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Thread: A Question and Suggestion Thread for NTW2

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  1. #1

    Default A Question and Suggestion Thread for NTW2

    Question: If I install the NTW2 Mod, how can I uninstall it? What do I do to uninstall it if I am unsatisfied (very unlikely) or just plain don't feel like playing anymore? Thank you.

    Suggestion: Prussians. Any mod with Napoleon should most definately have the Prussians. Here's what I'm thinking units could be:

    Shutzens- Ranged infantry.
    Potsdam Giant- Grenadier
    Uhlan- Cavalry
    Jaegers- Ranged infantry.
    Totenkopf Hussar- Melee cavalry.
    Hussar- Melee cavalry.
    Dragoons- Ranged cavalry.

    Any more units you guys can think of would be great.

  2. #2

    Default Re: A Question and Suggestion Thread for NTW2

    Before you make suggestions you should head over to our forum and see that the prussians are already being worked on. and that yes, we know that any napoleonic mod would include them. But being as this release was based on Borodino, we have just done the French and Russians so that we can release it to u guys earlier.

    u can uninstall it easily by deleting the napoleonic folder in ur RTW directory.

  3. #3

    Default Re: A Question and Suggestion Thread for NTW2

    What LS meant to say was "Great idea! We have already made plans for the Prussians, so be sure to check the Lordz forums when they come back up!"



    :tooth:

  4. #4

    Default Re: A Question and Suggestion Thread for NTW2



    gah yeh what Ash said.....


  5. #5

    Default Re: A Question and Suggestion Thread for NTW2

    I have another question that doesn't have to do with Napoleonic Total War 2.

    Where is a good site to easily and quickly download patches for Rome: Total War? And do you have to download every patch before a certain patch, or can you download a certain patch and it automatically downloads any patches before it?

  6. #6
    cudakite's Avatar Centenarius
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    Default Re: A Question and Suggestion Thread for NTW2

    hi kraken go to totalwar.com look under support and then rome support. just download patch 1.3 and then after you install that, download patch 1.5 and install that. and you'll be good to go

    CLICKY

  7. #7

    Default Re: A Question and Suggestion Thread for NTW2

    I suggest we add in the 1812 and some other music from that era I personally find this music REALLY repetitive and its not quite napoleonic style apart from the trumpets.

  8. #8

    Default Re: A Question and Suggestion Thread for NTW2

    lol its been out 5 mins and u want it changed already? I quite like the music.

    im sure we'll take ur suggestion into account - however dont tell Lady KC who spent hours composing this music from scratch....

  9. #9

    Default Re: A Question and Suggestion Thread for NTW2

    Well some extra more music would be nice thats all.

  10. #10
    Lord Zimoa's Avatar Slitherine Games
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    Default Re: A Question and Suggestion Thread for NTW2

    I asked Lady KC, very humbly if she would consider composing more music for our planned Waterloo expansion. And she was so kind to confirm. She is one of the most talented people I have seen, composing and making all that lovely custom build music.

    LZoF

  11. #11

    Default Re: A Question and Suggestion Thread for NTW2

    Sounds good.

  12. #12

    Default Re: A Question and Suggestion Thread for NTW2

    First off I would just like to say how great this mod is, great job Lordz. I just had one little suggestion involving animations. I have noticed that when infantry are marching, they hold their muskets in a strange position, its like upside down and in what appears to be the Secure Arms position in the 19th Century Manual of Arms. I think it would be a little better looking and possibly realistic to have the Infantry march at shoulder arms, and possibly Right Shoulder Shift when at the double quick (though i love it when they Charge Bayonets when charging an enemy). if this can't be done thats fine, and i don't feel it takes away from the gameplay as it is right now either, but i just thought i'd throw it out there.

  13. #13

    Default Re: A Question and Suggestion Thread for NTW2

    *laugh* Right shoulder shift? Ahhh, someone knows their drill manual! Every time I hear a proper order I feel like a sergeant should be yelling at me

    Actually there is no way as far as I know to import movement animations without screwing up the movement, so while we had some fantastic march animations, they couldn't be used

  14. #14
    Lord Zimoa's Avatar Slitherine Games
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    Default Re: A Question and Suggestion Thread for NTW2

    That is another good question, if you look into our trailers you see all kind of wonderfull animations, like drummers beating, officers swinging their swords, infantry marching in perfect order.

    Now how come that they are in there and not in the game?

    I will explain, the Lordz are able to make change, produce the most lovely Napoleonic animations you can think off, BUT...

    There is one big problem, that is CA never brought out one proper tool so far, especially not a very needed animation importer/exporter.
    We used one, it was made by Lord Vercingetorix (the man without not one mod on RTW would have been possible, so respect him forever), that tool is reversed engineered but at one point he could ran into an engineering wall. His tool has bugs because of that, we asked CA for help, but so far no answer.

    What does that mean, well we design in 3D programs, perfectly working animations, but when we import them into the game, units start to show bugs, start to behave strange, spin all the time, show bad unit cohesion etc...

    This bugs especially show when you change the so called "moving" animations, like walking, running, turning.

    So what we had to do, for every new animation, is import the perfectly working animation, import it ingame, look everytime for the bugs and filter them out as good as possible.

    Sometimes just not touch certain parts of the original animation, a real pain in the ass work, Lord Chretzel deserves a medal for even wanting to do that job.

    That is why you see unperfect animations, we can make them perfectly allright, look at the trailers for proof. Sadly without CA support or a proper bug free CA animation importer, this is the best you will see in a RTW mod.

    LZoF
    Last edited by Lord Zimoa; September 03, 2006 at 03:01 AM.

  15. #15

    Default Re: A Question and Suggestion Thread for NTW2

    Suggestion: Cannon power
    I have yet to see a cannon firing down a column and mow down an entire rank of say ten men, that they were able to do, this lack of power goes over onto canister, a canister shot should be able to blow a hole in a formation, instead you're lucky to kill five at point-blank.
    Aside from that everything seems fine... (I'm going to up soldier primary attack and moral, at present you can stand for hours before giving enough casualties to a unit to make it run, but charge it and one or the other will run immediatly...)

  16. #16

    Default Re: A Question and Suggestion Thread for NTW2

    Well m8 Canon power is good if you use it properly. If you have your men in stretched out line formation like the Brits used your not going to get many casualties but if you fire at squares or dense columns like the French used you will increase your body count. Regarding Cannister or case shot the closer the enemy get the greater toll on your enemy. You say also your unit can stand for 'hours' without forcing casulties might I suggest you move a touch closer and then you will see them. I disagree with your charge comments, and this is one of the things I like best with NTW2. If you charge a unit but the other unit stands fim and fires volleys most of the time the charging unit will rout, I recently played in a game and my Young Guard charged LFB's Opelchenie and before the Guard could reach the enemy they routed this is also realistic as well. There weren't many bayonet clashes in the Napoleonic era, they were mostly used to finish off the enemy where the Army being finished off would rout anyway. And when the 'Thin Red Line' was used against a charging column it was usually the Line that came out on top.

  17. #17

    Default Re: A Question and Suggestion Thread for NTW2

    well I am probably going to increase charge/h2h power a bit. At some point it because almost unstoppable which is why it has now became a bit too weak.

    you should certainly keep a officer unit close when charging though, and when you charge, do it in force.

  18. #18

    Default Re: A Question and Suggestion Thread for NTW2

    Remember, units begin firing at their maximum effective range. However, old smoothbores weren't terribley effective at long range! If you want to increase the enemy casualties, get in closer. If you are nervous about getting near the enemy infantry and not great at it, use light infantry; that is what they are MADE for, sticking off and firing at max range. Just don't let the enemy get too close

    Also, if canister is not producing enemy casualties I think you aren' getting it in proper range. Cannister blew massive holes in enemy soldiers in many a battle I've played

  19. #19

    Default Re: A Question and Suggestion Thread for NTW2

    I have attended a few American Civil War reenactments in my life, and I know this isn't the Civil War but it contains the same basic concepts.

    One thing I want to suggest to this mod is the sound. I will say those muskets are LOUD in reality. I am aware of the bug where the musket sound is quiet when you are near your infantry, but even from a distance they are far too quiet and lack the "oomph" that their real-life companions have. Hearing the sound of 100 muskets is almost painful to the ears in reality.

    Same goes for cannons. They are deafening in real life. Now I know its neither possible nor enjoyable to get a player's ear to ring while playing, but possibly the sounds could be modified and have their volume increased. Modifications to the sounds via sound editing programs could also edit some of their properties, giving them richer, deeper quality and the impression that they are supposed to be loud.

    I remember reading a thread a little while before release about the developers wanting to improve musket sounds. I just thought I would throw this suggestion out there while you are making improvements.

    Another suggestion - I posted this in the bug forum because I'm not really sure if it is intended or a bug - but the firing animation looks silly. The soldiers fire their weapons immediatly after raising them when they have finished reloading. Would it be possible to extend the animation two seconds to give the impression they are aiming or awaiting the order to open fire?

    This is really a great mod and I can't wait to see what improvements come along



    Stall

  20. #20

    Default Re: A Question and Suggestion Thread for NTW2

    Quote Originally Posted by Adherbal
    well I am probably going to increase charge/h2h power a bit. At some point it because almost unstoppable which is why it has now became a bit too weak.

    you should certainly keep a officer unit close when charging though, and when you charge, do it in force.

    Are you sure thats necessary? Making the h2h/charge more powerful will make it like ntw1 where players would rush instead of fire. Bayonet charges should come later in a battle but if they get too strong you get a mass charge ala Medieval Total War!

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