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Film Zulu: (Michael Caine) Sixty. We dropped at least 60, wouldn't you say? (Gert van den Bergh) That leaves only 3,940.
 
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 Game Project "Zulu Response"

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martinusmagnus



Posts : 17
Join date : 2010-11-22

Game Project "Zulu Response" Empty
PostSubject: Game Project "Zulu Response"   Game Project "Zulu Response" EmptyWed Dec 10, 2014 3:53 pm

Hi,

last week I found this

[You must be registered and logged in to see this link.]

Seems like some guys are working on an "Ego-Shooter" game of some episodes of the Zulu war.

Regards

martinusmagnus
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gameleaper



Posts : 7
Join date : 2014-12-09

Game Project "Zulu Response" Empty
PostSubject: Re: Game Project "Zulu Response"   Game Project "Zulu Response" EmptyWed Dec 10, 2014 4:02 pm

I realy liked the video on the site thanks
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ffow



Posts : 4
Join date : 2015-02-15

Game Project "Zulu Response" Empty
PostSubject: Re: Game Project "Zulu Response"   Game Project "Zulu Response" EmptySat Mar 07, 2015 12:06 pm

Just came across this video:



Was interested in how they would balance out the obvious differences between each side in game, seems there's a whole lot of features between player classes to balance out such as speed of movement, tiredness, weapons sway etc.

Also liked the fact the gameplay is based off true stores with players on both sides commanding squads of AI.
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ffow



Posts : 4
Join date : 2015-02-15

Game Project "Zulu Response" Empty
PostSubject: Re: Game Project "Zulu Response"   Game Project "Zulu Response" EmptyMon Dec 28, 2015 8:27 am

I see the game is now on the Steam store (not available to purchase as yet) and there's an updated trailer for anybody interested.

Steam store



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waterloo50

waterloo50

Posts : 600
Join date : 2013-09-18
Location : West Country

Game Project "Zulu Response" Empty
PostSubject: Re: Game Project "Zulu Response"   Game Project "Zulu Response" EmptyMon Dec 28, 2015 10:52 am

I have signed up to test the early development of this game, it looks interesting enough, it will be interesting to see how well the team have managed to incorporate historic fact.
It reminds me of the Mount and blade Zulu war mod for 'The Battle of Waterloo' game. I prefer the Khartum/Zulu war mod for Napoleon Total War because it's more of a strategy game, I haven't managed to win at Isandlwana yet, I have tried everything, extended firing lines, closed firing lines and squares, it doesn't matter how I organise my forces, they are eventually overwhelmed by the sheer number of Zulus. I have even tried pushing the British forces out towards the Zulu to take the fight to them. What normally happens is that I end up with small pockets of men scattered over a wide area. I have managed to win at Rorke's Drift, just. I will give this game a try but I don't usually play these first person shooters.
A clip of NTW Zulu Mod
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waterloo50

waterloo50

Posts : 600
Join date : 2013-09-18
Location : West Country

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PostSubject: Re: Game Project "Zulu Response"   Game Project "Zulu Response" EmptyTue Dec 29, 2015 3:17 pm

I have taken a more detailed look at this game and the developers are working hard to make it as historically accurate as possible, they have developed the game beyond Isandlwana and Rorke's Drift to include other battles. The level of user interaction is also pretty good. They have developed the battlefield using GPS and satellite imagery. The team website claims 'We are currently developing a number maps based on real world locations and the battles that were fought there'.

,Realistic Maps
The maps are realistic and based on the actual battlefields of 1879. They have been scaled to the real world and based off satellite images, old drawings and maps from the period.
Relive the Battles
We've based our maps and gameplay off the actual battles or flash points from the war.

There are many configurable game options which make each game unique. Adjust realism settings for weapons, AI skill, environment, movement and tiredness during battle:
◾Tiredness impacting player movement

◾Weapons and melee effectiveness, adjust for each player and AI class

◾Adjust levels that impact AI tiredness in battle

◾Update the speed and frequency that AI move, fight and detect a target

◾Adjust Zulu speed and movement based on health

◾Command distance: will AI only respond to orders if in hearing range

◾Select game objectives like walls to breach, target spawn areas and numbers to escape

◾Game timer



I appreciate that this sort of thing is not everyone's cup of tea but anything that encourages people to develop an interest in the AZW has to be a good thing.

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