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Topics - Rigadoon

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1
Iron Europe / Developer Blog #3 - Revival Plans, Iron Europe 2.0
« on: August 04, 2014, 01:31:14 pm »

Developer Blog #3 - Revival Plans, Iron Europe 2.0
Hopefully, the lack of new information hasn't given the impression that the mod has been abandoned. The team has been hard at work improving the mod, taking into consideration the suggestions and criticism we have received. All aspects of the mod will be refined and some widely requested new features will be added. All of these changes will culminate in a large update called Iron Europe 2.0. This developer blog will cover a small portion of our overall plans for the update.

More dynamic gameplay is one of our main focuses. An issue that lots of people have reported is that on each map, the factions will always capture and hold the same flags, round after round. Due to the respawning of defenders and lack of cover, it is almost impossible to capture points, leading to repetitive gameplay. A start to fixing this is to lock spawning on flags where combat is happening. This will remove the frustrating moments when you're trying to cap a flag and get shot in the back due to a spawning defender. As well, our current maps will be reworked to provide more cover, allowing for easier movement between flags. New maps will also be made with this in mind. As a result of these changes, game-play will be much less repetitive and more tactical.

As many of you have guessed, the United Kingdom will be making its appearance in IE 2.0. Docm's contribution of a Canadian Uniform gave us a huge head start.


We have plans to add different regiments to each faction, meaning that you might see Scottish, Canadian, Australian and other Dominion troops as part of the new UK faction as well as the Foreign Legion and Bavarians for France and Germany, respectively. However, depending on how we progress in the coming weeks, they may or may not be part of the upcoming update. Still, if there is a particular regiment you would like to see in the game, let us know and we would be happy to consider your suggestion.

More info on our plans for Iron Europe 2.0 will be released in future developer blogs. We believe that an update of this size will be able to revive the mod as there is plenty of room for improvement and NW still maintains a sizable player-base. If you enjoyed playing the mod when it was populated, please help us to rebuild the community so that you can do so once again upon the release of IE 2.0.  For instance, you might be interested in joining our public weekly monday event at 19.30 GMT +1. For more information, check this page. As always, thanks to those who continue to support us.


2
Iron Europe / Patch 1.21 Released!
« on: April 20, 2014, 07:32:50 am »
Patch 1.21 fixes some issues in 1.2 and adds a couple new animations.

Changes
-Fixed Lebel loading time
-Fixed Lebel firing sound
-Removed useless server side debug messages
-New 'Call Medic' animation by pressing H
-New 'Surrender' animation by pressing J
-New 'Salute' animation by pressing K

New Animations
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Download
This download will update any previous version to 1.21.

3
Iron Europe / Patch 1.2 Released!
« on: March 29, 2014, 07:10:54 pm »
Patch 1.2 is here. We apologize for the long wait for the patch. We have identified and fixed what we believe was the main issue causing the serious lag. However, we haven't managed to get enough people to test it so this is yet to be confirmed. A bunch of new features and items have been added which we hope you guys will enjoy.

Gameplay changes
- Morphine now refills more health
- Bandages and morphine can now be refilled from regular ammunition crates
- Slightly decreased Grenatenwerfer size
- Changed reloading time for the single load rifles
- Added checks telling the player he doesnt have the correct item equipped when playing as standard trooper and fixing a bayonet

Fixes
- Fixed animation for binoculars
- Fixed the bullets coming out from above your head when crouching
- Fixed invisible items spawning bug with attachments
- Fixed spawn glitch on Battle of Ardennes
- Fixed German sentry missing collar
- Fixed the reloading animation sometimes not being played just after shooting
- Added checks to make sure the agent is actually carrying a weapon when attaching stuff
- Added presentation checks to server side triggers for fixing bayonets

New Features
- New scabbards for German knives and bayonets
- New animation for firing artillery
- New animations for the heavy machine guns
- New animations for the French Lebel rifle
- New Minenwerfer light mortar for Germans
- New medic Adrian helmet for French medics
- New hats for French snipers
- New French Sentry class
- New French Rifle Grenadier Class equipped with VB launcher, VB grenades, and a new uniform
- New Aufpflanzbarer Grabendolch knife bayonet for German Stormtroopers, attachable to the K98AZ
- New firing sound for Lebel rifle
- New animation for bolting the Lebel rifle and other single-reload rifles
- New Verdun map by Joseph
- New Luger pistol
- New French artillery uniform

Performance Enhancement
- Key checks recoded. It should fix the major crashes and lag.
- Fixed all IE-related errors in the BRFs
- Removed all unused textures and meshes both in the code and BRF
- Moved all textures and materials to separate BRFs

Download

IE_Official_EU1 has been updated. There will be a NA server up shortly.

4
Iron Europe / Open Beta Test 1.2
« on: March 11, 2014, 11:44:57 pm »
Since we are unable to get enough people to test if the 100+ player lag and crashes have been fixed, we're beta testing the patch. Download links are in the download thread. The server hosting 1.2 is called IE_Official_EU_Event.

5
Iron Europe / Developer Blog #2 - Patch 1.2
« on: March 10, 2014, 01:38:31 am »
Developer Blog #2 - Patch 1.2

Today's Developer Blog will talk about the team's work over the week on Patch 1.2 and show the new French Sentry and Rifle Grenadier classes.

The biggest priority was, of course, to figure out a solution to the lag issues that have been plaguing servers reaching more than 80 players. Thankfully, the FSE team took the time to help us identify the issue and we're fairly certain that it has been fixed. However, we plan to test it extensively to confirm this. Additionally, we have reworked our BRF files, major reorganizing has been done and unnecessary resources have been deleted. This should further improve performance. If the testing goes well, 100-200 people playing on a server should no longer be a problem.

As well, we've worked to flesh out our current factions. New classes, weapons and uniforms have been added. Two major things that'll be shown in this blog are the French Sentry and Viven-Bessiere rifle grenades.

Many have requested a French sentry to counter the German one so here it is. This one was a bit more difficult than the German one as French experiments with body armour were not as successful as the Germans. However, doing some research, I've found some types of French armour that wouldn't be completely unlikely to be seen on a French lookout in 1916-1917. He wears a chest plate, an Adrian stomach guard and Adrian shoulder guards. All of these were produced and issued in large numbers but were typically discarded due to the discomfort they caused.
Spoiler
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Here's the Viven-Bessiere rifle grenade that the French Rifle Grenadier class will be getting.
Spoiler
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The VB grenade was the most widely used French rifle grenade of the war. A cup launcher was attached to the rifle to hold the grenade in place for the bullet to strike it. Unlike many rifle grenades at the time which required blanks, VB which could be fired with a normal round, which avoided the problem of nasty accidents happening when the wrong ammunition was used. It was a very effective weapon, significantly boosting the firepower of infantry units, and had a significant impact in shaping French late-war infantry tactics. There may be concerns that France is getting too many new toys this update, but don't worry, Germany will have some surprises of its own either in the 1.2 patch or the next.


Unfortunately, I don't have an exact date for the patch release, but I can say that it's going to be soon. We are aware that server population has gone down quite a bit since the release but know that this will not stop the team from periodically improving the mod. Hopefully, the 1.2 patch and subsequent updates will help the situation. However, the team alone cannot keep the mod alive. We need you guys, the community, to continue supporting us as you have the in past, spreading the mod and simply playing it. Thanks for joining us on this Dev Blog!


6
Iron Europe / Developer Blog #1 - First Days
« on: February 17, 2014, 01:02:30 am »
Developer Blog #1

Welcome to the first of many Dev Blogs. Basically, they are the Updates from the development stage except now they are focused on delivering the latest news on the team's efforts to expand and improve the mod.
 
February 14, 2014 was certainly a day to be remembered. The day before, Iron Europe reached #1 on ModDB, becoming the most popular of 21,000 other mods. This was a huge surprise for the team as, in other updates, we only managed to reach the forties or fifties. Other accomplishments of IE's fans includes overloading five mirrors in two minutes, getting 27,000 ModDB hits in one day, and reaching a new 'Members Online' record on FSE forums. We thank each and every one of you for your support, it truly was what allowed us to come so far.
 
It was rough at first as, as mirrors went down and we realized that once servers reached more than 80 players, very bad lag started to kick in. However, the situation improved significantly once more mirrors were put up and servers were capped at 100. Over the night(for my time zone), the NA and EU servers were always near full, hundreds of people were playing the mod. It wasn't the best mod release, but all in all, it was fairly successful. DanyEle, Olafson, and Vincenzo worked to improve the mod which resulted in today's 1.1 Patch. It fixed multiple bugs and performance was improved. Asking around the servers, the patch did seem to help significantly, but the lag issues and crashes were still apparent. We apologize for those who's gameplay experiences have been affected by the lags and crashes and we will continue working to improve it.
 
Thanks for sticking with us so far, and I hope you all continue to do so as the mod is further expanded. The next developer blog will give more details on what you can expect for future patches. Keep reporting bugs and letting us know how we can make Iron Europe more fun. As well, don't forget to continue spreading the word of the mod around! Until next time.


7
Iron Europe / Minor Mods
« on: February 15, 2014, 08:12:43 pm »

8
Iron Europe / Information & General Discussion
« on: February 15, 2014, 05:02:19 am »








Mod Team
Most people in our mod team have extensive modding experience. Details on how to join are in the FAQ.

Joseph:Coder|Rigger

Rigadoon: Modeler|Texturer

DiplexHeated: Sound Designer|2D Artist

Baillie: Texturer

Hudson: Modeler

BetaKnight: Modeler|Texturer

DiffusionXI: Modeler|Texturer

Bsnott: Modeler

DanyEle: Coder|Animator

Peppe019: Modeler|Texturer|Animator

KArantukki: Modeler|Texturer|Mapper

Wigster: Modeler
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Credits
Thanks goes to these incredible people for their contributions to the mod. If you should be on this list but aren't, notify me immediately so I can get you up here! This list is not in any particular order.

Azrooh: Allowed us to use his complex shooting system, toggable bayonets, and bleeding/bandaging from Secession as well as coding for Iron Europe itself.

Wolfstar97: Starting the original mod. His work on BF Europe is why Iron Europe exists.

Kapellan: Allowing us to use his German weapons.

Lucke189: Creating the WWI OSP

AndreusAs: Allowing us to use sandbags from his mod.

ThatSillyLucas: Provided us info on the French.

Rojen: Former team member.

The Great War Team: Allowing us to use their research.

Harry: Providing incredibly detailed diagrams on a bunch of WWI weapons as well as bringing our attention to historical inaccuracies.

Skot the Sanguine: Gave us very useful information and photos of German equipment. He's always there for us when we need historical guidance.

Gallipoli 1915-1916 Team: Allowing us to use their resources including a rifle animation and battleship scene prop.

Willhelm: Provided coding assistance and created

Schinider: Bayonet charging animation.

Vornne: Coding Inspiration.

Faradon: Allowing us to use his Lightsabers, for admin weapons.

Hampus Norlander: Former team member who created models, textures, and art.

Croosaid.R: Former team member who created models and textures.

Austro: For creating a grenade, Austrian models and textures.

Docm30: For providing a Canadian uniform.
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Other Links
Total War Center Thread
For the TWC forumers. This one is usually out of date.

Steam Group
Join up to get notifications on updates and be able to ask questions to developers! In the future we hope that the steam group will also make event hosting easier.

Mod DB Page
Pretty much the same as the page here. We just want to reach out to more people.

The Great War
A released WWI mod for Napoleon Total War. It's a ton of fun. Be sure to try out the tanks.
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Introduction
Iron Europe is a World War I mod for the Mount&Blade Warband Napoleonic Wars DLC. Our goal is to immerse players in the brutal battles of WWI. Players will have the opportunity to fight it out, for France or for Germany, in the trenches and in no man's land. Play as an expendable rifleman grunt, a brave officer leading from the front, an artillerymen supporting comrades from afar, or an elite assault trooper, spearheading attacks. Use bolt-action rifles, machine guns, and pistols to take down enemies from a distance or close in and engage in brutal hand to hand combat with knives, clubs, and the trusty bayonet. A host of features, including whistles, bleeding, bandaging, and grenades have been added to bring the WWI experience to life.

Some history of the mod. The first WWI mod for Warband to ever be completed was The Vast Fields of Europe. While it had many interesting features, it was killed by buggy releases and lack of interest. Several months after the death of TVFoE, the team created Battlefield Europe 1916 with a whole new vision in mind. Iron Europe is a continuation of that vision. IE's first public release took place February 14, 2014. The day before, it reached #1 in popularity on ModDB.

Features
  • Two Factions: French Third Republic, German Empire. Fight for the French Third Republic or the German Empire. These mighty titans of Europe have different strengths and weaknesses which players can discover and use to their advantage.
  • Wide variety of classes: Each class is unique, with it's own advantages, disadvantages and equipment sets. Apart from typical, expected classes such riflemen, officers, and artillerymen, you'll have the opportunity to play as a support trooper, helping your comrades with ammunition and bandages. Or instead, be an elite Stormtrooper, serving the Vaterland by overrunning enemy defenses and striking deep into their territory. Yet more opportunities await you as a French trench sweeper, a Chauchat gunner or an armored German sentinel.
  • Tons of new weapons: A wide range of killing instruments are at your disposal including bolt-action rifles, revolvers, semi-autos, machine guns, knives, clubs and bayonets.
  • Sniper Rifles: Take out enemies from a distance with scoped rifles.
  • Heavy machine guns: Heavy machine guns can be carried around the battlefield and are highly effective in holding positions. Cut down advancing enemy forces with devastating firepower.
  • Grenades: Use grenades to assault enemy positions. There are several different types, including both fuse and percussion grenades. Each has unique characteristics, for example, the M16 Stielhandgranate has long range but is awkward to carry while the F1 grenade can be carried in great numbers but cannot be thrown very far. Several Stielhandgranates can be bundled together to form a concentrated charge.
  • Medical System: Taking a large amount of damage causes bleeding which can be stopped with bandages, carried by support troopers and medics. Medical Corp classes can provide treatment with morphine.
  • Ammunition Crates: Support troops can carry ammo crates around the battlefield, allowing comrades caught in prolonged combat to resupply.
  • Whistles: As an officer, rally your men and sound the charge with a whistle.
  • Binoculars: Binoculars come in handy when you're a sniper, artilleryman or officer. Locate enemy positions and plan accordingly.
  • Artillery: Rain fire on your enemies with infantry support guns, field guns and trench mortars.



Download             Game Guide & FAQ

9
Iron Europe / Game Guide & FAQ (WIP)
« on: February 15, 2014, 02:38:19 am »
Game Guide

Controls
Basic NW Controls
  • Movement: WASD
  • Melee Mode: X
  • Use: F
New Shooting Controls:
  • Aiming: Right-Click
  • Shooting: Left-Click
  • Reload: Q
Attachments:
  • Sniper Scope Zoom: Left-Shift
  • Bayonet: P
  • Load Rifle Grenade: P
New Item Controls:
  • Whistles: Right-Click, Select Song
  • Binoculars: Right-Click
  • Leave Grammophone: F
  • Bandages/Morphine: Hit the person with it as you would with a melee weapon. Left-Click.
Heavy Weapon Controls:
  • Deploy Mortar/Ammobox: Right-Click
  • Fire Artillery: Hold Right-Click
  • Leave Heavy Machine Gun: Hold Right-Click

In-depth Explanations on New Features
Shooting Sytem
The new shooting system is more akin to typical FPS/TPS shooters. Right-Click toggles aiming and Left-Click shoots, while Q reloads. Different weapons have different reloads. For example, revolvers and tube feed weapons, such as the Lebel Rifle, reload rounds individually. So tap Q for a single load or hold it down to load till full. Magazine weapons, such as the light machine-guns, Gewehr 98, Berthier Carbine, and Kar98AZ, only require a single tap of Q to load the entire weapon.

Heavy Machine-Guns
1. Two people are required to spawn and use a Heavy Machine Gun. The classes can be found underneath the Heavy MG Squad in the Heavy tab. The gunner spawns the MG and the assistant spawns the MG belts.
2. The MG is deployed with Right-Click and picked up by finding the "Pick Up" prompt and holding F.
3. MG Belts must be placed in the MG before it can fire. Do this by having it in your hands finding the "Place Ammo Belt" prompt and holding F.
4. Control the MG by finding the "Take Control" prompt and holding F. Fire with left click. Once the ammunition is exhausted, a new belt must be placed.
5. Leave the MG by holding right click.


Bleeding and Medical Equipment
Taking a large amount of damage will cause bleeding, where you'll slowly lose health. Eventually, this will kill you, so you must get your wounds bandaged. The Support and Medic classes are the only classes that spawn with bandages, however, anybody can apply them by simply hitting the wounded person with the bandages. Medics are able to see a Red Cross icon over bleeding comrades from a distance of 15 feet. To recover health, you need morphine, which is spawned by medics, but like bandages, anyone can apply them.

Ammunition Crates
Ammunition Crates contain pools of ammunition that people can draw from. Different crates allow for different ammunition. The regular Ammo Crate, spawned by Support Rifleman, carries 500 pistol/rifle ammunition and can infinitely refill bandages and morphine. The LMG Ammo Crate, spawned by LMG Ammunition Bearers, carries 500 LMG ammunition and can infinitely spawn Heavy Machine Gun belts. To deploy a crate, right-click. To use it, look at it until you find the "Refill your ammo & resupply" prompt and hold F.



Frequently Asked Questions

Why can't I shoot?
Check the Shooting System section in the guide above.

Why can't the bots shoot?
The bots are incapable of using the new shooting system. This is one of the things we're looking at in the development of the new version.

The servers are empty, when and where can I find people to play with?
IE_Official_1 often has a couple people playing on it from 6 to 9 PM GMT.

What are the current factions and which ones will be included in the future?
The current factions are Germany and France. The next faction is the United Kingdom, however, we will be fixing bugs and fleshing out the current factions before we begin work on them. We will decide where to go from there but most likely we will work on Eastern Front factions such as Austria-Hungary and Russia.

What is the time period of the mod?
Late 1916 to Early 1917. We chose this period because it covers some of the major battles of WWI, such as Verdun, the Somme, the Nivelle Offensive, and the Brusilov Offensive. It allows us to include some interesting late war weapons, such as the MG08-15 and VB rifle grenade while retaining the feel of trench warfare.

The unit names in the troop selection are in French and German, how am I suppose to read it?
There are English translations right underneath.

Why can't I attach a bayonet?
You need to be the right class and have the right weapon. Only the rifleman classes have access to bayonets, which are the Epee-Baionnette & the Seitengewehr, for France and Germany respectively. Be sure to select those and not the trench knives, as those cannot be attached to your rifle.

Does attaching a bayonet or a rifle grenade cup reduce accuracy?
Yes, however, only very slightly for the bayonet.

Why did I spawn with only 1/5/8 rounds?
The reload key is no longer Left-Click like in NW, it is Q. Reload to continue firing. Your ammunition count is displayed above the health bar. Check the Shooting System section in the guide above for more details.

Why can't I hop over or destroy barbed wire?
Having barbed wire that can be easily traversed would ruin the point of such an obstacle so it cannot be jumped over. As well, if you are having trouble destroying barbed wire, be sure to be hit the posts with thrust attacks. For some strange reason, side and overhead attacks don't work very well so you're pretty much hopeless taking down wire with trench clubs. We will try to get this fixed in the near future. The short barbed wire, made from logs, cannot be destroyed.

Why isn't the Chauchat in-game an awful weapon like it was in real life?
In Pétain's 1917 survey of French weapons, many regiments called it a very effective offensive and defensive weapon. It was noted as being useful providing flanking fire, defending conquered trenches, and during offensives, using walking fire. Many Chauchats were noted to have fired thousands of rounds perfectly during combat. They did note some stoppages due to lip deformation and dirt, but it's not as common as people nowadays think it was. The bad reputation of the gun stems from the American model, Mle 18, which converted the Chauchat to using the US .30-06. It didn't work out and had tons of issues due to the .30-06 being more powerful 8mm Lebel and just poor manufacturing. Pretty much it was useless and really did jam after a couple rounds like the myths say. Even though American troops were primarily armed with the original French Mle 15 with Lebel rounds, a few Mle 18s were sent to the front lines. They never saw combat but reports of their malfunctions were widely published, and the bad reputation of a constantly jamming gun spread to the name of the Chauchat, both Mle 15 and 18.

Why is the Kar98K in the mod when it wasn't used until WWII?
The weapon in the mod is the K98AZ, very different from the Kar98K. The K98AZ started being issued to cavalry and artillery units before WWI and some ways into the war, started being used by assault troops.

Is this mod still being updated? What can we expect?
See Developer Blogs 3 and 4 for more details.

10
Iron Europe / [NW][M]Iron Europe - WWI Mod (RELEASED) - Old Thread
« on: November 11, 2012, 06:09:18 pm »
Download









Mod Team
Most people in our mod team have extensive modding experience. Details on how to join are in the FAQ.

Joseph:Coder|Rigger

Rigadoon: Modeler|Texturer

DiplexHeated: Sound Designer|2D Artist

Baillie: Texturer

Hudson: Modeler

BetaKnight: Modeler|Texturer

DiffusionXI: Modeler|Texturer

Bsnott: Modeler

DanyEle: Coder|Animator

Peppe019: Modeler|Texturer|Animator

KArantukki: Modeler|Texturer|Mapper

Wigster: Modeler
[close]

Credits
Thanks goes to these incredible people for their contributions to the mod. If you should be on this list but aren't, notify me immediately so I can get you up here! This list is not in any particular order.

Azrooh: Allowed us to use his complex shooting system, toggable bayonets, and bleeding/bandaging from Secession as well as coding for Iron Europe itself.

Wolfstar97: Starting the original mod. His work on BF Europe is why Iron Europe exists.

Kapellan: Allowing us to use his German weapons.

Lucke189: Creating the WWI OSP

AndreusAs: Allowing us to use sandbags from his mod.

ThatSillyLucas: Provided us info on the French.

Rojen: Former team member.

The Great War Team: Allowing us to use their research.

Harry: Providing incredibly detailed diagrams on a bunch of WWI weapons as well as bringing our attention to historical inaccuracies.

Skot the Sanguine: Gave us very useful information and photos of German equipment. He's always there for us when we need historical guidance.

Gallipoli 1915-1916 Team: Allowing us to use their resources including a rifle animation and battleship scene prop.

Willhelm: Provided coding assistance and created

Schinider: Bayonet charging animation.

Vornne: Coding Inspiration.

Faradon: Allowing us to use his Lightsabers, for admin weapons.

Hampus Norlander: Former team member who created models, textures, and art.

Croosaid.R: Former team member who created models and textures.
[close]

Poll Results
Poll results help us get an idea of what the community wants but do not make the final decisions.

Should there be females?
Yes:53 (31.9%)
No:113 (68.1%)
Total Members Voted: 166

Units Poll
Variety of different units: 61 (52.1%)
Standard unit but with uniform randomization: 56 (47.9%)
Total Members Voted: 117

[close]
Other Links
Total War Center Thread
For the TWC forumers. This one is usually out of date.

Steam Group
Join up to get notifications on updates and be able to ask questions to developers! In the future we hope that the steam group will also make event hosting easier.

Mod DB Page
Pretty much the same as the page here. We just want to reach out to more people.

French Thread
For French speakers.

The Great War
A released WWI mod for Napoleon total war. It's a ton of fun. Be sure to try out the tanks.
[close]






Introduction
Iron Europe is a mod in progress for Mount&Blade Napoleonic Wars. We aim to fully immerse players in the brutal battlefields of World War I with new gameplay features, weapons, sounds, scene props, maps and animations. You'll be able to pick from a variety of classes with different weapon sets, strengths and weaknesses, allowing you to decide how you want to play. Then you'll be thrown into muddy, worn down trenches where you'll either be fighting off enemy assault troops, cowering from artillery fire, or preparing attacks to punch through enemy lines.

Some history of the mod. The first WWI mod for Warband to ever be completed was The Vast Fields of Europe. While it had many interesting features, it was killed by buggy releases and lack of interest. Several months after the death of TVFoE, the team created Battlefield Europe 1916 with a whole new vision in mind. Iron Europe continues that vision and we grow ever closer delivering a grand WWI mod.

For those who remember Battlefield Europe 1916
Well here it is. Battlefield Europe is finally back but under a new name and some changes. Big change number one is that we'll be making our mod for Napoleonic Wars. Also, Wolfstar has moved on so the mod is no longer under his leadership. Our goals remain mostly the same and we hope to deliver you a mod that makes the long wait worth it. Thanks so much to those who have followed us since The Vast Fields of Europe or Battlefield Europe.
[close]

Planned Features
These are features that we plan to have in our first public release. Depending how much time we have, we may include extra or take away features for the release. In any case, you can expect us to patch the mod constantly after the first release, adding new features and factions.
-New Factions; French Third Republic, German Empire
-A wide variety of classes to choose from providing different strengths, weaknesses, and equipment sets
-Tons and tons of new weapons including revolvers, semi-autos, machine guns, and bolt action rifles
-New sounds for firing, shooting, melee and background music
-Both fuse and percussion grenades
-Working whistles and binoculars
-Attachable and detachable bayonets
-Mortars, infantry support guns, and other short range artillery
-Portable ammunition boxes
-Bleeding and bandaging

Frequently Asked Questions
Spoiler
1.How can I help?
   a.I don't have any modding skills at all but I still want to do what I can to help.
Even without modding skills you can be tons of help to the mod. Just spread the word around and wear one of our signatures. This will help us a lot because every mod/game needs a strong player base to succeed. Also, posts on the thread are very encouraging to our team. Criticism helps us know how to improve our work and praise encourages us to work harder.
   b.I can research and/or map.
Sorry, but we don't allow researchers or mappers into the team. However, research and mapping help is still appreciated and of course, you'll be credited. For mappers, we've made a mapping module(NW with WWI props) so that mappers can get started before the release of the mod. However, it is currently bugged and it's best to wait until we fix it up.
   c.I can be a tester.
See #3.
   d.I have actual modding skills like modeling, coding, or animating.
We accept modders that are serious about helping the mod and have some modding experience. If you want to join, make a post on the forums(pm if you prefer) showing the position you want, past experiences, and some work you've done.

2.When will this mod be released?
Short Answer: We don't know
At this point in the development of the mod, there is really no way to determine when this mod will be released. Since we arn't getting paid to do this, we can only work on this in our freetime, still needing to worry about real work and school. There are also things that can put team members out of action for a long time. So for now, any release date that we give out will most likely be wrong and we'd rather not disappoint anyone.
    b.Will this mod be out by ------ ?
Again, we don't know. Why people believe that asking the same question in a slightly different way will yield them a better answer is beyond me.

3.Can I be apart of the closed beta?
Closed beta will be very small, exclusive to the team, contributors, and a few others. It doesn't take a huge amount of people to get the bug finding and feedback we need. Don't ask to be one of the 'few others', you will be denied.

4.Is this mod dead?
No. Unless if I state specifically that this mod is dead, you can assume that it is alive and kicking. If it has been some time since the last update, don't worry, know that we will not stop working on it until we have a release.

5.Why is the mod taking so long?
As said in #2, this is a non-profit mod. We can only work on this mod in our free time, still needing to worry about work and school. The time we have to work on the mod is very limited and you can imagine that after a long day of hard work there are more entertaining and relaxing options than working on a mod. This mod is the product of team members giving up their free time for the community so we ask that you respect the team and their efforts by letting us take our time and not complaining about how long the mod is taking.

6.When does the mod take place?
We're going for a late 1916 to early 1917 time frame, encompassing important battles such as Verdun(late), the Somme, and the Neville Offensive. This allows us to recreate an interesting period of the war where trench deadlock had set in and the first trials of many deadly new technologies were introduced to the battlefield.

7.Will there be machine guns?
Light machine guns that are easily portable will be available to both factions. This goes for heavy machine guns as well but they will be difficult to transport and you may not see them in the first version of the mod.

8.Will there be artillery?
We'll have a variety of shorter range artillery like mortars, infantry support guns, and light field guns. Anything heavier than those wouldn't make any sense because of the small size of Warband maps. There will also be a variety of ammunition like explosive and gas.

9.What about stuff like flamethrowers, tanks, armored cars and planes?
As you can probably guess, stuff like this is very difficult to do. Other mods have proven that such features are possible so you may see them in the far future but it's definitely not a priority at the moment.

10.What other factions will there be?
Once France and Germany are fleshed out we'll work on the UK. We'll decide where to go from there once the UK has been released.
   a.Montenegro?
No.

11.Will German troops be able to wear the Pickelhaube?
Unfortunately, no. It was not used during combat during the mod's time frame.

12.Will there be cavalry?
Cavalry did not see much success on the Western Front due to advances in weaponry and ruggedness of terrain. While it was used occasionally, it's use was so limited that we feel it's not justifiable to be included in the mod, at least for early versions. However, if we start to work on other theaters of the war, for example, the Eastern Front, where combat was very mobile, you can be sure that cavalry will be included.

13.Do you take donations?
Not at the moment, however, in the future, they will be quite useful for site and server hosting. So hold onto your cash, stay tuned for more info on this, and give yourself a pat on the back for being awesome.
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