The United States of America - in the Year 1861. The
Union and the
Confederate States of America are at War.
Both sides fight in the biggest war on the american continent:
The American Civil War 1861-1865!
The modification features the
Battle of Manassas, which was the first big battle of the Civil War.
On July 21st, 1861 both armies clashed near
Manassas junction and the river
Bull Run. It should be the first and last battle of the war.
RLB EDITIONAs several times requested, behind the scenes the Reinforcement-Linebattle Mode was worked into North and South.
The update is basically done. There is just some testing and clean ups left (the mode is dependant on class types (cav, skirms, rifles etc), and the NaS classes are a mess, a lot are not assigned or wrongly assigned atm
)
• A new gamemode: RLBThe Gamemode of the 1.3 will be a Team-Deathmatch with some changes to the gameplay-dynamics. Every regiment will dynamicly spawn at their regimental flag and depending on their class they will slowly drain the tickets of their teams until they cannot spawn anymore. This enables a moving battlefield with epic firefights between lines and balanced meleecharges. This translates especially well to the Era of the Secessionwar.• Tons of new AdminoptionsOver 20 new options for admins to customize the Gamemode.
Setup-FilesFull CLIENT 1.3- No installer is out yet, 1.2 will stay compatible, however for admins it is heavily advised to upgrade, for the new adminoptions -PATCH 1.3 - If you have 1.2 installed! (1mb)https://drive.google.com/file/d/18YmpPLYScmBjs_BgvMTDNQ9t8y6gbMWA/view?usp=sharingNotice: Those are the official module installers from fse, so some firewalls might block it.
Solution for Win10 users:
Spoiler
right click the file and open "Properties" (sometimes you first need to try to run it as administrator I was told), then check the follwoing:
Instructions for full 1.3 client install1) Run the downloaded file!
2) The installer should point out your correct Mount&Blade folder automatically. If its the wrong folder, please navigate yourself!
3) The installation path should end with
\North and South First Manassas. If its a different folder, please make sure to edit!
4) Play the game and have fun!
Instructions for the manual 1.3 patch file1-5) Same steps like above
6) De-Installer wont work correctly if you use the patch only, uninstall it manually if you want to remove NaS later(just delete the Module folder)
Full CLIENT 1.3 - as manual installationno link at the momentYoutube tutorial to install the mod manuallySERVER Files- TBD -How to set up a server and use the new options:Setting the vars via the configSpoiler
Add this block as a whole into the config, do not remove any commands from it, dont change the order, dont add any other command, that is
very important, it wont work correctly otherwise.
You can change the values that the commands set (except from the first and last command).
custom_command6 583834 #starts the variable config for the reinforcementLB, make sure to keep the order and amount of the commands, the position matters!
custom_command6 1 #activate mode: default = 1
custom_command6 2 #ticketCav: default = 2
custom_command6 3 #ticketLight: default = 3
custom_command6 3 #ticketRifle: default = 3
custom_command6 4 #ticketArty: default = 4
custom_command6 0 #Flag Capture Time: default = 0
custom_command6 30 #Flag Despawntime: default = 30
custom_command6 4 #ticketSapper: default = 4
custom_command6 4 #ticketMedic: default = 4
custom_command6 50 #Cav-Spawn-Reinforce-Range: default = 50
custom_command6 50 #Flag-Spawn-Reinforce-Range: default = 50
custom_command6 5 #Flag-Reinforcement-Range: default = 5
custom_command6 4 #Needed Allies around Flag: default = 4
custom_command6 20 #FlagCapturePoints: default = 20
custom_command6 5 #Enemy-Flag-Block-Range: default = 5
custom_command6 1 #Cav must dismount for capture: default = 1
custom_command6 0 #Need to retreat on flagloss: default = 0
custom_command6 1 #Remove Items on death: default = 1
custom_command6 0 #Dynamic Flag Capture Points: default = 0
custom_command6 1 #Inf Capturecost per Soldier: default = 1
custom_command6 2 #Lights Capturecost per Soldier: default = 2
custom_command6 2 #Rifle Capturecost per Soldier: default = 2
custom_command6 0 #Autobarrier Distance: default = 0
custom_command6 0 #Anti FiC Time: default = 0
custom_command6 0 #Rifle allowed to FiC: default = 0
custom_command6 0 #Lights allowed to FiC: default = 0
custom_command6 20 #Additional spawntime cav: default = 20
custom_command6 1 #Cav cant mount with flag: default = 1
custom_command6 1 #ticketInf: default = 1
custom_command6 0 #Block Shooting from Horseback: default = 0
custom_command6 1 #FlaggerBeacon: default = 1
custom_command6 0 #FlaggerBeaconVariant: default = 0
custom_command6 1 #FooF: default = 1
custom_command6 60 #SlayPunishTime: default = 60
custom_command6 1 #BlockCrouch: default = 1
custom_command6 0 #BlockCrouchLights: default = 0
custom_command6 0 #BlockCrouchRifles: default = 0
custom_command6 0 #BlockCrouchArty: default = 0
custom_command6 1 #BlockFlaggerTK: default = 1
custom_command6 0 #TicketLossSlay: default = 0
custom_command6 300 #RandomSpawnRange: default = 300
custom_command6 1 #BlockExplosives: default = 1
custom_command6 872954 #ends the variable config for the reinforcementLB
The screenshots are from NW, but the panel looks just the same in NaS, no worriesTicket CostSpoiler
* Ticket Cost: how many tickets a team loses on spawn with that class.
Slay Ticket Cost: how many tickets a team loses when one of theirs is slayed
SpawnstuffSpoiler
Flag-Reinforcement-Range: The range in Meters around the flag, where the specified amount allies need to stand, so that you can spawn at the flag.
Needed Allies around Flag: How many allied troops must be around the flag, so the unit can spawn there. The flagger itself is also counted. So if the number is 1, you can always spawn there.
Enemy-Flag-Block-Range: The range in Meters around the flag, where an enemy blocks the spawning around the flag
Cav-Spawn-Reinforce-Range: The range for a cav-unit to be close to the spawn, so their dead mates can respawn at the spawn. (make sure to set this higher than the barrier range [+10m should be fine])
Flag-Spawn-Reinforce-Range: The range in Meters to the spawnpoint, where you can always spawn at the flag (if no enemy is close, see above). (make sure to set this higher than the barrier range [+10m should be fine])
Need to retreat on flagloss: If this checkbox is on, after losing its flag, a unit can only spawn, if the unit is completly wiped, or all alive players of the unit are in Flag-Spawn-Reinforce-Range.
Additional Spawntime Cav: This are the seconds the cav needs to wait more than normal units to spawn.
Additional Spawntime Slay: This are the seconds a player who was slain by an admin has to wait more to spawn.
Random Spawn Range: This is the range in cm which people will randomly spawn around their flag
Flag CaptureSpoiler
(Max) Flag Capture Points: The amount of tickets a team loses, when the enemy captured a flag (if Dynamic Flag Capture Points is on, then this is the max amount you can lose)
Flag Capture Time: The time an enemy team needs to capture a flag. The timer starts the moment the enemy team first gets hold of the flag and is only stopped, when an ally gets hold of the flag again. If the timer runs on 0 and is standing around, the own team can still retrieve the flag. If this var is on 0, a flag is instantly conquered.
Cav must dismount for capture: If this checkbox is on, cav has to dismount to pick up a flag.
Cav cant mount with flag: If this checkbox is on, cav cannot mount a horse, while holding a flag.
Dynamic Flag Capture Points: If this checkbox is on, then when a flag is captured, it counts the size of the captured unit and calculates the tickets lost on that base
* Capturecost per Soldier: If Dynamic Flag Capture Points is on, this is the cost per soldier of the captured unit (based on the class (Inf, Lights, Rifle)
Activate Flag Away Beacon: If this checkbox is on, then when a flag is beeing hold by another regiment (friend or foe), the holding agent gets a beacon over his head for the members of the owning regiment.
Transfom to Always Beacon: If this checkbox is on, then the above Beacon is always shown to the regiment, even when they hold their own flag. (useful for public events, so players see their flag)
BlockFlaggerTK: If this checkbox is on, then people with a flag in their hand cannot be teamkilled by Trolls.
GeneralSpoiler
Total Tickets: Starting ammount of Tickets for each team for next round.
Flag Despawntime: The time a flag stands around before despawning without ticketloss. This timer starts everytime new when the flag is dropped and runs parallel to the capture timer.
Remove Items on death: If this checkbox is on, items wont drop, when ppl die (except shovels, ramrods and lighters). Alive ppl can drop items normally.
Block Shooting from Horseback: If this checkbox is on, shooting from horseback wont do any damage.
Autobarrier Distance (x10m): This will set the radius around the spawnpoints where oneway barriers and wooden markers are placed. This enables to use unedited battlemaps. If this var is 0, then no barriers will be spawned.
Anti FiC Time: This is the time in seconds a unit cant do ranged damage after the last melee-action of the unit (hitting or getting hit). This only activates if the unit is engaged with at least 2 enemies, to avoid rewarding rambos. So keep in mind, this feature has a lot of weaknesses, but should help against the blatant FiC respawning ppl do. Just try around with the value a bit, if you want to use it. If this var is 0, then it is inactive.
Rifles can FiC: When checked on, rifles are exempt from the Anti FiC
Lights can FiC: When checked on, lights are exempt from the Anti FiC
Auto FooF: When this checkbox is activated, it will be more difficult for players to shoot out of formation.
Block Crouching: When checked on, infantry cannot crouch anymore.
also Lights/Rifles/Arty: Can be used to additionally include specialists to the Crouch Blocking.
Block explosives: When checked on, explosive chests will not work anymore
Some stuff mentioned for admins:Spoiler
Make sure that each regiment has its own unit assigned
Normal "Team point limit" is the starting ticket amount
Use the normal "Respawn period (seconds)".
Dont use stuff like "gf mode", "comp score" and so on, will cause issues.
Use Team Deathmatch Mode
Inf, Lights, Rifles all spawn with flags for their sergeant. Only one of them though.
Cav-Flagger will get a spyglass instead.
Siegeflags will spawn at the spawns, so the spawns are recognisable, they have no further use.
The map wont autochange, however at the end there will be a normal battle ending (when 0 tickets and last guy dies)
Some functions explained:Spoiler
Sappers can press N to change their spawn unit, each N press rotates down the roster. Only Units with flags can be chosen. Pressing V resets to normal spawn at spawn.
Officers can press V to display all the ppl who use their class (Flaggers are especially marked), this helps to identify ppl from other regiments who took your class and are blocking you probably.
Information for mappers:Spoiler
Entrypoint 0 is team 1 spawn
Entrypoint 32 is team 2 spawn (just like in battle)
Should protect spawn from entering with barriers (optional but useful) [not needed anymore with autobarriers]