RUNNING WITH RIFLES
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[Mod] Running with Muskets
http://runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=2947
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Author:  The Soldier [ Sat Apr 16, 2016 2:33 am ]
Post subject:  Re: [Mod] Running with Muskets

Bonkaholic wrote:
Here's a bit of news: The first release will include 10 factions! A few may be considered minor factions, though I think it's sometimes fun to have something other than just the largest countries.

Well, that's a bit optimistic, isn't it? Even I don't have to guts to research the weapons and uniforms of 10 different nations. ;)

Author:  Bonkaholic [ Sun Apr 17, 2016 3:00 am ]
Post subject:  Re: [Mod] Running with Muskets

First public release, 0.5, is out! Factions are France, Britain, Austria, Prussia, Russia, Spain, Sweden, Duchy of Warsaw, Holland, and the Swiss Confederation. It's known that the howitzer call does not work (yet,) but please report any other glitches, errors, or bugs. Check the original post for download link, I hope you enjoy! :D

Author:  The Soldier [ Sun Apr 17, 2016 4:59 am ]
Post subject:  Re: [Mod] Running with Muskets

So, my first gripe with this mod - it's 74MB, and you've simply copied over the entirety of the vanilla files. :P That really seem to be a pandemic when it comes to new modders - it's like they HAVE to keep everything from the vanilla files otherwise it won't work or something. Get rid of anything that you didn't directly use - don't bother including any sounds if you don't need any new ones, for example.

That aside, I have tried it out, and it is a bit fun to go out on Moorland Trenches with all 10 factions and start as a One Province Minor and than expand to cover the map with your color and have the biggest name. :) The pistol seems really...awkward. Sometimes the bullet spawns, sometimes it doesn't. It might just be because it's so damn inaccurate.

Author:  Bonkaholic [ Sun Apr 17, 2016 6:40 am ]
Post subject:  Re: [Mod] Running with Muskets

The Soldier wrote:
So, my first gripe with this mod - it's 74MB, and you've simply copied over the entirety of the vanilla files. :P That really seem to be a pandemic when it comes to new modders - it's like they HAVE to keep everything from the vanilla files otherwise it won't work or something. Get rid of anything that you didn't directly use - don't bother including any sounds if you don't need any new ones, for example.

That aside, I have tried it out, and it is a bit fun to go out on Moorland Trenches with all 10 factions and start as a One Province Minor and than expand to cover the map with your color and have the biggest name. :) The pistol seems really...awkward. Sometimes the bullet spawns, sometimes it doesn't. It might just be because it's so damn inaccurate.

Alright, thanks for the advice and feedback, I'll work on removing plenty of files soon! Fixing pistol as well.

Author:  Bonkaholic [ Sun Apr 17, 2016 7:09 am ]
Post subject:  Re: [Mod] Running with Muskets

The Soldier wrote:
So, my first gripe with this mod - it's 74MB, and you've simply copied over the entirety of the vanilla files. :P That really seem to be a pandemic when it comes to new modders - it's like they HAVE to keep everything from the vanilla files otherwise it won't work or something. Get rid of anything that you didn't directly use - don't bother including any sounds if you don't need any new ones, for example.

That aside, I have tried it out, and it is a bit fun to go out on Moorland Trenches with all 10 factions and start as a One Province Minor and than expand to cover the map with your color and have the biggest name. :) The pistol seems really...awkward. Sometimes the bullet spawns, sometimes it doesn't. It might just be because it's so damn inaccurate.

Wait, I think that the problem you may be having is simply that the kill rate for the pistol is very low. Flintlock pistols in real life weren't as deadly as muskets, and that combined with its quick reload time is why the pistols are set to a low rate.

Author:  Street Veteran [ Sun Apr 17, 2016 6:08 pm ]
Post subject:  Re: [Mod] Running with Muskets

Will u add cannons? :D :D

Image

Author:  The Soldier [ Sun Apr 17, 2016 10:26 pm ]
Post subject:  Re: [Mod] Running with Muskets

Spoiler:
Image


He will be. ;)

Author:  Rennan123 [ Tue Apr 19, 2016 1:51 pm ]
Post subject:  Re: [Mod] Running with Muskets

First of all, your mod is great! I've been waiting for a mod like this for a long time.

I noticed a bug when you use the vest tipe 2 with the Russians, for some reason the skin changes to a french one, haven't noticed this with any other faction.

I have a couple sugestions, the reload time seens to be a bit too long right now, i know these weapons realisticaly took long to reload, but in the game it is almost impossible to take over an enemy base with even numbers since they respawn faster than you can kill with the weapons, the only way i found possible right now is to go rambo style on them with the knife while they reload.
You could however keep the reload time intact, but increase the kill chance on the weapons since the fire rate is low.

Ps: Can't wait for the next version =)

Author:  The Decoded Code [ Sun May 01, 2016 1:48 pm ]
Post subject:  Re: [Mod] Running with Muskets

Pretty sick mod.
One thing I would want to see in the next update is to be able to call for reinforcements.
I know in the 1800s.. there were no airplanes and all.
But reinforcements came in foot and all.
That'll be a pretty awesome feature to the mod.

Sincerly,
The Decoded Code

Author:  The Soldier [ Sun May 01, 2016 2:51 pm ]
Post subject:  Re: [Mod] Running with Muskets

The Decoded Code wrote:
But reinforcements came in foot and all.
That'll be a pretty awesome feature to the mod.

Sincerly,
The Decoded Code

This would require some map modification (or at least creating the call specifically for one map), as there's no way you can just call for X amount of <insert_soldier_name> to just spawn. You have to name a specific point on the map (which varies from map to map) and then link the call to that.

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