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Topics - Willhelm

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1
In Development / Anglo Zulu War: Reloaded: RELEASED
« on: February 15, 2015, 11:44:54 pm »





What is this mod?

After two years, it's finally here, an update to the Anglo Zulu War. This mod is a total overhaul of Anglo Zulu war, rebuilt from the ground up. It aims to to be completely superior to the previous Anglo Zulu War while offering the familiar fun gameplay of fighting off endless Zulus.

The setting, if you're interested

Spoiler
The Anglo-Zulu War was fought in 1879 between the British Empire and the Zulu Kingdom. Following a campaign by which Lord Carnarvon had successfully brought about federation in Canada, it was thought that similar combined military and political campaigns might succeed with the various African kingdoms, tribal areas and Boer republics in South Africa. In 1874, Sir Henry Bartle Frere was sent to South Africa as High Commissioner for the British Empire to bring the plans into being. Among the obstacles were the presence of the independent states of the South African Republic and the Kingdom of Zululand and its army. Frere, on his own initiative, without the approval of the British governmen and with the intent of instigating a war with the Zulu, had presented an ultimatum on 11 December 1878, to the Zulu king Cetshwayo with which the Zulu king could not comply. Cetshwayo did not comply and Bartle Frere sent Lord Chelmsford to invade Zululand.The war is notable for several particularly bloody battles, including a stunning opening victory by the Zulu at Isandlwana, as well as for being a landmark in the timeline of imperialism in the region.  The war pitted British troops equipped with Single shot breech loading Martini-Henry rifles, against vastly greater numbers of Zulu warriors, armed with short stabbing spears and cowhide shields. The Zulus were no savages though, having an organised system of supply and strategic tactics. The war eventually resulted in a British victory and the end of the Zulu nation's independence.
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Features

- Remade from the ground up
- Lots and lots of new maps
- Completely remade Zulus
- All new British uniforms
- Fixable bayonets
- Medics
- Ammunition boxes
- 5 different classes of Zulu, 30 different variants of Zulu warrior, and 30 shield variants.
- New weapon models
- New units (Original units are all reworked too)
- Dynamite "Grenades" for sappers
- No more buggy messy troop selection
- New UI, Menu screens, much better organization with map selection etc
- New environment textures
- New Atmospheric sound effects
- New faces and hair styles
- New Map props
- New animations including Lever action reload
- Awesome Music
- Tracer effects
- Hale Rockets
- No more 360 no scope xxSN1P3RZxx Zulu bots headshotting you from the other end of the map
- Vote for up to 750 bots

Gameplay changes

- Based on player vs bots from the ground up, rather than PVP
- Maps with proper AI meshes, bots will follow you through buildings etc
- Easier to kill bots, high accuracy and better melee skill for British
- Zulus are powerful in numbers rather than skill
The idea is to make it so that you compete with your teammates to kill the most Zulus


Heph's Preview Video


Screenshots

Main Menu
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Troop Selection Screens
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Zulu Troop Selection
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Rorkes Drift
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A Zulu Kraal
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Isandlwana
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A Boer farm with makeshift defences
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Throwing a Dynamite Stick, and the result
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Natal Native Warrior (British unit)
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24th Regiment lined up
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Durban Mounted Rifles
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Sailors of the HMS Shah
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Natal Native Horse
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Hale Rocket Launcher, you might remember it from Blood and Iron, it's also more accurate than NW rockets
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Ammunition boxes, give 20 bullets each time.
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New Units
All the other units are the same as in the current Anglo Zulu war mod, which have been reworked, but some new units have been added. These are

- Royal Marine Light Infantry
- Durban Mounted Rifles
- Victoria Mounted Rifles
- Buffalo Border Guard
- Combat engineer
- Natal Native Contingent (Warrior, Rifleman, Cavalry)
- Special Characters (Lt Bromhead, Lt Vereker, Chelmsford, Col Durnford)

DOWNLOAD

Download the mod here
http://www.mediafire.com/download/dovxlunwefhlp9i/AZW_Reloaded_V1.0.exe
Or at moddb
http://www.moddb.com/mods/azw-reloaded

Please join the Anglo Zulu Steam group. https://steamcommunity.com/groups/AngloZulu
http://www.moddb.com/mods/azw-reloaded

2
Blood & Iron / In Development - B&I 3.0 - old thread
« on: February 25, 2014, 11:46:56 pm »


Follow the development progress for the next version of "The Age of Imperialism"
_______________________________________________________________________________________________________


Blood and Iron is back with a brand new update in the works! We are working hard to make this next update more memorable than Napoleon himself. We hope to create the best Victorian era experience for you, better than the time four-o-clock tea was introduced to cupcakes with pink icing.

There are lots of goodies in progress for this next update. One of the most exciting is the addition of a whole host of awesome scene props which will help to create dynamic maps. The new props will help to immerse you into the world of the late 19th century, as you battle for the control of the field against your opponents!

The developers also hope to inspire new and old mappers to jump back into the map editor, and create some more wonderful works of art! But this time, they are not only limited to your NW red, green, and blue paints; no, no, no... we here at Blood and Iron would like you to experiment with ALL the colours! The map is your canvas mappers, size it by the easel!!



As the team has learnt a lot from the previous B&I releases, and other mod releases and life spans, we are trying our hardest to give Blood and Iron the justice it deserves. We are trying our utmost to make this the best update to ever happen to a mod![/size]



Firstly, we are proud to announce two new, full, factions that you will be able to use in events. We will release more details regarding these factions later on, however feel free to hypothesise about what factions we're adding. And don't worry, the fun doesn't stop there! Along with the massive influx of new units, we will be introducing some new artillery pieces, some of which can be seen in the pictures. But that is not all either, we're adding new weapons, new armour pieces, some varied armour pieces (for a little sugar and spice, and everything nice), new taunts, and hopefully some cool new features.

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Follow us on these platforms:












Show your support for the mod with these new signatures


France:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/cscitv9.png[/img][/url]
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Great Britain 1:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/iHFmvZU.png[/img][/url]
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Great Britain 2:

code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img width=550]https://i.imgur.com/l1IdjBE.png[/img][/url]
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Prussia:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/ClYTzgm.png[/img][/url]
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Imperial Japan:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/ZRNhpyf.png[/img][/url]
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United States 1:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/sYz8R8C.png[/img][/url]
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United States 2:

Code
Code
[url=https://www.fsegames.eu/forum/index.php?board=111.0][img]https://i.imgur.com/JpY50RK.png[/img][/url]
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3
Modifications / Napoleonic Wars basic modding Tutorial.
« on: December 28, 2013, 02:08:10 pm »
In this tutorial I will teach you how to make a full modification to Napoleonic Wars. This will be done by showing you how to create a new soldier with new equipment with step by step instructions. At the end you will have a new modification with one new troop.

Programs you will need.
(Some of these vary from different people, these are the ones I use and so will be best able to teach with)
GIMP
http://www.gimp.org/downloads/#mirrors
GIMP .DDS plug in (Will show you how to install later, you will need either gimp-dds-win64-2.2.1.zip or gimp-dds-win32-2.2.1.zip depending on whether you're 32 or 64 bit)
http://code.google.com/p/gimp-dds/
Openbrf
http://forums.taleworlds.com/index.php/topic,72279.0.html
notepad++
http://notepad-plus-plus.org/download/v6.5.1.html
NW MS
www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
Python - link below, important to follow carefully.

Step 1

First we shall do the most basic stepping in creating a new Mod, actually creating the mod folder. Go to your Mount and Blade Warband modules folder (Usually C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules), find the Napoleonic Wars folder, copy it, and paste it right into the modules folder again. Wait for it to complete, and then you should have a folder called "Napoleonic Wars - Copy". Rename this folder to "Testmod". You have now created a new module.

Now we shall start on Coding. Coding is the most essential part to modding, responsible for any changes beyond cosmetic. Many beginners don't realise this, and think they can create a mod simply by changing models and textures, in reality this will never go beyond a reskin. While it is possible to edit code by editing the text files, it's not a very effective method and has severe limitations. To really code in Napoleonic Wars you need the module system. The module system is essentially the same as the text files, but put in a manner which is easily understandable and editable, what may be random numbers in the text, is an item attribute in the MS. When you are finished editing the MS it is compiled back into text files which the game reads. However, to do this compiling, you need Python installed to your computer, so before we begin looking at the module system, we must install Python.

Step 2

First you will need to download python, this can be somewhat complicated. Make sure you get this version linked, do not go for the 3+ version, only 2.7 is compatible with the module system.
http://www.python.org/download/releases/2.7.6/

The picture below shows the version you need.




Now you need to install Python. This is where you need to be cautious, do not try to be smart, make sure you install it in the default location that it asks which is almost always C:\Python27.

Once installed, you need to go to your Environment Variables and make sure Python is at the end of your Path.
To find this:
Windows XP: My Computer (right-click) -> Properties -> Advanced -> Environment Variables
Windows 7/8: My Computer (right-click) -> Properties -> Advanced system settings -> Environment Variables
Here is an Image explaining it for Windows 7/8 in 7 Steps.



Important Notice, the path variable contains things very important to your PC, do not edit or delete anything in the line or you could break your PC, only follow the next instruction.

Now, at Step 7 in the image, go to the very end Variable value line. It should display ;C:\Python27 at the end of the line as in the image above. If it does not, don't worry, not every PC automatically displays it, all you need to do is simply paste ;C:\Python27 at the very end. Once done, click OK to confirm the changes on the opened windows, and then close them.

Step 3

Now that this is done we can get onto the code. If you haven't already, download the Napoleonic Wars module system.
www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
Extract the ZIP folder, giving you a regular folder named "mb_warband_napoleonic_wars_source_1210". Enter this folder and find your way to the folder called "mm dev - MS" following this directory "C:\Users\Will\Downloads\mb_warband_napoleonic_wars_source_1210\Napoleonic Wars Sourcecode\Sourcecode\mm dev - MS"

You will be looking at a large list of Python files, this is the module system for NW, the source code containing all the game information. You will see Header files, ID files, Module Files, and Process files. Most of the time we are only interested in the Module files, the rest are for more complex coding, such as writing your own scripts, so we wont need them much.

The best program to read these files is the text editor Notepad++. Download it here and install it if you haven't yet.
http://notepad-plus-plus.org/download/v6.5.1.html

Then, in the module system folder "mm dev - MS", navigate to the file "Module_info.py" and right click it, and open it with Notepad++
You will see something like this.



The line which says "export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/mm dev/" is the export directory to the module, except currently it is not directed at your Testmod, so we need to change this.
Go to your Warband module folder (Usually C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules), and open the Testmod folder. Click the Address directory bar at the top and highlight the entire directory address, and copy it like below.



Then, back in Notepad++, replace the default directory of C:/Program Files (x86)/Mount&Blade Warband/Modules/mm dev/ with your Testmod directory, keep it within the quotation marks. Then, we need to change all Backslashes (\), into Forward slashes (/). Make sure you have a slash at the end too, but before the final quote mark. Module_info should now look something like this



Ignore the green line below, any greenline is not read by the module system, it is struck out, they are usually used for making notes within the code. This can be done by placing a # in front of any text.
Now, save the file, do not rename it, just save it in the regular manner.

Now we have to test if everything is set up correctly. Go back to the "mm dev - MS folder" containing the Python files. Scroll to the top (Make sure you're folder is in name order), and you should see a Windows Batch file called "build_module". Double click this, a black command window will open. If everything is in order, you should soon see a line of "Exporting _____" until the end, where it says "Press any key to exit" As shown in this image below.



If it looks like this, you have been successful and your module system and python is correctly installed and directed. Now you can begin to code your mod for real.
You may, however, have encountered an error saying "Python not recognized", this is a common error and results from the path we did before being incorrectly set up. If you have this error, go back to before and make sure your path is correct, otherwise check out this thread specifically for this problem.
http://forums.taleworlds.com/index.php/topic,35044.0.html

Step 4

Now, onto editing our Testmod. As stated at the beginning, we will be creating a new Troop in the mod which should cover ever aspect of modding. So to begin, we will need to code our new soldier into the game. In Your "mm dev - MS folder", scroll down to the file called "Module_troops.py" and open it in Notepad++. This file contains the code for all the soldiers and units which exist within Napoleonic Wars, scrolling down you will first see the code for the Bots, then for the multiplayer units, and near the bottom you'll see unfinished code for the NW singleplayer companions which was never completed. Do not edit anything yet but familiarise yourself with the unit code. For example, on line 459 we see the Code for the first British troop, the 33rd Ranker.



The Red box contains the names of the unit, the first part "british_infantry", is the String name of the unit, this is the part referenced in other files, usually as "trp_british_infantry". The second part "33rd Regiment of Foot" is the name of the unit displayed in game, and the "Line Infantry" part, is the subheader of the unit you see below the unit name. You need not worry about "tf_guarantee_all" in NW other than that all units use this. "fac_britain" means the unit is on the British faction, for sub units such as sergeants, this becomes "fac_british_ranks". The blue box contains the units inventory, his clothing and weapons, this is fairly obvious, the units inventory contains his tunic, trousers, hat, and musket with ammo. The green box is the units stats, all soldiers in NW are set to level 20, the "wpex" numbers are the skills, in the order of Swords (50), Two handed weapons (5), Polearms (130), Archery (5), Crossbows, which are Firearms (150) and throwing (5). The 5s are skills not used in NW such as archery, but the infrastructure is there for if you want a mod with archery for example. The Ironflesh, powerstrike and Athletics are attributes the unit has, remember back to Native, Ironflesh adds 2HP per level, Powerstrike adds extra damage to your melee, and athletics increases the units running speed. Different attributes can be added or removed which we'll do later. Swadian face can be ignored, it just has to be there.

Step 5

Now that you're familiar with how the unit code works, we can create our own soldier. Because Britain already has 6 Infantry types, which fills the selection box, and we don't want to delete or overwrite existing units, we will be adding a new troop to the Austrian Infantry. Scroll down to line 1106 in Module_troops. This is the start of the Austrian units. First, highlight and copy the entire first Austrian Infantry unit as shown below.



Then, scroll down to the bottom of the Austrian Infantry, the last Austrian infantry unit being "austrian_infantry_rifle_horn", and paste the copied troop directly below this unit and between the austrian_hussar . Such as below.



Make sure the blue square brackets line up as well. Now we have pasted a new troop, it's time to start editting him. Where it says "austrian_infantry", change it to say "test_infantry". Where it says "Infantrie Regiment Erzherzog Rudolf Nr. 14", change it to say "Test Soldier", and where it says "Line Infantry", change it to say "Test Infantry". It should now look like this image.



Now, save the file, and build your module as before. Everything should export correctly as before. If you encounter an error in exporting, it will most likely be a Syntax error, which usually results from a misplaced or deleted "," or "[,]". Check your troop line very carefully to make sure everything is in the same position as the other troops to fix this.

If it has built correctly, it's time to load up the test mod. Start Warband, in the module list at the start, select "Testmod" and play, in the same way you would select any module. Go onto Multiplayer, host your own game, and select the faction of Austria and start. At the bottom of the Infantry tab you should see your new troop, like in the image below



Step 6

You have now made a new soldier in NW. Now we shall change some of the stats. Let's make him better at shooting. As mentioned above, this part "wpex(50,5,130,5,150,5)" is the weapon skills. 150 is the soldiers skill with a firearm, this determines his accuracy, and how large the reticle will go when moving while aiming. Change the 150 to 300, this should make him considerably more accurate and noticeable in game. Now lets make him faster, where it says "knows_athletics_3", change the 3 to an 8. Let's also add a new attribute to him, on cavalry units you will notice the attribute "knows_riding_X", this determines the riding skill, and is needed to ride horses, so lets give our unit the ability to ride. Just after "knows_common|" and before "knows_ironflesh_3", type in or copy "knows_riding_6|", the "|" is important as it separates the different attributes. The 3rd line of your Test soldier should now look like this image.



Now lets save the file, and build the module again as before. Wait for it compile and hopefully there should be no errors. If there are none, load up the mod. Check the Austrian faction and your Test soldier as before. This time you should notice he is much more accurate when aiming, runs a lot faster, and can ride horses (you should spawn as cavalry, then respawn as the test soldier to test this). If thats all correct, onto the next part.

Step 7

The test soldiers musket is a bit boring, so we're going to give him a new one, a much better one. For this you will need to open the file "Module_items.py". This contains all the items used in NW. Back in module_troops, at our test troop you will see in his inventory that he uses "itm_austrian_musket". The "itm_" prefix is given to all items in inventories, but isn't mentioned within "module_items" itself. So, within "module_items" either manually search for "austrian_musket", or use Control+f, the search feature, to find it. You will find the code for the austrian_musket on line 260, it looks like this, but without the coloured boxes obviously.



It works in a similar way to the troop code. The red section is the names, the first part "austrian_musket" is the items string, it is the reference used in other files, such as in "module_troops" where it's always given the prefix "itm_". The second part "Infantry Musket", is the name of the item displayed in game. The third part, "austrian_musket" within the brackets, is the name of the mesh, the actual model the game loads for this item, which we will cover later. The blue section contains the "flags" the item uses, these are attributes given to the weapon, they are mostly self explanatory, it's obvious that "itp_cant_reload_on_horseback" means the weapon can't be reloaded on horseback, or that "itp_type_crossbow" means it's a crossbow type weapon (all firearms are built on warbands crossbows) and not a one handed melee weapon which would be "itp_type_one_handed_wpn". This green section is also quite obvious, these are the stats of the weapon, spd_rating is the weapons reload/aiming speed, a higher number means it reloads and aims faster. Weight is the weight of the weapon, in Kilograms, a heavier weight makes you run slower while holding it. Shoot_speed is probably the most complex, this is the velocity of the projectile the weapon fires, so it governs how long it takes for the bullet to hit its target, and governs the amount of bullet drop, it also governs the damage drop off of the projectile over distance, plus, a higher shoot_speed increases the weapons accuracy, alongside the accuracy stat also there. max_ammo is the amount of shots the weapon has before reloading. Thrust_damage is the amount of damage the weapon does. The section below is also important, it's the melee mode for the musket, its enabled by the shooting musket having the flag "itp_next_item_as_melee"

Now that that is covered, we can create a new musket, and change it. Copy the entire austrian_musket code including the melee section. Then make a space below it, and paste it there. There will now be two austrian_muskets. Now, on the new copied musket, change the first "austrian_musket" to "test_musket", and below that change "austrian_musket_melee" to "test_musket_melee". Now, change the in game name from "Infantry Musket" to "Test Musket" on both the shooting and melee version again. Leave the mesh name alone for now. On the shooting Test Musket, change the spd_rating from 23 to 50. Change the shoot_speed from 250 to 400. Then, change the accuracy from 75 to 95. Now change the max_ammo from 1 to 5, this will give the weapon 5 shots before it needs reloading. Now on the shooting Test Muskets flags, remove the part "|itp_cant_reload_on_horseback|itp_cant_reload_while_moving", make sure you only remove one of the "|"s and not both, they are needed to seperate the flags.
Your module_items should now look like below.



Now its time to save and build your module again like before. Don't start up the mod yet though, now we need to give the new musket to the new soldier. Simply copy "test_musket", go to module_troops, to the test soldier, and replace "austrian_musket" with "test_musket", make sure to keep the prefix of "itm_". So his inventory should now be-
"[itm_austrian_infantry,itm_aus_infantry_ranker,itm_austrian_infantry_pants,itm_bullets,itm_test_musket],".

Now you can save module_troops, and build your module again. Start up the mod, go to the test soldier, and try out the new musket. It should be very accurate, have 5 shots, and allow you to reload while moving.

Step 8

At this point we have finished coding the troop for now, later on we will give him a new uniform, but it would be quite pointless to do that before we've made a new uniform. But first, lets do a few more basic code tweaks. Let's get rid of that pesky smoke from muskets, just so you know how to tweak it. Go to the module system folder and open "module_particle_systems.py", scroll down to line 1180. Here you will see the code for the smoke which comes out the muskets barrel, luckily there is an explanation along side it. It works the same as most code items and you're probably beginning to see a pattern, fire we have "musket_smoke" and as usual this is the reference string, then we have some particle specific flags, and then "prtcl_dust_a" is the name of the particle model it actually uses. The second line explains itself, we have 75, which is the number of the particles, the next is the life in seconds that the particles last, and the rest involves more complicated things, such as how quickly it falls or rises, whether it falls or rises, how fast it shoots out, and more. We're only interested in removing the smoke, for this, we want to take the first two numbers, the number of particles and the life, and change them both to 0. Then, scroll down a small amount and you will see "pan_smoke", this is the smoke which comes out of the muskets pan, where the flint strikes, lets also change the number of particles and life to 0 here. It should now look like this image.



Save the file, and build the module as before. Load up the game, and fire your musket, you'll see that there is now no smoke at all when firing, only the flash remains.

This concludes the first part of the tutorial which covers basic coding for NW, the next part will cover Openbrf, basic modelling and texturing.

4
Events / Official Saturday Event - 8 GMT - Closed for a while
« on: December 21, 2013, 02:43:28 am »
Event Format
Event takes place each Saturday at 8pm GMT
Two maps will be used for each event
Lasts for one hour

Rules

Line/regular Infantry:
6 minimum to infinite
May spread but not disproportionately.
Split is allowed (Ex: 1 reg of 30 can split to 2 Cy of 15 men).
Under 3 men you have to join a line or surrender.
Fire in charge is allowed.
1 Scout allowed per 15 men
Fire on scouts is allowed.
May have 2 sappers.
May have 2 medic.
May pick up and reuse medkit if medic dies

Cavalry:
6 min - 20 max
Dismount to fire
Dismounted Skirmish line of reasonable spread may be formed
Scouting is allowed.
Scout may shoot on enemy.
Must dismount and join a friendly line if under 3 men

Light/Militia/Partisans
6 min - 20 max
Fire in charge is allowed.
May spread liberally but still coherent.
Splitting of regiment is prohibited.
1 Scout allowed per 15 men
Under 3 men you have to join a line or surrender.
Fire on scouts is allowed.
May have 1 sapper, and 1 medic

Artillery
3 min - 10 max artillerists
May have 1 sapper
May have arty guards (5 max same rules than Light)
3 cannons max per side, krupp or solid shot.
British may substitute cannons for Rockets.
Rocket Artillery may follow line infantry as part of the line.

Medics
Medics are non combatants and must not be killed by the enemy, excluding accidents.
Taking a weapon invalidates your non combatant status.
You are compelled to heal even the enemy if they ask.
Soldiers may pick up medkits from dead medics, but are still considered combatants.

General
No teamkilling.
No Ramboing.
No trolling.
No abusive behaviour.
No Spamming, no global chat except officers or leaders.
Do not shoot unarmed medics, feel free to shoot armed medics.
Do not call for a medic (P) unless you are genuinely bleeding out
Officer aiming is allowed.
Obey the admins.


Application
Regiment Name:
Preferred Faction:
Preferred Class:
Expected Attendance:
Steam contact ID:

Other Information:
Server: It varies
Server based: EU
Steam Organizer: [32nd] William
Steam Admins : [32nd] William
FSE Organizer: Willhelm123
Password will be given out on steam


This weeks factions are France vs Prussia
Attendance

UK
20th - Inf/arty - 30 - Fitz
00th - Inf - 5 - Gaham


Micro
SAdraGoons - Inf - 8-12 - Nurdbot
54e - Inf 10 - Lord_John
DCLI - inf - 10 - Magner



6
Bello Civili - The Roman Civil War / MOVED: Server Hosting
« on: September 23, 2013, 09:16:24 pm »

7
Bello Civili - The Roman Civil War / Bugs, feedback and suggestions.
« on: September 21, 2013, 02:13:52 pm »
Please post any bugs you have found, feedback, and suggestions in this thread.

8
Regiments / British and US reservations.
« on: August 23, 2013, 07:59:11 pm »
You may now reserve British and US regiments for the upcoming update.

9
Blood & Iron / Development.
« on: August 16, 2013, 02:44:01 pm »
Old development.
Spoiler
Here I'll be posting development updates for the next update, such as pictures of new units and weaponry.

Tweaks and fixes so far.
Fixed/added Medics and bleed out system.
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.
Rebalanced Cavalry.
Put trench assault on siege mode
Implemented improved firing sounds - Chassepot courtesy of Mailman
Fixed hair clipping issues on females - Courtesy of Mailman
Fixed some officers being slower than their troop type.
Upped ammo count to ~60
Decreased rifle butt damage and increased speed
Increased accuracy skill of Zouaves
Fixed Binocular animation
Fixed incredibly slow Carbine melee speed
Reduced Damage of priest staff

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For Britain the only confirmed units so far are the 1st Gurkha Rifles and the 42nd Black Watch.

Here is the Gurkha private, with Kukri and Martini Henry rifle. The Asian face skin is useful here  ;D
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Private of the 42nd Foot (Black watch) Circa 1880. I am not reusing AZW resources, all this uniform is remade.
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Presenting the 24th Warwickshire, Circa 1879.
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British Royal Marines of 1879, for the British marine class. Also showing the idle animation made by 32nd_Rct_Schinider seen here https://www.fsegames.eu/forum/index.php?topic=7458.0 which i think is better than the old one.
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Engineer of the Royal Engineers (British sapper unit), they have a very simple uniform.
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Presenting the Duke of Cornwall's Light Infantry.
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These are the Colonial volunteers for the British. They're British citizens of the colonials settlements such as south Africa who have volunteered to fight, similar to the French partisans. They have more variation than shown here.
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The 15th Ludhiana Sihks.

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They're an Indian colonial unit for the British. The neck is a little funny due to the unit not having a collar, and it is impossible to make the neck match the head skin since you can choose different skin colours, the same as the zouaves.

The 2nd Punjab Cavalry. They are the light cavalry for the British faction.

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2nd Dragoons (Royal Scots Greys), the British heavy cavalry.
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The New South Wales Lancers. They are Australian Cavalry, i thought i'd do something for the Aussies.
They're also the only lancers in the mod.

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Presenting the British rocket artillery, this will be the artillery unit for Britain. Don't worry though, I've dramatically increased the accuracy of the rockets, now you can actually hit things. The British were still into using rockets at the time, they were using an improved and stabilized form since the Napoleonic wars called the Hale rocket, which actually went where you pointed it.

http://www.youtube.com/watch?v=xoM6IR5G5JI&feature=youtu.be

The artillerist has a pretty standard uniform with the exception of the cap instead of pith helmet.
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Swedish infantry. To go on the Microfaction. I did not make this unit, it was made kindly by Harybo, so credits to him. I think it looks good.

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Boers!
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This in no way shows all the variation they have.

Austrian Line Infantry
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Using the M1867 Werndl-Holub Rifle - http://en.wikipedia.org/wiki/M1867_Werndl-Holub

Russian Line Infantry
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Using the Berdan Rifle - http://en.wikipedia.org/wiki/Berdan_rifle

Ottoman Regular Infantry
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Using the Peabody Rifle, it looks very similar to the Martini Henry but has some differences. http://en.wikipedia.org/wiki/Peabody_action

United States Infantry
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Using the Springfield Model 1873 - http://en.wikipedia.org/wiki/Springfield_1873

United States Cavalry
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Using the Carbine version of the Springfield M1873.


Boxer Rebellion 20th century units.
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I've kindly been given permission to use some of the Chinese models from Full invasion 2.
First we have a traditionalist boxer rebel, they shunned western weapons and tactics for traditional Chinese weapons.
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Then we have the boxer Chinese Imperial infantry, they used European style uniforms and weaponry but were still Boxers.
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And finally we have Chinese irregular cavalry. The boxers were short on cavalry and most of it came from western China and Mongolia and had barely changed since the days of Genghis Khan. They were mostly used for scouting.
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This is the US marine corps during the Boxer rebellion. They have a Springfield Model 1892-99 Krag-Jørgensen rifle
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British Royal Marine light infantry. This is the last unit of the Boxer Rebellion micro faction.
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British Infantry of the second Boer war.
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10
Blood & Iron / France, Britain or Prussia? New Poll
« on: June 06, 2013, 12:53:46 pm »
I am unable to choose a side personally, but what about you?

11
How does the medic system work?
If you take a hit which does damage of over 25, you will begin to bleed out, at a rate of around 1hp every few seconds, to your eventual death. A medic will stop this bleeding so that you do not die or lose any more health. To bandage someones wounds as a medic, simply hit them with your medkit, you will get a message saying you have bandaged their wounds, or if not wounded, that they are not wounded. To call for a medic press P, to wave your arm and shout medic.

How do I fix a bayonet?
Press B to fix a bayonet on most rifles. Do not press B on non rifles as it can sometimes glitch.

What difference does the bayonet make?
The bayonet is better for melee than the rifle butt by a long way. However the weight on the end of your rifle decreases your accuracy and slows down the reload a small amount.

Whats the difference between the revolvers?
The Remington is powerful and accurate, but slow, the rest are much faster but less accurate and powerful.

What does the Priest do?
The priest offers the bonus that a general would in Napoleonic Wars.

What's the difference between privates and sergeants?
Sergeants have a slightly different uniform and are a tiny bit better at melee.

Is there bullet drop?
Yes, how ever bullet drop depends on the velocity of the bullet, which is a lot higher in Blood and Iron than in NWs so bullet drop is much less, you will only have to account for bullet drop at very long distances.

Why do the French have helpers?
The French helpers are called Cantiniere's or Vivandiere's. They were women attached to regiments who looked after the soldiers. In B&I they are given medkits to represent this.
http://en.wikipedia.org/wiki/Vivandi%C3%A8re

Why do the Ottomans have Winchester carbines?
The Ottoman unit is from the Russo-Turkish war of 1877. During the war the Ottomans used a lot of Winchesters they got from the USA, in which they gave the Russians a good beating with and helped convince the rest of the world of the importance of repeating rifles.
http://en.wikipedia.org/wiki/Winchester_rifle#Winchester_Model_1866

12
Blood & Iron / Information and Download - Released [legacy]
« on: June 01, 2013, 10:25:47 pm »


"The great questions of the time will not be resolved by speeches and majority decisions—
that was the great mistake of 1848 and 1849—but by iron and blood".
- Otto Von Bismarck


Overview
Blood and Iron is a modification for Napoleonic wars set mainly between 1870 and 1880. The aim is to accurately represent the era while creating a fun and balanced mod. The mod features 3 main factions, Prussia, France, and Great Britain, as well as units from several other nations including the USA, Sweden, Austria, Russia, and more.


History
The late 19th century was a period of great change. New empires and nations formed, Imperialism and militarism rose to new levels, while stereotypes and hunger for empire remained the same. Old alliances were broken and new ones were formed. Great Britain was making large strides on increasing her colonies, Germany formed as a new nation, France finally became a republic and broke away from Emperors, and the United states was recovering from the civil war to become a major world power to challenge the old rulers.


Features

Hundreds of Historical period uniforms.
Dozens of different firearms, swords, and pistols.
New animations.
Fixable Bayonets.
Medics.
New maps.

Credits
    James Grant for support and advice.
    Galadhion for support and advice.
    DanP346 for his pickelhaube.
    Willhelm Parade for managing the Moddb.
    Blame_Canada for research, historical advice and signature.
    Crozade for music
    Blitz_craig, used some of his maps
    CaseofInsanity, bayonet fixing animation
    Gokiller, Mapping help
    Betaknight, General advice
    Azrooh, Bayonet script
    Oscar XI Hederlööf for resources
    Friedrich for maps
    Comrade Temuzu for maps
    Candide and Jordan, doing a lot of models and textures for me which save me time
    Austro's British revolver
    Hinkel, for letting me take anything from NaS and helping in other ways
   1866 Western mod for their western resources
   Danyele for coding help
   Everyone else who i am probably forgotten, please remind me.


Links

Download Links

Server Files coming soon

Installation tip.
If you have played Blood and Iron before, please delete your existing module before installing the new one, while not completely necessary it reduces the risk of a conflict or problem. The mod uses the Napoleonic wars installer, and there seems to be a bug where it names the mod folder after the last mod you installed,  to stop this when the installer asks what directory you want, check the end of the path and make sure it says "Blood and Iron", for example, "C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Blood and Iron". If it is not "Blood and Iron" you won't be able to see servers. If you've already installed just go to your module directory and rename the folder.

If you have problems with your NW key (NW is not installed), please do the following:

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- Right click on Mount & Blade: Warband on steam and select view CD key.
Copy the Napoleonic Wars serial code or keep it open.

- Click Start > Run
- Enter regedit, right click to open with administrative rights
- A new window will open, browse to HKEY_CURRENT_USER > Software > MountAndBladeWarbandKeys
- Search the entry, serial_key_nw,
- If it doesent exist, make a string value with that name and enter your cd key there.
- make sure that the value is the same as your CD key. Also make sure that the key is separated correctly. Double click the entry and modify it until it is correct. Watch out for invisible spaces in the CD key.
- If you are done with that, close the Registry Window and start the installer, and have fun playing!
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13
Released Modifications / Giant bullets
« on: May 07, 2013, 01:32:33 am »
This isn't a serious mod, more of a joke, it changes the bullet projectile to be 2000% bigger, which allows you to see them flying through the air, kind of helpful in a way, it would be useful for practicing volleys.




http://www.mediafire.com/download/fqth42xqt9cqsbf/mm_cannons.brf
Simply put the file into your Napoleonic Wars resource folder.

14
Blood & Iron / Blood and Iron - General discussion.
« on: March 01, 2013, 10:27:21 pm »


"The great questions of the time will not be resolved by speeches and majority decisions—
that was the great mistake of 1848 and 1849—but by iron and blood".
- Otto Von Bismarck


Overview
Blood and Iron is a modification for Napoleonic wars set mainly between 1870 and 1880. The aim is to accurately represent the era while creating a fun and balanced mod. The mod features 3 main factions, Prussia, France, and Great Britain, as well as units from several other nations including the USA, Sweden, Austria, Russia, and more.


History
The late 19th century was a period of great change. New empires and nations formed, Imperialism and militarism rose to new levels, while stereotypes and hunger for empire remained the same. Old alliances were broken and new ones were formed. Great Britain was making large strides on increasing her colonies, Germany formed as a new nation, France finally became a republic and broke away from Emperors, and the United states was recovering from the civil war to become a major world power to challenge the old rulers.


Features

Hundreds of Historical period uniforms.
Dozens of different firearms, swords, and pistols.
New animations.
Fixable Bayonets.
Medics.
New maps.

Credits
    James Grant for support and advice.
    Galadhion for support and advice.
    DanP346 for his pickelhaube.
    Willhelm Parade for managing the Moddb.
    Blame_Canada for research, historical advice and signature.
    Crozade/Fabio for music
    Blitz_craig, used some of his maps
    CaseofInsanity, bayonet fixing animation
    Gokiller, Mapping help
    Betaknight, General advice
    Azrooh, Bayonet script
    Oscar XI Hederlööf for resources
    Friedrich for maps
    Comrade Temuzu for maps
    Candide and Jordan, doing a lot of models and textures for me which save me time
    Austro's British revolver
    Hinkel, for letting me take anything from NaS and helping in other ways
   1866 Western mod for their western resources
   Danyele for coding help
   Everyone else who i am probably forgotten, please remind me.


Links

Download Links

Server Files coming soon

Installation tip.
If you have played Blood and Iron before, please delete your existing module before installing the new one, while not completely necessary it reduces the risk of a conflict or problem. The mod uses the Napoleonic wars installer, and there seems to be a bug where it names the mod folder after the last mod you installed,  to stop this when the installer asks what directory you want, check the end of the path and make sure it says "Blood and Iron", for example, "C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Blood and Iron". If it is not "Blood and Iron" you won't be able to see servers. If you've already installed just go to your module directory and rename the folder.

If you have problems with your NW key (NW is not installed), please do the following:

Spoiler
- Right click on Mount & Blade: Warband on steam and select view CD key.
Copy the Napoleonic Wars serial code or keep it open.

- Click Start > Run
- Enter regedit, right click to open with administrative rights
- A new window will open, browse to HKEY_CURRENT_USER > Software > MountAndBladeWarbandKeys
- Search the entry, serial_key_nw,
- If it doesent exist, make a string value with that name and enter your cd key there.
- make sure that the value is the same as your CD key. Also make sure that the key is separated correctly. Double click the entry and modify it until it is correct. Watch out for invisible spaces in the CD key.
- If you are done with that, close the Registry Window and start the installer, and have fun playing!
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15
Released Modifications / New cannon colours.
« on: February 13, 2013, 01:03:26 pm »
I've gotten a little sick of the green and bronze cannons, so I altered the colours to be brown and black.

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Download.
http://www.mediafire.com/?ljl4m5n4k2ekjro
Extract the folder directly into your Napoleonic wars textures folder or extract elsewhere and manually copy them, yes to overwrite. If you want to back up your default files the 3 files are Cannon_additions, French_12pounder_carriage, French_12pounder_muzzle.

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