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Topics - pengbuster

Pages: 1
1
Modifications / Issue with texturing
« on: August 03, 2017, 09:30:08 am »
So I was making a russian german legion unit, and in the process the texture became highly luminescent. Any ideas on how to solve?
Spoiler


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2
Skins & OSP Resources / Pengbuster's Skins [OSP]
« on: August 03, 2017, 12:35:25 am »


Pictures
Ranker
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Flag Bearer
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Officer
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Drummer
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Fifer
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OSP was used, thanks to Johny's 1807 Russian uniform
Pictures
Ranker
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Flag Bearer
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Officer
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Drummer
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Fifer
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Pictures
Ranker
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Flag Bearer
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Officer
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Drummer
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Fifer
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Pictures
Ranker
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Flag Bearer
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Officer
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Hornist
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I'm taking skin requests

3
Released Modifications / Napoleonic Wars Remastered
« on: July 09, 2017, 12:48:58 am »
https://steamcommunity.com/sharedfiles/filedetails/?id=970396778

Hello, this is a version of Napoleonic Wars that has been edited by me, the list of changes are below.

General Changes
 - Grenadiers now actually have grenades (cool!), grenadier musket accuracy reduced
 - DONT WORRY THE GRENADES ARE BALANCED
 - Sword Bayonets deal more damage
 - All units can mount horses (infantry and arty will be slower of course)
 - Slight animation changes
 - Foot Guard class exaggerated, more damage, worse accuracy
 - Textures modified
 - Rifle stab does less damage

Britain Changes
 - King's German Legion 5th Batallion replaced with 47th Regiment of Foot (Grenadier class), uniform replaced
 - 6th Inniskilling Dragoons have medium horses and cavalry musket (normal heavy dragoon)
 - Cavalry muskets are the longer russian ones in melee

France Changes
 - 84e Régiment d'Infanterie are Grenadier class
 - Old guard class is now guard grenadier (More health, TERRIBLE musket accuracy, grenades)
 - Cuirrassier class is now chasseur (light dragoon)
 - Horse grenadiers have grenades too (worse health and damage)
 - Cavalry muskets are the longer russian ones in melee

Russia Changes
 - Line militia pikes are the long ones that partizani get
 - Grenadirskiy Pehotiny Polk (Bananahats) are now grenadier class
 - Cossacks have faster horses, shorter lance

Prussia Changes
 - 23. Rheinische Infanterie-Regiment are replaced with Ostpreussen Grenadier Regiment Nr. 1, uniform replaced
 - Prussian dragoons have heavy sabres

Austria Changes
 - Hungarian grenadier is now guard grenadier class

Notes
 - I am aware of the script errors, I am trying to get that fixed, if you have a suggestion add me on steam
 - Main menu and loading screen and general out of game ui is going to be replaced in future
 - I will be working to get a public server on this mod

How to Install
 - Subscribe to mod and let it download
 - Navigate to Steam Folder/steamapps/workshop/content/48700/
 - Rename folder 970396778 exactly to Napoleonic Wars Remastered (EXACTLY OR IT WONT WORK)
 - Move Napoleonic Wars Remastered to Steam Folder/steamapps/common/MountBlade Warband/Modules
 - Ur good to go

Thanks for looking at this

4
Training Maps / Pengbuster's Cavalry Training Map
« on: July 06, 2017, 11:24:14 am »
Hey, so this is a map that I made for my reg for training and just wanted to share with you. Roughly my 3rd map Ive made and I think it looks decent so yeah here it is.
Pictures
Overview

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Spawn Area

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Regimental Meeting Area

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Groupfight Arena

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Jousting Arena

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Formations Area

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Town

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I know theres a bunch of empty space so if you have any ideas what I should put in there other than more houses which is all I can think of let me know

Download: https://drive.google.com/file/d/0B4ryYIh14YsQMzkyT1V0VHJhNTA/view?usp=sharing

Terrain Code
Code
scn_mp_borodino_morn mp_borodino_morn 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000330004563000d23480000074800005c49000021c5 
  0
  0
 outer_terrain_plain

5
Events: NA / 15y Wednesday Siege/Linebattle
« on: May 25, 2017, 08:12:30 pm »

 
The KPR previously hosted this event for over two years, becoming a popular hub for many NA regiments.
It is has been taken over by the VI Corps. If you are looking for a stable and well-run event, look no further.


This Wednesday event contains two portions of gameplay:
 
Two rounds of siege (20 minutes each) and a short line battle afterward using the KPR's Monday Line Battle rules.
 
Please read ALL rules carefully to ensure that you understand how this event operates before signing up.



Information

Available Roles:
Line Infantry, Skirmishers,
Cavalry, Artillery, Horse Artillery
(Horse Artillery only used in line battle)
 
TeamSpeak IP:
vi.teamspeak3.com

 
Join TeamSpeak at 7:30PM EST for attendance.
Specialist role selection happens at that time.
Application Template
 
Copy and paste the following template to
a new reply and fill in the information.

 
Quote
Regiment Name:
Estimated Attendance:
Regiment Leader (Steam):
Do you agree to ALL rules?:



GENERAL RULES
  • The rules are considered to be your warning. Any further warnings are at the discretion of the admin(s).
  • No trolling: teamkilling, teamwounding, kicking, obstructing artillery, destroying useful defenses etc.
  • Profane or abusive language & imagery, taunting, spamming, racial or ethnic slurs will not be tolerated. This also covers insulting the admins.
  • If an admin asks a question only regiment leaders should respond.
  • If a regiment leader has an issue with something or someone during the event, please contact one of the KPR admins. Do not take unilateral action.
  • NO CHEATING. This includes everything that gives someone an unfair advantage over others that play the game normally.
  • Ramboing is never allowed. Siege rules alter this for the inside of forts.
  • Regiments may only charge an enemy that is within 100m distance of them (max unit spread is 10-men).
  • Firing on the charge (FoC) is allowed, but no reloading until in formation again. Firing out of line (FoL) isn't allowed unless otherwise stated.
  • Musketoons are NOT allowed. Players found using them in a live round will be slain without further warning.

SIEGE RULES

Time Limit:
# of Lives:
Unit Types:
Restrictions:
Artillery Use:
Attackers:
Defenders:

2 rounds @ 20-min maximum each. Line battle follows afterward.
Unlimited for Attackers | 5 for Defenders (30-second respawn) | Switch to spectator and back to your unit if you cannot respawn.
You may take any unit type excluding riflemen and cavalry. Infantry units using cavalry muskets are allowed.
Each regiment may only have 1 officer and 1 sapper (100 build points). Explosive crates and planks are allowed. Artillery are not allowed to use rockets.
Attackers may only use a maximum of 2 artillery pieces (any 2 of: cannon, howitzer or mortar) | Defenders may use all available artillery pieces.
Must move out in lines of at least 4 men.May charge (and fire) within 100m of the fort. Firing out of line is allowed INSIDE the fort.
Defenders should remain inside the fort. If they leave, they must move out in lines of at least 4 men (FoL isn't allowed).

 
LINE BATTLE RULES

Basic Rules:

 
 
 
Combat Rules:

- 2 or more maps. Best 2 out of 3 rounds @ 20 minutes max. per round. All charge is called after 15 minutes. Bonuses are turned on.
- Maximum of 1 officer, flag bearer, and musician per regiment (counts toward unit total unless stated otherwise).
- If your unit drops below 3 players, join another unit and act as that unit. Artillerists are exempt from this rule.


- Regiments may not split up forces unless they occupy different roles or is stated otherwise.
- No crouching while engaging the enemy (unless otherwise stated). You may crouch while out of combat.
- If attacked at any point, you may use your weapons to defend yourself, but must reform after the threat is gone.
- If in an anti-cav formation, a combination of shooting and melee is allowed. Otherwise, FoC rules apply.
- Firing on the charge (FoC) means that you must immediately engage in melee. You may reform if the enemy retreats.
- 3 players that are near each other and in formation may reload their weapons and continue firing IF their regiment is in melee.

Unit Rules:

Line Infantry Rules
- Up to 1/2-man spacing between people in the line.
- Use any line infantry unit type including the Austrian Grenzers (infantry musket only). UK, France, and Russia light infantry is not allowed.
- May form double rank formation. The front rank may crouch at any time provided that the rear rank remains stationary.
- A line of 30 people or more may split lines for better management. Alternatively, they should use double rank formation.

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Cavalry (Specialist) Rules
- Max. of 15 horsemen (including officer and musician), all of a uniform class.
- Dragoons are allowed, but must form a staggered or regular line that is static with 3-man spacing to fire.
- Dragoons may fire on the charge, but must immediately engage in melee as per the FoC rules.
- Dismounted cavalry act as light infantry and are subject to Skirmisher rules.
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Skirmisher (Specialist) Rules
- 15 riflemen max. (doesn't include officer/musician)  OR  18 light infantry max. (Russian rifle class with cav musket = light infantry).
- Excess players must use line infantry and form a line or join a friendly line.
- May crouch in combat while firing and reloading.
- May pick up and use the weapons of other skirmishers (swapping rifle for musket and vice-versa).
 
Formations
- Riflemen use any formation with a max. of 5-man spacing. Repeat issues with spacing larger than 5-man will result in the offending players being slain.
- Light infantry use a staggered line formation with a max. of 3-man spacing. Formation may remain fluid, but shooting should be done in static formation.
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Artillery (Specialist) Rules
- 20 players maximum (including artillery guard and sappers)
- Max. of 2 cannons and 1 howitzer. This configuration may not be changed. Regiments can opt to forgo the use of one of the guns if low on crew.
 
Defences
- Max. of 2 sappers allowed. Build points are set to 150 and explosive crates are not allowed to be used.
 
Artillery Guard
- Artillery guard may use the light infantry class and act as light infantry if they wish to move out from the artillery position.
- Artillery guard may move and shoot freely while within 15m of an active artillery piece.
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Horse Artillery (Specialist) Rules
Horse artillery roams the battlefield at will and should not interfere with the assigned artillery.
- 15 players maximum: 3 cannon crew minimum, remaining players use light infantry, 1 sapper max. is optional. 
- Excess players must use line infantry and form a line or join a friendly line if under 3 players.
- Max. of 1 cannon with minimum 3 to crew it. This configuration may not be changed.
 
Defences
- Max. of 1 sapper allowed. Build points are set to 150 and explosive crates are not allowed to be used.
 
Light Infantry Guards
- Light Infantry guards may use the light infantry class and must observe normal light infantry formation rules.
- Light Infantry guards may not move away separately from their mobile cannon. Offenders will be considered rambo.
- May crouch in combat while firing and reloading.
- May pick up and use the weapons of other units (swapping musket for rifle and vice-versa).
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Restrictions:

- Only the regiment that signed up for a specialist role may play that class.
- Sappers (engineers) may only be used by the regiments signed up for artillery.
- May pick up and use any weapon that is dropped by others except rifles unless stated otherwise.



Questions should be directed to the contacts mentioned in the Event Admins section.
 
Thank you for taking the time to read this.

 
Thread format created by [22nd] Amit

6
Regiments / VI Corps of the Coalition Army of Flanders
« on: April 28, 2017, 03:39:32 am »







Hello! We are the VI Corps. On the 27th of April, 2017, the 66e Dernier Royale Bataillon, the 6e Régiment de Dragons, and the 101st Airborne Division banded together to form a new brigade after the fall of Nushroom's First French Empire. With the 66e and the 6eRD having been in previous brigades that were very unstable, we created a new brigade with no singular leader, more rather a council of the regiment leaders. We run on the idea that a regiment still has a sense of individuality and has their own choice as an individual unit even though they are in an army. If your regiment would like to join, message one of the regiment leaders listed at the bottom of this thread.





About: The 66e Royal Batallion is a regiment dedicated to becoming the best regiment in the community. We will train hard, work hard, and play harder. We will maintain a degree of professionality at all times and have fun doing it. Joining our ranks means pledging to be the best soldier you can be, both on and off the battlefield.
Thread: https://www.fsegames.eu/forum/index.php?topic=35307.0



About: The 6e Régiment de Dragons is a casual North American dragoon regiment that is fairly experienced and is currently one of the only active dragoon regiments in Napoleonic Wars. We focus on maintaining our skills, while still creating a fun environment that you will hopefully enjoy if you join.
Thread: https://www.fsegames.eu/forum/index.php?topic=34150.0



About: We are a Mount and Blade Napoleonic Wars regiment that is modeled after a more modern american regiment. We are mostly a skirmisher/light infantry regiment but we also do line infantry. We strive to maintain strict leadership and a friendly community.
Thread:



Colonel MikeLongbow


Major Front


Commandant JesusSquirrel


Colonel pengbuster


Major Late


Sous Lieutenant Fritz


Colonel Bradmann


Lieutenant Colonel Golde


Captain m1keeee




Basic Event Rules
  • Profanity will not be tolerated.
  • Ramboing will not be tolerated and will be met with an immediate slay.
  • FOL will not be tolerated and will be met with an immediate slay.
  • FOC is acceptable only for infantry/skirmishers.
  • No attached skirmishers.
Thread: https://www.fsegames.eu/forum/index.php?topic=34278.0



Basic Event Rules
  • No intentional teamkilling
  • No racism or sexism
  • Keep all chat clear of cancer
  • No spamming
  • No trolling
  • Obey event admins
  • Any rulebreaking will result in a slay, the 3rd from the same individual will result in a tempban
  • If any regiment breaks the rules 12 times, then they will be removed the current and next event
Thread: https://www.fsegames.eu/forum/index.php?topic=35002.0




7
Modifications / Where to put scripts
« on: April 03, 2017, 09:01:42 pm »
I have these 2 scripts, I know which files to put them in, but how do I put them in?

module_mission_templates
Code
automatic_fire_init = (
    ti_before_mission_start, 0, ti_once, [],
   [
       (call_script, "script_autofire_reset_values"),
   ])
   
automatic_fire_test = (
    0.2, 0, 0,
   [
       (key_is_down, key_left_mouse_button),
      (neg|key_is_down, key_right_mouse_button),
      (assign, "$has_item_equipped", 0),
      (get_player_agent_no, ":player"),               
      (call_script, "script_autofire_agent_try_for_items_equipped", ":player", "itm_amer_ar", "itm_union_smg"),
      (eq, "$has_item_equipped", 1),
      (agent_is_alive, ":player"),
      (neg|agent_is_wounded, ":player"),
      (eq, "$autofire_lock", 0),
   ],
   [
        (assign, "$autofire_lock", 1),
       (try_begin),
        (gt, "$ammunition", 0),
        (try_for_agents, ":agent"),
           (get_player_agent_no, ":player"),
          (agent_get_position, pos3, ":player"),
           (position_move_x, pos3, 1),
           (position_move_y, pos3, 96),
           (position_move_z, pos3, 125),
          (particle_system_burst, "psys_muzzle_flash", pos3, 1), #You'll need to make your own muzzle flash particle system, it's rather simple.
               (play_sound, "snd_fullautotest"), #Change the sound to your liking
          (call_script, "script_autofire_get_agent_positions", ":player", ":agent"),
          (try_begin),
              (eq, "$autofire_damage", 1),
             (call_script, "script_autofire_damage_agent", ":player", ":agent", "psys_game_blood", 15, 10, 17), #Particle system not working yet
           (try_end),
                (val_sub, "$ammunition", 1),
       (try_end),
         (else_try),
            (eq, "$ammunition", 0),
            (agent_set_animation, ":player", "anim_reload_crossbow"), #Change the animation to your liking
            (assign, "$ammunition", 180),
         (try_end),       
       (assign, "$autofire_lock", 0),
   ])

autofire_ammo_init = ( #also needed, or you will enter scenes with no ammo.
ti_before_mission_start, 0, ti_once, [],

 [(get_player_agent_no, ":player"),
  (agent_has_item_equipped, "itm_cartridges"),
  (assign, "$ammunition", 180),
   ])

module_scripts
Code
#Autofire script by cdvader and Rize---------------------------------------------------------         
   #script_autofire_damage_agent
   #Input 1: Damager.
   #Input 2: Agent.
   #Input 3: Particle System Burst.
   #Input 4: Particle System Burst Power.
   #Input 5: Random damage value BEGIN.
   #Input 6: Random damage value END.
   #Output: Damage.
   ("autofire_damage_agent",
   [
       (store_script_param, ":player", 1),
      (store_script_param, ":agent", 2),
      (store_script_param, ":psys", 3),
      (store_script_param, ":psys_power", 4),
      (store_script_param, ":l_range", 5),
      (store_script_param, ":h_range", 6),               
      (try_begin),
          (agent_get_position, pos1, ":agent"),
                    (agent_get_position, pos2, ":player"),
                    (neg|position_is_behind_position, pos1, pos2),
         (particle_system_burst, ":psys", pos1, ":psys_power"),
          (store_agent_hit_points, ":hp", ":agent", 1),
         (store_random_in_range, ":rand", ":l_range", ":h_range"),
         (val_sub, ":hp", ":rand"),
         (val_max, ":hp", 0),
         (neq, ":agent", ":player"),
         (agent_is_alive, ":agent"),
         (agent_set_hit_points, ":agent", ":hp", 1),
         (assign, reg1, ":hp"),
         (try_begin),
            (gt, reg1, 0),
            (display_message, "@Delivered {reg1} damage."),
         (try_end),
         (try_begin),
             (lt, ":hp", 1),
            (agent_deliver_damage_to_agent, ":player", ":agent"),
         (try_end),                   
      (try_end),
   ]),

    #script_autofire_agent_has_item_equipped
   #Input 1: Agent.
   #Input 2: Weapon item.
   #Output: $has_item_equipped variable.
   ("autofire_agent_has_item_equipped",
   [
       (store_script_param, ":agent", 1),
      (store_script_param, ":item", 2),
      (try_begin),
          (agent_get_wielded_item, ":w_item", ":agent", 0),
         (eq, ":w_item", ":item"),
         (assign, "$has_item_equipped", 1),
      (else_try),
          (assign, "$has_item_equipped", 0),
      (try_end),
   ]),
   
   #script_autofire_agent_try_for_items_equipped
   #Input 1: Agent.
   #Input 2: Weapon item BEGIN.
   #Input 3: Weapon item END.
   #Output: $has_item_equipped variable.
   ("autofire_agent_try_for_items_equipped",
   [
       (store_script_param, ":agent", 1),
      (store_script_param, ":item_begin", 2),
      (store_script_param, ":item_end", 3),
      (try_for_range, ":all_items", ":item_begin", ":item_end"),
         (agent_get_wielded_item, ":w_item", ":agent", 0),
         (is_between, ":w_item", ":all_items"),
         (assign, "$has_item_equipped", 1),
      (else_try),
          (agent_get_wielded_item, ":w_item", ":agent", 0),
         (eq, ":w_item", ":item_begin"),
         (assign, "$has_item_equipped", 1),
      (else_try),
          (agent_get_wielded_item, ":w_item", ":agent", 0),
         (eq, ":w_item", ":item_end"),
         (assign, "$has_item_equipped", 1),
                (else_try),
                    (troop_get_type, ":walker", ":agent"),
                    (eq, ":walker", tf_walker),
                    (assign, "$has_item_equipped", 1),
      (else_try),
          (assign, "$has_item_equipped", 0),
      (try_end),
   ]),   
   
   #script_autofire_reset_values
   #Input: None.
   #Output: Resetted values.
   ("autofire_reset_values",
   [
      #(assign, "$dist_val", 100),
       (assign, "$autofire_lock", 0),
       (assign, "$autofire_damage", 0),
      (assign, "$has_item_equipped", 0),
   ]),
   
    #script_autofire_get_agent_positions
   #Input 1: Shooter.
   #Input 2: Agent.
   #Output: Positions.
   ("autofire_get_agent_positions",
   [
       (store_script_param, ":player", 1),
      (store_script_param, ":agent", 2),
       (agent_get_look_position, pos1, ":player"),
      (agent_get_position, pos2, ":agent"),
               (agent_get_position, pos3, ":player"),
      (get_distance_between_positions, ":dist", pos1, pos2),
      #(assign, "$dist_val", 100),
               (get_distance_between_positions, ":range", pos2, pos3),
               (lt, ":range", 2000), #Increase range here
      (try_begin),
          (neq, ":agent", ":player"),
          (lt, ":dist", 100),
         (assign, "$autofire_damage", 1),
      (else_try), #TODO: Fix this try_for_range loop to drastically decrease the size of the script.
          #(try_for_range, reg2, 0, 250),
          #    (neq, ":agent", ":player"),
          #    (position_move_y, pos1, 100),
         #    (position_move_z, pos1, -100),
         #    (get_distance_between_positions, ":dist", pos1, pos2),
         #   (val_add, "$dist_val", 100),
         #   (lt, ":dist", "$dist_val"),
         #    (assign, "$autofire_damage", 1),
          #(try_end),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 200),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 300),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
         (neg|position_is_behind_position, pos2, pos1),
                        (lt, ":dist", 400),
         (assign, "$autofire_damage", 1),
                (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
         (lt, ":dist", 500),
                        (neg|position_is_behind_position, pos2, pos1),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 600),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 700),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 800),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 900),
         (assign, "$autofire_damage", 1),
      (else_try),
         (neq, ":agent", ":player"),
         (position_move_y, pos1, 100),
         (position_move_z, pos1, -100),
         (get_distance_between_positions, ":dist", pos1, pos2),
                        (neg|position_is_behind_position, pos2, pos1),
         (lt, ":dist", 1000),
         (assign, "$autofire_damage", 1),
      (else_try),
          (assign, "$autofire_damage", 0),
      (try_end),
   ]),
#---------------------------------------------------------

8
Modifications / Help with automatic rifles
« on: March 17, 2017, 04:15:53 am »
Hi, does anyone know how to make a sort of automatic rifle script? I would like to make a musket that only reloads once every 15 shots and is a bit more accurate.

9
Events: NA / A Tuesday Linebattle
« on: February 23, 2017, 11:48:02 pm »





Information

Hello! This is a Tuesday line battle. If you want to join, please reply to this page with the format listed below under "Event Application Format." If and when you are accepted, you will automatically be assigned line infantry for the following event. If you would like to apply for a specialty, please reply to the forum thread AFTER FRIDAY 7 EASTERN STANDARD TIME. If you apply for a specialty before this time, you will automatically be denied any specialties the following event. Remember, specialties are first come first serve, no exceptions, so whoever signs up for a special first will get priority for that special the following event. Signups will occur at 7:30 EST on nr9.ts.aspnix.com.


|Application Formats|

Event Application Format

Regiment Name:
Regiment Leader's Steam Link:
Expected Attendance:
Do You Agree To The Rules?:

Specialty Application Format

Regiment Name:
Specialty Desired:
Date Applying For Specialty (MM/DD):

Admin Application Format

Full Name (Including Regimental In-Game Tags):
Current Regiment You Are In:
Why You Want to be Admin:
Why You Should be Admin:
Previous Admining Experiences:
Steam Link:

|Event Staff|


Organisers

15y pengbuster

Head Admins

LIR Jetch
1erPLG SillyWilly


Admins

Nr9 Getty
15y Jesus Squirrel
Nr9 Chemie


Make sure once you have signed up to add one of the organisers on Steam!
|Rules|


General Event Rules

Team killing is not allowed
No spamming chat
No ramboing
Obey all commands given by admins
Any rule breaking will result in a slay, no warnings
When either team drops below 3 men, no rules will be in place

Class Rules


>3 men allowed
FiC, RiC, FoL, and RoL are not allowed
You must join another line if you drop below 3 men
May only use line and guard infantry classes
No spacing allowed
Crouching is not allowed
Single file lines only

8-15 men allowed
FiC is allowed
RiC, FoL, and RoL are not allowed
May choose line infantry, light infantry, or riflemen classes
When line/light infantry class, 3 man spacing is allowed
When riflemen, 5 man spacing is allowed
May crouch while firing or reloading

8-15 men allowed
FiC, RiC, FoL, and RoL are not allowed
Must dismount if below 3
Dragoons may have 3 horse spread while firing
Charges may only be continued to lines 15 paces away
Dismounted cavalry are considered light infantry


7-12 men allowed
1 officer, 2 rankers, 2 trains, 2 sappers allowed
Maximum of 2 artillery pieces
1 howitzer maximum
Sappers may only build regular defenses
Artillery guards must use guard infantry class
Guards may only fire within 15 paces from an active arty piece
Guards not in the vicinity of an active arty piece are considered line
Arty is considered active when artillery men are within 15 paces




10
Regiments / 15y Ulanskii Tatarskii Polk
« on: November 21, 2016, 06:13:24 am »






The 15y Ulanskii Tatarskii Polk is a casual North American lancer regiment that is fairly experienced. We were founded in November of 2016 as the 6e Régiment de Dragons. In June of 2017, we renamed to the 15y Ulanskii Tatarskii Polk. We focus on maintaining our skills, while still creating a fun environment that you will hopefully enjoy.


Senior Officers
Polkovnik pengbuster

Mayor Jesus Squirrel

Junior Officers
Starshiy Vakhmistr CharlieSNAP

Starshiy Praporschik Nacholibre

Praporschik Joey_B123

Enlisted
Starshina DatDjNinja

Starshiy Serzhant RemoteRare
Starshiy Serzhant Hero

Serzhant NeedForSleep98
Serzhant VerbalDrop
Serzhant Connwynn
Serzhant Awesomepelt
Serzhant GeorgiaPeaches
Serzhant Oogway

Yefreytor DeathShambler
Yefreytor rood
Yefreytor selic

Ryadovoy Tommy
Ryadovoy SneakyProgrammer
Ryadovoy Newberry
Ryadovoy xmarky
Ryadovoy MrBelb
Ryadovoy Averill/Amaral
Ryadovoy Bubby
Ryadovoy The Red Baron
Ryadovoy Camel
Ryadovoy coconot13
Ryadovoy Kingopai1
Ryadovoy TheOnlyOverseer
Ryadovoy Raphael3215

Prizyvnik Cupcake234
Prizyvnik DjinnOfGinn
Prizyvnik jktu123
Prizyvnik Oakpower
Prizyvnik Nikipro10
Prizyvnik Raminel
Prizyvnik Andulesan
Prizyvnik Spartan

Specialists
Muzykant Seb
Muzykant SirJohn

Flag Noistel Flaggot




Senior Officer Ranks

-Polkovnik-
 
-Podpolkovnik-
 
-Mayor-

-Rotmistr-



Junior Officer Ranks

-Starshiy Vakhmistr-
 
-Vakhmistr-

-Poruchik-
 
-Starshiy Praporschik-
 
-Praporschik-



Enlisted Ranks

-Starshina-
 
-Starshiy Serzhant-
 
-Serzhant-
 
-Yefreytor-
 
-Ryadovoy-
 
-Prizyvnik-



Specialist Ranks

-Muzykant-
 
-Flag Noistel-

-Nayemnik-



The 15y mainly focuses on casual events such as linebattles and sieges, and we may occasionally do a 1v1 but that is not very likely. Our normal weekly schedule looks a bit like this.

Monday: Off Day
 
Tuesday: A Tuesday Linebattle
 
Wednesday: 15y Wednesday Siege/Linebattle
 
Thursday: Off day
 
Friday: Off day
 
Saturday: Saturday "Ode to the IV Korps" Linebattle
 
Sunday: 63ème Régiment d'Infanterie de Ligne Sunday Linebattle!





3/1/17
Wednesday Line Only Event
[youtube]https://www.youtube.com/watch?v=Lzr6A6KjCgM&t[/youtube]
[close]
3/5/17
63ème Régiment d'Infanterie de Ligne Sunday Linebattle
[youtube]https://www.youtube.com/watch?v=OklotSrEReo[/youtube]
[close]




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