know,
British Light Dragoon rankers can now take cavalry musket, which is really nice balance change, but in Commander Battle they still only equip carbines, which makes them still by far the worst dragoon option in this gamemode. Also the Dragoon Sergeant still takes only carbine without any option for cavalry musket regardless of the gamemode. Is this intentional?
Why did FSE latest update simply copy everything of Jailbreak and Napoleonic Role Play? We spent years and 100's£ buying scripts for you guys to nonce us.What do you mean? :o
Not to be rude. But FSE stopped bothering about NW for many years. We in NWRP and Jailbreak and minisiege invested alot of time and money building scripts to increase the player base. Keeping the game populated for many years. We never got a thank you once. We had to pay money to fix basic problems like the flag glitch. Due to FSE being unable to admin the forums. All the major servers had to move of FSE and host our own dedicated forum sites. There simply wasn't any modders around and willing to do it for nothing. Servers like NWRP and Jailbreak relied on public donations via skins. A player would give 5 £ and buy a custom skin. This would keep the server funded and allow new scripts. Such as medic, grenades, teleportation doors etc. I don't know who's responsible directly but we're not allowed to continue this practice any longer. Long-term I believe this is damaging.I see your argument and it's wonderful people like you are keeping the game alive,
It speaks volume that you never played on Napoleonic Wars Role Player server. Because we had the Holdfast Devs on the server and they took a special interest to our ideas and methods of creating 200 public player role-plays. Such interest that two of the NWRP team and 59th leaders went on to work with the AGS on holdfast. NWRP along with minisiege literally kept NW playable in the public eye. Because of Holdfast research and willingness to engage in RP and listen, the 59th along with other regiments moved to holdfast. Its great that you're updating the game now. I am just confused and baffled as to why now?
Not to be rude. But FSE stopped bothering about NW for many years. We in NWRP and Jailbreak and minisiege invested alot of time and money building scripts to increase the player base. Keeping the game populated for many years. We never got a thank you once. We had to pay money to fix basic problems like the flag glitch. Due to FSE being unable to admin the forums. All the major servers had to move of FSE and host our own dedicated forum sites. There simply wasn't any modders around and willing to do it for nothing. Servers like NWRP and Jailbreak relied on public donations via skins. A player would give 5 £ and buy a custom skin. This would keep the server funded and allow new scripts. Such as medic, grenades, teleportation doors etc. I don't know who's responsible directly but we're not allowed to continue this practice any longer. Long-term I believe this is damaging.
It speaks volume that you never played on Napoleonic Wars Role Player server. Because we had the Holdfast Devs on the server and they took a special interest to our ideas and methods of creating 200 public player role-plays. Such interest that two of the NWRP team and 59th leaders went on to work with the AGS on holdfast. NWRP along with minisiege literally kept NW playable in the public eye. Because of Holdfast research and willingness to engage in RP and listen, the 59th along with other regiments moved to holdfast.
Its great that you're updating the game now. I am just confused and baffled as to why now? Just makes me angry that over the years, we tried so hard to get FSE to fix issues and we got nothing but silence. Then you come along and fix everything without a thank you. Us server managers and owners and admins deserve a big fucking thank you. Because this game player base decreased and we kept the game going for public players. Which in turn kept a regular feed for regiments. The official servers died a long time ago.
Oh have a bug I forgotseems to be working in my build just fine. tried both several times, restarting the server after each change in the config. changed it manually in the console and it changed in game.
a config command for commander battle is not working when the server starts
commander_battle_no_spread <value> # 0 is off, 1 is on. disable line inf spread
On my server in the config I have
commander_battle_no_spread 1 # 0 is off, 1 is on. disable line inf spread
but the server always starts with the loose formations Unchecked
So it's not taking the command for some reason.
what is the current status of the Patch? You are Finish or in Work?
[...]
Taleworlds pushed the NW patch to the steam beta branch, [...]
I suppose the actual release is very soon.
add native props so mappers can make loads of cool shit?
Just tested it out, and good god the melee is so much better, it feels a lot more responsive. Chambers will actually have meaning nowSame experience for me, everything is more responsive. The game isn't boring anymore. Glances were still there but eh they been there forever. Overall I am happy with the progress. You aren't playing in quicksand anymore which is nice. Cant wait for the release!
EDIT: Glances/pokes still seem to be a big thing, but maybe just unlucky
While patch seem to be fine, I think you should wait till there is big amount of changes before sending it. Like the one before. Currently this gonna break server side mods for majority of populated servers. For few small changes.
Btw, I noticed that custom maps names rarely work, unless you actually compile game with them included.
Sort of feel the same. While there have been some awesome additions, it is the last patch, and it would be nice to see as many new additions and changes as possible--especially modding wise--as this opens up a ton of new possibilities and ideas in the future. Personally I would really like to see more item additions (e.g maybe food items similar to native?).
I wasn't sure with the custom maps to what extent they are meant to work in terms of what clients can see...e.g are we meant to see the actual custom name instead of say "Custom_Map_1" in the games list? If not, is something like this possible? So far I only seem to see the custom name when selecting the map from the admin panel...so not sure if this is all it was meant to work for.
Its not exactly what I meant. Modders are perfectly able to add things you meantioned themselfs. Problem I have with so small patch is that it will make all current server side mods non-usable for some time. For rather little gain.
As for maps, the "custom" stuff are dummy maps added to game, so users could potentially replace their files with own maps. This allows for selection of new maps in admin panel. This should also allow for naming such maps, but I found such way not really working. Only adding such map to game via compilation seems to work in 100% cases.
So are these something different from the standard 100 custom maps?
Also map names show always on server list.
It may be both server or your fault. I imagine that even if server has different name for map, your own game may override it on list. Or smth like that...QuoteAlso map names show always on server list.
Not sure if its my game or something then, because I don't think I have ever seen the map names show up on the server list...standard maps yes...but custom maps for me only ever show up as custom_map_1 and so on.
It may be both server or your fault. I imagine that even if server has different name for map, your own game may override it on list. Or smth like that...QuoteAlso map names show always on server list.
Not sure if its my game or something then, because I don't think I have ever seen the map names show up on the server list...standard maps yes...but custom maps for me only ever show up as custom_map_1 and so on.
And this is exactly why I skip that "custom maps" way. Players always seen right name when I used "completly new map" approach.
But it still shows up as Arabian Harbour Night on their ESC menu, and on the master server list when players pick a server, it'll still say Arabian Harbour Night, it's not pushing Strings to the master list like Native does.
But it still shows up as Arabian Harbour Night on their ESC menu, and on the master server list when players pick a server, it'll still say Arabian Harbour Night, it's not pushing Strings to the master list like Native does.
Yes, in native it mostly worked, sometimes just it took some time to actually get updated on server list. In NW not so much. Players only seen my custom name if I added map to game as totally new one.
You'll have to show me with a screenshot what you're talking about. Where do players see your custom map name in NW? On the master server list?
You'll have to show me with a screenshot what you're talking about. Where do players see your custom map name in NW? On the master server list?(https://i.imgur.com/qO2araQ.jpg)
That might be because you're hosting it, is it up right now? that server with that name?Ye, its up now.
That might be because you're hosting it, is it up right now? that server with that name?Have you done what I posted above tired?
Tired, if you go into the Strings file on your server, you can change the names of your custom maps.
In the strings file it would be: Custom_Map_1(space)Grass_Flat_Hills (CTRL+F Custom and you will find it)
It then shows in the ESC menu and in the main server list. You can also change the name of the file for a map stored on the server from Custom_Map_X to Whatever you like in the Scripts file
(Its been a while, so I might have the Scripts & strings files mixed up but NickyJ said it worked for him when I explained it a few weeks back)
Good news, patch will probably hit this week according to Taleworlds.
Good news, patch will probably hit this week according to Taleworlds.
Whoo
Good news, patch will probably hit this week according to Taleworlds.
Whoo
It took the Turks less time to sack Constantinople than give a go-ahead for a patch.:D
Patch is out now?
Patch is out now?
yes, can't play on gf anymore. Version 1.210
New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Thanks!
Server and maps work fine, but whitelist is broken. Any changes made to that?
SpoilerNew updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Thanks!
Server and maps work fine, but whitelist is broken. Any changes made to that?[close]
To my understanding, auto admin through whitelist because it had a problem.
So admins have to enter the password. But if a bad actor gets his hands on the password, he will still be blocked by the whitelist.
(So think of it now as an addition to passwords for additional security and not a replacement for passwords)
New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Well having admin on all these servers just got more difficult again.New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Thanks!
Server and maps work fine, but whitelist is broken. Any changes made to that?
To my understanding, auto admin through whitelist because it had a problem.
So admins have to enter the password. But if a bad actor gets his hands on the password, he will still be blocked by the whitelist.
(So think of it now as an addition to passwords for additional security and not a replacement for passwords)
Well having admin on all these servers just got more difficult again.New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Thanks!
Server and maps work fine, but whitelist is broken. Any changes made to that?
To my understanding, auto admin through whitelist because it had a problem.
So admins have to enter the password. But if a bad actor gets his hands on the password, he will still be blocked by the whitelist.
(So think of it now as an addition to passwords for additional security and not a replacement for passwords)
Well having admin on all these servers just got more difficult again.New updates for servers are here:
https://www.fsegames.eu/mb_warband_napoleonic_wars_setup_1210.exe
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
https://www.fsegames.eu/mb_warband_napoleonic_wars_dedicated_1174_nw_1210.zip
Thanks to Caesim
Thanks!
Server and maps work fine, but whitelist is broken. Any changes made to that?
To my understanding, auto admin through whitelist because it had a problem.
So admins have to enter the password. But if a bad actor gets his hands on the password, he will still be blocked by the whitelist.
(So think of it now as an addition to passwords for additional security and not a replacement for passwords)
That kind of sucks tbh preferred not entering any pass
Is there any patch file without installing the whole module again for warband and NW? Cause I don't have the steam version, that updates it automatically.
On the minisiege server there are people running around drinking tea and out of bottles. Some run around with wooden gear and some even look like civilians. May anyone explain HOW?
What about Warband? Ist there any new patch file?
By the way, thanks Caesim!
does the melee feel really slow for anyone else? it feels like im playing with 90 ping while i have 17 ping. Feels like all my stabs are delayed
shitkiddoes the melee feel really slow for anyone else? it feels like im playing with 90 ping while i have 17 ping. Feels like all my stabs are delayed
stfu
does the melee feel really slow for anyone else? it feels like im playing with 90 ping while i have 17 ping. Feels like all my stabs are delayedOn Fastest the melee got even quicker it feels like & the down attacks seems very fast compared to up attacks.
ja timing are fucked up for like chambers and dat+1
People still complaining about melee ;D ;D ;D lol you're just bad
I love the new patch! Good job girls.
nice job listening to the eu junkies who are in disbelief when their left-click left-click left-click combo doesn't work and nas who don't matter when their comp community has less than a hundred people leftnot like you are worth listening to ::)
neither are you, you masturbate to dogsnice job listening to the eu junkies who are in disbelief when their left-click left-click left-click combo doesn't work and nas who don't matter when their comp community has less than a hundred people leftnot like you are worth listening to ::)
you eat dogsneither are you, you masturbate to dogsnice job listening to the eu junkies who are in disbelief when their left-click left-click left-click combo doesn't work and nas who don't matter when their comp community has less than a hundred people leftnot like you are worth listening to ::)
you eat cowsyou eat dogsneither are you, you masturbate to dogsnice job listening to the eu junkies who are in disbelief when their left-click left-click left-click combo doesn't work and nas who don't matter when their comp community has less than a hundred people leftnot like you are worth listening to ::)
Dunno why but I was unable to change game mode today in my server
Dunno why but I was unable to change game mode today in my server
Uninstall the one you don't want?
Should be easy enough to swap them over, whose your provider?
Dunno why but I was unable to change game mode today in my serverThere have been reports of problems with people that had a client side mod installed before the update.
The update might only have replaced some files, but not all.That's the issue, the files get mixed up. Do what Sauberfisch said, or download and install the most recent version of the clientmod you used.