Author Topic: Developer Blog 36 - Battle Cry of Freedom Part 7  (Read 31110 times)

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Offline Furrnox

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #30 on: December 17, 2018, 07:45:43 pm »
Working on that at this very moment ^^
You've completed one regiment in 6 years? (Just asking no offense.)

Offline Olafson

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #31 on: December 17, 2018, 08:21:22 pm »
Looks nice, but from everything I've read, the guidons, or rather the flank markers were carried on poles not inserted in the rifle barrel.

Both was done, what exactly was done in the 20th Maine we do not know. As I wrote in the blog, the guidons on poles are much more common than inserted into the barrels of a gun.
If you take a look at this screenshot from the blog, you can see the guides having guidons on poles. On the other one you can see the flank marker inserted into the barrel. For the 20th Maine we will offer both.

Quote
We would like to note that we do not have much informations about the type of guidon (if any) the 20th Maine carried. As such, we will offer both the more traditional guidon on a pole and a guidon that can be inserted into the gun barrel. We have based the design of both on existing guidons from other Maine units, as that is the closest thing to the 20th Maine we could find.

flank marker on poles:
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Flank marker inserted into gun barrel:
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I have read before and seen several drawings of the guides inverting their rifles and holding them upside down, with the butt in the air to compensate for not having a guidon. This was done during the Napoleonic Wars, and supposedly also in the CW. I was thinking about making an animation for it, although it would be fairly useless, as all guides in the game will have access to flank markers anyway.

Spoiler


[close]
« Last Edit: December 17, 2018, 08:32:39 pm by Olafson »

Offline Olafson

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #32 on: December 17, 2018, 08:25:27 pm »



Working on that at this very moment ^^
You've completed one regiment in 6 years? (Just asking no offense.)


No. We have hundreds of uniforms done. We are simply reworking them to fit our new quality and historical standards. We addressed this in one our previous blogs. For example here is how the gear used to look like:
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And here is how the gear now looks like, after we have reworked it:

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From the blog here: https://www.fsegames.eu/forum/index.php?topic=40157.0


Offline Irish_Warrior

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #33 on: December 17, 2018, 09:34:01 pm »
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?

Offline Noorwegian

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #34 on: December 17, 2018, 09:42:22 pm »
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?

Yes, face customization should be in the game. They were talking about it some years ago in an old dev blog. UI should probably get a facelift though! :P (doubt the UI is more than a placeholder)

Here's the dev blog (25) talking about that - https://www.fsegames.eu/forum/index.php?topic=18135.0

Offline Hess

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #35 on: December 17, 2018, 10:07:41 pm »
Looks fun!

Offline Irish_Warrior

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #36 on: December 17, 2018, 10:16:59 pm »
I love the detail to the uniforms, and the characters themselves. Especially the beards. But are you able to customize your character's face? Or is it just randomized?

Yes, face customization should be in the game. They were talking about it some years ago in an old dev blog. UI should probably get a facelift though! :P (doubt the UI is more than a placeholder)

Here's the dev blog (25) talking about that - https://www.fsegames.eu/forum/index.php?topic=18135.0

Ooooo yes baby.I like how the UI look. You guys did a great job with Lawrence in the 20th Maine

Offline DISTRICT

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #37 on: December 18, 2018, 09:28:44 am »
Whats the planned multiplayer scale?
100 vs 100?


Never mind I found it
Quote
Define “huge multiplayer battles”?
We have created our own new and original network engine using the latest technology, and we are using it in combination with the latest Unity game engine. This means we have what we think is very probably the most efficient multiplayer support ever seen. This means our game will be able to support over 500 players battling on 5 X 5 KM maps. Five hundred is our pre-alpha number, and is what we aim our game will support at the very least, really the number is dictated by what a server can handle and we will try to push it as high as possible.
« Last Edit: December 18, 2018, 09:43:54 am by Saga_The_King »

Offline Coconut

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #38 on: December 19, 2018, 05:11:41 am »
Whats the planned multiplayer scale?
100 vs 100?


Never mind I found it
Quote
Define “huge multiplayer battles”?
We have created our own new and original network engine using the latest technology, and we are using it in combination with the latest Unity game engine. This means we have what we think is very probably the most efficient multiplayer support ever seen. This means our game will be able to support over 500 players battling on 5 X 5 KM maps. Five hundred is our pre-alpha number, and is what we aim our game will support at the very least, really the number is dictated by what a server can handle and we will try to push it as high as possible.
mount & musket was 250 player servers... NW was planned to be 300 players but was released to be 200..

I would be pleasantly surprised of they released BCoF with 400 players with the servers running without crazy lag.

Offline Olafson

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #39 on: December 19, 2018, 09:13:26 am »
Yeah, that was Taleworlds decision though. We originally planned to do 300, and taleworlds was fine with that.
But they later decided to officially cap it to 200, because they wanted a higher playercount per server at release of Bannerlord. Obviously that was still much higher than the 64 players that Warband supported officially.
You can still run NW servers with a 250 player cap.


We will see how it goes with our 500 Player idea. There is a lot of work left, but most of the systems have been build ground up to support up to 500 Players. The biggest issue is currently the client side performance. We will have to test this a lot and work on it until it runs smooth. We can not promise 500 players, but we can promise that we will do our best to reach that target as closely as possible.

Offline Freestyler

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #40 on: December 19, 2018, 09:30:47 am »

You can still run NW servers with a 250 player cap.


And how (offical)

Offline Olafson

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #41 on: December 19, 2018, 09:58:31 am »
Official support is up to 200. But just like Warbands official support until NW release was 64 , you can change it on your server to run higher.
« Last Edit: December 19, 2018, 10:01:07 am by Olafson »

Online John Price

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #42 on: December 19, 2018, 10:11:12 am »
77y used to run their siege event with 250 slots way back when. Laggy as shit and everyone hated it but there wasn't much choice out there.

Offline Olafson

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #43 on: December 19, 2018, 10:54:54 am »
Siege is probably the worst gamemode to run a 250 sever on in NW, because of the dozens of cannons and destructible objects.

Offline Freestyler

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Re: Developer Blog 36 - Battle Cry of Freedom Part 7
« Reply #44 on: December 19, 2018, 11:28:15 am »
Official support is up to 200. But just like Warbands official support until NW release was 64 , you can change it on your server to run higher.
And how? Serverconfig only dont Work?