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Thread: Ferguson Rifles, and the possibilities

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  1. #1

    Default Ferguson Rifles, and the possibilities

    This idea is purely for amusement and such, and is not for any sort of historical accuracy whatsoever, so please don't complain about it on that front.

    Now that's out of the way: A few days ago I saw a thread where somebody had changed the weapons for a unit. It set me off wondering whether for the late period a unit could be created of line infantry size (160 on ultra), that was fully equipped with Ferguson rifles without the ability to skirmish/behave as light infantry or with that ability, as a line infantry replacement for the late game. Seeing as we have Puckle guns, fielding an army with that 'machine-gun' and the closest thing we've got to a Martini-Henry and other weapons along those lines would be quite fun for some alternate history, in my opinion at least.

    As I'm a complete dunce at modding, and even with the wonderful tutorials, I'm not sure how I'd go about doing this, or even whether it's possible or not!

    N.B: The unit would be for all European factions, to make for a level playing field. And they'd probably need quite a lot of ammunition. On a different note, how would one change the ammunition quanitity to sixty rounds for all units, so they can actually keep up a proper amount of fire?

    Thanks in advance!
    "It is said that God is always on the side of the great battalions." - Voltaire.

  2. #2

    Default Re: Ferguson Rifles, and the possibilities

    I've been working to create a semi-automatic wielding unit but I've only been able to get them to fire so fast. And I have no idea how to replicate clip semantics where units could fire multiple times before reloading (although the puckle gun does seem to have these semantics already). As far as the former problem goes, I think the animation speed for reloading is a limiting factor since they must reload after every shot. It'll probably take some serious effort to make an infantry-type unit that has the puckle gun shoot*10->reload->repeat mode and animations.

  3. #3

    Default Re: Ferguson Rifles, and the possibilities

    What about making a new weapon type that uses the bow, but instead shoots musket balls that way no reload needed other than pulling an arrow to the bow.

  4. #4

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by GeorgiaPeanuts View Post
    What about making a new weapon type that uses the bow, but instead shoots musket balls that way no reload needed other than pulling an arrow to the bow.
    That way you could make it look like hes pulling back a bolt of a bolt-action rifle

  5. #5

    Default Re: Ferguson Rifles, and the possibilities

    The magazine loading for infantry is less of a concern for me, but if anybody could figure out how to make it work, it'd be a good boost for the chaps making that Victorian mod, for the Martini Henry for the British troops, and it'd be damn good fun in a late campaign too.
    "It is said that God is always on the side of the great battalions." - Voltaire.

  6. #6
    Miles
    Join Date
    Mar 2009
    Location
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    Default Re: Ferguson Rifles, and the possibilities

    I think the reloading animations are not weapon dependant but unit dependant. It must be one of the projectil ID, the 1 or the 2 since I've once created a unit with pistol and they was reloading like musket.

  7. #7

    Default Re: Ferguson Rifles, and the possibilities

    I believe combat_type sets the unit reload animations.

  8. #8
    Miles
    Join Date
    Mar 2009
    Location
    Lille, France
    Posts
    325

    Default Re: Ferguson Rifles, and the possibilities

    Yes, that must be thrue, I've done some testing with the projectil ID refs putting puckle_crew, and they seems to turn the wheel after firing then starting to reload, I've tryed foot_bow too, and they seems to fired all ranks at the same time.

  9. #9

    Default Re: Ferguson Rifles, and the possibilities

    You don't need to change the combat_type, the animations work, the infantry still fight like they're supposed to, just reload faster and have a range of 125 instead of 70-80.

  10. #10

    Default Re: Ferguson Rifles, and the possibilities

    It wasn't the animations I was really worried about either, seeing as it looks just fine for the breech loading rifle (The weapon model, incidentally looks just like a flintlock though), it was just making a line unit of them, and adding them to all the European factions that I can't get my head around.
    "It is said that God is always on the side of the great battalions." - Voltaire.

  11. #11

    Default Re: Ferguson Rifles, and the possibilities

    set the reloading skill to 59 for riflemen, 49 for muskets, they wil reload in 1 second
    [SIGPIC][/SIGPIC]

  12. #12

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by KnightsofEngland View Post
    set the reloading skill to 59 for riflemen, 49 for muskets, they wil reload in 1 second
    If you go to the projectile data the base reload seems to determine the amount of strokes of the rod the musket/artillery troops will use. Not proper terminology I know.
    Garibaldi's gopher boy.

  13. #13

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by Korvus77 View Post
    If you go to the projectile data the base reload seems to determine the amount of strokes of the rod the musket/artillery troops will use. Not proper terminology I know.
    no, riflemen are given base time of 60 seconds, the higher the reload skill the lower from 60 seconds and the quicker the shooting interval e.g. 35 reloading skill = 60 - 35 = 25 seconds reload

    musketmen are based on 50 secs, if reloading skill = 35 then 50 - 35 =15 second reload
    [SIGPIC][/SIGPIC]

  14. #14

    Default Re: Ferguson Rifles, and the possibilities

    It sure as hell is longer than 1 second and not as simple as you say KnightsofEngland because I've set it to 1000 and not seen less than a 4 second reload.

  15. #15

    Default Re: Ferguson Rifles, and the possibilities

    Same here LT, I've been trying to figure out the secret of the puckle gun without success. Any ideas of where this could be?

  16. #16

    Default Re: Ferguson Rifles, and the possibilities

    why would you want a machine gun
    [SIGPIC][/SIGPIC]

  17. #17

    Default Re: Ferguson Rifles, and the possibilities

    Are you seriously going to ask that question?

    ...

  18. #18

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by Dud doodoo View Post
    Are you seriously going to ask that question?

    ...

    wow, very nice reply, the perfect question to answer a question with. Touche my friend and plus rep for the nice wit.

    Anyway, i think the time is how many seconds of ramming the soldier uses. i set a unit to somewhere between 100-200 and all they do is drop the ball in, set the stock of the rifle on the ground, and then pick it up again and fire.

    Big Brother/King Kong is watching.

    ATTORNEY: Can you describe the individual?
    WITNESS: He was about medium height and had a beard.
    ATTORNEY: Was this a male or a female?
    WITNESS: Guess.

  19. #19

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by KnightsofEngland View Post
    why would you want a machine gun
    For repeating rifles, gatlings, and machine guns.
    The specific reasons for these would be civil war-WWI mods.

    Quote Originally Posted by KnightsofEngland View Post
    wow, very nice reply, the perfect question to answer a question with. Touche my friend and plus rep for the nice wit.

    Anyway, i think the time is how many seconds of ramming the soldier uses. i set a unit to somewhere between 100-200 and all they do is drop the ball in, set the stock of the rifle on the ground, and then pick it up again and fire.
    The problem is that no matter how high you put the reload skill it is always no more than 2 RPS(Rounds Per Second) and there are no clips,
    Last edited by Titan Uranus; March 23, 2009 at 04:12 PM.

  20. #20

    Default Re: Ferguson Rifles, and the possibilities

    Quote Originally Posted by Titan Uranus View Post
    The problem is that no matter how high you put the reload skill it is always no more than 2 RPS(Rounds Per Second) and there are no clips,
    The puckle gun has clips.

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