Author Topic: Developer Blog 18 - Napoleonic Wars Patch 1.104  (Read 77725 times)

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Offline McEwan

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #135 on: July 26, 2013, 02:44:54 am »
You dont know what I am talking about.

When they first released NW the melee was perfect, then they made it worse. If they could make the melee just a tad bit faster I think everyone would be happy.
You have to remember that one of the goals for FSE was to make NW a game players of many skill levels could play and enjoy the presence of a melee system that is not too difficult to learn and use. If FSE made the melee as fast as they possibly could while keeping it playable, there would be but a select group of veterans who could use the system to full enjoyment. So, sorry you find the system to be below average, but I'm afraid you'll have to live with the possibility that a new player could beat you in melee.


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Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #136 on: July 26, 2013, 07:57:04 am »
If you crash make sure your files are not corrupt due to old mods.

Verify integrity of the local game cache on steam.

if you are using non-steam, re install Warband 1.157 and NW 1.103 from scratch.

Offline The Norseman

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #137 on: July 26, 2013, 08:36:59 am »
Well before the last patch I never saw a single complaint about the melee being too fast. What I would see were even the biggest noobs saying that the melee is too slow to enjoy. Now instead of being able to take out 15-20 we can do maximum 5, and even less if some of them are Ok players... Im just wondering if you did indeed change something(or taleworlds) to affect the melee-speed.
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Offline Vincenzo

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #138 on: July 26, 2013, 09:05:29 am »
We did not change melee speed or anything at all, if taleworlds did in-engine then its not my fault... please check if native is changed in the same way.

Looking at the Warband change log, also nothing like this was changed...

Offline The Norseman

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #139 on: July 26, 2013, 11:06:37 am »
-Reduced cap on turn speed in multiplayer.
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Offline Croken

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #140 on: July 26, 2013, 11:35:50 am »
If you crash make sure your files are not corrupt due to old mods.

Verify integrity of the local game cache on steam.

if you are using non-steam, re install Warband 1.157 and NW 1.103 from scratch.
Verifying integrity of the local game cache seemed to work for me, haven't crashed at all today.

Offline dooomninja

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #141 on: July 26, 2013, 12:53:05 pm »
-Reduced cap on turn speed in multiplayer.

and that was TW not FSE so moan at them instead

i have to say one thing i observed in a LD yesterday was was melee seemed to be more groups attacking not individuals spinning like tops all the time, though this was only one LB. has anyone else seen fighting becoming more group based (which i presume was what TW was aiming for)
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Offline Burakkuada

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #142 on: July 26, 2013, 01:42:11 pm »
Could you make it so you can board the big ships from little ships? It's too limited...


Also it would be nice if you added something like throw able ropes that are attached to the boat or ladders on the boats so you can actually board ships...

Luv yah :-*
« Last Edit: July 26, 2013, 02:11:19 pm by Burakkuada »


Offline Crayon

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #143 on: July 26, 2013, 02:12:05 pm »
Could you make it so you can board the big ships from little ships? It's too limited...


Also it would be nice if you added something like throw able ropes that are attached to the boat or ladders on the boats so you can actually board ships...

Luv yah :-*

This would be splendid.
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Offline MR_Cheath

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #144 on: July 26, 2013, 03:50:47 pm »
Three times horray!

Offline Oposum

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #145 on: July 26, 2013, 04:24:23 pm »
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in the taleworl one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't mane at FSE about it

Actually, I think this is possible. NW and Native seem to share similar base files, according to my friend.


You realize that reduced turning cap  means you can turn faster than before (in native) although NW turning speed should have stayed the same? I can't really see how would ability to turn around faster screw up melee. Also, NW and native share the same engine (and all it's bugs, of course), since NW is pretty much high-quality mod with price tag on it ;)

Offline dooomninja

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #146 on: July 26, 2013, 04:42:09 pm »
having looked though both change logs the only thing i can see (remember there was a warband patch too) is in the taleworl one

Quote
-Reduced cap on turn speed in multiplayer.

 do you think this may have had the effect on melee?

also this is taleworld side to don't mane at FSE about it

Actually, I think this is possible. NW and Native seem to share similar base files, according to my friend.


You realize that reduced turning cap  means you can turn faster than before (in native) although NW turning speed should have stayed the same? I can't really see how would ability to turn around faster screw up melee. Also, NW and native share the same engine (and all it's bugs, of course), since NW is pretty much high-quality mod with price tag on it ;)

well i would have thought reducing a cap would mean it got lower i.e. it would kick in at a lower speed

wouldn't it depend on where the change is, so if it isn't in the module part it would affect both. also wasn't that something everyone moaned about after the switch from MM (that TW reduced turn speed)

though of course i don't know much about  coding so i might be completely wrong  :-[
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Offline Burakkuada

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #147 on: July 26, 2013, 04:44:41 pm »
Could you make the cannon holes for the cannons on the bottom deck for the stationary big ships bigger? You can't see out of the holes when firing :(


Offline Dom13WorstNW

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #148 on: July 26, 2013, 05:38:14 pm »
the melee is slower .  I Cant SpamSpin2Win No More  :'(

Offline Mr. Kochi

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Re: Developer Blog 18 - Napoleonic Wars Patch 1.103
« Reply #149 on: July 26, 2013, 05:40:50 pm »
For some odd reason I only crash when entering NA1 (mainly), or any of the other official servers. The others work fine for me...


Also, small rant... How come the bloody schooners take two cannon balls and sink?
« Last Edit: July 26, 2013, 05:43:46 pm by Mr. Kochi »