Author Topic: High Water Mark American Civil War Mod (Suprise on page 46)  (Read 132281 times)

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Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #405 on: December 12, 2013, 09:40:00 am »
Well another update on progress. We have our Irish battlecrys recorded and are currently doing the 1st usss and 20th Maine with people from those areas. The units for the Irish battlcrys will be the 69th New York(Obvious) and the 33rd Virgina co e. The Stonewall brigade which the 33rd was part of had many Irish troops in it but company E was the most by percent of any unit in the Stonewall brigade. These will only be for the 33rd and will of course have some other ones put in there from the other units like the correct Rebel Yell for Virginians. We want all of these to be in game before we give anything out to you so you don't get NW voices. I myself am beginning to record the Rebel yell, North Carolina's Battlecry, The Bucktails battlecry, and of course the Ohio battlecry. Some units will have more generic ones than others but rest assured every unit will have one. We also officially have all of the fife music that we want and are attempting to record our own and talk to our reenacting friends to get them record them (like we did with the fifes). Also on a balance note we cannot in good faith give the 150th Pa there original rifles due to balance. We don't think giving one infantry unit SHARPS RIFLES to be fair given there fast reload speed and high accuracy. That is one of the only things we had to change from what was carried or used at Gettysburg. If there would have been a confederate unit that had them as well we would have given them that. Instead the Bucktails will get there second most popular rifle the 61 Springfield that we have shown you before. On the note of guns as far as repeaters go we will have the Henry rifle for the Sapper Sergeant on both sides and it has been heavily balanced so that it should not have a catastrophic impact on the battlefield but of course will still be a forced to reckoned with. We are also currently looking at how to balance the Spencer repeater and it will be in the beta when we know how to make it not so op. We will be putting out in our next preview at the very least a Confederate artillery unit and possibly a Union one as well and will be releasing previews in twos from now on when possible. We will also at the first possible instance show off gameplay but we want to not show you our old pre alpha uniforms and equipment. Everything you will see in our future videos will be pre Beta uniforms and coding. We will go over all of the infantry either all in one video including the buck and ball and its terrifying effects it will have on the battlefield or do seperate videos for the corresponding units on each side (Guards,Heavy,light,rifle, ect...) and do one of those once every few days. Some of these will be players some will be bots. All of that depends on where we are at as far how many of us are on at a time. Also we will of course be showing off what we have ready for artillery but we are still working on the coding for the caisson and several other things (I will go into detail about it with the picture unveil). As always thank you for staying with us this long and I hope you will stay for the homestretch.

Offline BSM 'Shut up' Williams

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #406 on: December 12, 2013, 10:31:02 am »
AWESOME!!!!

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Offline Willhelm

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #407 on: December 12, 2013, 12:09:50 pm »
On how to balance those rifles, give them lower velocity (shoot speed), which means they have more bullet drop. If your standard musket has 300 velocity, give the repeater 150, this will effectively mean it becomes a short range gun similar to a pistol but with better accuracy and more ammo, whereas the normal rifled muskets will outrange it a lot. This makes sense because the repeaters had such shorter barrels.

Incidentally i hope you've given the rifled muskets higher velocity than the standard 250 of muskets in NW, rifling in the barrel does increase velocity which decreases bullet drop.

Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #408 on: December 12, 2013, 02:59:27 pm »
On how to balance those rifles, give them lower velocity (shoot speed), which means they have more bullet drop. If your standard musket has 300 velocity, give the repeater 150, this will effectively mean it becomes a short range gun similar to a pistol but with better accuracy and more ammo, whereas the normal rifled muskets will outrange it a lot. This makes sense because the repeaters had such shorter barrels.

Incidentally i hope you've given the rifled muskets higher velocity than the standard 250 of muskets in NW, rifling in the barrel does increase velocity which decreases bullet drop.

We have raised the velocity on all of our rifles. Of course your not going to be able to crossmap snipe at 200 yards like they did historically but I think we have it set to a good in between. The only hard part right now is figuring out how much ammo and a shot per minute since the Spencer was loaded 7 rounds per reload. It also is only in there for a single Union unit so we have to try and make it balanced. Its a lot like our Lemat with its 9 44 cal shots and a 20 gauge shotgun barrel but I think we have a perfect balance on that one.

Offline Willhelm

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #409 on: December 12, 2013, 03:06:42 pm »
You should give it the reload animation of the pistol.

Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #410 on: December 12, 2013, 03:11:55 pm »
You should give it the reload animation of the pistol.
We actually are working on getting a breechloader animation for all of our breechloaders and probably the Spencer will use this but will be modified in its timing to be slower than lets say the sharps since you have to remove the tube and then replace it instead of just put a new round in. Its going to need a lot of testing for sure but we will have it ready and as balanced as possible before we give anything out.

Offline Willhelm

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #411 on: December 12, 2013, 03:39:35 pm »
Not sure how you will manage it unless you're very good at code, normally you only have a choice between musket (crossbow) reload animation or the pistol reload animation. But great if you have figured out a 3rd way.

Offline George385

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #412 on: December 15, 2013, 04:00:20 am »
will your beta coming up be public? to you guys only? or to selected persons?

Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #413 on: December 15, 2013, 04:29:31 am »
will your beta coming up be public? to you guys only? or to selected persons?
right now we are going to do it in stages. First just us to ensure we cant find bugs, then to selected people, and then to the public. The entire time we will be fixing and updating so that by the time it gets to public we should have most things covered.

Offline George385

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #414 on: December 15, 2013, 04:38:01 am »
if its just to find bugs, you think enough content is done, maybe go straight to selected people?

thats why Rome II was shit at launch, they had no testers to find bugs. you would find more bugs if you gave it out to selected people aswell as you guys.

Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #415 on: December 15, 2013, 05:13:53 am »
if its just to find bugs, you think enough content is done, maybe go straight to selected people?

thats why Rome II was shit at launch, they had no testers to find bugs. you would find more bugs if you gave it out to selected people aswell as you guys.
By us finding bugs I mean like something that jumps out at us immediately. We would only be testing ourselves for around 1 day then give it to selected people for a much longer period of time to test. Myself and Hall are discussing about who those people will be and they will be informed when we get much closer to our open beta release. We dont want to give something to someone if lets say the sharps rifle shoots 20 rounds a minute and can cross map snipe. Something like that can be fixed in 10 seconds of rewriting code.

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #416 on: December 15, 2013, 05:27:05 am »
Also since I failed to mention it when we released the photos of the sharpshooters. Each unit will have the option to pick 2 different rifles. For the 1st USSS they will get the choice of the Sharps rifle and the 2 band Enfield rifle. 1st South Carolina Rifles will get whitworth rifles and Mississippi rifles. The Sharps and the Whitworth will NOT get bayonets but will be extremely accurate where as the Enfield rifles will get saber bayonets but be less accurate than the unbayoneted rifles. The reason for this is when all troops when into battle the Bayonet was fixed unless they where almost guaranteed not to be charged. Rifles have extremely heavy Bayonets in comparison. The mississippi bayonet weighs in at around 5 pounds (I know this from personal experience) where as a normal Springfield bayonet doesn't even weigh a pound and does not effect aiming in any way for troops who have been trained and carrying them for 2 years.
« Last Edit: December 15, 2013, 09:02:22 am by HWM_Sharpe »

Offline HWM_Sharpe

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #417 on: December 16, 2013, 09:28:39 am »
Ok if everything goes right we will be doing a arty release and info post today. This will include all the guns that will be in, what the cassion will do by the end, the munition types, and of course the definition of Light artillery for both army's.

Offline BSM 'Shut up' Williams

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #418 on: December 16, 2013, 02:33:03 pm »
Yay!

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Offline MackCW

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Re: High Water Mark American Civil War Mod (BOTH SHARPSHOOTER UNITS PG. 26)
« Reply #419 on: December 16, 2013, 02:41:16 pm »
if its just to find bugs, you think enough content is done, maybe go straight to selected people?

thats why Rome II was shit at launch, they had no testers to find bugs. you would find more bugs if you gave it out to selected people aswell as you guys.

Rome 2 had testers, Sega was more worried about the product pushing their quarter numbers than putting out a good product. Same as Empire.