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Topics - MaHuD

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After the announcement of the 91st disbanding, they have all been dragged through the mud.
Some of them claim it is unfair, because they did everything they could to make the 91st a better place.
This claim only has any strength if they knew all along that Tavington's way of leading is not good.

I assume that if this is the case, they tried to work around Tavington to make the 91st a better place. (Both for the inside and for the outside)
However, as the recent events have shown us, this has been proven to be near impossible owing to the fact that in the end the leader holds the majority of the straws as well as the public eye.
Every-time that Tavington did something wrong in public, the entire 91st was blemished for it is due to the fact that it is the leader's behavior that shapes the regiment the most.
Based upon the reactions of the community, this has yet again also proven to be entirely true.

If we take all of that into consideration,
do you think that other regiments with similar issues (Like the 92nd) will continue following the same path as the 91st or will they instead try to get rid of their leader?
Or will regimental leaders notice that they are not untouchable and try to change their ways?
Or perhaps something else that is  "revolutionary" might happen?

I look forward to well-made hypothetical posts on the subject.

2
Forum & Website / Forum Policy Discussion
« on: May 31, 2013, 06:47:11 pm »
Since the warned/muted/banned thread was getting a bit flooded I decided to make a new topic on that subject.


Hahahahahaha. Really, because I'm speaking out against fse banning people with no proof whatsoever I must be refusing to read or incapable of understanding?
So you count yourself as one of those who are generally speaking "the same ones"? (I didn't, but if you think you are one of those there is no problem on this side.)


 
I understand very well your reasoning - because they write in the same style and they make the same anti-fse rants they must all be betty. Now, they may very well be betty, and I'm not saying betty shouldn't be banned, but you don't know that it's betty, so you have had no reason to ban WRML.

Let's assume he wasn't Betty. He was still trolling, no? No difference either way for me.


You can ban anyone you want, and nobody can stop you, but you seem to have been missing my point time and time again. I'm not saying they are not allowed to do what they want, I'm just saying it would be shitty administration and it would put them in the trashheap of other corrupt, power hungry forum administrators throughout the internet.
If it's allowed, it's acceptable right? I thought that was part of the definition of the word.
Also,

But that's fucking retarded, and that shouldn't be an excuse to go around randomly banning people. It doesn't matter if you're "technically" able to ban people whenever you want. I'm "technically" able to jump off a building in times square with a bomb strapped to my chest and kill thousands of people, but that doesn't mean it's acceptable.
You are saying they shouldn't be allowed, but you did sign it. Why would you sign something that you are against? You don't come off as someone who is cowardly or easily coursed into doing something.
Also the difference between technically being able to and being allowed to do something is different. For instance, your example is not allowed in most countries on this planet so whilst you could do it, it would be a crime. (unlike Staff-members removing people from the forum for allegedly no reason)

 

Unfortunately FSE are a game development studio, not random people who wanted to make a forum, so there's a certain standard that they have to uphold if they want to keep peoples' respect. They can do whatever they want, but not at the expense of losing face as a company.
Whilst you are certainly correct that randomly punishing people will have a negative influence it doesn't really matter that much either. I am sure you are familiar with how many of the larger Game Companies run their forums? They are still making plenty of money, more than FSE despite their incredible censorship or hello kitty policies.

Besides all of that, has that actually happened here? Has anyone who was behaving in accordance to the rules been banned? No, they all did something. One could argue that the punishment they received was too harsh or came too late, but they still broke a rule.




I can understand why you are upset, but so far you haven't really supported your viewpoint very well (you are mainly mixing up your points and giving bad examples). Which is quite annoying from my perspective, but I am sure that you think the same of me.

Also, by saying that the community won't take it if they ban people for suspecting them to be betty...
why is there so few of the community members going against it?

Certainly if it was something that the community would be against there would be a public uproar?
Or there would be people leaving the forums and setting up their own fan forum?

Quite clearly the vast majority of the members don't really mind.





3
Other Games / Solgaard Roleplay [Upcoming MB Warband modded-server]
« on: February 10, 2013, 10:46:57 pm »

[youtube]AuFnZDpypb8[/youtube]

Our Forums.
Our Steam Group.
Solgaard Roleplay is a soon to be released native server.


Backstory:
The map:
Spoiler
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     Solgaard is a resource rich Island in the Alai sea, between Jumne The Nordic Homeland, and the Calradian Kingdom of the Nords. The island was discovered by Jarl Balder 'Arn' Drakensrok, who originally colonized the lowlands of the island, creating a harbour. Though attrition from the pirates that plagued the land had driven him to abandon the harbour and set hold on the highest peak of the Island. There he stayed when Lord Constantine Rust and Lord Aaron Windfell were sent from Calradia upon hearing of the island to colonise it. Lord Constantine occupied the harbour as he was first to arrive and Lord Aaron moved for the opposite end of the Island. Though there was a large conflict between the two previously mentioned lords, resulting in a ferocious battle which was held on the coastline which ended in a white truce between the two, crippling them both rather heavily.

     Years later to the present, all three of the noble families have thrived into bustling holdings, living off eachother's trade and cooperation. The lands that Constantine holds has the only port, and the most fertile land for farming. The Lands that Lord Aaron holds, is the most rich in timber, and the Lands that Jarl Balder holds, has the most minerals and stone. All of the nobility are independent amongst themselves, following no banner but their own, having abandoned their Calradian big brothers. They found no reason to stay under their banner as they only sent Calradia wealth, so they may fight amongst themselves. Knowing that Calradia is too busy with their wars at home, they would not send armies to reclaim their territories off the main land. This is where the story continues.



Features List:

  • Naval Battles, working ships that can be purchased.
  • Storage carts which are pullable by horses and people.
  • Working siege weapons.
  • Spinning windmills.
  • Economic-system which provides a balanced roleplay for all the players.
  • Vast amount of detail in objects such as fireplaces, candles, small items such as apples and plates. Everything to make the ambiance feel warm and real.
  • The ability to write on ingame 'parchment' and give it to someone.
  • Working jobs such as miners, lumberjacks, blacksmiths, merchants, farmers, ect where you can actually gather the materials and create the items ingame to make money instead of just roleplaying the job.
  • Every tree, flower, rock, wheat, fish etc is part of the economy-system and can create new things out from it.
  • Possibility to sleep in the bed rather than just standing on the bed pretending that you are sleeping.
  • A Pirate faction. Pirates that controls the sea, plunder docks and travel routes by ship.
  • A realistic hunger system.
  • Four different factions with individual strength and resources, e.g Nords have the minerals to create swords and the pirates have ships to be purchased but also unique items from distant lands, therefore interaction between factions are crucial for everything to go around.
  • Deathmatch - No battlegroup or anything similar. If you get ambushed you are sure to be unaware of it.
  • Chests which are able to store items.
Screenshots:

Vandaris looking over the Drakensrok:
Spoiler
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The Rust keep:
Spoiler
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Drakensrok feasting hall:
Spoiler
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Puppet show cart:
Spoiler
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Execution ground:
Spoiler
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Merchants stall:
Spoiler
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The Dancing Goblin ground floor:
Spoiler
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The Dancing Goblin second floor:
Spoiler
[close]



The Staffteam:

Spoiler
DEVELOPERS:

Phoenix: Project manager, mapper, graphical designer.
Achilles: Project manager, mapper, project secretary.
sHocK: Scripter, website administrator.
Kroshnir: Scripter, website administrator.
Jur: Scripter.

PROJECT ADMINISTRATORS:

Holgard: Roleplay administrator, lore author.
Tenthshadow: Roleplay administrator, Head website administrator, beta testing manager.

PROJECT MODERATORS:

Ayleth: Roleplay moderator, PR-manager. Forum moderator.
Septimus: Roleplay moderator, forum moderator.
Protex: Roleplay moderator, forum moderator.
Chadyo: Roleplay moderator, forum moderator, Teamspeak-manager
[close]


Contact us at:
officialoasisgames@gmail.com

4
Other Games / A house Divided - Civil War boardgame
« on: November 28, 2012, 02:55:24 am »
Does anyone of you have this or has played this game?

I myself have the Dutch version of the 3rd edition.


If you know any good custom rules, feel free to share!

5
Discussions Publiques / Je m'appelle frikandel,
« on: November 11, 2012, 11:20:24 pm »
J'habite a bakje friet


6
In Development / [M] Zombiedämmerung
« on: November 11, 2012, 02:05:23 pm »



With the release of the NW module system, I will now carry out my promise to make a Zombie mod for NW.
I'll release two versions, a lite version and a normal version.

The Lite version will be NW compatible and a server-side mod only.
This will only include the switching of the teams and preventing of players rejoining the human side as well as forcing certain classes based on the team the players are in. (human or zombie)
The goal is to allow admins to turn this feature on or off and it will only work on TDM.

Video of the Alpha Lite version:
Video uploaded!
http://www.youtube.com/watch?v=yKIxEtu1LdQ&feature=youtu.be


The full mod will be a stand alone mod, and use custom skins, custom music, sounds as well as custom gametypes.
For custom gametypes one could think of things like Zombie Escape from CSS but there will also be at least one new gametype. Which should be a bit more original, altough the concept is definitely  not new.



The plan is to first create the very basic mechanics. In other words, I'll first create most of the features of the lite version.
A list of things to do and it's progress

 Lite version: (Completely servers side) * On hold till Full is finished *
Spoiler
  • Switch players to the zombie team if they die as a human.
  • Prohibit joining of the human team
  • Auto move all players in the game to the human team after 30 seconds. (Only counts when there are people in the server)
  • 10 seconds  after all players are forced into the human team, a random human gets switched to the zombie team.
  • Auto restart map or switch to the next one when all human players have been zombified.
  • Killed humans respawn on place of death as zombie. (for an example click here)
  • Class re-balancing..
  • Item rebalancing..
  • Make the first zombie the "zombie lord" with increased stats.
  • If there is a large amount of players, more players are chosen to start as a zombie.
  • Make new setting options for servers. Like customizable time duration before everyone is switched to the human team, and then back to the zombie team. Aswell as the scaling factor of starting humans vs zombies. (This one will require the admin to use a small extra file, if the admin want's to use this feature.)
  • Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)
[close]
Full Version:

  • Class re-balancing..
  • Zombie Panic gamemode (done)
  • Allow picking up of a variety of objects to use as makeshift weapons. Think of; bread, apples, chairs, stools, brooms etc.
  • Add chance of weapons breaking.
  • Add horde bonus
  • Add zombie skins.
  • Add zombie sounds.
  • Add soundtrack(s).
  • Add extra voice commands.
  • Add combat sounds (for brooms, bread, chairs etc.).
  • Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)


    The list is not complete and I will expend as I work, I don't want to make a giant list of things to do as of yet as all that red looks depressing to me. :P
    (done) = well its done as in completed.
    busy = working on it at this moment.
    red = not started on it yet.
    "Porting" means that I will be using stuff that I previously coded for my native zombie mod but I'll refine the code.



     
    Planned Gametypes

     
    Zombie Panic (Only gamemode for the Lite version)
    Your standard zombie gameplay, where humans start out spread around and have to survive for as long as possible on a map with some defensive positions and ambush positions here and there. A human that dies turns into a zombie

     
    Zombie Escape
    Based on the CSS server mod. The players need to get from point A to point B. To get there they need to do a variety of tasks that slow them down. In the meantime zombies will be released and they will start chasing the human group. A human that dies turns into a zombie.
    Humans need to be quick and precise and work together to reach point B.

     
    Redoubt
    A suprise for now.

     
    Cleanup
    Small number of zombies hiding in a village, a regiment has been ordered to go inside and "cleanup".
    No respawn for zombies or humans, humans that die will turn zombie though.
    Last team standing wins!

     
    Art of Defence
    Invasion mode with humans defending a defensive position with multiple rings of defence to fall back to.
    Attackers will be zombie bots.
    server setting: Humans that die can respawn as a zombie (enable or disable)




    I will add more info, and update this topic as I go.
    You are allowed to make suggestions, but I myself shall decide what I will do and what I won't do.
    I won't be publicly releasing the Lite version until the full mod is at least in beta.
    I will however hand it out to a select few people that I choose myself prior to this.

    Credits/Props to

    Wolfy (Testing & providing server!)
    Cmp  (solving coding problems)
    Caba'drin (solving coding problems)
    Barny (Testing & providing server!)
    Hiddos (Testing & providing server!)
    Rudovich (Texturing)
    Fredelios (model help)
    Belendor (modelling)
    Mack (scening)
    Menelaos (signature)

    Team:

    MaHuD (Teamleader, Coding & Game Design)
    Moogs (Coding & Game Design)
    Gobi (stuntman)

    We could use some graphical artists aswell as level designers. Please PM me if you wish to help out in anyway.

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