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  1. Deofuta

    MOVED: Join the 40th rifles.

    This topic has been moved to Napoleonic Wars: Regiments. https://forums.taleworlds.com/index.php?topic=354261.0
  2. Deofuta

    MOVED: The 70th Lowland Regiment Of Foot Is Recruting

    This topic has been moved to Napoleonic Wars: Regiments. https://forums.taleworlds.com/index.php?topic=353895.0
  3. Deofuta

    MOVED: Napoleonic Artillery Nr3 Recruitment

    This topic has been moved to Napoleonic Wars: Regiments. https://forums.taleworlds.com/index.php?topic=354545.0
  4. Deofuta

    MOVED: [NW] 107th régiment d'infanterie recruiting

    This topic has been moved to Napoleonic Wars: Regiments. https://forums.taleworlds.com/index.php?topic=355780.0
  5. Deofuta

    MOVED: Wrongfully Banned

    This topic has been moved to Bans & Unbans. http://forums.taleworlds.com/index.php?topic=311629.0
  6. Deofuta

    MOVED: Help with the installer.

    This topic has been moved to Napoleonic Wars: Support. http://forums.taleworlds.com/index.php?topic=290248.0
  7. Deofuta

    How old is the Warband community?

    gokiller said:
    Rankine said:
    I think that the gameplay in Napoleonic Wars (reloading muskest, outfits historical accuracy and so on) or many other
    mods would appeal more to mature gamers comparing with other games.

    What do you think?
    You will be surprised.  :lol:

    I agree with gokiller. While there may be some older game players around, it is still a predominantly youth filled game.
  8. Deofuta

    MOVED: Activation Denied

    This topic has been moved to Napoleonic Wars: Support. http://forums.taleworlds.com/index.php?topic=281499.0
  9. Deofuta

    MOVED: Commander Battles are still not working, (even with new files)

    This topic has been moved to Napoleonic Wars: Support. http://forums.taleworlds.com/index.php?topic=281155.0
  10. Deofuta

    MOVED: The Gay Butt Pirates (Steam Group)

    This topic has been moved to Napoleonic Wars: Regiments. http://forums.taleworlds.com/index.php?topic=281189.0
  11. Deofuta

    MOVED: How Do I Update My Server?!?!?!

    This topic has been moved to Napoleonic Wars: Support. http://forums.taleworlds.com/index.php?topic=281576.0
  12. Deofuta

    MOVED: Please Open All Perm. Bans, We sorry :'(

    This topic has been moved to Napoleonic Wars: Servers. http://forums.taleworlds.com/index.php?topic=280701.0
  13. Deofuta

    MOVED: 33rd_NW_Siege Permanently Ban !

    This topic has been moved to Napoleonic Wars: Servers. http://forums.taleworlds.com/index.php?topic=281939.0
  14. Deofuta

    MOVED: Serial key?

    This topic has been moved to Town Watch - Warband Tech Support. http://forums.taleworlds.com/index.php?topic=281946.0
  15. Deofuta

    The New, "Naval Warfare," Patch

    Prussia needed no addition as they are perfect in every way.
  16. Deofuta

    MOVED: Is North and South Dead?

    This topic has been moved to North & South. http://forums.taleworlds.com/index.php?topic=281095.0
  17. Deofuta

    Napoleonic Wars 1.103 patch released along with Warband 1.157!

    James Stewart said:
    999FF04F785E4CD3C3BE6E9504997CBCDE2985E3

    The patch dun goofed improved my server.
  18. Deofuta

    Please Open All Perm. Bans, We sorry :'(

    Sorry bud, the official servers will not be having a general amnesty in the foreseeable future.
  19. Deofuta

    The New, "Naval Warfare," Patch

    I, for one, also decry the developers for making free content.

    I would have at least charged two dollars per new unit.
  20. Deofuta

    Napoleonic Wars 1.103 patch released along with Warband 1.157!

    Dragonlordc1888 said:
    Yep, we from 84e have the same problem here with the outdated server files.

    I am having the same issue, and I have to update the official NA servers. Gah. Working on a solution at the moment and I'll get back to y'all ASAP.

    EDIT: Okay, for the server owners having problems, you will need to do the following until a hotfix is released.

    1. Navigate to your server folder.
    2. Go to Modules/NapoleonicWars
    3. Open module.ini
    4. Replace everything inside with this:

    module_name = Calradia
    compatible_with_warband = 1

    # Module versioning
    module_version = 1103 # can be used for multiplayer and single player (saved game) module versioning
    compatible_module_version = 1103 # can be used for multiplayer module versioning

    # Warband versioning
    works_with_version_min  = 1153
    works_with_version_max  = 1250

    num_hints = 0

    auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

    map_min_x  = -180
    map_max_x  =  180
    map_min_y  = -145
    map_max_y  =  145
    map_sea_direction = -40 #wave foam direction
    map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
    map_sea_speed_x = 0.02
    map_sea_speed_y = -0.02
    map_river_direction = 140
    map_river_speed_x = 0.01
    map_river_speed_y = -0.01


    air_friction_arrow = 0.002
    air_friction_bullet = 0.002

    # use meshes map_tree_a through map_tree_r on for map trees
    map_tree_types = 17
    map_snow_tree_types  = 3
    map_steppe_tree_types = 5
    map_desert_tree_types  = 4


    time_multiplier = 0.25
    seeing_range    = 6.5
    track_spotting_multiplier = 0.8

    # heroes with health below this will not appear in battles and will not contribute to party skills.
    player_wounded_treshold = 5
    hero_wounded_treshold = 15

    skill_prisoner_management_bonus = 5
    skill_leadership_bonus = 3
    base_companion_limit = 20

    player_xp_multiplier  = 2.0;
    hero_xp_multiplier    = 2.0;
    regulars_xp_multiplier = 3.0;


    display_wp_firearms = 0

    # damage below this will not interrupt melee attacks
    damage_interrupt_attack_threshold      = 3.0
    # Same thing for multiplayer
    damage_interrupt_attack_threshold_mp  = 1.0

    # You can modify the damage system by editing the following values:
    # The first three values determine the amount which will be directly subtracted from damage due to armor.
    # The next three values determine the percentage reduction from the damage.

    armor_soak_factor_against_cut      = 0.8
    armor_soak_factor_against_pierce    = 0.65
    armor_soak_factor_against_blunt    = 0.5

    armor_reduction_factor_against_cut      = 1.0
    armor_reduction_factor_against_pierce    = 0.5
    armor_reduction_factor_against_blunt    = 0.75


    horse_charge_damage_multiplier        = 1.0
    couched_lance_damage_multiplier      = 0.65
    fall_damage_multiplier                = 3.0

    #missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
    #will penetrate.

    shield_penetration_offset = 30.0
    shield_penetration_factor = 3.0

    #setting speed_power to 2.0 makes damage scale with the square of missile's speed.
    # you can set it to 1.0 to make it scale linearly as it was before.
    missile_damage_speed_power = 1.9;
    melee_damage_speed_power = 2.0;


    #change this to 0 if you want to keep the food slot in inventory window.
    disable_food_slot      = 1

    # Change this to 1 if you want to load
    # textures from Modules/<Module_Dir>/Textures/

    scan_module_textures = 1
    scan_module_sounds = 1

    #You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

    load_mod_resource = textures_face_gen
    load_mod_resource = shaders
    load_mod_resource = mm_shaders
    load_mod_resource = textures
    load_mod_resource = mmtextures
    load_mod_resource = materials
    load_mod_resource = mmmaterials
    load_mod_resource = materials_face_gen

    load_mod_resource = meshes_face_gen
    load_mod_resource = helpers
    load_mod_resource = particle_meshes
    load_mod_resource = skeletons
    load_mod_resource = tree_meshes
    load_mod_resource = xtree_meshes
    load_mod_resource = grass_meshes
    load_mod_resource = plant_meshes
    load_mod_resource = body_meshes
    load_mod_resource = object_meshes
    load_mod_resource = object_bodies

    load_mod_resource = goods_meshes

    load_mod_resource = arabian_castle

    load_mod_resource = food
    load_mod_resource = beards

    load_mod_resource = village_houses
    load_mod_resource = village_houses_a

    load_mod_resource = interiors_a
    load_mod_resource = interiors_c
    load_mod_resource = arena
    load_mod_resource = castle_a
    load_mod_resource = dungeon
    load_mod_resource = snowy_houses

    load_mod_resource = square_keep

    load_mod_resource = xtree_meshes_b
    load_mod_resource = user_interface_b
    load_mod_resource = user_interface_c

    load_mod_resource = houses1
    load_mod_resource = wall_meshes1

    load_mod_resource = town_houses
    load_mod_resource = doors
    load_mod_resource = churches

    load_mod_resource = town_houses_b
    load_mod_resource = castle_c
    load_mod_resource = castle_e
    load_mod_resource = castle_f
    load_mod_resource = castle_g
    load_mod_resource = castle_h

    load_mod_resource = gatehouse
    load_mod_resource = viking_houses

    load_mod_resource = town_houses_c
    load_mod_resource = banners

    load_mod_resource = mmparticles
    load_mod_resource = particles_2
    load_mod_resource = prisons

    load_mod_resource = skyboxes
    load_mod_resource = object_b
    load_mod_resource = destroy
    load_mod_resource = grass_meshes_b

    load_mod_resource = interiors_steppe

    load_mod_resource = town_houses_d

    load_mod_resource = arabian_props


    load_mod_resource = horse_skeleton

    #animations
    load_mod_resource = ani_horse_mounted

    load_mod_resource = ani_man_walk
    load_mod_resource = ani_death
    load_mod_resource = ani_human_mounted
    load_mod_resource = ani_man_cheer
    load_mod_resource = ani_stand_onhorse
    load_mod_resource = ani_strikes
    load_mod_resource = ani_equip_arms
    load_mod_resource = ani_run_p
    load_mod_resource = uni_strikes3
    load_mod_resource = ani_walk_sideways
    load_mod_resource = ani_run_sideways
    load_mod_resource = ani_stand

    load_mod_resource = ani_crouch_down

    load_mod_resource = ani_low_walk
    load_mod_resource = ani_turn_man
    load_mod_resource = ani_lancer
    load_mod_resource = ani_attacks
    load_mod_resource = ani_kicks
    load_mod_resource = ani_walk_backward
    load_mod_resource = ani_run_lookingsides
    load_mod_resource = ani_defends
    load_mod_resource = ani_walk_lookingsides
    load_mod_resource = ani_jump

    load_mod_resource = uni_jump
    load_mod_resource = uni_stances
    load_mod_resource = uni_equip
    load_mod_resource = uni_strike
    load_mod_resource = uni_throws
    load_mod_resource = uni_fistswing
    load_mod_resource = uni_defence
    load_mod_resource = uni_sideways
    load_mod_resource = uni_equip_musket

    # other stuffs
    load_mod_resource = rock
    load_mod_resource = raw_materials
    load_mod_resource = ui_server_filter
    load_mod_resource = ship
    load_mod_resource = arabian_houses
    load_mod_resource = tree_f
    load_mod_resource = arabian_village
    load_mod_resource = valleyProps
    load_mod_resource = workshops

    load_mod_resource = barrier_primitives
    load_mod_resource = town_houses_e
    load_mod_resource = wb_mp_objects_a


    # NW specific resources
    load_mod_resource = mmweapons
    load_mod_resource = mmuniforms
    load_mod_resource = mm_french_uniforms
    load_mod_resource = mm_french_hats
    load_mod_resource = mm_french_swords
    load_mod_resource = mm_french_firearms
    load_mod_resource = mm_russian_uniforms
    load_mod_resource = mm_russian_hats
    load_mod_resource = mm_russian_swords
    load_mod_resource = mm_russian_firearms
    load_mod_resource = mm_british_swords
    load_mod_resource = mm_british_firearms
    load_mod_resource = mm_german_firearms
    load_mod_resource = mm_german_swords
    load_mod_resource = mmprusuniforms
    load_mod_resource = mmprushats
    load_mod_resource = mmaustrianuniforms
    load_mod_resource = mmaustrianhats
    load_mod_resource = mmbrituniforms
    load_mod_resource = mmbrithats
    load_mod_resource = mm_colours
    load_mod_resource = mmanimations
    load_mod_resource = nw_custom_anim
    load_mod_resource = mmsceneprops
    load_mod_resource = mm_cannons
    load_mod_resource = mm_cannon_items
    load_mod_resource = mmhorses
    load_mod_resource = mmplants
    load_mod_resource = mmspanishbuildings
    load_mod_resource = mmczechbuildings
    load_mod_resource = mmwallprops
    load_mod_resource = mm_waterloo
    load_mod_resource = mmfurniture
    load_mod_resource = terrain_borders
    load_mod_resource = mm_sapperbuildstuff
    load_mod_resource = mmmills
    load_mod_resource = mm_fortprops
    load_mod_resource = mm_spvillagehouse
    load_mod_resource = mm_uiobjects
    load_mod_resource = mm_oimprops
    load_mod_resource = mmwoodenwalls
    load_mod_resource = frigate
    load_mod_resource = shipcrew


    limit_hair_colors = 1
    show_faction_color = 1
    show_quest_notes = 1

    dont_load_regular_troop_inventories = 1

    #assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
    disable_moveable_flag_optimization = 0

    #You can change the following to 1 for ease in module development
    show_party_ids_instead_of_names = 0

    crush_through_treshold = 2.4

    #edit mode should be enabled
    #give_performance_warnings = 1
    #dont_supress_initial_warnings = 1

    multiplayer_walk_enabled = 0
    show_multiplayer_gold = 0
    has_single_player = 0
    has_multiplayer = 1
    has_tutorial = 1

    can_crouch = 1
    can_objects_make_sound = 1
    disable_zoom = 1
    use_advanced_formation = 1
    use_crossbow_as_firearm = 1
    can_reload_while_moving = 1  # for bots!
    can_run_faster_with_skills = 1
    use_phased_reload = 1
    horses_try_running_away = 0
    lance_pike_effect_speed = 0.5 # 3.0? native.
    no_friendly_fire_for_bots = 1
    can_adjust_camera_distance = 1
    sync_ragdoll_effects = 1
    has_forced_particles = 1
    can_use_scene_props_in_single_player = 1
    disable_attack_while_jumping = 1
    disable_high_hdr = 1
    has_accessories_for_female = 1
    horses_rear_with_attack = 0

    Save, and then start up the server and you should be good to go.
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