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Messages - Parrot

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16
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: August 06, 2016, 05:01:46 pm »
yup! the event will happen tonight, hold onto your butts

17
Blood & Iron / Re: Feedback
« on: August 02, 2016, 12:50:53 am »
melee hits are based on the end of the weapon (judged by the weapon length) making contact with the hit boxes, as far as i've seen there's not much wrong with it. the two regular stabs have a much greater chance in playing than the rifle butt hit, which has a 1 in 10 chance of playing.

medics restore health, this resolves the problems that the mod (and nas) had/have of being hit and being on low health after bleeding for a bit. the system is now arguably better than nw in that you now have an option of restoring lost health, otherwise you were probably going to die anyway

18
Blood & Iron / Re: Monty's IJA (1886-1909) Skins.
« on: August 01, 2016, 02:14:11 am »
they're fantastic! great work!! :3

19
Blood & Iron / Re: Sedan Map (new custom map)
« on: July 31, 2016, 10:03:06 pm »
that's fantastic! i'll add it to the official server rotation if you don't mind ^0^

20
Blood & Iron / Re: Unban Request - Bismarcks_evil_twin_Brother
« on: July 31, 2016, 09:53:34 pm »
it's been dealt with, he won't be helping to administrate the servers anymore. i prefer my staff to use their own judgement when on the server, and so far it's worked out for the best, but hopefully it won't happen again

the ban has been reversed

21
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: July 30, 2016, 05:50:20 pm »
the event will begin next week! i'll make some nice maps for it as well as a treat

22
Events / Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: July 28, 2016, 02:57:13 pm »




We will be running the Official Event on the official battle server; the server will be password protected and all pubbies will be removed prior to the event starting.

The time of the event will be 10pm GMT, 11pm CET, 6pm EST

<!> If we get enough people, the event will start on the 30th of July, otherwise we'll start on the 6th of August <!>

TeamSpeak address: 92.222.193.27
Steam group: click here

Join 30 minutes before the event, sign ups begin 15 minutes before the event starts.

Join our TeamSpeak to sign up. PLEASE ONLY SEND ONE MAN TO COMMUNICATE AND LURK IN SAID CHANNEL. MULTIPLE PEOPLE FROM THE SAME REGIMENT WILL BE KICKED FROM THE CHANNEL OTHERWISE.

We're running a first comes first served system, factions will be picked by us before the event starts along with the maps. We will play for approximately hour, with two-three rounds per map. Gimmick rounds are decided in advance by me and my Admins. Each round will have a set up time of a couple of minutes to make sure everyone spawns in time, and to allow for anyone that crashes (let's face it, it's going to happen). Rule breakers will be slain as a warning then kicked if they persist a second time.

We will be using the official Blood and Iron event rules. Don't be scared of the massive list, the rules are pretty simple and easy to remember.



Sign Up Format:

Post this with the provided information if you wish to join the event:

Regiment Name: Your regiments name.
Desired Class: Line/Cav/Skirmishers/Artillery.
Numbers: How many you will bring.

23
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 28, 2016, 03:25:07 am »
You guys are missing Zulu faction really much and a separate native american faction. If you ever think of Zulu though, make sure every player that spawns as zulu receives 10 bots for any game mode.
If they add another faction it should 100% be Italy.
I second this bravescot i like u now
the next faction will be madagascar

24
Blood & Iron / Re: Bavarian Faction Pack
« on: July 26, 2016, 01:34:52 am »
Wow that was quick :P great job so far! This is what the mod is about, being able to easily modify units and factions to fit what you want!

25
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 25, 2016, 10:04:43 pm »
navy had discovered a fix for it, he's going to post it soon if he hasn't already. i'm going to check out his hard work as well and add it to the next patch

edit: he's posted it :D
Unfortunately none of those are working either, still getting stuck on "Loading Textures".  :-\
Two of my friends have the same problem
Same problem for me I also have all those things enabled and large address aware but it still, get's stuck on loading textures. The beta worked fine though.
I have a hotfix with Parrot's permission to remedy this issue. Please let me know if it works. It did for me as stated in this post.

Just need the Textures replaced/overwritten. 793 MB. Here's a hotfix for now, in the meantime to combat this issue.
http://www.mediafire.com/download/thbg9964surnsc1/Textures.rar

26
Events / Event Guidelines
« on: July 25, 2016, 10:00:16 pm »



These rules are guidelines for events, they're designed to make events playable, fun, and balanced.



General, "common knowledge", rules
  • Don't teamkill with malicious intent
  • Don't rambo (we'll get to this later)
  • Don't troll (you know what this means)
  • Don't be a cunt
  • Don't spam global chat
  • Listen to, and obey the administrators
  • An "all charge" will be called after a certain amount of time, or there are bellow a certain number of players alive, both sides will charge into melee
  • Revolvers, shotguns, carbines, and other short range weapons can be fired in melee, but not reloaded



Specific rules
Line Infantry
  • Naval units that double as artillery can be used as a line infantry regiment
  • Units need to have an officer playing as the officer class
  • Sergeants should be limited to members of appropriate rank/a percentage of numbers
  • Lines should start with no fewer than 8 players
  • If a line drops to 2-3 players, and isn't in combat, they should try and find a friendly group to tag along with
  • Kneeling is encouraged, if you stand still you'll probably get shot
  • Spacing should be reasonable, use your own judgement, or 2-3 man spacing if you have no judgement
  • Firing in charge is allowed
  • Reloading in charge is not allowed
  • Charging is counted as running towards an enemy line from a reasonable distance (20m - 30m sounds good) with intention to engage
  • Firing and reloading in melee is discouraged/not allowed
  • Lines should stay close to their commander, not spread out like the plague

Cavalry
  • A minimum of 10 players is required for cavalry
  • Cavalry should have no more than 25 players
  • Cavalry can fire on the charge
  • Cavalry do not have to dismount to reload (but it might be useful for cover)
  • Faster cavalry units are better at closing distances, but are weaker in combat
  • Cavalry should co-ordinate with their team, so they work more as a flanking/hit-and-run unit, this allows them to last longer
  • Officer's and sergeants use the same rules as line infantry (amount, firing, melee etc)
  • If a cavalry member looses their horse in charge/melee they can use their carbine to fire at the enemy

Specials
  • Artillery will bring two cannons of choice
  • Special artillery units (such as rockets and Gatling guns) count as one cannon from the cannon limit
  • Artillery will use their provided guard unit
  • Artillery should have a minimum of 10 players in total, including 1-2 sapper/s, 1 quartermaster, 1 medic
  • Non-combatants should be attached to a regiment at all times
  • Marine and naval infantry units count as line infantry units, and shouldn't need to be reserved/signed up for
  • General's staff counts as a cavalry regiment, unless your is set up in a similar way to the Union Army (NaS)
  • Officer's and sergeants use the same rules as line infantry (amount, firing, melee etc)



Tips
  • Infantry units are all very similar in stats, but each class has their own perks/disadvantages (eg. elite infantry is slower but better at melee; skirmishers are quick but weak at melee)
  • If an artillery regiment takes Gatling guns they're probably setting themselves at a disadvantage, Gatling guns are bad a range compared to field artillery
  • All field artillery guns have the same stats
  • All weapon classes have the same stats, there's no difference between weapons only classes
  • Ammunition crates can't be picked up once deployed, it's better to attach quartermasters to artillery units so there's a central fixed point for lines to return to replenish ammo
  • Engineers are useful to lines, it's recommended to have one per line
  • Medics can restore health as well as stop bleeding, it's useful to have one per line
  • Medics are faction specific: forcing them to heal the enemy doesn't seem right. Let them fight alongside their faction. If you see an enemy medic, you might want to shoot them to stop them from healing their team!


These rules are subject to editing as more is discovered about this new style of gameplay

27
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 25, 2016, 05:27:31 pm »
more maps will be made, there are plans for a patch that fixes bugs and adds a lot more maps. i don't have a time frame for this i'm afraid

28
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 24, 2016, 11:38:50 am »
Lord John has kindly featured the mod in his latest video, check it out!


29
Blood & Iron / Re: Screenshots/videos Thread!
« on: July 24, 2016, 01:47:47 am »

police vs outlaws round on the official server


naval siege: almost every gun on the attacker's ship was manned!

30
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 23, 2016, 05:43:34 pm »
If you're experiencing issues running the module, try the following:
  • increase your graphics settings (HDR to medium and above)
  • run Large Address Aware on Warband.exe
  • replace "postfx.fx" with "postfx - normal.fx" or with the same file from NW

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