1776 -- PROGRESS -- (Only - Developers - May Post here)

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GABRILDURO

Grandmaster Knight
EDIT by GABBY:
1776 is still my Mod but there is not a Team anymore, and I am not dedicating full time to it as in the past, with my Mods.
http://forums.taleworlds.com/index.php/topic,211647.0.html
The Gabby s Bunch, made of Friends, Helpers and Supporters is helping me to still progress and they are posting their help here, for everybody to see.
If YOU are a Supporter of this Mod, and experienced in any kind of Modding, send me a PM to candidate for helping, thx
. :wink:

Please all ppl involved in this Devs Topic, reduce to strictly useful and really necessary points, your writing here...ok?  :lol:

This will be very serious, also...so pls use good writing and easy words....we are not ALL "yankees", hehehe (ouhh...did I say that word??? :oops: :oops: )
Compliments for your work advancing so fast, Dell, really.
About this Topic, my idea was to keep just one POST for each one of us, so in one look we could have ALL in sight, see?
Otherwise we will have to scroll up and down like we already do in PMs and other topic.
This should be more a working sheet single post to update every time.
I started smth similar in the 1860's Old America forum....
See here: http://forums.taleworlds.com/index.php/topic,193947.msg4645441.html#msg4645441
Thx
Gab
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Sep 14th  
-waiting for updated version of 1776 from Dellivis (GOT !) and next fixing by Auldman.

Sep 19th  
Got the modified version by Auldman (and Dellivis)
I am now assigning troops, waepons/etc
Next I will end up general fixings as well

Sep 25th
Did all I could assigning, modifing and adding items/weapons/outfits/hats/horses skills
Same for many other issues/sounds/music.

v.0,1 is now UPLOADING  :twisted: ....get ready!!!!!!

(mmmh, just saw some bugs, and forgotten things... :???: )

Nov 1st
Testing last Dell s v.1.0 and finding
-indians face with beard (I think I had them fine, before)
-1776+1860s Alan Resources (good so I can build 1860s on this, as well, but we need to reduce to minimum resources "size", pls check how HUGE Textures folder as well, it is)
-Pistols are back on "pistols " and not crossbow, as they should, in order to have only one ammo for all fire weapons. "Pistols" should be changed to "Artillery", like in 1755.
-HOW do you crouch? What is the button?  :oops:
  (Hit "x" key. you hit it once to crouch then a second time to un crouch ^_^) ~Dellivis~
NOPE  :cry: tried that and Z as well (I had them assigned on other functions, but switched then,,,but no result)
OK! It works but only on  certain Battle and battlefield maps  :wink:

-Most hats tricorns have NO hair function. I made all troops have Ponytail hairstyle on the purpose to have them "wear" hats and look very "18th century" :cry:
-Horses are TOO shining.
-Most Modifiers for items and horses are still there
-facial hair still there
-Pirates are not in the sea but mostly in the land
-indians are pretty bad made (sorry but I really completely disliked them)
-huge FEATHERS hairdresses were not used by those indians but only in 19th century by some Indians of the Plains. 
-Bandannas are meant to be flaged as "hair showing" or indians are bold
-some feathers are often in a terrible brown color. ALAN pls, put the 1860s meshes/textures back for them
-pistols melee show invisible
-Flag shields are held through the hand and not in the hand
-Flag bearer cannot be troop. I made them NPCs on 1755&1860s on purpose. It looks bad to see so many on the battlefield/sieges.
http://img525.imageshack.us/slideshow/webplayer.php?id=mb1b.jpg

I spent 2 days on this List.....I am not as fast as you, Calamity Jane... :twisted:
-INDIANS

I divided in 4 categ. each tribe.
Choose in your troop tree and assign, ok? (f.ex. Young Sioux will have a

recruit face, experienced warriors will have Best troops faces, etc etc.)

Chiefs should have best Troops Faces.

Only Sioux should have the Hollywood Feathers Hairdress (I hate the yellow, pls

use mostly the White one)
Use ONLY free feathers for sioux, never bandannas.

Pls use 5 feathers just for some few Chiefs and top warriors. But limit it,

pls.

Use a lot free feathers. They fit well to everybody.

Use some bandannas, but without feathers cuz they fit heads better, for chochtows, to distinguish from other tribes.

Make creeks kind of Seminole look (most seminoles were Creeks, anyway). Yellow indian tunic, Higlander indian outfits, Indian turbant, colored pirate bandannas from Alan (he forgot to send them, always, hehehe....and you need to let hair come out, or you ll have indians bold...I hate that.)

ALWays REMEMBER TO MATCH dark indian hands/body and faces (some items are made for that purpose). Do not give a double clear/dark choice in troops inventory, to a clear or dark indian.
Also make sure they always have shoes on coded, pls

About outfits: pls use Indian HEAVY fur ones, for Northern indians, as Ojibway, and Iroquois.
Use liht color/wild BG_indian outfits and BG_naked body mostly for Sioux and share the rest for the left tribes.

Limit to minimum  for indians
- Horses, rifles and very very little pistols, pls.

Have a more typical Plains indian look, with horses+shilds and lances, for Sioux only.
Neither them were still like that (hunting bisons was done by foot still in 19th century, even in the plains) but, you know...a little fun even if not 100% historical, is fine.

ALL white common ppl and troops should have the tipical Ponytail hairstyle, under their hats. And NO facial hair. Check like I did in 1755 and pls just copy face codes.  Very seldom make that different, pls. Check like I did in 1755 and pls just copy face codes.
It will make all look very 18th century.   

----SIOUX

Faces & Equipm.

Recruits
face A 0x000000003f00500106df6db6db6db6db00000000001db6db0000000000000000
face B 0x0000000cff00500106df6db6db6db6db00000000001db6db0000000000000000

Low Troops
face A 0x000000003f00300106df6df7db6db6db00000000001db6db0000000000000000
face B 0x0000000c3f00300106df6df7db6db6db00000000001db6db0000000000000000

Medium Troops
face A 0x000000003f00200106df6df7db6db6db00000000001db6db0000000000000000
face B 0x0000000c3f00200106df6df7db6db6db00000000001db6db0000000000000000

Good Troops
face A 0x000000003f00000106df6df7db6db6db00000000001db6db0000000000000000
face B 0x0000000bff00100106df6df7db6db6db00000000001db6db0000000000000000

Best Troops
face A 0x000000003f00400106df6df7db6db6db00000000001db6db0000000000000000
face B 0x0000000c3f00600106df6df7db6db6db00000000001db6db0000000000000000


----OJIBWAY

Faces & Equipm.

Recruits
face A 0x000000003f00500306df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000d7f00500306df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A 0x000000003f00300306df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000d3f00300306df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A 0x000000003f00200306df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000d3f00200306df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A 0x000000003f00700306df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000d3f00900306df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A 0x000000003f00400306df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000cff00400306df6ff7db6db6db00000000001db6db0000000000000000

----IROQUOIS

Faces & Equipm.

Recruits
face A 0x0000000cff00400306df6ff7db6db6db00000000001db6db0000000000000000
face B  0x00000007ff00300506df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A  0x000000003f00300506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000cbf00300506df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A  0x00000007bf00200406df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000c7f00200506df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A  0x0000000c7f00400406df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000e7f00400406df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A  0x00000003bf00000406df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000d7f00100406df6ff7db6db6db00000000001db6db0000000000000000


----CHEROKEE

Faces & Equipm.

Recruits
face A  0x000000003f00700106df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00700106df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A  0x000000003f00800106df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00800106df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A  0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A  0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A  0x0000000d7f00900106df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000d7f00900106df6ff7db6db6db00000000001db6db0000000000000000


----CHICKASAW

Faces & Equipm.

Recruits
face A  0x000000003f00700506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00700506df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A  0x000000003f00800506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00800506df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A  0x000000003f00900506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x000000003f00900506df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A  0x000000003f00400506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000c7f00500506df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A  0x000000003f00200506df6ff7db6db6db00000000001db6db0000000000000000
face B  0x0000000cff00300506df6ff7db6db6db00000000001db6db0000000000000000

----CHOCKTAW

Faces & Equipm.

Recruits
face A 0x000000003f00700206df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000bbf00700206df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A 0x000000003f00800206df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000b3f00800206df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A 0x000000003f00900206df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00900206df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A 0x0000000bbf00700206df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000bbf00900206df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A 0x0000000bbf00000206df6ff7db6db6db00000000001db6db0000000000000000
face B 0x0000000bbf00100206df6ff7db6db6db00000000001db6db0000000000000000


----CREEK

Faces & Equipm.

Recruits
face A 0x000000003f00500106df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00500106df6ff7db6db6db00000000001db6db0000000000000000

Low Troops
face A 0x000000003f00700106df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00700106df6ff7db6db6db00000000001db6db0000000000000000

Medium Troops
face A 0x000000003f00800106df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00700106df6ff7db6db6db00000000001db6db0000000000000000

Good Troops
face A 0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00900106df6ff7db6db6db00000000001db6db0000000000000000

Best Troops
face A 0x000000003f00100106df6ff7db6db6db00000000001db6db0000000000000000
face B 0x000000003f00200106df6ff7db6db6db00000000001db6db0000000000000000


ARENAS
Great! Old arenas customs are removed  :mrgreen:
Need to add more pistols and remove all medieval weapons

DO not delete ANY invisible items. I need them all (big fist, invis. armours/gloves/etc. )
Or did you mean NOT visible cuz of a mesh or texture problem?

-Custom Battles
all characters are still medieval. they should be one for each faction (GB/F/Indians/trappers/a woman like Celly the Rouge  :razz: ...etc....)

COMPANIONS
pls add
-Daniel Boone. Very important charachter
-Shredzorz (french Dragoon) we owe him a loooot.....

Be careful: did you put ppl or troops with strange objects or face not matching the body code?  (like a white face on an indian body character) ? That can cause some ctd entering towns, taverns, etc like in TORONTO. It is not scene cuz I changed it but still ctd. Try to change all ppl in toronto, etc and their equipment....

In my old version, I had most of weapons fixed: shot/loading, melee, etc.
I find some reloading time too long or too short now, and some melee do not work on horse (need at least a slash right and left on horse...)

Also muskets with bayonets should all be stabbing only, the others only slashing from top and sides, but not "2 handed sword" kind....more of wooden stuff movement/sound/behaviour.

ALL hats and tricorns WITHOUT fake hair, should have hair going through them.
Or they will make heads BOLD, hehehehe
Not bandit hats/tricorns, though. Those need hair NOT to show, ever.
 
  Removed Gabs post so I could modify my original post

* Right now Im working on uploading a vid for Auld with the items that do work in the 1776 mod so we can start equipping troops. When its done I'll pm the link to everyone on the team(so everyone sees whats working/not).  Once the list is complete for the troops please just say its done and PM me the list. Some textures do not work and I avoided them in the video(as best as I could)

Sept. 9th:

working on finishing adding in the new items and testing them. Once complete update being released to team.

Sept.11th

Update. Not going to be able to have the new items in game (I don't have the time to actually get them to show up in game, going on vacation very soon) But I will have all the new items in the folders for the update.

This update will have an extra folder for whoever can add the items into game with all the files needed/given.

Reason for this is because of my vacation, I don't want the team to be in limbo while I'm gone for 9 days and delay this any further than needed

Sept.12th

Getting the items into the resource (brf) files right now (will have to finish it tonight/tomorrow works coming up!). the dutch/french uniforms are going to take a bit theres a lot of writing in to do!  should have an update either tonight or tomorrow

Sept.13th

Update: Items are now in their resource folder and scripting them in. Taking this to work with me so I can finish it tonight. Currently working on French/dutch uniforms id say my work is maybe 60-70% done (being heavily optimistic here)

Sept.14th

Items in and sent out to team. I have some minor fixes to do before my vacation.

Sept.28th

Back from vacation and now playing catchup with the rest of the team (updating my stuff to the mods newest update/release). Once completed, I will be working on fixing as many bugs as I can.

Oct. 11th

Crazy time since I have returned. Finished updating the script. Moved some factions around, added new items, and working on bugfixes.
(I do apologize for the lateness of this development)

Oct. 15th

after spending several days working on the newest codes I've had to scrap it and start fresh on an older yet stable copy. Good news is this will help me figure out what happened with my last work. Newest items are in the update.

Oct. 17th

Finished the rework with NO ERRORS working on implementing new  abilities and items update +some faction reworks. Bugfixes hopefully along the way will be solved as well.

Oct. 24th

Reworking scenes and testing my work for any errors. There are still some bugs I've yet to iron out yet but it should make a decent update.

Oct. 25th

Sent out update to team for final approval before public release :cool:

Nov.10

Got news of my grandfather passing away. Having to step away from modding for the time being.
 
Nov19th
Adding in new music, marines, fixed a bug with some items having incorrect path names, debugged most of the dialog file, removed cluttered code, will play test.

Nov 17th
Added music from Auld after converting the formats. Changed current regimental flags into shields so that standard bearers will carry pistols correctly. Made a standard bearer to appear in every American/European regiment. Compiling changes to send out to team for testing soon.

Nov 22nd
Played with some animations and testing using muskets as "crossbows." Requires separate ammo for the guns and pistols, though. Trying to learn how to use the BRF editor to solve the boat problem. Found the solution. Added Philadelphia Dragoons and their uniform to the game. Fixed the issues with the French Soissonnais Uniforms not showing up, same with Boar Hats. Fixed East Indies Uniform, hat, and gaiters missing. Added in Alan's new French Lauzun models. Working on how to solve some other gameplay issues. Keep the suggestions and bug finds comin'! :smile:

Nov 23
Rebuilt the factions, trying to solve aristocracy ages, lineages, etc. Added a menu for recruiting unique and other troops in towns. Made a map plan for additional cities and villages, marking out their coordinates. Will put some stand in scene props til Custer or others have time to make the scenes. Added a gunsmith to the capitals of all European and American cities where you can buy unique pistols, blunderbusses, muskets carbines, and rifles at high prices for the player and companions. Looking into making chaplain units for hire who can raise morale and renown. Testing my new idea for solving the shipping problem. I'm fairly sure it's right in theory, but not 100% clear on the syntax. Added reloading sounds for the muskets.

Nov 27
Added in a few towns, forts, villages for balance. Trying to solve the age/relationship/lady/lords problem. Not sure why Native American lords show up as "female." Might have to do with the facial tag "tf_indianmale." Posted a topic in The Forge to deal with it. Going to redo the Natives due to overwhelming imbalance of power on their side. Open to suggestions on this. Going to try using the map editor to get ford tiles around for lords to travel across to get access to islands. I think I figured out how to fix the arena/showdowns being boring and medieval. Will attempt fixes. Implementing officers who train troops, troops who can become companions, and chaplains to raise morale. I did a lot of tutorials to get up to speed.

Nov 28th
Officers and chaplains now in game, with dialog. Aristocracy now works, people's ages and relationships work. Small bug with courtship, but I can't figure out way. I changed the arena items, but I keep getting an error, not sure why. Need to debug it. I know it's a typo somewhere. The people in The Forge have been a huge help.

Dec 1st
Repositioned or removed broke/misaligned bridges. Finished adding all of the new villages and towns to compensate for the AI's lack (Dutch and French) to go on campaign due to not having a "town" on the "mainland." There's a few towns and several villages that need rescened. Fixed all town CTDs due to corrupted files. I copied other cities over to replace Creek Town and Tallahassee. We need to make a list of all the villages/towns/forts which need rescening. Changed the hiring of troops in cities to be faction specific. Redid the Native Americans. Moved Ocean Pirates to appropriate places. Sea Battles no longer spawn any horses. Arena armors, helmets, etc, all period. Fixed the courtship problem. Set up a script to add the Staff Officer and Chaplains into taverns as travelers and they work without flaw, dialog created. Changed some Warband text to period pieces. Sent NPC dialog to Auldman for him to write up. Every faction now has at least one unique, historical unit. Will eventually work on making faction specific town/fort recruitment. Drew up diagrams for quests in the future to replace Warband ones. Gotta look into solving the AI shipping issue. Redid some units. Moved music around. Put Continental Staff Infantry Officer Uniform back in game, and works properly...though somewhat shiny. Took the advice of many of the testers and fixed a bunch of issues. Just need to redraw the map and fix the AI water problem. You can now have all of the companions gather in the tavern at the beginning. The only catch is there is only so much room per tavern. Leave and come back in, they will refresh the next set. All items are without modifiers.


Current Features and Change Log Updated 11/26/11
1. Nearly every NPC is unique. Most of the village elders are unique, all guild masters are unique, the travelers are all unique, all ransom brokers are unique, every townsman and townswoman is unique, The pretenders are all unique and have historical dialogue.
2. Black Soldiers have been added as mercenaries and in the party templates for Britain.
3. Loyalist and Rebel Militias are now added as mercenaries and also appear in the party templates for American Rebels and Britain.
4. Some Warband Text has been removed.
5. Native American women are now period.
6. Firearms now have sound, randomly selecting up to two pistol and four musket sounds.
7. Some of the menu text has been redone to be period.
8. Sounds for weapons have been enhanced and randomized.
9. The Female peasant tree has been redone.
10. Highwaymen, Looters, Bahamanian Pirates, and Native (Seneca, Onandaga, and Cayuga) Raiders have been added, along with party raid leaders.
11. Weapons were rebalanced to be period, historically accurate, and realistic.
12. Balanced Nations
13. Twelve pretenders, one for each nation.
14. Changed the Runaway Serfs Quest to Runaway Slaves (includes Tye's Black Brigade members, Black Slaves, and Native American Slaves). The moral choice is yours.
14. Runaway Black Slaves now appear with Native Raiding camps, true to history, and can upgrade to either a Native American or British troop tree.
15. French, British, Continental Marines in game.
16. Mercenary Sailors made for Merchant Ships.
17. Standard Bearers now in game and appear in all European and Pirate parties. Their flag is a shield and they carry only a pistol.
18. Unique faction units, mercenaries, and outlaws recruitable in towns via menu.
19. A gunsmith is in the capitals of all European and American cities where you can buy unique pistols, blunderbusses carbines, muskets, and rifles at high prices for the player and companions.
20. Long Guns and Pistols are now separate proficiencies, with rifles and muskets requiring separate cartridges from pistol cartridges, three grades of each.
21. The six Native American nations have leaders, women, and their own troop trees, tweaked for each nation.
22. Foreign Infantry and Cavalry can be purchased at towns via menu.
23. Companions have been renamed to be team members.
24. Colonel Tye is now a companion.
25. All textures work. All melee versions of guns work.
26. Three new towns, two new villages.
27. No more black soldiers in units they would not appear in.
28. Alan's new French Lauzun Hussars are in the game, with their new textures, in the French Troop Tree.
29. Every Native American faction has their own unique troop tree.
30. The Dutch, and everyone else, properly recruits their units.
31. Literally over 1000 in game characters.
32. Removed "carry back" for firearms.
33. Removed (I think) all the tags for modifiers on all items.
34. I believe I've cured the CTD's in castles, taverns, etc. Several towns had multiple instances of the same character, in particular the Tavern Keeper and Guild Master.
35. Castles should now no longer CTD. All broken items, objects not being used, code not being used, lots of incorrect code has been removed. I noticed lots of strange instances where an object could be referenced several times at once, causing it to crash.
36. The game no longer lags on the overland map. Ran the game for nearly a three week period (in-game)with no slow down. I'm fairly sure it shouldn't be a problem.
37. Corrected antagonisms. Britain now has claims on all of the American cities. They also want Willemstad and Kingston.The Dutch have eyes on shipping cities of France. Mild irritation with Spanish. Native American tribes now have proper allegiances with the sides in the war.
38. Foreign mercenaries have no faction allegiance and can be used against anyone.
39. Each faction has a unique troop or more. They can only be hired in cities. If used against their nation, they will lose morale.
40. The code is now more properly formatted, annotated, and things pointed out which were still Warband in nature (in most instances. There's like over 100,000 lines of code lol).
41. 34925094854098545 times the fun of previous mods.
42. Historically accurate troops, dialog, places have been added. A few liberties have been taken due to the game engine abilities, lack of historical documentation, or needs for balance.
43. Philadelphia Dragoons back in game.
44. Corrected tons of typos and resource file issues.
45. A Chaplain now appears in one of the 34 towns, randomly. He is updated like the tavern minstrels. You can hire faction chaplains to increase morale and fame with money and field services.
46. A Staff Officer now appears in one of the 34 towns, randomly. He is updated like the tavern minstrels. You can hire one of 12 faction trainers or 3 non-aligned trainers, who will give you experience at the cost of morale, a 3 hour wait time, and money.
47. Team members are companions, along with a few historical characters (Nathaniel Hale, Colonel Tye, Molly Pitcher).
48. Map flows from San Juan, Puerto Rico to the US Heartland.
49. Combat flows much more smoothly.
50. Weapons/armours no longer have strange or arbitrary values.


On-Going Changelog
1. Fixed the problem with Natives having European hairstyles and faces. ALL natives are appropriately dressed and skinned. I found the solution.
2. Hessians and US Footman now have hats.
3. Custer's sounds work AWESOME now. Each pistol and musket now fires up to six different shot sounds.
4. Pulling out a pistol or musket or rifle now randomly selects a few cocking sounds, plus the usual "drawing a weapon" sound.
5. The guns being carried on the back in both quiver or bow position is deliberate. The average soldier on mount carried several guns into battle. Many soldiers often carried several guns. If you still want me to remove this, I will, but I did it for historically accurate reasons.
6. Dutch troops fixed. Problem is, the Dutch generals don't recruit Dutch soldiers, but the villages let you recruit them.
7. I think I fixed all issues with helmets causing clipping (like with bald heads and whatnot).
8. I forgot to mention that rifles cannot be reloaded whilst moving and have great accuracy, but take longer to reload.
9. Fixed some dialogue options.
10. There's a problem with the French Soissanais uniforms. Some of them don't show up and are transparent. I know nothing about textures or models.
11. All Native Americans have a decent stand-in troop tree til we work out a better one. The Native American raiders have been updated.
12. Bandit leaders are killable now.
13. Black Slaves can upgrade to either the Black Brigade or a member of the Native Americans (many blacks who managed to escape plantations took refuge with natives).
14. Europeans have a lack of beards now . This includes as many people as I could include who were European.
15. Tax and Training Peasants now labeled correctly and now longer have Warband items.
16. Made Rolf into Colonel Tye for the time being, til we work out the NPCs.
17. Balanced out a few armors and weapons, along with prices, to make them a bit more reasonable.
18. Native American slaves now upgrade to one of the Native American troop trees.
19. Added a few items to the Native American troop trees.
20. Gameplay is smooth and magical. Not sure what's causing those CTDs at towns and taverns. It has to be an item or scene prop which is invalid in those areas. Will work out how to fix that.
21. Added Philadelphia Dragoons to the game properly.
22. You can now have all of the companions gather in the tavern at the beginning. The only catch is there is only so much room per tavern. Leave and come back in, they will refresh the next set.



-  URGENT THINGS TO DO:

1. Duels with duel appropriate scenery.
2. Fake random death animations, when anybody gets just hit.
Just adding a Death anim. to the Hit animations. Only thing, after few seconds, the person will get up!! :shock: I saw that in old Medal of Honor, allied assault. You thought they were dead, and they d get up 3 seconds later... :cool: 
3. Create passable terrain tiles with triggers for caravans/commanders so they can travel to the islands and back.
4. Showdowns (old arenas) like done in 1755, made with items/outfits fitting 1776/1860s period (mostly pistols, but Big fists and knives, when necessary  :???: )
5. Fix some towns/cities/fortress CTDs and misplaced items/scenes
6. Code the water Map (Sea Battle) in order to have a reduced number of fighters and MOST important, DISMOUNTED troops (like in "Castle Final Battles" see?  :razz: )
7. When you get a fief you are asked if you would like to hire a chancellor. If you select "yes" this will cause crashes when you try and enter your fief and it appears you can no longer hire villagers as troops from your fief after you make this selection.
8. Fix courtship again. The variables are backwards. Grr...syntax! Also, need more eligible females.
9. Need to find the reason why icf_indianmale tags appear as female.
10. Find reason why some women have hair, others don't.
11. Cherokee upgrade fix.
12. Noticed a bug with Hessian soldiers being black. I think the "randomizeface" tag causes this. Will fix for next release.
13. Tournaments not spawning weapons, despite changing the features. I think I know why.
14. Build troop trees for each faction. General recruits from villages, militias from forts, premium, unique tree from towns.
15. Build dialog for the six other pretenders.
16. Give pretenders proper clothes.
17. Could be me, but I can't seem to find my Staff Officer nor Chaplain in game. When I forced them into the Tavern Scene at Baltimore, they worked. The Travelers seem to know where they are, but they aren't where they claim. Odd. Found the error. Caba'drin helped me. I hadn't added them to the Tavern Party to be shown
18. Finish making in-game text more period.

-SUGGESTED THINGS WE PERHAPS WILL DO:
  List of valid suggestions made by ANYBODY, for Cel to keep note of. THX!! :wink:
-1. Add a pirate town/faction with two villages on the Bahamas, moving Willemstad to the Antilles and make the British town of Kingston.
-2 Make soldiers kneel on command.
-3 Redo quests to be more period (slaves, gazettes, gun running, incite rebellion, hostile acts done anonymously to cause casus belli, etc)
-4 Upgrading highest tier troops to companions, with over 100 randomly generated names (have script, just need to put it into practice and work out kinks).
-5 Name your horse
-6 Name your regiment Now implemented. Need 300 Renown to do so.
-7 Make flag Tableau for your own regimental standards
-8 Find a way to create progeny
-9 Construction of your own forts (this one will take a long time) http://forums.taleworlds.com/index.php/topic,80871.0.html But I found the code to do it.
-10 Eliminate all troop references to Warband items and disable all non-1776 items.

Suggestions by Von Afton:
  -he ability to recruit custom troops in your fiefs and renaming them.
-make it cost to customize them.
-Different prise for items when you customize
-naming your horse
-placing of border patrols ho patrols a Small area
-upgrading them to build small forts
-message pigeon to send to your vassals whit a message ex. come fast whit your army i am close to Richmond
-naming your army Done
-ability to demote troops
-exchange of prisoners via diplomats
-put prisoners in prison and make them work for cash that you get in Small sums
-quest's for freeing slaves / capturing runaway slaves
-slaves and plantages ex put slaves in and make them work for cash that you get  in Small sums
-pow and slaves need food keep them supplied with food
-supplylines + supplyline patrols
-rebellion in fiefs
festivals in towns to rise happines
-make a baby and in 9 Mont's when its born get a rise in happines in your kingdom/fiefs
-add sickness for troops ex. dysentery
-customize your vassals whit the uniform of your liking in kingdom options

Scenes to be redone:
1. Tallahassee
2. Dutch Landing (plus the two villages)
3. Nassau
4. Trappers Village
5. Albany {if you select it to spawn into the game at beginning} (I have had a consistant crash here since 1755. Gab, please do not tell me that no one else has this crash as I have seen other supporters comment on it. Please fix this).-Auldman
6. New Bern upon trying to enter castle/HQ

Broken Files or Textures
1. Philadelphia Dragoon uniform invisible
2. Continental Staff Officer uniform invisible
3. The socks/buckled shoes have no knees
4. Several French uniforms are very bright
5. Hunter Brown Boots, Pilgrim Shoes, Infantry Helmet, Highlands Hats, Cavalry boots have messed up models.
6. - court lady errors (no free ladies in castles or cities)
7. - grenades give red error and hurt randomly....
 
i test the grenade , there is a red line in the lower left screen, missing trigger or something :???:



OLD POST by AULDMAN
Auldman said:
This section is for the 1776 Team & TESTERS to post reports of the mod's progress in. Supporters may read but not comment.


Sept.7th Auldman updates:
Will begin work on assigning weapons and uniforms to American Rebels tonight.
_____________________________________________________________

Started work on American troops.

Solved the issue of RGL's so I did not need Dell's excellent video however...

Issue: Now that I can see things I see that we may not have all the uniforms here. No French. No Dutch. And I am not quite certain we have Continental USA Army uniforms. Now that Poom is back he may have to take a look. For example I do not see the Philadelphia Light Horse Uniform I know that Poom made.

I think the next step is to have Poom look and maybe check my work and see if he agrees with how I've been putting together rebel forces. This was exhausting and I've stopped at the end of the infantry. Still have to do cavalry and skirmishers.

I can explain very easy how to overcome the RGL error if Poom needs.

Sept.9th:

Once Dell's update is released I will resume matching uniforms and items to troops.

This means that we are getting the missing uniforms and items into the mod.

Sept.14th

Dell, tells me he's got everything Poom and Alan did into the mod for me. I've got his new upload and tonight I may resume the work of matching everything up. If all goes well I'll hand this off to Gab at the end of this weekend and he'll do his magic and that will result in... :grin:

Sept.15th

Hit a snag. We thought we had Continental Infantry uniforms...only we haven't...what we actually have when we oipened the files labeled "rebel" was a British Infantry Uniform labled "Rebel." *Facepalm*

We also do not seem to have all of the models that we thought were made. But we have fixes in the works for all of these things and I am maniacal about this now. I will not allow any derailment! My fanaticism has to be compared to this fellows:

http://www.youtube.com/watch?v=TB0kf5uRAtg

Anyway there are fixes for these things and we have another modeller. They may not make it into the first release but that's life. That's how it is. I will continue my work on the troops this weekend and hand off to Gab as planned on Sunday with my work as complete as it can be.

Sept. 18th

All European/American troops and Mercs done. However I am exhausted and the process took all day. Did not finish the Indians and I do not believe I can complete that. That will have to be Gabrilduro or somebody else.

EDIT by Gab:
"All European/American troops and Mercs" LIST done. (or ppl will think we are DONE with these troops, but I have to use your list now to COMPLETELY make them from scratch  :wink: )

Sept.20th

Did a quick Dutch troop tree for Gab. I didn't see a troop tree for them Sunday and didn't add them. Dutch list is now done and Gab can build the trrops. Just to clarify what Gab posted above so it makes more sense:

I am looking at the uniforms available and the weaponry. Then for each faction I look at their tree and assign a uniform and weapons to that soldier. I give the list to Gab and he builds it in the game.

Oct.2nd

Revised French and American item lists to add more accurate firearms (Charlevilles, Frontier and Rifled muskets etc) and changed the ammo. Sent revisions to Dell and Gab.

Oct.14th

Gab, feels at some point we should add the new musket animations but only once some basic bugs and mechanics are ironed out.

Oct 26th

Got Dell's update. Haven't played around with it yet. First checked to see new factions arrangement which looks good. Also made Dutch tree with items and uniforms for Gab based on Dell's changes. Hopefully Gab will have time to add them before next release. Plan to work something similar out for Alan's French Cavalry, British Marines, Continental Marines.

Nov.6th

Sent Dell some fixes for troops. Worked on language in module. Replaced Warband words.

Nov.11th
We've decided, at some point to add Colonel Tye and his black irregulars, in British pay, to the game at some point. Received from Michelle her reworking of the mercenaries and her build of the Dutch troops. Will test them tonight.

Nov.15th
Sent music to Chelle. Working on Alan's additions tonight and sending a few more music tracks (French and Dutch period marches) to Chelle.

Nov.24th-26th

Serious testing of all of Michelle's changes. People are going to love the recruiting option in cities. Let's put it this way: I formed a "German Legion" to serve King George. Bought Hessian Infantry, Jaegers from Prussia, and cavalry. Advised Michelle to rework Indians as they were overpowering GB and USA with horse cavalry etc. I also love the special weapons merchant Michelle has created. Combat is brutal and very intense. Hope it will still be so even with the Indians scaled back a bit (just a wee bit but they will still be masters of a melee fight so don't let them close on you!).
 
Looking good !

Thanks! However...

Edit by Gabrilduro:
Thx for accepting to Test our Mod.
I also count on 5arge, Azrooh, Hinkel and Rigadoon  :razz:

To any other player:
PLEASE ONLY TEAM MEMBERS MAY POST OR TRUSTED TESTERS! PLEASE DO NOT POST IN THIS THREAD UNLESS YOU ARE ON THE TEAM OR HAVE BEEN INVITED TO POST!
 
Alright Gabby, since you asked me to post here  :razz: Here's what I got from a couple minutes of playing. I am aware some of these may have already been mentioned.

-Richmond scene is messed up when you start there
-Native companions have Medieval back stories
-Leather jerkin and rawhide coat should be taken out
-Deshavi's head, body, and hands are different skin colors
-Australian cuirasier armor has a metal breastplate but it provides the same protection as other uniforms. It should have higher stats then others
-Head dresses, bandannas, and feathers are at 40 Head armor compared to the 10 of normal tricorns. It should be less than normal tricorns.
-The 'Fur Body' is almost completely naked but provides more protection then line infantry uniforms
-Pirate tricorns have unrealisticly high stats(40-60, compared to 10 of normal tricorns)

My main concern is on the foreign troops that you can recruit in towns. I'm pretty sure a lot of them weren't in America in 1776, in fact, it seems like all the troops that were available in AoFI are available to be recruited in the towns. I don't know but it seems like you're trying to get as much uniforms and weapons in with less thought on realism. Another thing is that...well...items seem to have higher stats depending on how cool or special they are, not really on how much protection they would really provide.

But apart from that, this mod has been awesome. I'll try to play it a lot more. Sorry if my critique seems harsh!

Edit 1:
-There's a Continteal Office uniform, I'm assuming it's Continental.
-Philadelphia Dragoon Uniform is invisible in the shop
-Young Cherokee Braves can upgrade to Young Cherokee Braves
 
-the ability to recruit custom troops in your fiefs and renaming them.
-make it cost to customize them.
-Different prise for items when you customize
-naming your horse
-placing of border patrols ho patrols a Small area
-upgrading them to build small forts
-message pigeon to send to your vassals whit a message ex. come fast whit your army i am close to Richmond
-naming your army
-ability to demote troops

PRISONERS&SLAVES
-exchange of prisoners via diplomats
-put prisoners in prison and make them work for cash that you get in Small sums
-quest's for freeing slaves / capturing runaway slaves
-slaves and plantages ex put slaves in and make them work for cash that you get  in Small sums
-pow and slaves need food keep them supplied with food

-supplylines + supplyline patrols
-rebellion in fiefs
festivals in towns to rise happines
-make a baby and in 9 Mont's when its born get a rise in happines in your kingdom/fiefs
-add sickness for troops ex. dysentery
-customize your vassals whit the uniform of your liking in kingdom options


that's all folks

EDIT by Gabby
Thx for this, sorry if I edited, but I need this "order" to have a fast and better look for my OLD eyes...hehehe :twisted:
PS put in bold things I loved
  :wink:
 
Here are some of the buggy things I have come across so far in my testing:

-Minutemen have no knees! Their leggings taper and the thigh taper, so they meet at a tiny point. Weird.

-British Light Infantry Helmet is sideways, and when you put it on it appears as a cod piece almost.

-Cavalry Boots are also sideways.

-Black Gloves are navy blue in color, not black.

-Continental Staff Officer uniform makes you invisible, which is cool, but not realistic.

-There are a few "missing items" in the vendors. The square is either blank or when you click on it you get an error message saying "unable to find mesh X", the missing meshes I have discovered are:

                        French Grenadier Acoutrement; french_soissonnais_grenadier_acc
                        Pirate Tricorne with Eye Patch Jolly Roger
                        Trappers Axe & Indian Axe; br_talak_bearded_axe
                        East India Co.; east_india_company_tricorne_wig

That's all I have for you so far. I will report anything else I find that seems strange.
                       
Edit by Gabby:
Thx vm for your kind testing.  Auldman will PM you the very last testable version released yesterday.  :wink: (Thanks Gab!)

SENT TO HIM TONIGHT-AULDMAN (Thanks Oldman!)

-Missing mesh: br_taxe, for the Skull Crusher weapon

-The Indian horse turns white when it is far away from you. I think that is a bad LOD?

-Colonel Tye has no ammo in his inventory when you find him.

-When you toss the grenade there is a script error: "script warning on opcode 1720, 1721, 1722"

-In Creek Town's tavern, there is a picnic table blocking the stairs up to the second floor.

-When you switch to melee mode with a bayonet, you hold your arms out to your sides like you are flying, WEEEEEEEEEEEEEEEEEEEEEEEEE!!!
 
Since Gabby wants this in here, I'll post, even though I have no pretensions of being an actual tester.
Still, if I come across something, I'll update accordingly.


-------

Well, right now it saves me the effort from cheating a couple 100k gold to try out all the new troops and custom firearms... anyways, here's what I've got so far:

I like the separation of longarms and pistols, however, having a lot of the pistol damage come from the ammunition makes it rather pointless to carry just a pistol without extra ammo as a backup weapon.
Except for the Potsdam mace of doom, death and destruction of course, with its 37b melee damage.

With regard to firearms in melee, I'd suggest lowering the swing damage on muskets with bayonet and increasing it for muskets without bayonet (they use the same animation, but without a bayonet, you'd club the musket, which would add more weight and leverage to the blows). That way, a musket with bayonet still gets all 4 directions, but only the stab will truly do a lot of dmg, whereas without bayonet, the stab will be weak and the clubbing swings powerful.

I'd also like to see some more plain (less braids, less fanciful) hairstyle choices for females, like a normal ponytail, or shoulder-length hair.

The extra experience points for intelligence have the potential to make character development rather one-dimensional (INT-builds are powerful enough as it is), though I like the overal lower stats and starting at lvl1 compared to 1755 OF.

My French infantry in a custom battle turned out to be dismounted Khergits, which led to a rather one-sided fight... :wink:
Also, Spanish "infantry" produced an all-dragoon force, which was a bit of a suprise as well.

Edit: Forgot to mention this, but I've had arrows as bullets in the campaign as well, though not from all firearms. Haven't checked in Morgh's, but there's probably several versions of the same ammunition, some of which is still visible.
 
-Some scenes patched, or redone.
-Muskets dont shoot arrows anymore,
-In-Game credits are done.
-I also plan to add crouch, But Not sure on how to add it. Crouch is already there for Battlefields, though not for all Scenes
 
Hello everyone!

Progress:

-100% merged Outposts in 1776.  :grin: (Now you can buildt an outpost and upgrade it to a fort. It will be included in the next update.)

- Chancellors & Chamberlains Bug with CTD fixed. Diplomacy should be working in the next Update. (TIME FOR YOUR OWN KINGDOM!!!)
 
IMPORTANT!! Please read:
Just please, when starting:
But most things work like charme. Just please, when starting:

-Update to Warband version 1.143
-Start a New Game. Delete old 1776 savegames
-DO NOT use any kind of translations. Use only original ENGLISH Warband version.
-Say NO to 16 companions all in 1st tavern
-NEVER EVER make RANDOM face generation . NEVER, please! It will crash the game...
-DO NOT choose ALBANY as first Town to meet Merchant, it still crashes (only sometimes)
-SAVE AS SOON AS POSSIBLE, after Merhant gives you 1st mission, close the game to DESKTOP and load your last save. That helps to avoid some random CTD (Crashes To Desktop) and loads all musics and sounds of 1776 in a correct way (expecially if you played another WB mod, before )
-put to minimum all graphics, Battle size, Cheats off, etc. If all works good, improve some performances issues, step by step, and see what causes crashes.

IF STILL have bad PC or game issues, ........well....sit down confortable, and read (AND DO!!!) all steps here: (it is a pain in the butt, but it solved ALL my old Brytenwalda problems  :wink: )

http://forums.taleworlds.com/index.php/topic,163475.msg3954028.html#msg3954028

Gabby​

GOOD NEWS: we basically fixed most of worst bugs!!!

PLS keep in mind, though, that you need a powerful pc for this mod. I personally have to play low/medium video performance with my cheap pc.

Please BEFORE reporting your "bugs" here, be sure it is a REAL bug and not just something you did not like or understand.

MOST updated list:
Nov19th
Adding in new music, marines, fixed a bug with some items having incorrect path names, debugged most of the dialog file, removed cluttered code, will play test.

Nov 17th
Added music from Auld after converting the formats. Changed current regimental flags into shields so that standard bearers will carry pistols correctly. Made a standard bearer to appear in every American/European regiment. Compiling changes to send out to team for testing soon.

Nov 22nd
Played with some animations and testing using muskets as "crossbows." Requires separate ammo for the guns and pistols, though. Trying to learn how to use the BRF editor to solve the boat problem. Found the solution. Added Philadelphia Dragoons and their uniform to the game. Fixed the issues with the French Soissonnais Uniforms not showing up, same with Boar Hats. Fixed East Indies Uniform, hat, and gaiters missing. Added in Alan's new French Lauzun models. Working on how to solve some other gameplay issues. Keep the suggestions and bug finds comin'! :smile:

Nov 23
Rebuilt the factions, trying to solve aristocracy ages, lineages, etc. Added a menu for recruiting unique and other troops in towns. Made a map plan for additional cities and villages, marking out their coordinates. Will put some stand in scene props til Custer or others have time to make the scenes. Added a gunsmith to the capitals of all European and American cities where you can buy unique pistols, blunderbusses, muskets carbines, and rifles at high prices for the player and companions. Looking into making chaplain units for hire who can raise morale and renown. Testing my new idea for solving the shipping problem. I'm fairly sure it's right in theory, but not 100% clear on the syntax. Added reloading sounds for the muskets.

Nov 27
Added in a few towns, forts, villages for balance. Trying to solve the age/relationship/lady/lords problem. Not sure why Native American lords show up as "female." Might have to do with the facial tag "tf_indianmale." Posted a topic in The Forge to deal with it. Going to redo the Natives due to overwhelming imbalance of power on their side. Open to suggestions on this. Going to try using the map editor to get ford tiles around for lords to travel across to get access to islands. I think I figured out how to fix the arena/showdowns being boring and medieval. Will attempt fixes. Implementing officers who train troops, troops who can become companions, and chaplains to raise morale. I did a lot of tutorials to get up to speed.

Nov 28th
Officers and chaplains now in game, with dialog. Aristocracy now works, people's ages and relationships work. Small bug with courtship, but I can't figure out way. I changed the arena items, but I keep getting an error, not sure why. Need to debug it. I know it's a typo somewhere. The people in The Forge have been a huge help.

Dec 1st
Repositioned or removed broke/misaligned bridges. Finished adding all of the new villages and towns to compensate for the AI's lack (Dutch and French) to go on campaign due to not having a "town" on the "mainland." There's a few towns and several villages that need rescened. Fixed all town CTDs due to corrupted files. I copied other cities over to replace Creek Town and Tallahassee. We need to make a list of all the villages/towns/forts which need rescening. Changed the hiring of troops in cities to be faction specific. Redid the Native Americans. Moved Ocean Pirates to appropriate places. Sea Battles no longer spawn any horses. Arena armors, helmets, etc, all period. Fixed the courtship problem. Set up a script to add the Staff Officer and Chaplains into taverns as travelers and they work without flaw, dialog created. Changed some Warband text to period pieces. Sent NPC dialog to Auldman for him to write up. Every faction now has at least one unique, historical unit. Will eventually work on making faction specific town/fort recruitment. Drew up diagrams for quests in the future to replace Warband ones. Gotta look into solving the AI shipping issue. Redid some units. Moved music around. Put Continental Staff Infantry Officer Uniform back in game, and works properly...though somewhat shiny. Took the advice of many of the testers and fixed a bunch of issues. Just need to redraw the map and fix the AI water problem. You can now have all of the companions gather in the tavern at the beginning. The only catch is there is only so much room per tavern. Leave and come back in, they will refresh the next set. All items are without modifiers.


Current Features and Change Log Updated 11/26/11
1. Nearly every NPC is unique. Most of the village elders are unique, all guild masters are unique, the travelers are all unique, all ransom brokers are unique, every townsman and townswoman is unique, The pretenders are all unique and have historical dialogue.
2. Black Soldiers have been added as mercenaries and in the party templates for Britain.
3. Loyalist and Rebel Militias are now added as mercenaries and also appear in the party templates for American Rebels and Britain.
4. Some Warband Text has been removed.
5. Native American women are now period.
6. Firearms now have sound, randomly selecting up to two pistol and four musket sounds.
7. Some of the menu text has been redone to be period.
8. Sounds for weapons have been enhanced and randomized.
9. The Female peasant tree has been redone.
10. Highwaymen, Looters, Bahamanian Pirates, and Native (Seneca, Onandaga, and Cayuga) Raiders have been added, along with party raid leaders.
11. Weapons were rebalanced to be period, historically accurate, and realistic.
12. Balanced Nations
13. Twelve pretenders, one for each nation.
14. Changed the Runaway Serfs Quest to Runaway Slaves (includes Tye's Black Brigade members, Black Slaves, and Native American Slaves). The moral choice is yours.
14. Runaway Black Slaves now appear with Native Raiding camps, true to history, and can upgrade to either a Native American or British troop tree.
15. French, British, Continental Marines in game.
16. Mercenary Sailors made for Merchant Ships.
17. Standard Bearers now in game and appear in all European and Pirate parties. Their flag is a shield and they carry only a pistol.
18. Unique faction units, mercenaries, and outlaws recruitable in towns via menu.
19. A gunsmith is in the capitals of all European and American cities where you can buy unique pistols, blunderbusses carbines, muskets, and rifles at high prices for the player and companions.
20. Long Guns and Pistols are now separate proficiencies, with rifles and muskets requiring separate cartridges from pistol cartridges, three grades of each.
21. The six Native American nations have leaders, women, and their own troop trees, tweaked for each nation.
22. Foreign Infantry and Cavalry can be purchased at towns via menu.
23. Companions have been renamed to be team members.
24. Colonel Tye is now a companion.
25. All textures work. All melee versions of guns work.
26. Three new towns, two new villages.
27. No more black soldiers in units they would not appear in.
28. Alan's new French Lauzun Hussars are in the game, with their new textures, in the French Troop Tree.
29. Every Native American faction has their own unique troop tree.
30. The Dutch, and everyone else, properly recruits their units.
31. Literally over 1000 in game characters.
32. Removed "carry back" for firearms.
33. Removed (I think) all the tags for modifiers on all items.
34. I believe I've cured the CTD's in castles, taverns, etc. Several towns had multiple instances of the same character, in particular the Tavern Keeper and Guild Master.
35. Castles should now no longer CTD. All broken items, objects not being used, code not being used, lots of incorrect code has been removed. I noticed lots of strange instances where an object could be referenced several times at once, causing it to crash.
36. The game no longer lags on the overland map. Ran the game for nearly a three week period (in-game)with no slow down. I'm fairly sure it shouldn't be a problem.
37. Corrected antagonisms. Britain now has claims on all of the American cities. They also want Willemstad and Kingston.The Dutch have eyes on shipping cities of France. Mild irritation with Spanish. Native American tribes now have proper allegiances with the sides in the war.
38. Foreign mercenaries have no faction allegiance and can be used against anyone.
39. Each faction has a unique troop or more. They can only be hired in cities. If used against their nation, they will lose morale.
40. The code is now more properly formatted, annotated, and things pointed out which were still Warband in nature (in most instances. There's like over 100,000 lines of code lol).
41. 34925094854098545 times the fun of previous mods.
42. Historically accurate troops, dialog, places have been added. A few liberties have been taken due to the game engine abilities, lack of historical documentation, or needs for balance.
43. Philadelphia Dragoons back in game.
44. Corrected tons of typos and resource file issues.
45. A Chaplain now appears in one of the 34 towns, randomly. He is updated like the tavern minstrels. You can hire faction chaplains to increase morale and fame with money and field services.
46. A Staff Officer now appears in one of the 34 towns, randomly. He is updated like the tavern minstrels. You can hire one of 12 faction trainers or 3 non-aligned trainers, who will give you experience at the cost of morale, a 3 hour wait time, and money.
47. Team members are companions, along with a few historical characters (Nathaniel Hale, Colonel Tye, Molly Pitcher).
48. Map flows from San Juan, Puerto Rico to the US Heartland.
49. Combat flows much more smoothly.
50. Weapons/armours no longer have strange or arbitrary values.


On-Going Changelog
1. Fixed the problem with Natives having European hairstyles and faces. ALL natives are appropriately dressed and skinned. I found the solution.
2. Hessians and US Footman now have hats.
3. Custer's sounds work AWESOME now. Each pistol and musket now fires up to six different shot sounds.
4. Pulling out a pistol or musket or rifle now randomly selects a few cocking sounds, plus the usual "drawing a weapon" sound.
5. The guns being carried on the back in both quiver or bow position is deliberate. The average soldier on mount carried several guns into battle. Many soldiers often carried several guns. If you still want me to remove this, I will, but I did it for historically accurate reasons.
6. Dutch troops fixed. Problem is, the Dutch generals don't recruit Dutch soldiers, but the villages let you recruit them.
7. I think I fixed all issues with helmets causing clipping (like with bald heads and whatnot).
8. I forgot to mention that rifles cannot be reloaded whilst moving and have great accuracy, but take longer to reload.
9. Fixed some dialogue options.
10. There's a problem with the French Soissanais uniforms. Some of them don't show up and are transparent. I know nothing about textures or models.
11. All Native Americans have a decent stand-in troop tree til we work out a better one. The Native American raiders have been updated.
12. Bandit leaders are killable now.
13. Black Slaves can upgrade to either the Black Brigade or a member of the Native Americans (many blacks who managed to escape plantations took refuge with natives).
14. Europeans have a lack of beards now . This includes as many people as I could include who were European.
15. Tax and Training Peasants now labeled correctly and now longer have Warband items.
16. Made Rolf into Colonel Tye for the time being, til we work out the NPCs.
17. Balanced out a few armors and weapons, along with prices, to make them a bit more reasonable.
18. Native American slaves now upgrade to one of the Native American troop trees.
19. Added a few items to the Native American troop trees.
20. Gameplay is smooth and magical. Not sure what's causing those CTDs at towns and taverns. It has to be an item or scene prop which is invalid in those areas. Will work out how to fix that.
21. Added Philadelphia Dragoons to the game properly.
22. You can now have all of the companions gather in the tavern at the beginning. The only catch is there is only so much room per tavern. Leave and come back in, they will refresh the next set.



-  URGENT THINGS TO DO:

1. Duels with duel appropriate scenery.
2. Fake random death animations, when anybody gets just hit.
Just adding a Death anim. to the Hit animations. Only thing, after few seconds, the person will get up!! :shock: I saw that in old Medal of Honor, allied assault. You thought they were dead, and they d get up 3 seconds later... :cool: 
3. Create passable terrain tiles with triggers for caravans/commanders so they can travel to the islands and back.
4. Showdowns (old arenas) like done in 1755, made with items/outfits fitting 1776/1860s period (mostly pistols, but Big fists and knives, when necessary  :???: )
5. Fix some towns/cities/fortress CTDs and misplaced items/scenes
6. Code the water Map (Sea Battle) in order to have a reduced number of fighters and MOST important, DISMOUNTED troops (like in "Castle Final Battles" see?  :razz: )
7. When you get a fief you are asked if you would like to hire a chancellor. If you select "yes" this will cause crashes when you try and enter your fief and it appears you can no longer hire villagers as troops from your fief after you make this selection.
8. Fix courtship again. The variables are backwards. Grr...syntax! Also, need more eligible females.
9. Need to find the reason why icf_indianmale tags appear as female.
10. Find reason why some women have hair, others don't.
11. Cherokee upgrade fix.
12. Noticed a bug with Hessian soldiers being black. I think the "randomizeface" tag causes this. Will fix for next release.
13. Tournaments not spawning weapons, despite changing the features. I think I know why.
14. Build troop trees for each faction. General recruits from villages, militias from forts, premium, unique tree from towns.
15. Build dialog for the six other pretenders.
16. Give pretenders proper clothes.
17. Could be me, but I can't seem to find my Staff Officer nor Chaplain in game. When I forced them into the Tavern Scene at Baltimore, they worked. The Travelers seem to know where they are, but they aren't where they claim. Odd. Found the error. Caba'drin helped me. I hadn't added them to the Tavern Party to be shown
18. Finish making in-game text more period.

-SUGGESTED THINGS WE PERHAPS WILL DO:
  List of valid suggestions made by ANYBODY, for Cel to keep note of. THX!! :wink:
-1. Add a pirate town/faction with two villages on the Bahamas, moving Willemstad to the Antilles and make the British town of Kingston.
-2 Make soldiers kneel on command.
-3 Redo quests to be more period (slaves, gazettes, gun running, incite rebellion, hostile acts done anonymously to cause casus belli, etc)
-4 Upgrading highest tier troops to companions, with over 100 randomly generated names (have script, just need to put it into practice and work out kinks).
-5 Name your horse
-6 Name your regiment Now implemented. Need 300 Renown to do so.
-7 Make flag Tableau for your own regimental standards
-8 Find a way to create progeny
-9 Construction of your own forts (this one will take a long time) http://forums.taleworlds.com/index.php/topic,80871.0.html But I found the code to do it.
-10 Eliminate all troop references to Warband items and disable all non-1776 items.

Suggestions by Von Afton:
  -he ability to recruit custom troops in your fiefs and renaming them.
-make it cost to customize them.
-Different prise for items when you customize
-naming your horse
-placing of border patrols ho patrols a Small area
-upgrading them to build small forts
-message pigeon to send to your vassals whit a message ex. come fast whit your army i am close to Richmond
-naming your army Done
-ability to demote troops
-exchange of prisoners via diplomats
-put prisoners in prison and make them work for cash that you get in Small sums
-quest's for freeing slaves / capturing runaway slaves
-slaves and plantages ex put slaves in and make them work for cash that you get  in Small sums
-pow and slaves need food keep them supplied with food
-supplylines + supplyline patrols
-rebellion in fiefs
festivals in towns to rise happines
-make a baby and in 9 Mont's when its born get a rise in happines in your kingdom/fiefs
-add sickness for troops ex. dysentery
-customize your vassals whit the uniform of your liking in kingdom options

SCENES:

MIssing scenes:
wthout any scenes

Willemstaad
Sint Maarten
Ponce
Isabla
Havana
Sara Sota
Scenes to be redone:
1. Tallahassee
2. Dutch Landing (plus the two villages)
3. Nassau
4. Trappers Village
5. Albany {if you select it to spawn into the game at beginning} (I have had a consistant crash here since 1755. Gab, please do not tell me that no one else has this crash as I have seen other supporters comment on it. Please fix this).-Auldman
6. New Bern upon trying to enter castle/HQ

Broken Files or Textures
1. Philadelphia Dragoon uniform invisible
2. Continental Staff Officer uniform invisible
3. The socks/buckled shoes have no knees
4. Several French uniforms are very bright
5. Hunter Brown Boots, Pilgrim Shoes, Infantry Helmet, Highlands Hats, Cavalry boots have messed up models.
6. - court lady errors (no free ladies in castles or cities)
7. - grenades give red error and hurt randomly....
 
New News are:

- Gabby was able to fix a lot of scenes.
- He overlooked and fixed the troops and items and other stuff.
- best of all he finished my work and was able to get rid of the last known diplomacy bug. xD

I'm proud to announce that Gabby will soon have a closed beta for all testers that will candidate. And after this you should get an offical update for 1776, soon.
 
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