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[13] William Eaton
Jakob
Mooncabbage
Corso
JP
[N]Badger
[Grognard]_Kettch
Braindead Colonel
de Monteynard
[Grognard]_Jean-Charles I
Admiral
[Grognard]_Argent
16 participants

    Grognard Mod Ideas and Discussion

    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion Empty Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Dim 22 Mar 2009 - 18:03

    Hey Grogs,
    Here a new thread to discuss new idead and bring up ideas.
    My first question is: What time do we want to be the Grognard mod in? As soon as it is possible to change un its, will we make it an Napoleonic mod or should we stick to the ETW age. If so i would like to change some units to the Dutch faction, and other factions when i get books on them.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Dim 22 Mar 2009 - 18:42

    Nice question.

    To my mind it depends on whether Lords will be making NTW 3 or not. If they WILL make it., creating another napoleonic mod would be a bit useless. If they won't, I'd prefer Napoleonic Realism Mod .Realism here means not only due uniforms, but also small pretty things like adding pipers , trumpleters or other musitians, giving some factions 2 flag-bearers per infantry batallion and so on.

    If Lords decide to make NTW3, sticking to ETW would be mostly preferable, but the scale of work to be done is simply huge.Changing units is perfect idea any way, and even though I cant actually make textures or 3D models, i'll share /or find necesary information with great pleasure ^^ What I would also like in that case is adding Ukraine which actually existed as a state untill 1775 :pirat:
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 22 Mar 2009 - 18:50

    I think we should not go napoleonic for ou mods : here are some reasons :

    - The way the english community and the Lordz replied to our mod was quite cold. Most saw it as a coup. So if we make a Napoleonic mod, it's not sure we would be able to play it with the commnity. We don't have the prestige and skills of the Lordz. So, I say, we don't take teh challenge ( yet ). My opinion is, the remainings of the "Lordz" are dead-cold-meat and they wont release anything before a long, long time. Let's see what they do.
    - Going napoleonic, means editing skinns, which I cannot do. We'd need some experienced folk.
    - Sticking to ETW requires less effort, and much has already been done with the "Gorgnard_Mod"
    - Grognard mod now only has to be slightly improved, according to AARs from grognards and LEGIO.
    - Next step to Grognard Mod, is , I believe, to make it compatible to campaign. This would spread our audience, because most people only play solo. Darth Vador Mod, which fix many problems in-game and in-campaign could be added easily to the Grognard Mod for campaign, resulting in the best up-to-date mod about ETW.
    - Reskinning, by only setting new colours and textures, rather than creating new models, takes less time.
    - It seems some ambiance mod, music, blood, etc can be easily implemented to create a mod
    - Last but not least, I don't know how to create an installation program. I need to learn.

    Question is : are you wishing to participate ? Did you already try 1.c

    Thank you for having created the thread ❤
    de Monteynard
    de Monteynard
    Capitaine


    Nombre de messages : 158
    Age : 35
    Localisation : Slovenie
    Date d'inscription : 16/03/2009

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par de Monteynard Dim 22 Mar 2009 - 19:43

    I reply in English since it looks like this whole thread has become English dominated (if the Grognards wish me to translate my text, I will happily do so).

    Quite frankly Jean-Charles, I cannot agree with you here. The Lordz are dead, that is what they have created their own game studio and haven't updated for Medieval II. Unless we are talking about different Lordz's?

    This game has not seen a month of life and yet there are already so many mods around. Seeing the rate of progress, I believe we are not that far from a comprehensive "editor" which will enable us to add new models or animations, although I believe this will not be necessary.

    Why add new models? All we need are uniforms. Although warfare changed in one hundred years, it would still be fare more sensible not to twiddle too much until the game is relatively patched. We already have a member which is able to do uniforms, who says more won't join or help in the moding community. Since this game is already set in the gunpowder era, it will be less arduous to just change the looks, would it not.

    I do however agree with you on the fact that the Grognard mod should for now be a centrepiece of our community, and maybe it will even become something which the community will like to play. I am also not very sure the response has been cold, it is just that people need to get adjusted to the feel of a new game, as I have said, Empire has yet to have its one month anniversary.

    Many mods are born from several small ones, why should Napoleon be any different? There is one more thing to remember. CA will surely make an expansion pack, yet in what era and when exactly is yet to be revealed to us (unless one of us is a new Nostradamus capable of seeing a PC game's future).

    Edit: Je me sens sale d'écrire en anglais dans un forum français. Embarassed
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
    Age : 38
    Localisation : Fontainebleau
    Date d'inscription : 04/04/2007

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 22 Mar 2009 - 20:02

    [Grognard]_de Monteynard a écrit:

    Quite frankly Jean-Charles, I cannot agree with you here. The Lordz are dead, that is what they have created their own game studio and haven't updated for Medieval II. Unless we are talking about different Lordz's?


    Edit: Je me sens sale d'écrire en anglais dans un forum français. Embarassed


    Yes, actually these are not the Lordz we knew. The best ones have created TheLordz Studio and are aiming at creating their own game. they've been working on it. The remaining Lordz might be still good, they are not what they once were. When we posted two weeks ago we would be happy to help creating a mod, me and articho, what happened ? Gunner24 (newly promoted Lordz ( I can tell you this does not add much prestige to the Lordz at all)) started at once to attack our views on what should be done... And nothing was done... Articho was contacted ... To create a font and/or a bannier ? That was not far from the insult, and it is anyways coldness.

    That's why I started creating the mod, just to give it a try.

    Now read what they say Smile

    Lord Gunner24 a écrit:
    Modding is barely possible currently, and even if tools will be released, it's going to be hard and long.
    Modding ain't easy, I can promise you that.

    I thought the same as the quote above, but the Grogs have already done a part "mod" of stats and costs....how they did it so quickly - I don't know.
    de Monteynard
    de Monteynard
    Capitaine


    Nombre de messages : 158
    Age : 35
    Localisation : Slovenie
    Date d'inscription : 16/03/2009

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par de Monteynard Dim 22 Mar 2009 - 20:17

    Si les nouveaux Lordz ne veulent pas travailler avec nous et comme ils ne sont pas apparemment digne de leur nom, nous les Grognards vont faire tout ce qui est nécessaire pour donner à la communauté un visage d'un vrai mod napoléonien si nous sommes capables de créer un vrai mod digne de NTW2.

    Chapeau à toi Jean-Charles et tout ceux qui ont déjà assisté créer le mod Grognard et à ceux qui vont le faire.
    Braindead Colonel
    Braindead Colonel
    Membre Honoraire


    Nombre de messages : 125
    Date d'inscription : 27/10/2007

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Braindead Colonel Dim 22 Mar 2009 - 20:59

    [Grognard]_Jean-Charles I a écrit:
    - The way the english community
    and the Lordz replied to our mod was quite cold. Most saw it as a coup.


    Cold? I even spoke to you on msn and suggested you mention your mod on the forums.


    [Grognard]_Jean-Charles I a écrit:
    Yes, actually these are not the Lordz we knew. The best ones have created TheLordz Studio and are aiming at creating their own game. they've been working on it. The remaining Lordz might be still good, they are not what they once were.

    Yes, we are not the Lordz Game Studio. Unlike them we make mods, for free, just for fun.

    [Grognard]_Jean-Charles I a écrit:
    When we posted two weeks ago we would be happy to help creating a mod, me and articho, what happened ? Gunner24 (newly promoted Lordz ( I can tell you this does not add much prestige to the Lordz at all))


    Gunner24 has made tons of maps for ntw2. What exactly have you made that's even close to his contributions?

    [Grognard]_Jean-Charles I a écrit:Articho was contacted ... To create a font and/or a bannier ? That was not far from the insult, and it is anyways coldness

    Yes. I heard that you were interested on working on a napoleonic mod (before you started your own thing, so I suggested to articho that he could try making some simple 2-d art. We will not commit to anything with him, or anyone else, before he proves he will do work (We once asked him to make a backdrop, took him half a year to make a sketch that we couldn't use). Not that articho is not talented, he is quite an artist, but he doesn't have enough free time apparently to help us.

    [Grognard]_Jean-Charles I a écrit:
    My opinion is,
    the remainings of the "Lordz" are dead-cold-meat and they wont release
    anything before a long, long time. Let's see what they do.

    Us remaining Lordz don't have to prove anything, we've done serious worke before (5 complete factions for NTW2) and will continue working at our own pace. It's about having fun for us anyway. Smile

    P.S. Do change my account (honourary membership), I will have nothing to do with the grognards clan.

    You are welcome to post about any mod in our forums, www.thelordz.org. But be advised, we will not put up with similar rude comments there. merci!
    [Grognard]_Kettch
    [Grognard]_Kettch
    Général de division


    Nombre de messages : 2006
    Age : 37
    Date d'inscription : 25/09/2006

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Kettch Dim 22 Mar 2009 - 21:06

    Super j'ai l'impression qu'on va encore se faire des amis...
    avatar
    [N]Badger
    Soldat


    Nombre de messages : 8
    Age : 48
    Localisation : Ghent, Belgique
    Date d'inscription : 27/09/2007

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [N]Badger Dim 22 Mar 2009 - 21:28

    Bonsoir a tous,

    Je vais essayer de m'exprimer en francais, ca a été longtemps :D

    Je trouve que l'effort fait par JC est vraiment très belle et vous avez surement investé tellement d'heures dans cette bijoux.

    Editer les stats est pour le moment la seule modification qu'on peut faire sur etw, en les efforts comme le Grognard mod sont deja une belle experiment qui va nous rendre de l'information utile pour faire les mechanisations du jeu plus realistique.

    Les Lordz sont quand même interessé de faire un mod Napoleonic, qui est a ce moment vraiment impossible a faire ou de dire si a sera possible tout court. je suis d'opinion que c'est dans cet point de vue que gunner a fait son replique. On peut donc pas dire si on va faire un mod pour ce jeu.

    Si on a plus de clareté sur ce sujet, on peut de nouveau parler d'une coöperation sur ce sujet.

    En espérant de ne pas avoir trop salé votre forum francais avec mon francais flamand, je vous prie d'accepter mes salutations distinguées Wink

    B
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Dim 22 Mar 2009 - 21:56

    Well what i for one want to do, is add more different units to the Dutch Republic army. I have several books on the army and even did a paper for my study. I think as soon as it possible, that we should change units and nations where possible. For the moment only the Brits and French have a large amount of unique units. In the Dutch army even non unique units, like hussars are missing. The Dutch republic even had full regiment hussars, trained on own ground \, next to all the 'hired' ones in germany.
    And we should do the same on all units. But this will take time ofcourse. It's not something that has to be done right away but i was mainly wondering how far we want to go with this mod.
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Dim 22 Mar 2009 - 22:14

    Well, the only messages we got from the lordz, and mainly the new member Gunner24, was that you guys want to wait till CA gives anymore clarity. But if you take a look around you would find that CA isnt really that of a help at all.
    Then JC turns up with a good idea, suprised us all and really did some work and all we get is: I'ts probaly an all out French Charge mod...
    Any offers for participation are pushed away or put on the long track untill word from CA. All we, and i should actually say JC, because most of the grogs only did testing, did was make a good start, a good base where a possible NTW3 could really benefit from.
    Or isnt NTW2 gameplay without Fire in melee the desired goal anymore?

    P.S. Do change my account (honourary membership), I will have nothing to do with the grognards clan.

    You are welcome to post about any mod in our forums, www.thelordz.org. But be advised, we will not put up with similar rude comments there. merci!
    And this quote is jsut one example of the real coldness towards our clan thats be going on for years now. And why? Because we own you guys, even in your own silly gm on rules.The one reason we are becoming more rude towards the community is because more and more of the community is shitting on us. And it's been going on for too long.
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 22 Mar 2009 - 22:30

    Braindead Colonel a écrit:

    Us remaining Lordz don't have to prove anything, we've done serious worke before (5 complete factions for NTW2) and will continue working at our own pace. It's about having fun for us anyway. Smile

    P.S. Do change my account (honourary membership), I will have nothing to do with the grognards clan.

    You are welcome to post about any mod in our forums, www.thelordz.org. But be advised, we will not put up with similar rude comments there. merci!

    Even if I were a bit rude, it's no reason to get angry or offended as you do. No one had told we would remove your honorary membership yet. But if that's your decision, after just one post that did not say only good things about you, I think it would say long about how poorly you think about the Grognards (And what you just said before went into this direction). Anyways, I'm not here to judge you, and you to judge us. If I used the term dead-cold-meat, I am alone responsible, and the aim was not to offend you. Concerning Gunner24, I have nothing personal against him, but I was really surprised he became a Lordz. ( Some other people expressed this view on the Lordz forum, and they were not answered as crudely as you did).





    Quote: Hokomoko



    Originally Posted by JC_von_Preussen



    This mod was meant to be released on the Lordz forum, you guessed it



    better that it was released here, so it is clear it was not created by the Lordz.

    Perhaps that's not cold for an answer, at least it was not very warm.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
    Age : 37
    Localisation : Kiev,Ukraine
    Date d'inscription : 17/10/2008

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Dim 22 Mar 2009 - 22:42

    It's definitely sad to read some parts of the previous post.If we all worked together we could achieve much, much more.

    Personally I see nothing that stops beginning of Mod-creating process given that we already can change unit skins and change main unit's stats. What else do u need? We have absolutely all necesary unit types and animations, so the only thing we have to do is just to mod skins and main parameters.

    Should other members of honourable community disagree that statement , they are mostly welcomed to explain what else would they like to implemet. Discussion is always more welcomed then silly useless quarreling.
    Admiral
    Admiral
    Capitaine


    Nombre de messages : 199
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Dim 22 Mar 2009 - 22:54

    And some thoughts on Mod itself.

    First of all it could be a good idea to modify the most awfull parts of the game :

    1) Sieges. Those crazy soldiers climbing on a walls like ninjas just make me mad. I wonder if it's possible to return ladders to the game. If it is, it would be wise to make cannon bombardment and escalade only possible ways to cross the walls ( as in reality).

    2)Cavalery is just awful. I'm a mostly cavalery general, however I never use cavalery in ETW. They're all the same exept dragoons, and all of them are totally useless. Cuirassiers, lancers and all other types. They could be made stronger in mellee and charge and not THAT fast.

    3)Units morale generally. Dunno, you guys could have already done it in MOD so I wont speak on this.

    And what I would like to finish with is that I'm now convinced we should make Napoleonic-MOD only. But that should be not Grognards Mod , neither should it be Lordz Mod or KO-s mod. It should be Napoleonic community's MOD and everyone should take part. Because If Napoleonic community wont make good Napoleonic Mod, noone else will.


    Dernière édition par [Grognard]_Admiral le Dim 22 Mar 2009 - 23:05, édité 1 fois
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 22 Mar 2009 - 23:04

    [Grognard]_Admiral a écrit:And some thoughts on Mod itself.

    First of all it could be a good idea to modify the most awfull parts of the game :

    1) Sieges. Those crazy soldiers climbing on a walls like ninjas just make me mad. I wonder if it's possible to return ladders to the game. If it is, it would be wise to make cannon bombardment and escalade only possible ways to cross the walls ( as in reality).

    2)Cavalery is just awful. I'm a mostly cavalery general, however I never use cavalery in ETW. They're all the same exept dragoons, and all of them are totally useless. Cuirassiers, lancers and all other types. They could be made stronger in mellee and charge and not THAT fast.

    3)Units morale generally. Dunno, you guys could have already done it in MOD so I wont speak on this.


    About Siege, good idea, we should ork on it.
    About cav ===> Try the mod :| :|
    JP
    JP
    Colonel


    Nombre de messages : 2497
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par JP Dim 22 Mar 2009 - 23:28

    I see that the discussion is lovely on some posts, human nature is
    not perfect, it is easy to criticize or make negative views on others work.
    JC Von Preussen took the balls to address the modding and made a mini mod which is a success. The aim is to make the game more realistic and not seek glory.
    When people who are not satisfied with the work of an novice such as JC in this area, do not release their frustrations.

    Apart from that I am glad that the mod will be even more realistic with the additional changes, thank you for your work JC.
    [Grognard]_Jean-Charles I
    [Grognard]_Jean-Charles I
    Général de division


    Nombre de messages : 6240
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Jean-Charles I Dim 22 Mar 2009 - 23:53

    [N]Badger a écrit:Bonsoir a tous,

    Je vais essayer de m'exprimer en francais, ca a été longtemps :D

    Je trouve que l'effort fait par JC est vraiment très belle et vous avez surement investé tellement d'heures dans cette bijoux.

    Editer les stats est pour le moment la seule modification qu'on peut faire sur etw, en les efforts comme le Grognard mod sont deja une belle experiment qui va nous rendre de l'information utile pour faire les mechanisations du jeu plus realistique.

    Les Lordz sont quand même interessé de faire un mod Napoleonic, qui est a ce moment vraiment impossible a faire ou de dire si a sera possible tout court. je suis d'opinion que c'est dans cet point de vue que gunner a fait son replique. On peut donc pas dire si on va faire un mod pour ce jeu.

    Si on a plus de clareté sur ce sujet, on peut de nouveau parler d'une coöperation sur ce sujet.

    En espérant de ne pas avoir trop salé votre forum francais avec mon francais flamand, je vous prie d'accepter mes salutations distinguées Wink

    B

    Merci, et désolé de ne répondre à ton message que maintenant, tout le monde a été surpris par la réaction de BDC.

    Our aim never was to create the best mod ever, it was really to give it a try. If I or we can be helpful, it would be a pleasure to work with you.

    Always a pleasure to discuss with you. Dankjewel !
    Anonymous
    Invité
    Invité


    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Invité Lun 23 Mar 2009 - 0:57

    Ok people, calm down please, we are on this together. We can all express our opinions gently.

    Why are you saying the following BDC ?

    BDC a écrit:Gunner24 has made tons of maps for ntw2. What exactly have you (JC) made that's even close to his contributions?

    Well isn't he modding the s*** out of Empire as we speak ?
    Where is the Lordz work on it ?
    Where are the invitation on official forums such as TWCenter to help and CONTRIBUTE to JC's work ?

    Frankly BDC, you perfectly know that Gunners work is much more quantitative then qualitative. Time and work is needed to do a clean and DEBUGGED map, a lot of time, believe me...
    Nonetheless I have a very high esteem for Gunner and his work for the community. Better to play on some maps, than none right ? Smile

    BDC a écrit:
    P.S. Do change my account (honourary membership), I will have nothing to do with the grognards clan.


    What in God's name are you trying to do ? Did anyone hurt you physically or hurt your feelings ? Why so much drama ?

    I personally tested JC's last work. My opinion on it is that the difference between the vanilla version of Empire and JC's work (with the help of the community) is HUGE, or... shall I say ULTRA :dent: :affraid: .
    His work on stats, costs, formations, blood effect and a myriad of other different touches to the game has made it ,inequivalently, the best way for now at least, to play the game with a very realistic behaviour of the troops on the battlefields.
    Again, THE PRIMARY OBJECTIVE OF THIS MOD IS TO MAKE IT "ENJOYABLE" IN MULTI PLAYER.
    Moreover, 90% of the work done on stats and unit costs are directly copied from the Napoleonic II: Total War mod done by the Lordz modding collective.
    So what are you not happy about BDC ? (Are you in your menstruation period ? 🐷 )
    And while we're at it, shall we also delete any trace of your existence on this forum ? (sarcasm)


    Razz:


    Dernière édition par [Grognard]_Liberalis le Mar 24 Mar 2009 - 0:30, édité 1 fois
    Braindead Colonel
    Braindead Colonel
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Braindead Colonel Lun 23 Mar 2009 - 1:06

    Heh, I find this very funny. I respond politely to insults, and the result? Even more inane posts Laughing

    Ah well, I have nothing to add.


    Dernière édition par Braindead Colonel le Lun 23 Mar 2009 - 4:49, édité 1 fois
    Anonymous
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    Invité


    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Invité Lun 23 Mar 2009 - 1:07

    Not even a slight drop of fresh vodka ? :drunk:

    EDIT: Could you please quote the insults that have offended you ?
    I'd be happy to punish any dishonourable behaviour on our forums.

    Smile
    [Grognard]_Argent
    [Grognard]_Argent
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Lun 23 Mar 2009 - 14:22

    Maybe we should give him the rank of POW and let the Lordz beg for his release. I think my austrian uncle Fritzl has an empty cellar left somewhere to put him in.
    Corso
    Corso
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Corso Lun 23 Mar 2009 - 19:06

    faut que je sort mon paquetage??? :pirat:

    serieux..........attaquer un Prussien en ma presence N'EST PAS UNE BONNE IDEE........ Laughing (j/k)

    all i can say JC,let it rollin',your work is awesome for the gameplay..........
    Admiral
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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par Admiral Lun 23 Mar 2009 - 20:57

    I've thought about some basic ideas for the mod yesterday and today and I've got this list as a result. What I beg u not to do is not to say " C'mon, this or that is impossible to implement now/later/never ". I'm not quite sure what are the possibilities, so my imagination might go wild in some moments. I'll be pleased if smth of this list will be usefull. So :

    Sieges.
    - no more ropes and adding ladders ( what I've mentioned already)
    - enabling both atackers and defenders ( outside the fort not inside for defenders) to build earthworks.
    - changing the victory options. Capturing the square is a bit wild. I think capturing the central building ( or few of them) would be better idea.

    Land units.
    - synchronizing infantry animation of shouldering the rifle. Soldiers were to hold their muskets in the same way, in ETW they actually have 2 or 3 different animations. Those could be left for some national guard or militia troops, regular army detachments should hold their arms in normal "Shoulder arms" way.
    - implementing " Charge bayonets" animation for the cases when inf. unit walks ( it now exists only when they run).
    - adding some elements to units models itself.I mean things like greatcoats and so on. It is actually my personal only opinion, but I always liked campaign dress more then parade one, so if some basic units ( say fusiliers) were represented in marching breeches cowered with dirt and in their shakoes in covers,that would look not bad at all( taking into account that it was not implemented in a single napoleonic game).
    To show you what i mean:
    Grognard Mod Ideas and Discussion File0011


    Grognard Mod Ideas and Discussion File0013
    And I won't even speak of making separate winter uniform for all units as I'm sure you'll kill me in such case))
    - adding some extra special units like flute players or sergeants or additional flag-bearers with regiment colours for Britain and Russia and whatever country for which it would be suitable.
    - making square formation thicker, 3 or 4 lines deep, and it would be perfect if player could choose the deepness of the square himself by dragging it ( like with line or column).
    - enabling artillery to moove without having to limber , as it takes too long and is stupid when everything you need is to moove ur battery 10 meters forward.

    Fleet
    - disabling rocket ships. They are cool but not that historically accurate and are in fact silly noobish tool. They musn't be in a game.
    - different ships models for different factions. As it is very hard to complete, different colours for different factions would also do, but not on two parts of the ship as it exists now. Spanish ships must be red and black, Russian - black and white, British - black and yellow. And so on.
    - creating branders as separate type of ship or enabling smaller types of ships to act as branders.
    [Grognard]_Argent
    [Grognard]_Argent
    Général de brigade


    Nombre de messages : 775
    Age : 36
    Localisation : la Hollande
    Date d'inscription : 17/11/2006

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par [Grognard]_Argent Lun 23 Mar 2009 - 21:39

    I have big ideas too but ll make a list of what i want to see first, mostly directed at multiplayer for now, but also some changes for campaign map to keep people interesting till modding reinforcements arrive:
    -change stats of other nations aswell, so a good campaign mode comes in sight. We will have to discuss though how strong we make Indian nations.
    -Add better uniforms.
    -Add facial hair/different faces
    -Implement other mods like blood mod, music mod and smoke mod maybe? Although the blood mod is sometimes silly. I prefer the blood in MTW2, where your unit turned red.. Here it splashes all around lol.
    -More maps, that are bugfree aswell. Too many maps have stupid rocks.
    -Change the way units deal with firing. It takes to long for a unit to start firing once you give orders or replace them. When i command them to fire, they must fire, i dont care if one silly unit hasnt reloaded yet.
    - Give nations the correct troops in multiplayer. The Dutch army had hussars since 1748, but they are not avalaible in late army option. Neither for French i think. So we will need to do research for each army to see what unit types where there. THIS ALSO MEANS WE HAVE TO DECIDE ON Pre Revolution or Napoleonic types!
    - Maybe change the range of artillery a bit? not making it more accurate though, its already deadly long before infantry can shoot at each other. Jc, i would like your opinion on this, after you watched replay of me and lafayette.
    This seems most important to me right now.

    I have more ideas/visions like:
    Diplomacy way more options + smart decisions.
    Better Campaign and Battle AI (But i dont think this can ever be as we want it)
    Ships in style of nations. Indian nations like Marathas should be able to have a 1st rate, but not in silly English style.
    The whole world added, or atleast f***ing china and japan. Its really silly not to have china in this age.. :s
    Sieges completely different. These starforts are a joke, they are just normal walls in starform. Not to mention the pathfinding bugs. Its pathetic. I envision a siege where you cant surround the whole forst but just have a part of the defenses of the fort/town displayed. Once you broke through the last defenses the defender should surrender and get his forces released frinedly or refuse and die in a massacre. Ill make a paint one of these days to explain this further but it cant actually be done withouth a whole new engine/expansion i guess.
    But for now we should focus on multiplayer and especially changing all stats to good ntw stats.
    de Monteynard
    de Monteynard
    Capitaine


    Nombre de messages : 158
    Age : 35
    Localisation : Slovenie
    Date d'inscription : 16/03/2009

    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

    Message par de Monteynard Lun 23 Mar 2009 - 21:47

    I see good ideas, but we should wait for CA to release patches first. They have already mentioned that naval invasions and the pathfinding bugs would be fixed in a patch.

    As far as modding AI goes, this has always been the most difficult part of any mod, as these things are usually hardwired and are impossible to change directly. Hopefully, the current patch system will allow CA to make additional patches even after the game is "finished".

    First things first. Get the stats and gaming for all factions in campaign mode. Then we may speak of the Revolution and its wars.

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    Grognard Mod Ideas and Discussion Empty Re: Grognard Mod Ideas and Discussion

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