Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Blood & Iron => Topic started by: The Nutty Pig on June 01, 2013, 10:27:32 pm

Title: Feedback
Post by: The Nutty Pig on June 01, 2013, 10:27:32 pm
Post what improvements you think could be added to the mod
What you thought where the good and bad points
Any ideas on events or community activities to do with the mod
It will be good to hear your opinions on the mod overall!

Title: Re: Post your thoughts on Blood and Iron!
Post by: SeanBeansShako on June 01, 2013, 10:30:47 pm
Aside from a few texture and sound improvements, I honestly believe most of the work in this mod is done pretty well.

I am looking forward to the up coming community events, due to the mechanics of the mod we'll get some interesting sieges, conquest style events and maybe some good open battle scenarios from it.

Title: Re: Post your thoughts on Blood and Iron!
Post by: Gokiller on June 01, 2013, 10:33:17 pm
Some maps really need some fixing, on some map called Trench or so, I've seen quite some trenches which are "flying" in the air not reaching the ground at some points. First battle map I've played on though will keep you updated on other maps.
Title: Re: Post your thoughts on Blood and Iron!
Post by: The Nutty Pig on June 01, 2013, 10:33:27 pm
Aside from a few texture and sound improvements, I honestly believe most of the work in this mod is done pretty well.

I am looking forward to the up coming community events, due to the mechanics of the mod we'll get some interesting sieges, conquest style events and maybe some good open battle scenarios from it.
Yeah the community events are what I am really looking forward to, the CSY will be going to as many as we can fix!
Title: Re: Post your thoughts on Blood and Iron!
Post by: The Nutty Pig on June 01, 2013, 10:35:26 pm
Some maps really need some fixing, on some map called Trench or so, I've seen quite some trenches which are "flying" in the air not reaching the ground at some points. First battle map I've played on though will keep you updated on other maps.
I think it is the trench map I am thinking about where when you go through one of the trenches you lose your ammo
Title: Re: Post your thoughts on Blood and Iron!
Post by: Gokiller on June 01, 2013, 10:39:41 pm
Some maps really need some fixing, on some map called Trench or so, I've seen quite some trenches which are "flying" in the air not reaching the ground at some points. First battle map I've played on though will keep you updated on other maps.
I think it is the trench map I am thinking about where when you go through one of the trenches you lose your ammo

Yes I noticed. The side with the fort has one trench full of water, where you will lose your ammo. 
Title: Re: Post your thoughts on Blood and Iron!
Post by: Archduke Sven on June 01, 2013, 10:40:13 pm
I want a Mitrailleuse  ;D

I would like more bayonets for bots

Sorry for being so craving   :P
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 01, 2013, 11:19:37 pm
Would it even be possible to code a Mitrailleuse into Warband? That's so many shots fired at one time from one thing, I'd suspect it would crash the server. Lol.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 01, 2013, 11:32:02 pm
The Canister shot fires 55 bullets, the mitrailleuse had 50 or 25 round magazines so it wouldn't crash the server. It's possible to implement but i think it's beyond my skills so i'd need help.
Title: Re: Feedback and suggestions.
Post by: The Nutty Pig on June 01, 2013, 11:33:45 pm
The Canister shot fires 55 bullets, the mitrailleuse had 50 or 25 round magazines so it wouldn't crash the server. It's possible to implement but i think it's beyond my skills so i'd need help.
I'm sure there is someone in the community who can help!
Title: Re: Feedback and suggestions.
Post by: Medlicker on June 01, 2013, 11:54:51 pm
The only thing I could suggest would be to slightly increase cannon reload by a few seconds, it seems just a little too fast at the moment.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 02, 2013, 12:19:16 am
I found a great video for use of clean Chassepot rifle sounds, rather than the derpy sounds we have currently. If I can find one for the Dreyse rifles, I will. Got a good one for the Dreyse too.
[youtube]http://www.youtube.com/watch?v=__4YPXE-KVE[/youtube][youtube]http://www.youtube.com/watch?v=T_H6VeyAMT8[/youtube]
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 12:25:32 am
You may notice i ripped the reload sound from one of his videos too.
I'll try ripping the shot sounds but last time i tried there was loads of background noise.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 02, 2013, 12:26:47 am
Let's be honest the mod is already pretty close to perfect but me and my reg gatherd up some ideas for improvements. Here we go:

-Fixing medics, I might be wrong but it seems they don't work atm.

-Give the priest class the ability to give buffs so they can be useful.

-Ammo runners, a cavalry unit that can quickly get cartridges to the front. This would be useful because you waste more bullets in B&I because people skirm alot instead of using line formations.

-Salute, a small thing but pretty cool. Just like in "North & South".

-New scene props so we can make the maps a bit more interesting.

-Editing the face creator so you can have blond hair and blue eyes at the same time.

-Fixing lag spikes that might occur when players or bots spawn. This can make TDM and Siege a pain sometimes. Pretty much my entire reg was experiencing this. It might have been the server though or something else.

-Give the Chassepot and Dreyse a better sounds. Give the sounds more volume, base and up the sounds compared to the rest of the sounds in the game.
Title: Re: Feedback and suggestions.
Post by: The Nutty Pig on June 02, 2013, 12:32:05 am
I think the buffs and the ammo runners is a really good idea the priest is a bit of a joke class but this would really give it some meaning!
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 12:34:37 am
All Good points I will look into and have before but didn't have time, I'm adding a lot to my to do list.

As for the lag spikes i really have no idea what causes them, all i know is it doesn't happen every time, so it may just be some units, if you can look out for which it would help.
Title: Re: Feedback and suggestions.
Post by: Gokiller on June 02, 2013, 12:42:00 am
Don't mind to take screenshots or note down any map bug or something that needs to be fixed and post it here. I'll be getting through most maps the coming weeks and that would greatly help me and speed up the progress. I'll be starting with fixing the trenches on that Trench map.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 02, 2013, 01:18:42 am
All Good points I will look into and have before but didn't have time, I'm adding a lot to my to do list.

As for the lag spikes i really have no idea what causes them, all i know is it doesn't happen every time, so it may just be some units, if you can look out for which it would help.
Sure, I will look into it.
Title: Re: Feedback and suggestions.
Post by: Reverse on June 02, 2013, 01:52:32 am
This mod is as of current my favorite mod!
The only thing I don't like is the face changes. They all look quite derpy.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 01:55:22 am
You need to remodel them because the set ups you'll have at first are meant for the native faces. You'll find you can make much more realistic looking faces now.
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 02, 2013, 01:58:20 am
Indeed, I want mitrailleuses as well, I hope you can find a coder Willhelm  :)
Title: Re: Feedback and suggestions.
Post by: Landrik on June 02, 2013, 03:25:00 am
I notice that some hair colors don't match up to certain faces and their eyebrows.

Being able to run and reload at the same time is a bit much. I would prefer it if it were at a walk.

Artillery reload time is very quick, and I know I could really get to work if I had an arty crew with me. Not sure how I feel about them.
Title: Re: Feedback and suggestions.
Post by: Rikugun Taishō Ito on June 02, 2013, 04:50:23 am
suggestion: get rid of this thread. k?
Title: Re: Feedback and suggestions.
Post by: Apollo on June 02, 2013, 06:01:59 am
Problem solved.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 11:13:05 am
Artillery was much faster at this time, especially the prussian.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 02, 2013, 11:24:22 am
Artillery was much faster at this time, especially the prussian.

Well the thing is nobody would be able too keep that rate of fire for a very long time. Like when you read history about the Seven Years' War you hear about the Prussian infantry being able to do 6 volleys a minute. Obviously yes they were able to do this, but only in short bursts because you'd get extremely tired.

Same with artillery in 1870, if you read they were able to fire __ rounds per minute that is usually the high end the crew would be able to do since
A. The crew would get very tired from doing that in an extended amount of time.
B. The barrel could overheat and bend from firing too much.

And probably a few other reasons i cannot think of.

So i don't know, maybe make a cool-off period after firing a lot of rounds? Not even sure if that is possible to make, maybe there is another solution?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 11:26:29 am
I could make it a little slower if more people agree.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 02, 2013, 01:27:40 pm
Holsters for the Revolvers

Give medics a Revolver or a weak weapon.

Title: Re: Feedback and suggestions.
Post by: Dom13WorstNW on June 02, 2013, 01:56:50 pm
Will the medics ever work? I hope so  8)
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 02, 2013, 02:35:47 pm
I'm determined to make medics work.

They won't have weapons, they're non combatants, and they're international, technically a medic should help both teams.

There was a much bigger medic infrastructure than shown in game, with ambulances and nurses, because it was the first major war to test out the new Geneva convention rules.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 02, 2013, 04:07:48 pm
Crouch walking there is an Brf for that.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 03, 2013, 01:00:32 am
I could make it a little slower if more people agree.
I don't agree.
I think it's good as it is.
You still have to hit people with it and with the more "skirmishy" gameplay I don't see it as a problem.
Title: Re: Feedback and suggestions.
Post by: Joseph Graham on June 03, 2013, 02:26:06 am
I noticed on some models that when you present your weapon, your head leans to the side and a noticeable split between your neck and clothing appears. Would there be anyway to fix this, or is it something we're going to have to live with?



Title: Re: Feedback and suggestions.
Post by: Wismar on June 03, 2013, 08:51:40 am
I noticed on some models that when you present your weapon, your head leans to the side and a noticeable split between your neck and clothing appears. Would there be anyway to fix this, or is it something we're going to have to live with?
I think it has something to do with rigging and I think Will had some problems with it.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 03, 2013, 10:43:39 am
Is there plans for  new factions? Like The German Empire ( Having troops from all German states ) and of course the French 3rd republic ( Militia and stuff )?
Title: Re: Feedback and suggestions.
Post by: Gokiller on June 03, 2013, 10:56:41 am
Is there plans for  new factions? Like The German Empire ( Having troops from all German states ) and of course the French 3rd republic ( Militia and stuff )?

From last conversation I had there are definitely plans for new factions, which factions those wil be well. I'll leave that up to Wilhelm himself to tell you. :P
Title: Re: Feedback and suggestions.
Post by: Joseph Graham on June 03, 2013, 11:05:53 am
I noticed on some models that when you present your weapon, your head leans to the side and a noticeable split between your neck and clothing appears. Would there be anyway to fix this, or is it something we're going to have to live with?
I think it has something to do with rigging and I think Will had some problems with it.

Damn, that's a shame. I know now that the Warband engine doesn't allow for exceptionally great rigging with the player models. >_>

Is there any possibility of adjusting the code so that you can affix bayonets whilst crouching, as well as being possible to remove them? I'm not entirely sure how difficult that'd be, but it'd be a great feature to have in place!
Title: Re: Feedback and suggestions.
Post by: Wismar on June 03, 2013, 12:49:37 pm
Is there plans for  new factions? Like The German Empire ( Having troops from all German states ) and of course the French 3rd republic ( Militia and stuff )?
That would be great!
Title: Re: Feedback and suggestions.
Post by: The Nutty Pig on June 03, 2013, 12:51:49 pm
I think they will do the Austrians if you play as the Austrians you can already see that the Jaeger uniform looks to have been redone
Title: Re: Feedback and suggestions.
Post by: Joseph Graham on June 03, 2013, 12:52:43 pm
Wouldn't it make sense to keep Prussia, yet include the North German Confederation and South German States? This does overbalance it in the German's favour however, so might I be so bold to say as to include the Italian volunteers if they haven't been already?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 03, 2013, 01:01:19 pm
I noticed on some models that when you present your weapon, your head leans to the side and a noticeable split between your neck and clothing appears. Would there be anyway to fix this, or is it something we're going to have to live with?

Yeah I do need to work on that, how ever given the different uniform types which have different collars, with will never be possible to have it perfect for all uniforms, I'll just aim to make it work for the most common type.

Is there plans for  new factions? Like The German Empire ( Having troops from all German states ) and of course the French 3rd republic ( Militia and stuff )?

4 factions I have in mind. The German empire and the Third French republic, and then a faction composing of various units of the other German states such as Bavaria, Saxony, etc, and a French faction consisting of foreign and unique troops such as Spahis, Garibaldi's Italian Red shirt volunteers, Turcos, etc.

Quote
Is there any possibility of adjusting the code so that you can affix bayonets whilst crouching, as well as being possible to remove them? I'm not entirely sure how difficult that'd be, but it'd be a great feature to have in place!

Not sure what you mean by remove them, you can unfix bayonets. I'm going to try get it to work while crouching.

I think they will do the Austrians if you play as the Austrians you can already see that the Jaeger uniform looks to have been redone

That's probably me testing things, or replacing Austrian uniform slots, if you check the British faction you'll notice most of their uniforms are using French meshes. I won't be doing Austria as they used Muzzle loaders against the Prussians with Dreyse's. Would anyone seriously want to play with a musket against a bolt action rifle?
Title: Re: Feedback and suggestions.
Post by: Joseph Graham on June 03, 2013, 01:49:28 pm
Is there any chance of updating the Bavarian flag in the future? At the moment it's a little ugly to look at, so I'm reluctant to have my regiment use it for the time being.  :P

(https://i.imgur.com/jWvI3kN.jpg)
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 03, 2013, 02:47:15 pm
You'll need to bug James Grant about it, he did the banners.
Title: Re: Feedback and suggestions.
Post by: SeanBeansShako on June 03, 2013, 03:03:36 pm
Quote

That's probably me testing things, or replacing Austrian uniform slots, if you check the British faction you'll notice most of their uniforms are using French meshes. I won't be doing Austria as they used Muzzle loaders against the Prussians with Dreyse's. Would anyone seriously want to play with a musket against a bolt action rifle?

Only in a Japanese Boshin War mod would that be good, only because every 'regiment' with the factions would have their own firearms though. Shame really as I love the Austrian uniforms of that era.

Also, just a suggestion from now but in the future maybe consider adding a Russian and Ottoman (http://en.wikipedia.org/wiki/Russo-Turkish_War_%281877%E2%80%9378%29) faction if you consider upgrading to a late 19th century war mod?
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 03, 2013, 06:11:33 pm
Why does the smoke still come out 1.5 Seconds after the weapon was shot?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 03, 2013, 06:14:25 pm
It doesn't, it's expanding out.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 03, 2013, 06:17:40 pm
It doesn't, it's expanding out.

[youtube]http://www.youtube.com/watch?v=v9Zyg5Gl0Ns[/youtube]

At 03:50-04:10 you see the smoke still come out the rifle.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 03, 2013, 06:28:25 pm
I'm seeing smoke being shot forward out of the rifle then expand, I'm not sure what you're meaning sorry.

Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 03, 2013, 06:30:09 pm
I'm seeing smoke being shot forward out of the rifle then expand, I'm not sure what you're meaning sorry.

I see the same thing.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 03, 2013, 07:15:49 pm
Ah okay.


By the way could you upload the particle_systems for B&I I accidentaly deleted it so I could use the AZW one.  :-[
Title: Re: Feedback and suggestions.
Post by: Wismar on June 03, 2013, 11:52:48 pm
Maybe adding a "Bismarcky" moustache, If you know what I mean.
Title: Re: Feedback and suggestions.
Post by: Colbac on June 04, 2013, 03:32:09 am
Although I think this has been said before, please decrease the melee damage of the rifle without a bayonet.

:EDIT: Also, about banners, is the Middle bottom banner on the very first page suppose to be Saxony's flag or something else? Because they both are very similar.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 04, 2013, 07:42:57 am
Although I think this has been said before, please decrease the melee damage of the rifle without a bayonet.

:EDIT: Also, about banners, is the Middle bottom banner on the very first page suppose to be Saxony's flag or something else? Because they both are very similar.
Sorry but I like the melee dmg without a bayonet. You should die from 2-3 hard swings to the upper body. The bayonet is still much better anyways. If you can't win fights with people without bayonets then that problem is in your skill.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 04, 2013, 09:29:56 am
I demand being able to look like this!

Spoiler
(https://i.imgur.com/MBdZvGu.jpg)
[close]
Spoiler
(https://i.imgur.com/ps2qsvi.jpg)
[close]
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 04, 2013, 12:18:14 pm
Spoiler
(https://i.imgur.com/IEexRuq.jpg)
[close]
You can get his stache pretty well, although i suck at making faces.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 04, 2013, 12:23:18 pm
Spoiler
(https://i.imgur.com/IEexRuq.jpg)
[close]
You can get his stache pretty well, although i suck at making faces.
I'll take it!
Title: Re: Feedback and suggestions.
Post by: Colbac on June 05, 2013, 01:07:43 pm
Although I think this has been said before, please decrease the melee damage of the rifle without a bayonet.

:EDIT: Also, about banners, is the Middle bottom banner on the very first page suppose to be Saxony's flag or something else? Because they both are very similar.
Sorry but I like the melee dmg without a bayonet. You should die from 2-3 hard swings to the upper body. The bayonet is still much better anyways. If you can't win fights with people without bayonets then that problem is in your skill.
I've been killed in one hit from a rifle butt multiple times before. I think then the damage is a tad bit too big.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 05, 2013, 01:51:42 pm
The rifle butt only does 5 more damage than in NWs, but it's 15 points slower, this is to give more emphasis on switching to your bayonet.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 03:28:08 pm
I've been killed in one hit from a rifle butt multiple times before. I think then the damage is a tad bit too big.

Do I dare? Lest I be arrested for enabling suicide, however. I dare you to have someone crack a rifles butt over your head. 90% chance you're dead from severe concussion and hemorrhaging, oh yeah, and a cracked skull.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 05, 2013, 05:02:01 pm
I've been killed in one hit from a rifle butt multiple times before. I think then the damage is a tad bit too big.

Do I dare? Lest I be arrested for enabling suicide, however. I dare you to have someone crack a rifles butt over your head. 90% chance you're dead from severe concussion and hemorrhaging, oh yeah, and a cracked skull.

Ok cool guy but this isn't real life.

The bayonet is pretty useless right now in my opinion since you can take out most humans in 2 hits, sometimes one whereas the bayonet is only slightly better but exposes you for some time while putting it on and reducing your accuracy.

It is only semi-useful against cavalry, but you can still take the cav out with the rifle butt easily.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 05:18:29 pm
Leave everything how it is now. Don't feed the kids that can't eat themselves. (Don't change the mechanics, just because a few people don't know how to play with them.) They need to learn how.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 05, 2013, 06:53:20 pm
Leave everything how it is now. Don't feed the kids that can't eat themselves. (Don't change the mechanics, just because a few people don't know how to play with them.) They need to learn how.
So your solution to starvation is to eat yourself?

Nice to see people are back to referring to each other as "kids" again  :)

And if you are so smart yourself why not teach people how you are supposed to do it. Because im pretty sure killing a horse with a rifle butt isn't realistic despite you emphasizing that one hit on a human would do the job saying its realistic, why don't you go try that on a horse?

Point is that the Bayonet as it stands, is quite useless in my opinion other than looking stylish, not saying you should buff the bayonet because at this time it was largely only symbolic, but rather nerf the rifle stock.
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 07:04:35 pm
The importance of the bayonet in NW and this mod has always been unrealistic. As early as in the american civil war the bayonet was responsible for less than 1% of the casualties.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 05, 2013, 07:05:51 pm
Leave everything how it is now. Don't feed the kids that can't eat themselves. (Don't change the mechanics, just because a few people don't know how to play with them.) They need to learn how.
So your solution to starvation is to eat yourself?

Nice to see people are back to referring to each other as "kids" again  :)

And if you are so smart yourself why not teach people how you are supposed to do it. Because im pretty sure killing a horse with a rifle butt isn't realistic despite you emphasizing that one hit on a human would do the job saying its realistic, why don't you go try that on a horse?

Point is that the Bayonet as it stands, is quite useless in my opinion other than looking stylish, not saying you should buff the bayonet because at this time it was largely only symbolic, but rather nerf the rifle stock.

Yes i am going to look into rebalancing the rifle butt which may or may not include lowering the damage.
Bayonets were definitely not symbolic at this time though, the French still favoured the tactic of deadly bayonet charges, which the Prussians were terrified of, and this was the age of large sword bayonets as you may have noticed, very long.

http://en.wikipedia.org/wiki/Sword_bayonet

The importance of the bayonet in NW and this mod has always been unrealistic. As early as in the american civil war the bayonet was responsible for less than 1% of the casualties.

Just going off what I've learnt of the war I'd estimate bayonets had a larger role to play, we Europeans quite liked stabbing each other, and of course cavalry has still charging a lot, von bredow's death ride for example.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 07:12:12 pm
Leave everything how it is now. Don't feed the kids that can't eat themselves. (Don't change the mechanics, just because a few people don't know how to play with them.) They need to learn how.
So your solution to starvation is to eat yourself?

Nice to see people are back to referring to each other as "kids" again  :)

And if you are so smart yourself why not teach people how you are supposed to do it. Because im pretty sure killing a horse with a rifle butt isn't realistic despite you emphasizing that one hit on a human would do the job saying its realistic, why don't you go try that on a horse?

Point is that the Bayonet as it stands, is quite useless in my opinion other than looking stylish, not saying you should buff the bayonet because at this time it was largely only symbolic, but rather nerf the rifle stock.

FYI... you CAN kill a horse with a rifle butt in real life. It works the same as a human. Crack them over the head hard enough, and you could cause the same things that I mentioned before. Nice try at trying to make me look like a fool. Instead, you're the fool. :)
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 07:13:33 pm


Just going off what I've learnt of the war I'd estimate bayonets had a larger role to play, we Europeans quite liked stabbing each other, and of course cavalry has still charging a lot, von bredow's death ride for example.
Von Bredow's death ride is the finest proof that cavalry still has a big role in such a modern war like the franco-prussian war.
I am not denying that there weren't bayonet charges, infact there were loads but in most of the cases one of the factions run away before there were any combat. Which demonstrates their fear to such weapons.

Kpet@ Oh.. the arrogance...
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 07:17:04 pm
Kpet@ Oh.. the arrogance...

How am I being arrogant, when I'm literally saying what's true...  :o I think the worst part is that you people fail to understand that realistically, a rifle butt can do extreme damage. It all depends on the user, and where you hit someone. Can you survive a concussive blow to the head? Absolutely, but the chance of that is very small. Even if you do survive, the chance of you living for more than five minutes is very small, due to hemorrhaging. So, if you'd be so kind as to explain how I am being arrogant, rather than trying to incite another flame war with me, I'd appreciate it.

You clearly don't like me, and I have never done anything to you. So, rather than you being ignorant, go ahead an enlighten me as to how I am being arrogant.  ::)
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 07:41:22 pm

In the game you won't die from hemorrhage, your argument is invalid. We're saying that the rifle's butt damage is unrealistically high at the point where you can hit someone in the back and kill him from a single hit. A blow to the head is very reasonable for so much damage, however, a blow to the back, shoulders or any part of the body is not.

Spoiler
You clearly don't like me
We agree on that.
[close]
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 05, 2013, 08:31:44 pm
Quote
Von Bredow's death ride is the finest proof that cavalry still has a big role in such a modern war like the franco-prussian war.
Unfortunately that isn't true, it's funny you should say that though, as that is exactly what military leaders of the time thought seeing the success of that charge, and continued to use cavalry in war for decades after, which didn't prove so successful. In actual fact the charge was just very lucky due to French disorganization and foggy weather.

Also I don't know how much of a success losing 50% of your force can be.

Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 08:45:53 pm
Quote
Von Bredow's death ride is the finest proof that cavalry still has a big role in such a modern war like the franco-prussian war.
Unfortunately that isn't true, it's funny you should say that though, as that is exactly what military leaders of the time thought seeing the success of that charge, and continued to use cavalry in war for decades after, which didn't prove so successful. In actual fact the charge was just very lucky due to French disorganization and foggy weather.

Also I don't know how much of a success losing 50% of your force can be.
It was a pyrrhic victory, still a victory and a glorious one.
The cavalry charges still had success after the franco-prussian war, though in a limited context.

Second Boer War
http://en.wikipedia.org/wiki/Battle_of_Elandslaagte

The 5th lancers charge against the boers.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Ff%2Ff4%2FElandslaagte_1.jpg&hash=d7af8d1f675e5b146537c23b553e0329ea644243)


Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 09:25:54 pm
...your argument is invalid.

Oh, golly. I love it when people say this. You CAN still die from getting hit in the back. Ever hear of spinal rupture? No? When you get hit in the back, the is a chance that your spine can literally break apart. Your spine is the highway for your body's nervous system, sent from the brain. If your spine is ruptured, broken, or cracked, you can become paralyzed, temporarily incapacitated, or even die. Please, I know what I'm talking about here von_Bismarck. I was forced to take an anatomy class in University.

So, bear with me here, especially since I'm taking a logical stand against this issue. I truly think the speed and damage should be left as is. If you're too bad to block a slow swing from a rifle butt, that's your problem, not the mods problem. Either learn to play, deal with it, or don't play at all. Simple.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 05, 2013, 09:49:18 pm
I don't think you understand the problem here. The problem isn't that people are bad at the game and cannot block, which you seem to think everyone else is...

The problem is that the Rifle Butt is a better melee weapon than the Bayonet right now, and that is what has to be changed, since as i said earlier, the bayonet is only for looks now. Although you can use it, you can do everything you can with a bayonet, with a rifle stock, and you don't get the penalties of having a bayonet on your gun.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 05, 2013, 10:40:46 pm
Actually, that's wrong. The bayonet is faster, much faster, and does superior damage. The bayonet is good against cavalry, sometimes infantry. Similar to how it was back then. The bayonet was ineffective against infantry, due to the accuracy of the guns. A bayonet charge would do little to nothing, even if the charge hit the enemy. I'm saying to leave it how it is, because it comes down to this: Longer ranged pike, close range club. That's exactly what was going through the minds of the soldiers back then.

Also, the bayonet was a fear weapon. You wanted to scare your enemy? Then you fixed your bayonet.
Title: Re: Feedback and suggestions.
Post by: Korbal on June 05, 2013, 11:03:31 pm
Although some would burn me alive for this i would suggest to remove loading while moving. The Dreyse had a sensitve pin which would often
break during stress. As such moving while opening the champer could damage the pin very fast. Similiar to the Chassepot rifle.
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 11:07:38 pm
Although some would burn me alive for this i would suggest to remove loading while moving. The Dreyse had a sensitve pin which would often
break during stress. As such moving while opening the champer could damage the pin very fast. Similiar to the Chassepot rifle.
No.
Will you be able to reload while moving?, as the franco-prussian war was just 9 years from the Anglo Zulu war I am wondering..  ???

Yes you can, i asked some people who own bolt actions to try it and they said though could.


Title: Re: Feedback and suggestions.
Post by: Korbal on June 05, 2013, 11:12:59 pm
Well the Dreyse needle gun was designed in 1836 and was in use in 1848. There is quite a difference between the modern and more durable bolt action rifles and the earlier models.
Like the Mauser Model 1871.
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 05, 2013, 11:18:58 pm
You shouldn't be able to run and reload in my opinion, although i agree you should be able to do it moving i suggest only at a walk.
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 05, 2013, 11:22:07 pm
Well the Dreyse needle gun was designed in 1836 and was in use in 1848. There is quite a difference between the modern and more durable bolt action rifles and the earlier models.
Like the Mauser Model 1871.
The model used in the war was the Dreyse M1862 Zundnadelgewehr needle-gun and it was comparable to the chassepot.
The problems that beset the dreyse needle gun in the real life are not present in the mod, so that makes the chassepot and the dreyse equal.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 05, 2013, 11:42:46 pm
The M1841 and M1865 were also used in the war but i may or may not include them.

I am going to make all units walk and reload.
Title: Re: Feedback and suggestions.
Post by: Skass on June 06, 2013, 02:33:18 pm
Would it be possible to add colour bearers for the marines / with marine skins? (especially the prussian ones)?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 06, 2013, 03:28:55 pm
If you can find the colours for the marines, i had no luck.
Title: Re: Feedback and suggestions.
Post by: Desert Thunda on June 07, 2013, 09:06:20 am
Do not think of me as a troll, I am just really getting tired of having to chase someone who can run faster while reloading than me, just so he can turn back and Point-Blank me in the face. I mean the mod is great and all, but its really hard for us melee lovers to get into the action unless it means chasing someone and him point blanking you all the time....
And if you were reloading while moving you would take a bit longer to reload, knowing there is an Angry Cuirassier chasing you on foot is not really a time for you to peacefully load your rifle.

Just my 2 cents.
Title: Re: Feedback and suggestions.
Post by: KurassierNixon on June 09, 2013, 08:19:56 pm
I'd suggest making the bayonet charge give a large speed boost to run after those running away.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 10, 2013, 12:09:44 am
If you're a melee lover i don't think you should be playing a game with semi-modern warfare. Melee still had it's role in the FPW though.
That said, i've already said i will make it so all units can only walk and reload, you may have noticed some are already like that.

I'd suggest making the bayonet charge give a large speed boost to run after those running away.

The bayonet version is almost weightless to make you run faster but i don't know if it's actually noticeable.
Title: Re: Feedback and suggestions.
Post by: Thvle on June 10, 2013, 01:48:59 am
If you're a melee lover i don't think you should be playing a game with semi-modern warfare. Melee still had it's role in the FPW though.
That said, i've already said i will make it so all units can only walk and reload, you may have noticed some are already like that.

I'd suggest making the bayonet charge give a large speed boost to run after those running away.

The bayonet version is almost weightless to make you run faster but i don't know if it's actually noticeable.

It would be nice to charge with the bayonet, increase the speed of the character, that is, to run faster.

Could you? For when the next patch, Guillermo? :) Aproximate date.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 10, 2013, 02:04:53 am
I can't give any date for an update because i don't know myself.
Title: Re: Feedback and suggestions.
Post by: Alma69 on June 10, 2013, 03:59:32 am
Speed up heavy horse!!
Light and medium are ok, but heavy is unusable like in slow motion.
Heavy really need speed up.
Title: Re: Feedback and suggestions.
Post by: Thvle on June 10, 2013, 04:30:38 am
Speed up heavy horse!!
Light and medium are ok, but heavy is unusable like in slow motion.
Heavy really need speed up.

Completely agree. Use heavy horses is suicide.
Title: Re: Feedback and suggestions.
Post by: von_Bismarck on June 10, 2013, 03:45:38 pm
Speed up heavy horse!!
Light and medium are ok, but heavy is unusable like in slow motion.
Heavy really need speed up.
I agree. What makes the cuirassiers a easy prey is their extremely slow speed.
Title: Re: Feedback and suggestions.
Post by: Alma69 on June 10, 2013, 04:46:29 pm
And if we are with cavalery. Whare are uhlans?!

Seeing this link http://en.wikipedia.org/wiki/Franco-Prussian_War_order_of_battle
Quiet common cav in this war.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 10, 2013, 04:52:58 pm
There was a poll. The stupid cuirassiers won.  Uhlans are the best!
Title: Re: Feedback and suggestions.
Post by: Alma69 on June 10, 2013, 05:46:15 pm
Why not just use bouth?
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 10, 2013, 06:14:48 pm
That's what I'm sayin'!
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 10, 2013, 07:02:21 pm
maybe  ::)
Title: Re: Feedback and suggestions.
Post by: Frederik on June 10, 2013, 07:04:09 pm
I want Uhlans for Prussia!!
Title: Re: Feedback and suggestions.
Post by: Archduke Sven on June 10, 2013, 11:38:38 pm
Lancers for France then! Imperial guard ones pl0x  ;D
Title: Re: Feedback and suggestions.
Post by: MateuszHusariaPL on June 11, 2013, 12:10:18 am
I've noticed that the aim reticule remain white even when playing a snow map. Is there anyway that can be fixed? It is VEEERY annoying and prevents from aiming more accurately :( .
Title: Re: Feedback and suggestions.
Post by: Wismar on June 11, 2013, 03:06:41 pm
There was a poll. The stupid cuirassiers won.  Uhlans are the best!
The Cuirassiers are much better looking though!
But I think that the heavy cav needs a speed bonus to operate better.
They currently just get shot instantly because they are so slow.
Title: Re: Feedback and suggestions.
Post by: SeanBeansShako on June 11, 2013, 04:16:58 pm
Might be a good idea to tweak the speed of all the cav in the future.

I'm not a big fan of the idea of turning the movement into a walk when reloading. Can't there be a happy medium between walking and running that'd still be useful?

Like start off walking for the first two seconds then break into run in the last few when the reload is almost complete?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 11, 2013, 04:19:15 pm
I've noticed that the aim reticule remain white even when playing a snow map. Is there anyway that can be fixed? It is VEEERY annoying and prevents from aiming more accurately :( .

I think changing it to other colours makes it harder to see on other maps and since snow is the least common it's not a bad trade off. Without having to use the hideous native one at least.

I will look into rebalancing the cuirassiers.

Might be a good idea to tweak the speed of all the cav in the future.

I'm not a big fan of the idea of turning the movement into a walk when reloading. Can't there be a happy medium between walking and running that'd still be useful?

Like start off walking for the first two seconds then break into run in the last few when the reload is almost complete?

The speed you move at while reloading is determined by the firearms skill, units with higher skill will move faster. The way i will have to slow down the speed for all units is to scale down the firearm skill uniformly and then increase the weapon accuracy so that it matches how it currently is.
Title: Re: Feedback and suggestions.
Post by: jordan de bretagne on June 12, 2013, 01:21:22 pm
In next patch, you add an musicians corps ?
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 12, 2013, 04:43:02 pm
I'll have to think about it, it's difficult to find the uniforms for musicians of a single regiment, and i dont want a ragtag musician corps of all different regiments
Title: Re: Feedback and suggestions.
Post by: jordan de bretagne on June 12, 2013, 05:28:54 pm
I'll have to think about it, it's difficult to find the uniforms for musicians of a single regiment, and i dont want a ragtag musician corps of all different regiments

Can i help you ? its possible i find this
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 12, 2013, 06:22:18 pm
You can try to find it yes, but I'll need it for the Prussian side as well.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 12, 2013, 06:45:46 pm
Here's the best image I can find of the Prussian Music Corps.

I have a feeling these guys aren't Prussian.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.queensroyalsurreys.org.uk%2Fnew_music%2Fmusic_images%2FDrums_2ndBn_QRR_Embark_Palestine_h900.jpg&hash=4753dceb19cff2b973f1caa252a5bcc49c72c120)
[close]

As for the French, farthest left.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Flostislamichistory.com%2Fwp-content%2Fuploads%2F2012%2F12%2FFrench_expeditionary_corps_landing_in_Beyrouth_16_August_1860.jpg&hash=c164ee89a080323902f12494210d5ef5997d23c2)
[close]
Title: Re: Feedback and suggestions.
Post by: Frederik on June 12, 2013, 09:15:56 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.grosser-generalstab.de%2Fsturm%2Fimg3%2Fstm3_028.jpg&hash=b1881a5c68f8d32b86a1fc3ffc6a19abc0a41cf1)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.grosser-generalstab.de%2Fsturm%2Fimg3%2Fstm3_027.jpg&hash=4aa6e36ee7fd6da2e735a2510405b8bd312bc313)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.grosser-generalstab.de%2Fsturm%2Fimg3%2Fstm3_045.jpg&hash=64262c10ec82eedaf2f83037d598c1542eb794da)
[close]
Title: Re: Feedback and suggestions.
Post by: Mailman653 on June 13, 2013, 08:58:43 pm
Cantinière for France!  ;D

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.galerie.roi-president.com%2Falbums%2Fparis-2005%2Finvalides%2520moyen%2520age%2Fnormal_cantiniere-second-empire.JPG&hash=c657e74fdb04f33c0d23e81dbedb37f1b437d081)
[close]
Title: Re: Feedback and suggestions.
Post by: FAULTYscotsman on June 18, 2013, 01:01:16 am
I could not find this suggestion in this thread, sorry in advance if it is there.

Is there a way for you to make the artillery between France and Prussia more even? because the prussians have quite accurate howitzers with explosive shots and the French get a normal not so accurate cannon.

I'm not 100% on the accuracy thing, i dont know if its just me but I seem to aim better with the Prussian howitzer than with the French cannon (I keep hitting too short).

So im just wondering if there is a way to make the french cannon reload faster or be more accurate? Im not sure about the historical side of things with the French cannons if they were more accurate or not or if they were able to be reloaded faster compared to the prussians.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 18, 2013, 01:59:51 am
Historically the Prussian artillery was superior in every way. I do need to rebalance it though, no one has any incentive to use the French artillery.
Title: Re: Feedback and suggestions.
Post by: Mailman653 on June 18, 2013, 02:26:07 am
Historically the Prussian artillery was superior in every way. I do need to rebalance it though, no one has any incentive to use the French artillery.

My idea for incentive!  ;D

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fdressreform.tripod.com%2F1uniform1859.jpg&hash=6753e2714d28cf00f6055eac12b46c96595c0c86)
[close]
Artillery cantinière.

Also, I might have found a bug; the revolvers use the revolver sound and I suspect one of the Chassepot sounds.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 20, 2013, 12:17:14 pm
Request

I suggest adding the ability to aim down sight using your ironsights.
You may think this is impossible with the engine but apparently it's not.


Have a look at this:
http://forums.taleworlds.com/index.php/topic,121815.0.html

EDIT: Make the Dreyse wood darker. Like this:

(https://i.imgur.com/6lfKWmC.png)
Title: Re: Feedback and suggestions.
Post by: Thvle on June 20, 2013, 02:01:48 pm
Willhelm, add this animation please!! is very nice:

https://www.fsegames.eu/forum/index.php?topic=6308.0
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 20, 2013, 04:43:02 pm
Willhelm, add this animation please!! is very nice:

https://www.fsegames.eu/forum/index.php?topic=6308.0

You could add it yourself.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 20, 2013, 04:48:45 pm
Request

I suggest adding the ability to aim down sight using your ironsights.
You may think this is impossible with the engine but apparently it's not.


Have a look at this:
http://forums.taleworlds.com/index.php/topic,121815.0.html

EDIT: Make the Dreyse wood darker. Like this:

(https://i.imgur.com/6lfKWmC.png)

Tried adding iron sights in, it was cool but it didn't work when you crouched and went all spastic. The Dreyse is staying light brown to look separate from the Chassepot and because a lot of Dreyses used light wood. You can change it for yourself though quite easily as it doesn't share textures with other guns.

Willhelm, add this animation please!! is very nice:

https://www.fsegames.eu/forum/index.php?topic=6308.0

I don't think it would fit with the less rigid nature of the warfare, soldiers would run in the way most comfy to them.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 20, 2013, 05:44:59 pm
Spoiler
Request

I suggest adding the ability to aim down sight using your ironsights.
You may think this is impossible with the engine but apparently it's not.


Have a look at this:
http://forums.taleworlds.com/index.php/topic,121815.0.html

EDIT: Make the Dreyse wood darker. Like this:

(https://i.imgur.com/6lfKWmC.png)

Tried adding iron sights in, it was cool but it didn't work when you crouched and went all spastic. The Dreyse is staying light brown to look separate from the Chassepot and because a lot of Dreyses used light wood. You can change it for yourself though quite easily as it doesn't share textures with other guns.

Willhelm, add this animation please!! is very nice:

https://www.fsegames.eu/forum/index.php?topic=6308.0

I don't think it would fit with the less rigid nature of the warfare, soldiers would run in the way most comfy to them.
[close]
Maybe ask the "Iron Europe" devs since they are implementing an "ironsight" feature into the game.
Maybe they would like to share some secrets with you.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 20, 2013, 05:49:05 pm
Yeah i'll ask around but their team is very busy.
Title: Re: Feedback and suggestions.
Post by: Wismar on June 21, 2013, 06:57:07 pm
Did they use grenades during the franco-prussian war?
Because if they did it would be a great gameplay changer that would definitely fit in the mod.
Title: Re: Feedback and suggestions.
Post by: kpetschulat on June 21, 2013, 07:33:48 pm
No, they didn't.
Title: Re: Feedback and suggestions.
Post by: Willhelm on June 21, 2013, 08:11:01 pm
Did they use grenades during the franco-prussian war?
Because if they did it would be a great gameplay changer that would definitely fit in the mod.

They didn't. Some French partisans used dynamite but it would be unbalanced.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on June 21, 2013, 08:53:59 pm
Actually, you could only give one type of partisan only one dynamite.
Title: Re: Feedback and suggestions.
Post by: BSM 'Shut up' Williams on July 01, 2013, 04:48:49 pm
From Feldmarschall_Ben (http://forums.taleworlds.com/index.php?action=profile;u=200927)

You should definatelys add austria!
In the year 1869 the white uniforms were changed to dark blue ones because some people got the idea that white uniforms weren´t suitable for combat those days.
Also there were two instructions:
1st: There shall be a marching uniform (Felduniform) with a field cap (Feldmütze) which will be used in battle.
2nd: There shall a parade uniform which will be worn on command and when there is peace. This style needs a shako and no fieldcap.

Here is an example of the marching uniform:
Spoiler
It shows a soldier from the IR14 (black facings) The marching uniforms only showed facings on the collar and also a backpack was worn.
FieldCap of an Infantry Soldier (Ranker): (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F31.JPG&hash=9415b46b865b25d02a430e59f32973a875846a98)
FieldCap of an Officer (Lieutnant): (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F33.JPG&hash=f302ab9febb89dbe083a6c7973e641d6ff446936)
http://www.hessen14.at/images/page/g_t1/25.JPG
[close]

Here is an example of the parade uniform.
Spoiler
It shows a soldier from the IR14 (black facings) In contrast to the marching uniform no backpacks were used and the regimental facings were also worn on the collar and the sleeves.
Shako of an Infantry Soldier (Ranker): (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F30.JPG&hash=1375a50120f617c4383be179ef16c3fa2be65808)
Shako of an Officer (Lieutnant): (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F32.JPG&hash=cc7e9fdbc0143ffdcaec11474f2cd0dc1a866db7)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F35.JPG&hash=d80b0f96acb8ab450136e32602ad95dd03d70db4)
[close]

You could choose from around 80 infantry regiments which are all looking very good.
The weapon would be the "System Wänzl, 13,9 mm"
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.egun.de%2Fmarket%2Fuploaded%2F4344521_51533c4e989ea.jpg&hash=bfcbd4bbf93e7de5d77180f4b4d5c02e9c630a32)
_____________________________________________________________________

Well and here are just a few other examples for different units which would also make sense putting them in.
Spoiler
Hungarian Hussars:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi641.photobucket.com%2Falbums%2Fuu140%2Fkakamatyi2%2FHuszar%2FDSCF1369.jpg&hash=ec563dba0cedefef294b7f31cb3a30101747913c)

Polish Lancers
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.kuk-wehrmacht.de%2Fregiment%2Fulanen%2Fimg%2Fuur13_1.jpg&hash=4a2a0502df9c670f188f977490adf53438a31df8) (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.kuk-wehrmacht.de%2Fregiment%2Fulanen%2Fimg%2Fcustoza.jpg&hash=1f11b3c11b80b97b902a9bbf0112d85f59aaa37f)

Austrian Artillery
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimage0-rubylane.s3.amazonaws.com%2Fshops%2Fcurioshop%2Fcol-8570.1L.jpg%3F95&hash=45937d44e61b3cca64f0e4a7be041098ab039153)

A few infantry units
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fe%2Fee%2FKuK_Infanterie_1898.jpg&hash=1268528239e3246f62ccc0f16f9b469552dd7d9a)

A few cavalry men
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F4%2F45%2FKuK_Kavallerie_1898.jpg&hash=7bcb5149e7422c0df4945d2e50ba60fa6e1eddb9)

The emperor in a fieldmarshall tunic
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fa%2Fa8%2FFranz_Russ_jr_Franz_Joseph_I_1870.jpg&hash=6be9d52b1cf42079deacbaf038d7003da6494dca)
[close]
Title: Re: Feedback and suggestions.
Post by: Colbac on July 07, 2013, 03:13:27 am
The maps need serious rethinking I think.

Most linebattles are usually just camping two hills with arty. Needs more cover in between like rocks and trees in between places.
Title: Re: Feedback and suggestions.
Post by: Googly on August 01, 2013, 01:18:28 pm
I don't know whether this has been mentioned before but the neck meshes need to be sorted out. When an officer stands sideways to shoot or reloads his pistol, his neck is lodged halfway outside his collar. And also is there a chance you and make the Prussian 'messer' dagger a little further back? When the soldiers stand still, their hand is clipping through the handle of the dagger.
Title: Re: Feedback and suggestions.
Post by: Willhelm on August 01, 2013, 03:28:46 pm
noted
Title: Re: Feedback and suggestions.
Post by: SeanBeansShako on August 01, 2013, 04:59:15 pm
The maps need serious rethinking I think.

Most linebattles are usually just camping two hills with arty. Needs more cover in between like rocks and trees in between places.

This is a major NW problem in general really for line battles, not just for B&I. It seems only a handful of mappers or less want to make maps for line battle events. Which is a shame as they are the most common community events out there.

Random map generation for the whole DLC doesn't do these events much justice. You don't get a good map for combined arms 90% of the time too. Just a Moonscape or a billion hills.

Anyways maybe a new poll thread should be made and the community majority can pick the other two factions?
Title: Re: Feedback and suggestions.
Post by: Eatjello on November 04, 2013, 08:32:50 pm
The maps need serious rethinking I think.

Most linebattles are usually just camping two hills with arty. Needs more cover in between like rocks and trees in between places.

don't worrie duder im gonna start working on some maps once I got 3-6 maps im happy with ill post a event :D
Title: Re: Feedback
Post by: Wismar on December 20, 2013, 09:36:40 pm
Can't believe this is happening! To bad I'm not home :(
Title: Re: Feedback
Post by: Willhelm on December 20, 2013, 09:48:03 pm
Is the download link working?
Title: Re: Feedback
Post by: Alan Davies on December 20, 2013, 09:50:48 pm
Is the download link working?

It is, atleast for me. Downloading at the moment.
Title: Re: Feedback
Post by: Parrot on December 20, 2013, 09:51:02 pm
It's working for me, I'll update this a little more when it's all installed...
Title: Re: Feedback
Post by: Wismar on December 20, 2013, 09:51:05 pm
It seem to work. Not downloading the whole thing since I'm on my macbook :P
Title: Re: Feedback
Post by: 85thColonel on December 20, 2013, 09:55:35 pm
damn. i downloaded the file from the link provided and i launched and it said:
The setup files are corrupted. Please obtain a new copy of the program.
HELP!!! i really love this mod
Title: Re: Feedback
Post by: Willhelm on December 20, 2013, 09:58:26 pm
Redownload it, your download must have interrupted and missed parts.
Title: Re: Feedback
Post by: 85thColonel on December 20, 2013, 10:02:57 pm
now when i launch it i get this message
This app can't run on your PC
Title: Re: Feedback
Post by: Furrnox on December 20, 2013, 10:06:49 pm
The download seems to work downloading right now at 249mb at the moment.  8)
Title: Re: Feedback
Post by: Mikael on December 20, 2013, 10:08:03 pm
Yeah update ! Thx Willhelm  :-*
Title: Re: Feedback
Post by: 85thColonel on December 20, 2013, 10:22:34 pm
"Blood_and_Iron.exe" is an executable file. Executable files may contain viruses or other malicious code that could harm your computer. Use caution when opening this file. Are you sure you want to launch "Blood_and_Iron.exe"?

i click ok and i cant install, im doing something wrong surely.
Title: Re: Feedback
Post by: Willhelm on December 20, 2013, 10:38:15 pm
Disable your anti virus. All its saying is that .exe files can contain virus's, which they can. The mod does not.
Title: Re: Feedback
Post by: Furrnox on December 20, 2013, 10:52:21 pm
What's with all the place holders on the 20th Century faction?
Title: Re: Feedback
Post by: Wismar on December 20, 2013, 10:53:44 pm
What's with all the place holders on the 20th Century faction?
Naked hoard men!
Title: Re: Feedback
Post by: Willhelm on December 20, 2013, 11:04:38 pm
What's with all the place holders on the 20th Century faction?

Its a huge pain in the ass to remove all the units which are referenced in so many scripts, and they can be filled in easier in the future with real units. For organised events it won't be so much of a problem.
Title: Re: Feedback
Post by: Parrot on December 20, 2013, 11:11:09 pm
I'm not sure if this is intentional, but the Royal Marines' weapon box-thing in the unit selection menu still says "Random" (Probably from the British sailors), however I've only ever received a Martini-Henry Rifle.
Title: Re: Feedback
Post by: Willhelm on December 21, 2013, 01:00:05 am
Yeah, they have the normal british load out, ignore the random word.
Title: Re: Feedback
Post by: SeanBeansShako on December 21, 2013, 04:03:40 pm
A pretty good update, though I really do hope the early 20th century faction gets a bit more work done in a final post release patch as all the placeholder stuff is quite jarring to look at.

Also, the British are lacking a standard bearer. What is this great injustice. This much be rectified too!  :P some more music could possibly added. I've see we've got quite a few new maps too, though I can't fully judge them until I've played a full event.
Title: Re: Feedback
Post by: Willhelm on December 21, 2013, 04:48:18 pm
I dont think there will be an update for quite some time. The British have standards, the sergeants have the flags, there should be 6 new songs added.
Title: Re: Feedback
Post by: SeanBeansShako on December 21, 2013, 04:54:46 pm
I dont think there will be an update for quite some time. The British have standards, the sergeants have the flags, there should be 6 new songs added.

Oh I missed that. Also, can we get an official change log?
Title: Re: Feedback
Post by: Willhelm on December 21, 2013, 05:24:21 pm
I didn't exactly write one. This is the list i went through.

Fixed spelling error of "Wilmhelm" in Custom battle.
Fixed the "95" showing on French marines hat.
Decreased the time to fix a bayonet.
Matched blond hair with blue eyes as requested.
Implemented improved firing sounds
Fixed hair clipping issues on females
gave all troops of the same unit the same speed
Upped ammo count to ~60
Decreased rifle butt damage and increased speed
Increased accuracy skill of Zouaves
Fixed incredibly slow Carbine melee speed
Reduced Damage of priest staff
shotgun speedup reload
all artillery to all factions
All cav faster
sergeants all have slightly better melee skills than rankers
rolling block carbine accuracy improved
decreased krupp accuracy
black barrels for shotguns
prussian cuirassier guard helmet eagle
french female helpers
normal sandbag collision mesh
quicker aiming animation

Theres more I've forgotten or didn't write.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 05:40:12 pm
Maps we need better maps. Everybody gets spawnkilled. But this will come with time :)
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 05:42:20 pm
Maps we need better maps. Everybody gets spawnkilled. But this will come with time :)
There are new maps.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 05:47:44 pm
There are but we need better ones, in most you get spawnkilled.
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 05:48:25 pm
There are but we need better ones, in most you get spawnkilled.
And how is that possible?
Title: Re: Feedback
Post by: Willhelm on December 21, 2013, 05:48:54 pm
I haven't noticed that, most have spawns far from each other.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 06:01:30 pm
But we see eachother spawn. So most people take shots and some people do die.
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 06:02:17 pm
But we see eachother spawn. So most people take shots and some people do die.
What map exactly? I have never seen anything like it.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 06:02:46 pm
surrounded i think it is.
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 06:07:05 pm
surrounded i think it is.
Yeah I know. But that's one of the first maps. It's the only map that has that "problem" (I think it makes people rush the trenches). Try some of the new ones.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 06:18:51 pm
A good map certainly on this mod because weapons are accurate. When people spawn they shouldn't see eachother.
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 08:12:51 pm
A good map certainly on this mod because weapons are accurate. When people spawn they shouldn't see eachother.
That's an opinion.
Title: Re: Feedback
Post by: Derpingtonpryce on December 21, 2013, 08:24:10 pm
I'd just like to say that the mod is great, except for one thing, ottomans have winchesters. Apart from that it seems fine.
Title: Re: Feedback
Post by: kpetschulat on December 21, 2013, 08:52:10 pm
Ottomans don't have Winchesters. They have the Peabody Rifle, which looks more like a Martini-Henry Rifle than anything.
Title: Re: Feedback
Post by: TORN on December 21, 2013, 08:53:22 pm
A good map certainly on this mod because weapons are accurate. When people spawn they shouldn't see eachother.
That's an opinion.

Post what improvements you think could be added to the mod
What you thought where the good and bad points
Any ideas on events or community activities to do with the mod
It will be good to hear your opinions on the mod overall!
Nice one
Title: Re: Feedback
Post by: Willhelm on December 21, 2013, 08:57:40 pm
Ottomans don't have Winchesters. They have the Peabody Rifle, which looks more like a Martini-Henry Rifle than anything.
I'd just like to say that the mod is great, except for one thing, ottomans have winchesters. Apart from that it seems fine.

Ottomans DO have Winchesters, for good reason.
Quote
These rifles were used in number by the Ottoman Empire in the 1877 Russo-Turkish War, where they made quite a name for themselves during the Siege of Plevna. The battle incidentally caused all the major powers to seriously consider adopting repeating rifles, considering the outnumbered Turks inflicted 4 times as many casualties as the Russians did with their single-shot Krnka and Berdan rifles.

The Peabody rifle looks very similar to the Martini henry. Why? Because the Martini Henry is basically an advanced form of the peabody.

Quote
The Martini-Henry was a breech-loading single-shot lever-actuated rifle adopted by the British Army, combining the dropping-block action first developed by Henry O. Peabody (in his Peabody rifle) and improved by the Swiss designer Friedrich von Martini

I have done my research guys.
Title: Re: Feedback
Post by: Wismar on December 21, 2013, 09:58:47 pm
A good map certainly on this mod because weapons are accurate. When people spawn they shouldn't see eachother.
That's an opinion.

Post what improvements you think could be added to the mod
What you thought where the good and bad points
Any ideas on events or community activities to do with the mod
It will be good to hear your opinions on the mod overall!
Nice one
I didn't say I didn't want to hear it. I just don't agree with it.
Title: Re: Feedback
Post by: Hazzard on December 21, 2013, 10:31:52 pm
I'd like to suggest a change for the lance used by Plains Indians. I think it should be possible to block with. Really it's more of a huge spear than a lance in the cavalry sense so I think it would help Indians if they had a decent melee weapon.

I also would like to suggest a change for the current Austrian unit.
People keep complaining the current one is wrong. I would propose that the current unit gets a flintlock musket or something from the Austro-Prussian war and make a new one for a more modern Austrian soldier.
Title: Re: Feedback
Post by: Thvle on December 22, 2013, 12:41:08 am
It would be nice to have a button to throw to the ground. Is possible?
Title: Re: Feedback
Post by: Wismar on December 22, 2013, 12:49:00 am
I'd like to suggest a change for the lance used by Plains Indians. I think it should be possible to block with. Really it's more of a huge spear than a lance in the cavalry sense so I think it would help Indians if they had a decent melee weapon.

I also would like to suggest a change for the current Austrian unit.
People keep complaining the current one is wrong. I would propose that the current unit gets a flintlock musket or something from the Austro-Prussian war and make a new one for a more modern Austrian soldier.
You know that this mod is set during the late victorian era, right? Not in the middle of the 1700...
Title: Re: Feedback
Post by: Wismar on December 22, 2013, 12:50:23 am
It would be nice to have a button to throw to the ground. Is possible?
What do you mean? Drop items? Then you just press G. If you are talking about prone, it's not possible. The hitbox will always stay either in a crouch or a standing position.
Title: Re: Feedback
Post by: Thvle on December 22, 2013, 12:54:45 am
It would be nice to have a button to throw to the ground. Is possible?
What do you mean? Drop items? Then you just press G. If you are talking about prone, it's not possible. The hitbox will always stay either in a crouch or a standing position.

No, lie down. Besides crouch, throw you to the ground.

It would be something interesting to implement.
Title: Re: Feedback
Post by: SeanBeansShako on December 22, 2013, 01:05:33 am
I also would like to suggest a change for the current Austrian unit.
People keep complaining the current one is wrong. I would propose that the current unit gets a flintlock musket or something from the Austro-Prussian war and make a new one for a more modern Austrian soldier.

They used percussion cap Muskets in that war, and seeing as this mod is set after that disaster it would be simply dumb as hell to think they'd still be using them.

They dropped those old guns fast for their own needle gun.
Title: Re: Feedback
Post by: Hazzard on December 22, 2013, 01:19:20 am
I also would like to suggest a change for the current Austrian unit.
People keep complaining the current one is wrong. I would propose that the current unit gets a flintlock musket or something from the Austro-Prussian war and make a new one for a more modern Austrian soldier.

They used percussion cap Muskets in that war, and seeing as this mod is set after that disaster it would be simply dumb as hell to think they'd still be using them.

They dropped those old guns fast for their own needle gun.

This mod seems to be set wherever people want right now, considering the number of uniforms and soldiers in it.
Title: Re: Feedback
Post by: SeanBeansShako on December 22, 2013, 01:24:14 am
It is pretty much the Franco Prussian War and afterwards. A friend basically stated it was the Victoria II the mod.

It'd be nice if the 20th century micro faction got some early WW1 Era Cavalry, early modern field howitzers and a couple more units of line still.
Title: Re: Feedback
Post by: Willhelm on December 22, 2013, 01:42:25 am
There won't be muskets. Does anyone seriously want to use a musket against these guns?
Title: Re: Feedback
Post by: kpetschulat on December 22, 2013, 03:16:18 am
It could pose an interesting challenge. I would. Give them better melee damage, obviously at the cost of accuracy.
Title: Re: Feedback
Post by: Wismar on December 22, 2013, 09:33:25 am
It is pretty much the Franco Prussian War and afterwards. A friend basically stated it was the Victoria II the mod.

It'd be nice if the 20th century micro faction got some early WW1 Era Cavalry, early modern field howitzers and a couple more units of line still.
That wouldn't be Victorian tho. The Victorian era ended 1901.
Title: Re: Feedback
Post by: Hazzard on December 22, 2013, 09:51:33 am
He's already adding in a 20th century fun faction, I don't see why he can't branch out. This was originally just the Franco-Prussian war and now it's just 19th century conflicts.

Sent from my GT-P3110 using Tapatalk

Title: Re: Feedback
Post by: Wismar on December 22, 2013, 09:53:55 am
He's already adding in a 20th century fun faction, I don't see why he can't branch out. This was originally just the Franco-Prussian war and now it's just 19th century conflicts.

Sent from my GT-P3110 using Tapatalk
While he's at it he cam make some SS units, right?
Title: Re: Feedback
Post by: Hazzard on December 22, 2013, 09:55:39 am
I don't know,  I'm not making it. You need to ask.

Sent from my GT-P3110 using Tapatalk

Title: Re: Feedback
Post by: Alan Davies on December 22, 2013, 10:06:10 am
He's already adding in a 20th century fun faction, I don't see why he can't branch out. This was originally just the Franco-Prussian war and now it's just 19th century conflicts.

Sent from my GT-P3110 using Tapatalk
While he's at it he cam make some SS units, right?


Måste du gnälla så mycket Wismar.
Title: Re: Feedback
Post by: Wismar on December 22, 2013, 10:24:55 am
He's already adding in a 20th century fun faction, I don't see why he can't branch out. This was originally just the Franco-Prussian war and now it's just 19th century conflicts.

Sent from my GT-P3110 using Tapatalk
While he's at it he cam make some SS units, right?


Måste du gnälla så mycket Wismar.
Jag gnäller inte. Jag tycker det bör vara uppenbart att man håller sig till epoken man har valt.
Title: Re: Feedback
Post by: Derpingtonpryce on December 22, 2013, 12:05:16 pm
Actually there is one thing that still bugs me, the amount of damage done by the shotgun in melee. It does too  much damage, and I mean one hit kill level damage.
Title: Re: Feedback
Post by: Hazzard on December 22, 2013, 01:03:57 pm
He's already adding in a 20th century fun faction, I don't see why he can't branch out. This was originally just the Franco-Prussian war and now it's just 19th century conflicts.

Sent from my GT-P3110 using Tapatalk
While he's at it he cam make some SS units, right?


Do you have to whine so much Wismar.
I do not whine. I think it should be obvious that you stick to the era you have chosen.

Just translating the messages and responding. I don't know why they put it in German either.

Eras are strange and vague. According to the syllabus I'm learning medicine through time from 1700's to 1900's are "The Industrial Revolution" so you could say that whatever you like is a time period. I group together the 1800's as the end of colonialism and a change in politics.
Title: Re: Feedback
Post by: SeanBeansShako on December 22, 2013, 02:26:26 pm
It is pretty much the Franco Prussian War and afterwards. A friend basically stated it was the Victoria II the mod.

It'd be nice if the 20th century micro faction got some early WW1 Era Cavalry, early modern field howitzers and a couple more units of line still.
That wouldn't be Victorian tho. The Victorian era ended 1901.

A majority of the content of this mod is Victorian, and the 19th century was the height of Imperialism. This is a Feedback thread now and this is just getting silly so lets stop it.
Title: Re: Feedback
Post by: Willhelm on December 22, 2013, 02:37:14 pm
I release an update I've worked for months on with tons of new content and unique nations and people just ask for more :/
Title: Re: Feedback
Post by: SeanBeansShako on December 22, 2013, 02:39:52 pm
I release an update I've worked for months on with tons of new content and unique nations and people just ask for more :/

Welcome to modding hell son. Consider it a sign of success.

Though if you really have the lost interest, you could fish around for somebody with equal talent and get them to work on the post release stuff under your own supervision? It is pretty understandable you want to move on from the mod now.
Title: Re: Feedback
Post by: Willhelm on December 22, 2013, 02:45:29 pm
I haven't lost interest but i there isn't going to be a patch anytime soon. Most of the requests i had during the development i managed to put in, but now it's too late really. I will keep the community going though.
Title: Re: Feedback
Post by: Hazzard on December 22, 2013, 03:30:04 pm
We love you really Will.
Title: Re: Feedback
Post by: PrincessElemix on December 24, 2013, 06:09:42 pm
The only problem Ive really had with this mod is a really weird random crash. I have no idea what causes it but it seems to happen on NW maps. Not sure if they're not suppose to be played or not.

Another thing is you developers must be getting flooded for unit suggestions and such but I when ever you get around to a new update in the future I'd love to see Cossack Cavalry for the mirco-nations. Over all it really is an amazing update to the mod and i can hardly stop playing it. :3
Title: Re: Feedback
Post by: Mikael on December 24, 2013, 06:50:14 pm
We love you really Will.

 :-*
Title: Re: Feedback
Post by: Hazzard on December 24, 2013, 11:25:01 pm
The only problem Ive really had with this mod is a really weird random crash. I have no idea what causes it but it seems to happen on NW maps. Not sure if they're not suppose to be played or not.

This happened on a mass scale on the official server the other night. The map was on trenches, Prussia vs France. Prussia on the left.
At the start of each round most of the people in Prussia crashed and had to restart. The French had no idea what was going on, so they weren't changing the map when it was polled. Eventually they found out what was going on.
Title: Re: Feedback
Post by: Willhelm on December 24, 2013, 11:50:18 pm
Not sure whats going on but it seems 95% stable at least.
Title: Re: Feedback
Post by: Hazzard on December 25, 2013, 12:12:39 am
A friend has quite a few crashes, we haven't pinned down what it is yet though.
Aside from that trench map before, I can think of one other time it crashed, but I think that was just me being out of memory.
Title: Re: Feedback
Post by: Eatjello on December 25, 2013, 10:53:28 pm
Great mod by far my fav. Will did a grat job far pretty then what I thought it was gonna be!

but one thing I have found with my server not sure if other ppl are haven this problem

Crashes

I have found that If I have my server config file on :set_mission multiplayer_tdm or dm
the server works great! But if I change it to conquest or battle and anyother game mode the server will reset and go back to the orginal settings of the server.

I played around with it and I found if I put the server on set_mission multiplayer_bt
every thing is fine and danyie no problems no crashes

anyone else have this problem?
Title: Re: Feedback
Post by: kpetschulat on December 25, 2013, 10:54:30 pm
People were not supposed to be hosting their own servers, period. So, you guys that have your own servers need to deal with the problems. You're hosting them with unstable files, which lack the correct server files needed.
Title: Re: Feedback
Post by: Eatjello on December 25, 2013, 11:47:02 pm
People were not supposed to be hosting their own servers, period. So, you guys that have your own servers need to deal with the problems. You're hosting them with unstable files, which lack the correct server files needed.

well sorry I don't want to wait or play on EU servers and have to deal with all the problems of the main server and the trolls that lurk there
Title: Re: Feedback
Post by: kpetschulat on December 26, 2013, 12:14:19 am
The main server was constantly monitored, so Idk what you're talking about. You people stole the mod by uploading it for your little shitty regiments, besides keeping everyone on one server so the mod lives. Highly selfish of you people that did this.
Title: Re: Feedback
Post by: Eatjello on December 26, 2013, 12:29:54 am
The main server was constantly monitored, so Idk what you're talking about. You people stole the mod by uploading it for your little shitty regiments, besides keeping everyone on one server so the mod lives. Highly selfish of you people that did this.

1st. wow really? I didnt know 140 ppl was small or shitty, and to think my guys have fun and like the group we have? thanks for the info but no reason to insult me or my "shitty regiment."

2nd. I was gonna host a Blood and Iron event BEFORE the update and I was hard at work try to get old B&I groups to come back and play some conquest since they were so sick of battle and how ez u can die blah blah blah.

3rd. Im a fan I have my own way of enjoying the mod and the game, I happen to know how to use the editor too so I make maps that make sense for the mod and the way I FEEL IT SHOULD BE PLAYED. not saying gokiller is a bad mapper or will, but I have my own way of mapping and the way I want to play on the mod.

4th. Why can we all just get along :D

P.S  "and what happens when the main server goes down? It's easy to attack the one server that's up and ruin everyone's day"
Title: Re: Feedback
Post by: kpetschulat on December 26, 2013, 01:55:54 am
140 people? I've only ever seen the same few of you in NW. Again, you stole the mod to upload it, then host a server, technically Willhelm has a legal right to pursue you if he chooses. What some of you people are doing is illegal, just so you can have a little server for your regiments? Wow. Very immature and very selfish. What's wrong with playing on the official server with so many other people? It's there so everyone is on one server to have a good time.

This is what happened to N&S. It started off great with its one and only server, lots of people on. Then, once people started hosting their own servers, public play died almost entirely as everyone was split up.
Title: Re: Feedback
Post by: Commissar Jdf on December 26, 2013, 03:21:08 am
Everyone is so hostile. There's no need for the mod police. Just enjoy the mod and let Willhelm do what needs be.
Title: Re: Feedback
Post by: McEwan on December 26, 2013, 03:36:08 am
Petschulat, you are way off base and out of line. I won't concern myself with the specifics of this issue, but whatever they are you should knew that we expect you to keep the contents of your posts here off the forums. Keep your hostility to yourself otherwise.

And please, send your inevitable reply to this message via PMs.
Title: Re: Feedback
Post by: Eatjello on December 27, 2013, 11:01:33 pm
Little question here but I with the editor it keeps crashing like crazy when in edit mode. this only happens when im in edit objects mode. anyone have this problem too? I'd but this is mapping and that side but I only have this problem in this mod

Title: Re: Feedback
Post by: KillerMongoose on December 29, 2013, 12:11:04 am
Where is my Belgian artillery >:(
Title: Re: Feedback
Post by: Willhelm on December 29, 2013, 12:13:22 am
Micro faction artillery?
Title: Re: Feedback
Post by: TORN on December 29, 2013, 12:21:11 am
Mongoose just doesn't know where to look  ;)
Title: Re: Feedback
Post by: KillerMongoose on December 29, 2013, 12:54:39 am
So they are there? I haven't played the new update, I just didn't see them in the development thread. I just downloaded the updated version now lol
Title: Re: Feedback
Post by: KillerMongoose on December 30, 2013, 12:34:17 am
After playing the new update I'm really confused by the choices made in this mod. The mod is such a huge and nonsensical mix of factions. It used to be a nice, balanced, late 19th century warfare mod but now with guys running around using Mausers and Lee Enfields, you just get sniped from across the map and they can shoot all day. And that's just the bolt action rifles, the repeating rifles and the revolvers have made this game very unbalanced and there is just no melee to be spoken of. And the introduction of units like Native American warriors and Chinese irregulars wielding bows is really weird and the game just feels so spread out and illogical.
Title: Re: Feedback
Post by: kpetschulat on December 30, 2013, 12:44:08 am
Well, you can thank the idiots who wanted this mod to be Victorian, rather than FPW era.
Title: Re: Feedback
Post by: KillerMongoose on December 30, 2013, 01:00:41 am
If it would have just focused on the developed European nations and kept it to a relatively short timespan, it would have been balanced and logical, but now you've got Brits from the Anglo Zulu Wars fighting Americans and Native American Warriors fighting Prussians and Frenchies fighting Chinese irregulars. It's weird and makes no sense.
Title: Re: Feedback
Post by: SeanBeansShako on December 30, 2013, 04:09:26 am
It was nice for Willhelm to try and satisfy everyone. I think he did a pretty good job still.
Title: Re: Feedback
Post by: BSM 'Shut up' Williams on December 30, 2013, 10:19:40 am
Agreed.
Title: Re: Feedback
Post by: Willhelm on December 30, 2013, 11:48:55 am
After playing the new update I'm really confused by the choices made in this mod. The mod is such a huge and nonsensical mix of factions. It used to be a nice, balanced, late 19th century warfare mod but now with guys running around using Mausers and Lee Enfields, you just get sniped from across the map and they can shoot all day. And that's just the bolt action rifles, the repeating rifles and the revolvers have made this game very unbalanced and there is just no melee to be spoken of. And the introduction of units like Native American warriors and Chinese irregulars wielding bows is really weird and the game just feels so spread out and illogical.

If you play on the official server you won't see the 20th century factions square off against normal factions. It's a bonus faction designed for fun rounds. I'm not taking the blame for shitty admins.
Title: Re: Feedback
Post by: SeanBeansShako on December 30, 2013, 10:32:36 pm
I think the 20th century guys would fit either in siege events or fun rounds really.

Also, you should really consider filming footage of the big official weekend event battle and start working on a release trailer for the mod :).
Title: Re: Feedback
Post by: Willhelm on December 31, 2013, 12:46:30 am
At the official event the last round was 20th v 20th, everyone seemed to really enjoy it. I was careful to not say fun round so that people didnt mass quit.

A trailer would be nice but im too crap at them to make one.
Title: Re: Feedback
Post by: Slawtering on December 31, 2013, 01:36:02 am
I wouldn't mind editing and directing :P
Title: Re: Feedback
Post by: SeanBeansShako on December 31, 2013, 03:53:33 pm
Would be neat, I added the mod just now to the Mod Preview thread in General Discussion for NW. A good trailer can be quite a hook ;).
Title: Re: Feedback
Post by: LucasAvis on January 26, 2014, 10:01:31 pm
Its a good mod, very fun. Very fun being a main battle priest for the 26th NC.

However the lack of server files for anyone but a selective few, as well as a few servers which are unstable and therefore unsuitable for Events, have caused some events to keep cancelling.

Now I can easily put up a 200, stable and good server up. But alas I need the server files.

Any word on when they are coming out? Got a load of annoyed people due to cancelled events cos of server instability.
Title: Re: Feedback
Post by: kpetschulat on January 26, 2014, 10:22:29 pm
There weren't any server files release, LucasAvis. Idiots decided to upload the mod as their own to get their servers. It's a time consuming, and hard, process to do, but when there's a will, there's a way. The official server was taken down because of this. It's sad, that people have to resort to pretty much stealing the mod for a server for their two man regiment, but that's what happens. It's been like that with all multiplayer mods for games, as long as I can remember.
Title: Re: Feedback
Post by: Willhelm on January 26, 2014, 10:52:36 pm
Its a good mod, very fun. Very fun being a main battle priest for the 26th NC.

However the lack of server files for anyone but a selective few, as well as a few servers which are unstable and therefore unsuitable for Events, have caused some events to keep cancelling.

Now I can easily put up a 200, stable and good server up. But alas I need the server files.

Any word on when they are coming out? Got a load of annoyed people due to cancelled events cos of server instability.

No one has any server files, you can upload the entire mod, server files are not needed and its a myth.
Title: Re: Feedback
Post by: Wismar on January 26, 2014, 10:55:36 pm
There weren't any server files release, LucasAvis. Idiots decided to upload the mod as their own to get their servers. It's a time consuming, and hard, process to do, but when there's a will, there's a way. The official server was taken down because of this. It's sad, that people have to resort to pretty much stealing the mod for a server for their two man regiment, but that's what happens. It's been like that with all multiplayer mods for games, as long as I can remember.
+1
I am filled with hatred for shitty small regiments...
Title: Re: Feedback
Post by: LucasAvis on January 26, 2014, 11:06:07 pm
There weren't any server files release, LucasAvis. Idiots decided to upload the mod as their own to get their servers. It's a time consuming, and hard, process to do, but when there's a will, there's a way. The official server was taken down because of this. It's sad, that people have to resort to pretty much stealing the mod for a server for their two man regiment, but that's what happens. It's been like that with all multiplayer mods for games, as long as I can remember.

Oh... I see. That is indeed a great shame :(


No one has any server files, you can upload the entire mod, server files are not needed and its a myth.

I've been lied too all this time  :'(
But thanks for clearing it up!

+1
I am filled with hatred for shitty small regiments...

Luckily the 26th NC is a large regiment with a whole half of the NaS community as mercs/allies if needed.  ;)
Title: Re: Feedback
Post by: Willhelm on January 27, 2014, 12:08:42 am
Yeah i have no problem with servers now but for the release i wanted to keep it as 1 server for everyone but every guy and his regiment set up a server and soon enough players were all spread out.
Title: Re: Feedback
Post by: LucasAvis on January 27, 2014, 12:16:27 am
Yeah I can see what you mean. Makes for some nice battles and pubby play that way.

Its... annoying... at times when the small regiments can just do things like this without even thinking things through and maybe just waiting for a while for the official nod to update.

On the flip side, I also see that from an Event Hoster point of view it can be annoying to either make everyone wait to update until the nod, or just cancel the event until the nod.

Its a hard line to balance  :-\
Title: Re: Feedback
Post by: Derpingtonpryce on February 07, 2014, 05:02:52 pm
I'd like to restate what I said before, double barreled shotgun melee is MASSIVELY over powered, almost every hit is a one hit kill AND it's faster than rifles.
Title: Re: Feedback
Post by: SeanBeansShako on February 07, 2014, 05:20:57 pm
The reload time is slow and why in gods name are you attempting to melee a man with a shotgun? There is balance and there is general insanity.

Shoot the guy!  :P
Title: Re: Feedback
Post by: Willhelm on February 07, 2014, 05:24:44 pm
Shotguns are OP up close

News at 10.

Title: Re: Feedback
Post by: Wismar on February 07, 2014, 05:41:24 pm
I'd like to restate what I said before, double barreled shotgun melee is MASSIVELY over powered, almost every hit is a one hit kill AND it's faster than rifles.
The shotgun is alright, I would actually like a full length shotgun for longer ranges. I do have to say that the melee with the shotgun is insane. You can take down a cavalryman and his horse with one swipe.

News at 10?
Title: Re: Feedback
Post by: Willhelm on February 07, 2014, 06:02:58 pm
Oh my mistake, i thought Derpington said the shotgun is OP for shooting. Apologies.

Yes there is a bug
Spoiler
typing error
[close]
where i accidentally gave the shotgun 2000 damage in melee instead of 20.

You could knock out a dinosaur with it.
Title: Re: Feedback
Post by: SeanBeansShako on February 07, 2014, 06:22:37 pm
Haha, whoops.

Apologies Derpington thought you meant the reload time of the shotgun when firing not being beaten to death with the stock :).
Title: Re: Feedback
Post by: BSM 'Shut up' Williams on February 07, 2014, 06:52:25 pm
Ooh news at ten. What time will it be? ;)
Title: Re: Feedback
Post by: Willhelm on February 07, 2014, 07:44:08 pm
It's a figure of speech meaning something is obvious.
Title: Re: Feedback
Post by: Wismar on February 07, 2014, 07:49:33 pm
Now I'm a dissaponied foreginer :p
Title: Re: Feedback
Post by: Parrot on February 07, 2014, 09:47:30 pm
Yes there is a bug
Spoiler
typing error
[close]
where i accidentally gave the shotgun 2000 damage in melee instead of 20.

You could knock out a dinosaur with it.

That is quite the fantastic bug, it's almost not worth Will changing it due to the hilarity.
Title: Re: Feedback
Post by: SeanBeansShako on February 07, 2014, 10:41:06 pm
I'd seriously change it though, Shotguns would never be used in events ever otherwise.
Title: Re: Feedback
Post by: Willhelm on February 07, 2014, 11:01:53 pm
It will be fixed when theres an update.

It's pretty hard to get up to someone, also it's not a deal breaker, most bayonets are also 1 hit kills.
Title: Re: Feedback
Post by: Derpingtonpryce on February 08, 2014, 11:26:59 am
Yes there is a bug
Spoiler
typing error
[close]
where i accidentally gave the shotgun 2000 damage in melee instead of 20.

You could knock out a dinosaur with it.

That is quite the fantastic bug, it's almost not worth Will changing it due to the hilarity.

Trust me, when you get into a melee fight with one of those, it stops being funny.
Title: Re: Feedback
Post by: hardcorefreestyleboy on April 20, 2014, 10:31:07 pm
 But a peppy staggering strike with such an iron monster should knock out anyone it hits! And what regiment uses double barreled shotguns??? That doesnt seem very smart on common range!
+1 for the bug keep
Title: Re: Feedback
Post by: Parrot on April 20, 2014, 10:41:36 pm
But a peppy staggering strike with such an iron monster should knock out anyone it hits! And what regiment uses double barreled shotguns??? That doesnt seem very smart on common range!
+1 for the bug keep

Too late :P already fixed
Title: Re: Feedback
Post by: hardcorefreestyleboy on April 21, 2014, 10:14:11 am
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F-XHN00CZdyNc%2FT8AzrprGfZI%2FAAAAAAAADlk%2FHmNoDBI7B_g%2Fs1600%2F1289786438231.jpg&hash=2d9f9fcbbea442d15ded7104f9bec9f996ff48e8)
Title: Re: Feedback
Post by: Windflower on July 04, 2015, 10:24:36 pm
Help, Norton Antivirus thinks Blood_And_Iron.exe is unsafe, so I'm unable to download this glorious mod,


what do?
Title: Re: Feedback
Post by: BSM 'Shut up' Williams on July 05, 2015, 01:29:38 am
Help, Norton Antivirus thinks Blood_And_Iron.exe is unsafe, so I'm unable to download this glorious mod,


what do?

I would download it anyway. Maybe your PC is over-protecting, (honestly have no ruddy idea what I'm talking about :P)
Title: Re: Feedback
Post by: Windflower on July 05, 2015, 01:36:58 am
Help, Norton Antivirus thinks Blood_And_Iron.exe is unsafe, so I'm unable to download this glorious mod,


what do?

I would download it anyway. Maybe your PC is over-protecting, (honestly have no ruddy idea what I'm talking about :P)

I would be it literally just removes the file so I'm unable to click it/download it in the first place.
Title: Re: Feedback
Post by: BSM 'Shut up' Williams on July 06, 2015, 03:15:46 pm
I had that a few times. I forgot how to bypass it, though. There should be something to click somewhere.
Title: Re: Feedback
Post by: usnavy30 on July 18, 2016, 11:19:48 am
Help, Norton Antivirus thinks Blood_And_Iron.exe is unsafe, so I'm unable to download this glorious mod,


what do?
Perhaps this helps. For future reference and especially relevant with the soon upcoming release of Blood & Iron: Age of Imperialism.
https://support.norton.com/sp/en/us/home/current/solutions/v80629965_EndUserProfile_en_us
Title: Re: Feedback
Post by: wiener_snitzel on July 26, 2016, 02:28:58 pm
Really enjoying the mod, but one thing i would like to see changed hopefully in future patch is the preseting animation. Its rather awkward, your guy holds his hand too high at trigger and raps his other hand around the barrel of the rifel. And considering this is a rifel that u can actually aim down sight with holding your hand around the barrel makes u unable to aim proberly realistically .

(https://i.imgur.com/qJ2J4vd.png)

I understand is this Mount and Blade so getting animations perfect is impossible especially with the amount of different rifels and carbines, but it seems like the current animation makes every faction hold every rifel consistently too high on trigger and raps the other hand around the barrel.

(https://i.imgur.com/OyV0ypr.jpg)

One solution to this could simply be to make the rifel sit higher in the animation and bringing the rifel a bit closer to the chest making your guy actually aim down sight.

(https://i.imgur.com/Jdtn1Yt.jpg)
Top is current animation, bottom is photo shop.

I know this is me just being pissy about such a small thing, but the rest of the mod is so god damn polished this is the only thing bothering me :)

Title: Re: Feedback
Post by: The Mighty McLovin on July 26, 2016, 03:46:39 pm
Does anyone know how to enable ragdolls on this? I have em set to 'Unlimited' but that doesnt seem to work.
Title: Re: Feedback
Post by: Malkolm R. Lind on July 26, 2016, 06:36:08 pm
Really enjoying the mod, but one thing i would like to see changed hopefully in future patch is the preseting animation. Its rather awkward, your guy holds his hand too high at trigger and raps his other hand around the barrel of the rifel. And considering this is a rifel that u can actually aim down sight with holding your hand around the barrel makes u unable to aim proberly realistically .

I understand is this Mount and Blade so getting animations perfect is impossible especially with the amount of different rifels and carbines, but it seems like the current animation makes every faction hold every rifel consistently too high on trigger and raps the other hand around the barrel.

One solution to this could simply be to make the rifel sit higher in the animation and bringing the rifel a bit closer to the chest making your guy actually aim down sight.

I know this is me just being pissy about such a small thing, but the rest of the mod is so god damn polished this is the only thing bothering me :)
All the different factions use different rifle models. Therefore it's very very hard to make an animation that looks good for every rifle. For having such a high variety of rifles in the game, I think that Parrot has done a good job on fixing an aiming animation.
Title: Re: Feedback
Post by: Eldred on July 26, 2016, 10:47:16 pm
I'm not sure if anyone has mentioned this already in the thread, so sorry if I'm just repeating things, but I do believe the main rifles accuracy is too high. I understand that they are rifled barrels and far more technologically advanced, but a soldier just couldn't hold a gun just as steady and accurately as that in combat. Mount&Blade characters just turn into statues when you hold a thing, so you sorta have to take it into account, and at least make that reticle a small triangle instead of a perfect dot.
Title: Re: Feedback
Post by: Eraamion on July 27, 2016, 01:33:06 am
The constant crashing that happens when a new map loads is rather aggravating
Title: Re: Feedback
Post by: Painmace on July 27, 2016, 11:36:11 am
The bow units should have more weapon points in archery. They are way to inaccurate, no real bowman is that shiet  ;D really like the mod but id like those people to get a tiny buff.
Also, the animation where cav holds their right hand above their heads look kinda dump... If there was a proper way to toggle it, it be nice.
Title: Re: Feedback
Post by: wiener_snitzel on July 28, 2016, 09:50:51 pm
Please remove this red thingy above Gatling gun, it makes it impossible to see that u are shooting at
(https://i.imgur.com/O3wYovO.jpg)
Title: Re: Feedback
Post by: DrTaco on August 01, 2016, 11:57:48 pm
I have serious problems with melee in Napoleonic Wars anyway, but the added randomness to the animations on the downstab on the bayonet make this even worse.
Video to help explain my point (https://youtu.be/w1vziacOkO4?t=2s)


Combat animations should NEVER be randomized in any meaningful way.
Currently there are 3 animations for downstab. A lunge, the normal downstab, and a rifle butt. The ranges for all three of these animations are entirely different and the most infuriating fucking thing in the world. You don't know what attack will happen, and it's impossible to judge the range when it does because you can't guess where the hit will even land! That adds nothing but frustration and randomness to the already random-feeling combat that NW gives.

Combat animations need to properly be telegraphed in Mount & Blade, and this clearly isn't. L'aigle suffered from this problem too (And I believe it still does). I know this and most games that involve muskets are almost entirely shooting oriented, but that's no excuse to make melee worse from the base game.


Bleed adds nothing meaningful to the game and discourages melee.
I'm not sure if I need to say anything here. Medics are always in short supply and from my brief experience not very fun to play. I'm encouraged to avoid melee even more because getting hit even once (And you will get hit by something), you're going to die. And there's nothing you can do about it.
Title: Re: Feedback
Post by: Parrot on August 02, 2016, 12:50:53 am
melee hits are based on the end of the weapon (judged by the weapon length) making contact with the hit boxes, as far as i've seen there's not much wrong with it. the two regular stabs have a much greater chance in playing than the rifle butt hit, which has a 1 in 10 chance of playing.

medics restore health, this resolves the problems that the mod (and nas) had/have of being hit and being on low health after bleeding for a bit. the system is now arguably better than nw in that you now have an option of restoring lost health, otherwise you were probably going to die anyway
Title: Re: Feedback
Post by: DrTaco on August 02, 2016, 04:27:39 am
melee hits are based on the end of the weapon (judged by the weapon length) making contact with the hit boxes, as far as i've seen there's not much wrong with it. the two regular stabs have a much greater chance in playing than the rifle butt hit, which has a 1 in 10 chance of playing.

medics restore health, this resolves the problems that the mod (and nas) had/have of being hit and being on low health after bleeding for a bit. the system is now arguably better than nw in that you now have an option of restoring lost health, otherwise you were probably going to die anyway

Just because the chance is low doesn't mean it's a good thing - it isn't. You're adding randomness to a system that absolutely should not have randomness in it - no exceptions. Your handling of your character's melee attacks should NOT BE UP TO CHANCE. AT ALL. If I want a stab, I don't want to have a chance of absolutely whiffing because the RNG chose a rifle butt.

The medics help, yes. The medics are good. But, and I think most of us will agree, the chance of someone bothering to play medic on the public server is low. Incredibly low. But if you're balancing this for events then fine, but as soon as the medic dies (And they will because everything is so damn accurate), the system will just piss people off because they'll be bleed out with no way to stop it.
Title: Re: Feedback
Post by: Moldplayer on August 08, 2016, 06:30:36 am
Mod is pretty good, though I would like to make two requests,

The first is to give the cavalry more carbines and ranged weapons where historically accurate. I do believe this period saw an increased use of carbines amongst cavalry due to the firepower now found in the infantry. The carbines would give cavalry an increased ability to combat infantry, especially since right  now they have difficulties fighting infantry unless they are taken by surprise. It would also be interesting to see how it works in events which would allow the cavalry to act as a rapid response force, able to take strong points quickly.

Secondly, it would be pretty cool to see the mitrailleuse in action. :P

Thanks!
Title: Re: Feedback
Post by: Painmace on August 08, 2016, 01:05:08 pm
Mod is pretty good, though I would like to make two requests,

The first is to give the cavalry more carbines and ranged weapons where historically accurate. I do believe this period saw an increased use of carbines amongst cavalry due to the firepower now found in the infantry. The carbines would give cavalry an increased ability to combat infantry, especially since right  now they have difficulties fighting infantry unless they are taken by surprise. It would also be interesting to see how it works in events which would allow the cavalry to act as a rapid response force, able to take strong points quickly.

Secondly, it would be pretty cool to see the mitrailleuse in action. :P

Thanks!

You mean hussars/heavy should also have carbines?

Havnt been able to see a cav reg in an event yet. So i cant give full comment to it but, from what iv seen i think cav is fine. In an event NW aswell, cav rarley go for a regiment looking at them or who arent busy yet, maybe heavy cav would.
So in my opinion cav is fine as is, dont know about the carbine accuracy. Also you cant judge cav on 1 regiment or few people as skill have to be put in mind
Title: Re: Feedback
Post by: Moldplayer on August 08, 2016, 07:33:34 pm
Good points. Don't know about what the French/British/Japanese did with their cavalry, but I do know that the heavy Prussian cavalry and the uhlans carried single shot percussion cap pistols, while the dragoons and hussars carried carbies. I assume it would be similar to the other factions. And I admit I have not seen them in action in a event either, so this is just me guessing here. :P
Title: Re: Feedback
Post by: Mancom37 on August 14, 2016, 04:10:51 am
Would be lovely if the Bo-Hiya could fly and then drop down like it normally did