Author Topic: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!  (Read 106471 times)

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Offline kpetschulat

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #315 on: May 22, 2013, 02:50:24 am »
You can use your ~ key to look around. You have a 360 peripheral, you just have to use it. But, I do agree with Boberton that it's extremely unrealistic in the sense of the lack of awareness and senses.

Offline Carl Lapin

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #316 on: May 25, 2013, 05:36:27 am »
When will the official patch be released?

Are the ships movable now on the beta? If not will they be on the official release? Please please make them movable and add so you can board enemy ships with ropes :D.
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Offline Blobmania

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #317 on: May 25, 2013, 10:22:41 am »
Are the ships movable now on the beta? If not will they be on the official release? Please please make them movable and add so you can board enemy ships with ropes :D.

No, they're not, and AFAIK they won't be. The game engine struggles to support so many moving objects, with such a complicated collision mesh.
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Offline kpetschulat

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #318 on: May 25, 2013, 12:42:43 pm »
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

Offline SeanBeansShako

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #319 on: May 25, 2013, 04:24:55 pm »
I've got a brief suggestion too, Officers are really hard to identify in line battles. Could you maybe give their banner icon a golden halo? sort of like your soldiers in single player Warband?

Offline cosmosEX

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #320 on: May 26, 2013, 07:30:05 am »
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hmm, obviously people can walk through all these cannons...

Offline cosmosEX

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #321 on: May 26, 2013, 09:10:29 am »
Another thing I'd like to mention is, no matter which kind of firearm (inf musket, cav musket, rifle, except for pistol) a rifleman uses, the crosshair will remain the same when he's moving as when he's still.

Here shows the crosshair while walking rightward
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and the crosshair while he's still
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Would it be considered a bug or specialty as rifleman?
« Last Edit: May 26, 2013, 09:15:42 am by cosmosEX »

Offline Maroon

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #322 on: May 26, 2013, 12:42:07 pm »
Another thing I'd like to mention is, no matter which kind of firearm (inf musket, cav musket, rifle, except for pistol) a rifleman uses, the crosshair will remain the same when he's moving as when he's still.

Here shows the crosshair while walking rightward
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and the crosshair while he's still
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Would it be considered a bug or specialty as rifleman?

That's because of the hightened crossbow (firearm) proficiency the rifleman gets. After a certain level, the crosshair no longer expands when you walk (while using a crossbow/firearm with less than 100 accuracy, which counts for all NW weapons).

Offline Crayon

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #323 on: May 26, 2013, 05:36:37 pm »
Is the updated beta coming out soon?  :o
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Offline Furrnox

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #324 on: May 26, 2013, 11:10:38 pm »
Can't wait for the next Dev blog :)

Offline cosmosEX

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #325 on: May 27, 2013, 12:02:10 am »

That's because of the hightened crossbow (firearm) proficiency the rifleman gets. After a certain level, the crosshair no longer expands when you walk (while using a crossbow/firearm with less than 100 accuracy, which counts for all NW weapons).

Ahh, great. Thanks for the clarification.

Also, I notice that ppl may get catapulted through the air when they are hit by the bullets. Is that a new feature in beta version?
« Last Edit: May 27, 2013, 12:05:01 am by cosmosEX »

Offline HappyBanana

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #326 on: May 27, 2013, 06:20:31 pm »
here is a Piraty, island capture thingy kinda map, With the new props! ±P loving the ships!
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Offline Crayon

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #327 on: May 29, 2013, 02:24:08 am »
All quiet on the patch front.  :-\
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Offline Vorposten

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #328 on: May 29, 2013, 08:27:16 am »
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

I also like this idea.
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Offline William

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Re: Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
« Reply #329 on: May 29, 2013, 04:23:15 pm »
I have a suggestion, it's not hard at all to make this happen.

In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...

Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.

Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.

I also like this idea.

I as well, I feel that guards would make it a lot easier in linebattles instead of having "arty guards" and I feel the artillery seargeant needs a ramrod.
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