Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - LeGenD1605

Pages: 1
1
Other Games / [WB][M] Chronicles of Middle Earth (CRP Open World Mod)
« on: October 02, 2016, 06:01:29 am »






       
Chronicles of Middle Earth (COME) is a multiplayer open world mod that allows players to venture out in the LotR universe. COME brings a very new type of gameplay to Warband, ie. the Open World perspective. The mod will host a real open world aspect of our favorite game, where players will be able to travel between servers (the open world being the interconnexion of these servers). For those who remember, this will be the exact same system which was used in my old mod: New World Conflict.

The mod partially uses the same system than Persistent Mods use for their persistent world game-type. However, we have made the decision to change this boring old persistent world game-type, and make it more interesting for the players. It is why we have completely redesigned it, and evolved it into this new concept: the Community Role Playing (CRP); a mix between the existing Persistent World system (with castle conquest, factions administration, money system and professions) and a more community-focused system (an inspiration of NW community, with regimental events and player regroupements in historical regiments). In fact, CRP will bring long term community participation, especially for the faction administration / evolution aspect, diplomacy system and massive community events (will be under the form of Battles, if two or more factions are in war). Also, we can’t forget the fact that all players will have to roleplay with their character; they will have to respect some basic RP rules. Obviously, more details involving the CRP concept will be mentioned below.

To summarize, the players will have the possibility to make a name for themselves in the lands of Middle Earth by joining their favorite race & faction, fighting against or alongside the dark forces of Sauron, doing diplomacy with foreign races & factions, having a profession, owning a house (you heard right!), and much more.

                       


                       

       

The mod is based on the contribution of the community in terms of development (3D modelling, texturing, animating, and even coding). Especially our Community Contribution System; the general purpose being to ensure that each member of the community can participate, contribute according to their time and motivation, and especially without the obligation to join our official development team. We believe that this volunteer contribution from the players will ensure the mod will have fresh life breathed into it for our community’s enjoyment!

COME has the particularity to be partially in Open Source (OSP), so partially at the disposition of the Mount & Blade: Warband community! Why partially? Only because that are not all resources of the mod who is in OSP. Some resources are under copyright, but most of all are totally in OSP. Although, take note that contributor will have the choice to share their work in OSP or give us the authorization to use their resources (reserved resources in this case). However, we hope and encourage contributors to share their resources in Open Source.

                       





       

The most peculiar aspect of Chronicles of Middle Earth is certainly attributed to the Open World system. Unlike Persistent mods, COME will host more than one server for this multiplayer mod universe. Indeed, we are proud to officially announce that for the first public and playable version of the mod, we will put forward 3-servers with Open World, which means that it will be possible for the players to travel between three servers to evolve in the universe. Obviously, the 3-servers with Open World will be an early version of the project that we want to launch; this one will be used as a test of some sorts, a prototype where it will be possible to do experiments (offering instances to identify the errors that we could occur in this project, and prevent those errors). Indeed, we plan to do something grand and ambitious with the community. We effectively plan to make, at long term, 8-servers with Open World with the most known and iconic regions of Middle Earth. We think that the Open World version could be the most desired and coveted final version of our project. However, take note that we will process step by step to reach this final Open World version. In fact, we will add only one more region, so one more server to the Open World, each 2 to 4 months, and this, only if we are the support and especially a huge contribution/participation of the community. In summary, if you show us your enthusiasm, you will certainly have the possibility to evolve in an amazing, expansive and immersive Open World!

To make this possible, we effectively use the Combined World script, which comes from the well known Persistent World mod, as a basis for our own Open World System. Admittedly, we have made several modifications of this script to have a perfect adaption for our concept design and desired effect for gameplay purposes. Technically, our Open World system works in a simple way: to travel to another region of the world (so, to another server), players simply have to go to the map border of the region (ie. map border on the server) and use (click on “F”) scene props dedicated to the travelling. By doing this, players systematically activate the Travelling system; so, he is kicked of the server and must join the other server where he has travelled. Obviously, this player can’t back on the server that he has left, because his character isn’t in this region of the Open World anymore. Be sure to take note that the equipment, class and faction of the players will be saved when they travel.

A demonstration video is actually under production to show you how this Open World system works.

                       










Here lies more information about COME gameplay. Warning! This section contains a lot of text and specifics about the mechanics in general. You can skip this section if you don’t want to read into it or if you want to be surprised when you play the mod at release.




                       

Spoiler
       


To fit with our Open World concept and as well as our mod’s general idea/intention, we find it appropriate to create a new genre, a totally new style of gameplay: the Community Role playing (CRP). To do this, we use inspirations from other games and mods trying their hand at the same purpose. This is especially the case with the Persistent World mod and the classic Napoleonics Wars DLC. Beyond these aspects, we can say that these two mods, renowned for their impressive role playing perspective, inspired us the most for some elements of the CRP gameplay. Others that come to mind are Naval Action, Neverwinter Nights and even Minecraft.

The Community Role Playing genre works in conjunction with the community activity, and can only work with that! Without the members of the community, and the interactions between multiple players, the CRP genre loses all of its value. In fact, we can even say that the CRP is the element which makes this mod unique; we believe that no other game in the world has the same concept as of now, not even a MMORPG or RPG game.



       

The CRP is oriented towards the PVP perspective, and especially the evolution of all players interactions in the immersive Open World. In fact, the main goal of the CRP is to, with the help of community interactions, make a retelling of the riveting stories of Middle Earth. We want it so the players can also rewrite the Middle Earth History with their own interactions, be they minor or major ones such as joining the forces of Good or Evil in the War of the Ring! This is will be made possible with our mod, Chronicles of Middle Earth; we want the mod community to write the their own stories into the tapestry of Lord of the Rings, from before the Fellowship of the Ring to the end of the Return of the King (and possibly even beyond). If this were to be achieved with the help of the community, we believe we may be able to accomplish many amazing feats for this mod!
                       





COMMUNITY FACTIONS

Spoiler
       


For those wondering, when we speak of CRP, we mean: community factions. Being a community-oriented mod, community factions play a central role in COME gameplay. You might be asking what exactly are these community factions? To be precise, these are the factions who are playable in the mod in-game, but are administered, lead and organized by chosen players. Indeed, a faction is permanent; it is not like the nomadic clans or guilds of PW for example, of which may disband or disembark are anytime. The community faction(s) are active and established permanently. All in-game factions will be created and implemented by us, the Dev Team. It is effectively us who will create the official Steam Group of each faction (it is the central management system of the faction) and the sections on the official forum of the mod; this to say the Dev Team will always have a certain control and regulation on each faction, such as mentoring and peacekeeping.

For the Faction Administration aspect, we will remind you that the Dev Team again who will choose the leaders of the faction. These chosen players will be handpicked from the community for their display of motivation, maturity, experience in clan/regiment/faction administration of similar games and their reputation in the community. In sum, the highly qualified players will be the ones selected for the role of administering factions.



       


Another important feature comes after: the RP role of each leader of a same faction. Effectively, it will have officially be three leaders per faction, each leader having a different factional role. The first role will be Political: one leader, probably known as the king (or the equivalent), has to administer all affairs of the faction in cooperation of the two other leaders. As you might have guessed, this one is the main leader of the faction and must take charge of the community administration tasks of the Steam group and forum of his faction (diplomacy and internal administration specifically). For this aspect, some more in depth rules will come in play later on in development. The second role is Civilian: one leader has to administrate the Civil details of his faction (ie. ressource production, economy, housing and territory owning administration, and others). The last one is the Military role of course: one leader has to administrate the troops, organize battles and command troops, ie. Official Military Organization and applying a sense of cohesion to the best of their ability.
                       



       



We have talked about factions, but what about clans/guilds/regiments, the groups of players? Indeed, to have a clear distinction between both, we can say that the faction is a little community open to all, which welcomes players whether they are alone or in a group and can leave it when they wish it. However, for the group of players, we can define them as private and organized clan with a specific identity. As such, there are private organization with their own internal rules. In this perspective, all groups of players have to do an official application to join a faction. Obviously, a clan must have the same race and identity as the faction they are trying to join. If their application is accepted, they systematically become an Official Organization (OO) of the faction. Another aspect of this is that in their application, the group of players have the possibility to become a Military Official Organization (MOO) or Civilian Official Organization (COO) with a specific specialization (mining, crafting, farming, patrolling, etc). More details will come in due time, but for the moment take consideration of this important rule: a clan name cannot be the name or similar name of the faction. For example, a Gondor OO can’t be known as Kingdom of Gondor; however Guards of the Citadel (which can refer to the Fountain Guard of Minas Tirith) could be accepted as Military Official Organization for example.

[close]


DIPLOMACY SYSTEM

Spoiler
To continue with this section, we want to present the diplomacy system that will be established in this mod. In fact, we will tell you right now that the old characteristics of the Persistent World diplomacy system has been retired. The new diplomacy system will be the work of community support. In this sense, there will not be the random players who will be able to declare war or make peace at a whim, but instead be the agreement between all factional members! The diplomacy of a faction will work with polls on the Steam group of the faction, and like indicated before, it will be the job of the main leader of the faction to administrate this aspect.



For example, if the main leader sees that a majority of the faction desire a war against another faction, than he is obligated to start a poll for at least 24 hours. If the majority of members of the faction are in favor of a war, the political leader must immediately consult an administrator or a Dev Team member to confirm the diplomacy act. After a confirmation, our team will inform all community of this diplomacy on a specific thread dedicated to that on the official forum of COME, and the War will be implemented manually by us in the Open World. The same process is applied for other treatises such as Alliances, Trade/Non-aggression Pacts, etc.
[close]


WAR SYSTEM

Spoiler
       

The War system is one of the prides of COME. In fact, all wars, when they are declared, works in conjunction with the following system. Wars are primarily considered a community event, organized and recurring. To elaborate, each War can be ended in only two maneuvers:

  • A faction decides to sue for peace before the end of the War.
  • A faction wins the FT3 Battle format.

A War is effectively under the guise of a community battle, similar to the Line Battles of NW for example, but take place in a specific region of the Open World. Although, some battlefields have been implemented in the Open World for this aspect. Refer to Middle Earth under a new light to see the number of battlefields available per region of the Open World.

The format of a War is FT3, so the first faction to win 3 battles wins the War. Like specificated before, a battle is a community event which take place at a fixed time during a precise day. The goal of this is to have more players of both factions connected in the same time, to do a epic massive battle (ideally with more than 150 players on the server).

However, take note that a War is also effective outside the battles. So, two factions in war can attack each other in forms of punitive raids in the Open World, and this applies to engagements in neutral areas as well.

                       


[close]
[close]




Spoiler
       



Chronicles of Middle Earth brings a totally new kind of gameplay in this multiplayer community-oriented mod. Players will have the possibility to participate in some cooperative quests in the immersive universe, which will be named as a Journey. However, it is important to take note that Journeys are optional content in the mod. We effectively want the mod to have a certain diversity in terms of gameplay to satisfy all interests of the community; we know that some players like the solo/co-op kind of gameplay, and for this reason we decided to add this Journey system.

A journey is concretely a reproduction of the iconic moments of the LotR story from the books, but under the form of challenge. These challenges put forward a PVE perspective, ie. the confrontation of players versus enemy bots. Indeed, each Journey will have the same goal; killing waves of bots with a special one (or multiple) appearing in certain circumstances.



In a technical perspective, each Journey is present onto the open world, but in certain closed areas. In this sense, it means that players have to find these specific areas if they want to participate in these Journeys. On another note, more PVP oriented players will not have the obligation of partaking in Journeys or be involved in a Journey to progress. Although, it also means that Journeys, being specific moments of the iconic quest of the destruction of the one ring, are available in only precise regions of Middle Earth. For example, a Journey representing the fight against the Balrog could only be available in the Misty Mountain region. In addition, all Journeys are designed to be extremely challenging to accomplish, succeeded. Why you ask? It is because we want each Journey to inspire a sense of accomplishment for the players. We want to insist that the community should do regroupements for these Journeys, their own fellowships if you will. For this feature, each Journey contains 3 different difficulty levels: Hard, Very Hard and Extreme. Obviously, the greater the difficulty, the more bountiful the reward of the Journey: which would include a varying amount of money and rare equipment.
[close]




Spoiler
COME tries to reproduce, in the best way possible, all of the important and iconic regions / locations of the Middle Earth during the War of the Ring. Indeed, the mapping is very a important element for us as it will allow us to see many iconic locations recreated for COME. We see this as a pivotal function of the mod, as it allows players to be in total immersion of the game world.




THREE FIRST MAPS OF THE OPEN WORLD


The first version of the Open World will host three specific regions, which can be alternatively referred to as maps: Western Eriador, Eastern Eriador and Misty Mountains. Here is a little description of the constitution of each region in the early Open World:

Western Eriador

Type of map:  Peaceful / Neutral
Races available:  Hobbit, Bree-lander and Dwarf
Important towns:  Hobbiton, Bywater, Bree and Zinlaz-bhanad
Number of battlefield(s):  1 (small)


Eastern Eriador

Type of map:  Hostile
Race available:  Angmar Orc, Hill-men
Important towns:  Cameth Brin
Number of battlefield(s):  3 (1 huge & 2 small)


Misty Mountains

Type of map:  Neutral / Hostile
Race available:  Ñoldor, Dúnadan, Moria Orc and Gundabad Orc
Important towns:  Imladris, Echad Adanath, Goblin-town and Moria
Number of battlefield(s):  2 (1 medium & 1 small)



UPCOMING MAPS OF THE OPEN WORLD


We plan to add other regions to the Open World. Here is the list of the regions that we think to add progressively, ie. one by each 3-4 months.

Rohan
Northern Rhovanion
Southern Rhovanion
Gondor
Enedwaith
Gorgoroth

*This list is temporary and unofficial for now, and as such it is subject for change in the future.
[close]







       

The goal of the project is to make something unique for the community. We want it so that this mod is not only used, but also designed and created by the community. The contribution system is a good showcase of this practice, because every player can participate to the mod project by adding some of their own works to the project.

We firmly believe that this sharing mentality will allow for us to put forward our project, and bring forth community participation in the form of modding. As you know, we need the support of the community in order to do this mod, allowing for something really great and innovative for Warband. Without your participation, this mod can never reach its true potential.

To conclude, these last sentences will contain a few reasons on what led us to the open source aim of this project. As it was mentioned before in this presentation thread, NOT ALL RESOURCES PRESENT IN COME ARE IN THE OSP. Some of them are under copyright for the simple reason regarding the creator of these not agreeing to share his work with everybody. In these particular cases, we get the authorization to use them ONLY IN OUR MOD, so that means that you can’t use them for your own projects, except if you contact and get the authorization by the respective creator. At the release of the mod, all resources not in the OSP will be indicated clearly in our module.











First of all, we are proud to show you an important part of the Western Eriador map. These are some of the previews of Bree, the town named after the land it is centered in:

Spoiler



[close]


Here is some of the new amazing 3D models for COME:


Hobbit Scene Props

Spoiler

























[close]


Elve Scene Props

Spoiler







[close]


Tree Scene Props

Spoiler




















[close]


Finally, here is the list of features available in COME at the moment:

- Open World System
- Instant Faction Saving and Loading when players travel
- Features from Persistent World mod (all resources & some codes)
- Features from The Last Days mod (few resources)
- Journey System
- Neutral Areas System (players will not able to kill each other in these neutral areas)
- Inventory Chest System (a permanent inventory available to players when they access to a chest prop dedicated to this purpose)










Steam Group:
https://steamcommunity.com/groups/COME_Official_Group

Our website: TBD

Our Moddb page: TBD












OFFICIAL COME DEVELOPMENT TEAM


DanyEle  -  Co-Founder & Lead Coder, Animator
LeGenD  -  Co-Founder & Lead Game Designer, Scripter
McHaddish  -  Mapper
Drachantoter  -  Game Designer, LotR Lore Adviser



Take note that we actively look for all the help possible.
So, if the project interests you and you want to join the Dev Team,  please contact us.




CONTACT US


If you have questions for us or wish to join our Dev Team, contact me primarily, as I will be able to answer all your questions regarding the mod. My Steam profile is available below:






2



       
New World Conflict (NWC) is a mod for Mount & Blade: Napoleonic Wars. It immerses players in the time of the French and Indian War (1754-1763). NWC is primarily based on the Supremacy game mode in which you can find the details below but also offers the classic game modes that can be found on Napoleonics Wars.
 
Here’s the development team working on the project:
 
  • LeGenD: Dev Team Lead, Game Designer, Scripter, Mapper
  • Henker: Lead Programer, Scripter
  • thehir: Uniform Texturer, Ressources Texturer
  • Jonasspil: Scene Props Modeler/Texturer, Mapper
  • DarthTaco: Weapon Modeler/Texturer, Inorganic Modeler
  • Proton: Mapper

We are currently recruiting any person who would be interested in this kind of project. Specifically, we are actively seeking a scripter with experience with the source code for Napoleonic Wars and a texturer (especially for the uniforms), also with experience on Napoleonics Wars. If you have expertise in a completely different area (voice acting, mapping, community management, etc.) Please feel free to contact us if you want to bring your help.
                       





                       


       



Supremacy game mode is unlike the classic game modes. It’s specifically oriented towards the community. Supremacy certainly remains the central element of the New World Conflict mod! Strict rules and codes of conduct make this a totally unique way to play the game. Supremacy is based on the same principle as Napoleonic Wars. Mainly it puts forward a "regimental system" in which groups of players (known as a historical regiment) are invited to participate. In terms of gameplay, Supremacy stands out, innovates, and is based essentially on the establishment of an open world totally immersive and  continually based on a platform of FOUR 200 slot game servers; each server representing a region of the universe, each server being linked through points of entry and exit. Therefore, players will have the ability to travel over the 4 edges of this world, from one region to another. This is certainly the fundamental aspect that makes Supremacy an innovative game mode, that makes something unique and never seen before.

Supremacy works as a historical reproduction of North American conflicts perceived during the mid-thirteenth century. Indeed, this game mode aims to propose a totally new gaming experience on Mount & Blade. It allows hundreds of players to compete in a major community battle, and this, in a huge open world reproducing the historical territory at the time. The Supremacy game mode uses two opposing nations: the Royaume de France and the Kingdom of Great Britain in a struggle to power to supremacy. Indeed the objective of Supremacy is, for each nation, to conquer the various strategic points within a region (forts, cities, camps, farms, etc.) in order to ultimately dominate the entire territory. To win the ultimate victory, each nation will spread its supremacy in the entire immersive world that will be open to them. In other words, every empire must rewrite History by changing the course of the French and Indian War.




       



Besides the Supremacy game mode, a few other classic game modes will be also available such as Team Deathmatch, Battle, and Deathmatch. However, despite the fact that plans be drawn up in this regard, it should be noted that these game modes are not a short or medium term priority. So do not expect to see them in early versions of the mod. They will actually come later. So there will be a possibility of hosting  private and public game servers.
 
                       



As indicated above, the Supremacy universe will be composed of four maps. These remain historical reproductions of the territory and the environment of the time. This implies that the important cities of the time, the buildings of historical value, and historical forts will be carefully reproduced. This also applies for the typological aspect of the territory; forests, mountains and the most representative water during that time will be reconstructed as well.
 
The Supremacy universe splits into 4 regions (maps) of which are named: New York, New England, Iroquois Country and St Lawrence Valley. Here is the official World Map Plan of the layout of the Supremacy universe:


Supremacy World Map

Spoiler

       
Overview Map - Legend

NY - New York
NE - New England
IC - Iroquois Country
St. L. V. - St Lawrence Valley
Red Line - Frontier of each region
Yellow Arrow - Possible Entry Point of each region             

Detailled Map - Legend

NY - New York
NE - New England
IC - Iroquois Country
St. L. V. - St Lawrence Valley
Red Line - Frontier of each region
White Dot - City
Yellow Star - Fort (Ft.)
[close]
Historical 1750's NA Map

Here is two Historical Map of the 1750's North America territory. These maps show the real strategic positions coveted during the French and Indian War. We rigourosly based on these historical maps to constitute the Supremacy World Map and the official in-game maps.

       
English Version Map   

Spoiler
[close]
French Version Map

Spoiler
[close]


The regions will be connected via an app that has to be started separately during the main menu. This allows us to let the player travel among the regions (= servers) in real-time, i.e. he will be able to just go to the edge of the current region he is located at and hold the action button to “travel to New York” for example. Then he will appear in New York at the north edge, if he came from Iroquois Country, or at the east edge, if he came from New England. The player character keeps his weapons and other equipment, as well as his HP and ammunition.

This little Demo Video show the general features of the NWC Open World System. Don't take consideration of the ressources showed in the video: it is NOT the final ressources of the mod, we have used random ressources for the demo video.

[/td][/tr][/table]




       
Supremacy is based heavily on community participation, without it the game mode cannot work. In this sense, "virtual historical nations" will rigorously reproduce the historical nations in conflict during the French and Indian War, respectively the Nouvelle-France and Thirteen Colonies will be formed. They will bring together in their center two groups of key players (known players and important figures in the Mount & Blade communities) and would also be created in cooperation with the developers of the mod. The recruitment of the "head" of these virtual nations will be carefully made in the various communities of Mount & Blade: Warband, but essentially in that of Napoleonics Wars. These organizations will bring together a core of players who will need to work in cooperation with each other, building a strong role-playing, quality community. These organizations will be the basis of the process and the very heart of the development of this game mode. Consequently, each community must consist at the core of serious players who are involved and have qualities of leadership. Moreover, each virtual organization will have a military structure (with the creation of an army) and a political structure (with the creation of a government including senior officials, governors, etc.). Each structure will have its importance in the universe of Supremacy; it will regulate itself, to prioritize and be especially effective!
   
                       


 
       


In the end, once the virtual historical nations have been implemented the regimental recruitment will begin! This is something totally new and differs royally from the principles put forward in the Napoleonics Wars community. This will be at the virtual nations to recruit regiments! In this sense, historical regiments (personification of historic regiments the time of the French and Indian War, as on NW) or groupings of players will have applied to join one of the two armies. This will then to the General Staff of the army to ensure the selection of the most serious, promising and interesting regiments. This aspect complicates the task and makes the game much more RP. This process aims to filter the good and the bad (trolls and others) groupings of players. It is also noted that the General Staffs will have the ability to exclude any regiment who cause inconvenience and/or which disturbs the proper functioning of the army. This goes the same for promotions, since the Staffs will also have authority over each leader (the highest ranking player) of regiments. It will be only General Staffs who will have the ability to promote to a higher rank the leader of each regiment depending on their performance & implications on and off the battlefield. The leaders not being able to do self-promotion. In this sense, upon their arrival in one of the two armies, each regiment leader will be systematically assign to a Captain rank. The promotions they will get later will allow them to increase their status and their importance in the military, and especially (in some cases), allow them to join the General Staff of their army.


 
       


Another perspective is possible for solo players. It will be possible for a handful of them to join the community and be active on the battlefield. These privileged players will be known under the emblem of Independent Fighter. To access this special class, the player must submit an application to the leaders of the two armies and must receive a favorable response from them. Warning! It's not everyone who can wear the colors of the Independent Fighter; it will be kind of a VIP class for players who will focus particularly on the role playing, and that will show maturity, mutual respect and seriousness. In short, only those who meet these criteria will access this class. In game, these players will must also have to bear the tag of those who have submitted their application and must embody a classified troop of Independent Fighter or a Native American troop.

                       


       
LeGenD's Steam     

     Henker's Steam

                       
thehir's Steam



Our Development Steam Group:

https://steamcommunity.com/groups/nwcdev

3
Bonjour à tous et à toutes! Je fais partie d’une petite équipe de développement de deux personnes - un retextureur et un game designer (moi-même), qui travaille présentement sur un projet de mod portant sur l’ère des batailles navales du début du XVIIIe siècle. Notre objectif est de constituer un mod multijoueur compétitif sur Mount & Blade: Warband, un mode empruntant la même philosophie que Napoleonics Wars; il serait également basé sur un “système régimentaire” qui inviterait les joueurs à se regrouper entre eux, créer des équipages (même principe que les régiments sur NW) et organiser des événements communautaires.

Nous voyons en ce mod un certain “renouveau”, une “seconde étape”, une idée innovatrice qui, espérons-le, succédera au fameux et vieux Napoleonics Wars. Plusieurs joueurs se tannent de plus en plus du gameplay général de NW et délaissent par conséquent le DLC, puis le jeu. Nous désirons effectivement pallier à cela en créant un contenu et un type de gameplay nouveau, qui revivifiera la flamme chez plusieurs anciens joueurs.

Bien que le concept des batailles navales ne soit pas révolutionnaire et déjà exploité dans divers projets tels que The Deluge et Blackwake par exemple, nous croyons que Mount & Blade: Warband demeure le jeu tout indiqué à la création d’un mod de ce genre. Pourquoi? Tout simplement pour son système de combat unique, pour sa base solide et déjà existante (nous n’aurons pas à développer un jeu à partir de zéro: réutilisation de modèles pour le mapping, armes, navires, etc., réutilisation de plusieurs scripts, système de batailles navales déjà mis en place, etc.) et pour sa contenance, son orientation historique. Pour ceux qui croient que la création d’un mod naval est impossible sur Mount & Blade: Warband, et ce, à cause notamment de son moteur graphique, je leur réponds ceci: maintenant en 2015, tout est possible. Plusieurs équipes de moddeurs l’ont précédemment démontré (je pense notamment à celle de The Deluge). Il suffit simplement de bien faire les choses, de les faire méthodiquement et intelligemment, pour que ce projet fonctionne et soit réalisable.

Pour qu’un tel projet voie le jour, nous recherchons en effet activement un moddeur/scripteur qui ait une quelconque expérience en modding (et logiquement en Python) sur Napoleonics Wars et bien sûr du temps à consacrer à notre projet. Si cela vous intéresse, je vous invite donc à me contacter sans plus attendre par MP.

Il est d’ailleurs à noter que le projet n’est qu'à un stade précoce de développement à l'heure actuelle, mais n'est néanmoins pas au point mort, dans le sens où un document (Game Design Document) comportant tous les détails du gameplay est déjà bien entamé (une vingtaine de pages pour le moment). Ce document sera bien sûr remis au moddeur dès qu’il se joindra à l’équipe. Quelques autres petits éléments techniques, de retexturage notamment, ont également été réalisé jusqu'à maintenant. Nous estimons cependant qu'il est encore trop tôt pour poster un post de présentation officiel du projet sur ce présent forum, ou un autre d'ailleurs.

Merci d’avoir pris le temps de lire ce message.

Au plaisir!

4


This event will take place every thursday. First edition will be on Monday 20th of november 2014. The event is open to Line, Guards, Skirmishers (one reg per team), Cavalry (one reg per team) and Artillery (one reg per team). It’s will be 2 maps on the form of a best of 3 rounds.
 
If you want to be specialist for the event, you have to:

1. Be a specialist regiment (example: to have a cavalry slot, your regiment has to be specialize in cavalry.
2. Register permanently at the event (your regiment must come at the event each week).







Rules:



⚜ Line must be minimum 8 to enlist, maximum 30.
⚜ Line must move in column and form a line to shoot.
⚜ No crouching while reloading.
⚜ No fire on charge.
⚜ If less than 3 mens remains they have to join another line. If no line remains they have to keep charging till death.
⚜ One officer per line, no more no less.
⚜ Lines are allowed to take a flag and a musician if they want to.







⚜ Skirmishers must be minimum 5 to enlist and maximum 12.
⚜ Skirmishers have to move and to shoot in a skirmisher formation.
⚜ Skirmishers can fire on charge.
⚜ Skirmishers have to have an officer and can take a musician if they want to.
⚜ Skirmishers have to use a rifle (no bayonet).
⚜ If there are less than 3 skirmishers alive they must join a line and from this moment they have to act as a line. If there is no line remaining they have to charge till death.

*Your regiment has to be a skirm regiment to register in this category*







⚜ Cavalry must be minimum 6 to enlist and maximum 15.
⚜ Hussars can move freely. Dragoons and heavy have to form a column or any specialized formation (V and so on).
⚜ When there are less than 3 cavalry players on horse they must dismount and join a line and so act like one (or charge till they are death or the death of the reg they were charging. If this reg is destroy they must dismount).
⚜ Cavalry must have an officer and can take a flag and a musician if they want to.
⚜ Dragoons have to form a line or a double line to shoot. No fire in charge.

*Your regiment has to be a cavalry regiment to register in this category*







⚜ Artillery must be minimum 3 and maximum 6 (1 officer, 2 reloaders, 1 sapper and 2 people to bring the guns) + up to 6 guards (they have to act as a line but are allowed to fire in charge. They are leaded by the officer of the artillery).
⚜ Artillery may take up to 2 pieces (or 2 guns or one gun and one howitzer).

*Your regiment has to be a arty regiment to register in this category*

**New rule. If the attendence is less of 100 players, every regiment play in Line Infantry. If it is more to 100 players, it will be like usually.**






The event will take place at 8.00 PM EST on our server. The password and the name of the server will be given to officers by an announcement on the group steam of this linebattle (20 minutes before) or by personal request on Steam if the officer cannot view the announcement for some reason.
If you have any question about the organisation of the event and if you participate in it add  [VC] LeGenD, [14e] OrignalQc [VC], MrMASTODONTE or XxdemersxX8 [VC] on Steam.



Enlistment format:

Code
Name of the regiment:
Regiment's leader Steam name:
Class played:
Expected attendance:
Do you want to attend once or weekly?
Do you have read and agreed the rules?
    EVENT IS CANCELED
    [/list][/list]

    5
    Events: NA / The Voltigeurs Canadiens Monday Linebattle [NA ⚜ 8 PM EST]
    « on: September 27, 2014, 07:06:23 am »


    This event will take place every monday. First edition will be on Monday 13th of october 2014. The event is open to Line, Guards, Skirmishers (one reg per team), Cavalry (one reg per team) and Artillery (one reg per team). It’s will be 2 maps on the form of a best of 3 rounds.
     
    If you want to be specialist for the event, you have to:

    1. Be a specialist regiment (example: to have a cavalry slot, your regiment has to be specialize in cavalry.
    2. Register permanently at the event (your regiment must come at the event each week).







    Rules:



    ⚜ Line must be minimum 8 to enlist, maximum 30.
    ⚜ Line must move in column and form a line to shoot.
    ⚜ No crouching while reloading.
    ⚜ No fire on charge.
    ⚜ If less than 3 mens remains they have to join another line. If no line remains they have to keep charging till death.
    ⚜ One officer per line, no more no less.
    ⚜ Lines are allowed to take a flag and a musician if they want to.







    ⚜ Skirmishers must be minimum 5 to enlist and maximum 12.
    ⚜ Skirmishers have to move and to shoot in a skirmisher formation.
    ⚜ Skirmishers can fire on charge.
    ⚜ Skirmishers have to have an officer and can take a musician if they want to.
    ⚜ Skirmishers have to use a rifle (no bayonet).
    ⚜ If there are less than 3 skirmishers alive they must join a line and from this moment they have to act as a line. If there is no line remaining they have to charge till death.

    *Your regiment has to be a skirm regiment to register in this category*







    ⚜ Cavalry must be minimum 6 to enlist and maximum 15.
    ⚜ Hussars can move freely. Dragoons and heavy have to form a column or any specialized formation (V and so on).
    ⚜ When there are less than 3 cavalry players on horse they must dismount and join a line and so act like one (or charge till they are death or the death of the reg they were charging. If this reg is destroy they must dismount).
    ⚜ Cavalry must have an officer and can take a flag and a musician if they want to.
    ⚜ Dragoons have to form a line or a double line to shoot. No fire in charge.

    *Your regiment has to be a cavalry regiment to register in this category*







    ⚜ Artillery must be minimum 3 and maximum 6 (1 officer, 2 reloaders, 1 sapper and 2 people to bring the guns) + up to 6 guards (they have to act as a line but are allowed to fire in charge. They are leaded by the officer of the artillery).
    ⚜ Artillery may take up to 2 pieces (or 2 guns or one gun and one howitzer).

    *Your regiment has to be a arty regiment to register in this category*






    The event will take place at 8.00 PM EST on our server. The password and the name of the server will be given to officers by an announcement on the group steam of this linebattle (20 minutes before) or by personal request on Steam if the officer cannot view the announcement for some reason.
    If you have any question about the organisation of the event and if you participate in it add  [VC] LeGenD , 19eRD_Col_De_Caulaincourt , MrMASTODONTE or XxdemersxX8 [VC] on Steam.



    Enlistment format:

    Code
    Name of the regiment:
    Regiment's leader Steam name:
    Class played:
    Expected attendance:
    Do you want to attend once or weekly?
    Do you have read and agreed the rules?
      Participating Regiments:

      Line:

      - 82nd (The Prince of Wales' Volunteers) Regiment of Foot (9-15)


      Skirms [FULL]:

      -  Voltigeurs Canadiens (10-15)
      -  British Grenadiers (10-20)
      -  86th Royal County Down Regiment of Foot (10)


      Cavalry:

      -


      Artillery [FULL]:

      -  4th Pox (10-15)
      -  Lifeguard Hussars (6-10)


      Next event: 20th October 2014
      [/list][/list]

      6
      Regiments / Voltigeurs Canadiens ⚜ [NA Recruiting]
      « on: December 27, 2013, 05:10:56 am »


      Presentation


      The Canadian light infantry unit, commonly known as the Voltigeurs Canadiens (VC) is the greatest French-Canadian regiment to mark Québecian heritage. The VC was active during the War of 1812. Their honorable reputation is built on their many victories. One famous exploit is the legendary victory of Châteaugay.

      The VC is an independent militia which is not directly connected with the British Army. It should be noted that only the French speakers can make a commitment in this militia.

      Founded in mid-August 2013, the battalion is principally composed of French-Canadian players. However, note that any other non-Canadian french players may join. We operate exclusively in the North America. To date, we are the only active Quebec regiment in the world.


      Some militiamen in training



      Evolution of the regiment in the NA community


      • Created in mid-August 2013.
      • The Voltigeurs Canadiens joined the VIe Corps in October 2013.
      • The Voltigeurs Canadiens left VIe Corps in the beginning of November 2013.
      • The Voltigeurs Canadiens joined the 8th Brigade in mid-November 2013.
      • The Voltigeurs Canadiens left the 8th Brigade in February 2014.

      8th King's Regiment of Foot (another member of the 8th Brigade) in action
      during the War of 1812. This grenadier company (in red) tries to delay an American regiment.



      Emblem and Uniform


      "Voici notre drapeau, notre fierté!"
      "Here is our flag, our pride!"

      Canadian Red Ensign

      &

      "Voici l'évolution de notre uniforme au fil du conflit de 1812!"
      "Here is the evolution of our uniform in the course of the conflict of 1812!"




      History of the regiment


      Spoiler
      As war loomed in the spring of 1812, Britain began to raise its military strength in North America. Most colonial forces raised to fight the Americans were English, Irish and Scottish in origin. But French Canada also served, and distinctly. On 15 April, Lieutenant General Sir George Prevost, governor of British North America and commander of its armed forces, raised a Provincial Corps of Light Infantry in Lower Canada known as the Voltigeurs Canadiens. The Voltigeurs were full-time professional soldiers, and their numbers and pay came from the province of Lower Canada. They were not part of the regular British Army, and had a distinctly "Canadian" pedigree. Their commander was Lieutenant colonel Charles-Michel de Salaberry, formerly of the 60th (Royal American) Regiment of Foot. His family had a well regarded reputation for serving the British Army, and he had served with the British against the French in the West Indies and at Walcheren. He wrote effective books on rifle drill, had fought a duel in which he sliced his rival almost in half and had a reputation as a brutal task-master among both his men and his officers. De Salaberry was one of the most experienced officers in British service during the War of 1812.

      Portrait of the Lieutenant colonel
      Charles-Michel d'Irumberry de Salaberry
      Officer Commanding of Voltigeurs Canadiens

      The Voltigeurs were officered by well-to-do members of Québec society, many related to de Salaberry, though all were treated to his fierce discipline and high standards. Commissions went to the captains and lieutenants who could fill their ranks (36 for captains, 16 for lieutenants). Despite jingoist propaganda to the contrary, the Voltigeurs had reached just over half of their 538 authorized ranks. At war's start, Fencible units would be added to their numbers for support and strength.

      The Voltigeurs were initially assigned to defend the Eastern Townships. In November, they faced American Major General Dearborn and his 6000-strong force, who invaded the region from Plattsburgh. De Salaberry rushed with his forces and some First Nations allies to staunch the invasion at Lacolle. While they could not halt the invasion, days of skirmishing increased the cost and Dearborn retreated days later. The spring of 1813 saw the splitting of Voltigeur units, some of whom bolstered the defences at Kingston and others who participated in the failed assault on Sackets Harbor. But the Voltigeurs are best known for their service at the Battle of Châteaugay and the Battle of Crysler's Farm.

      Morning exercise in 1813

      In the fall of 1813, American strategy focused on cutting off the St. Lawrence to isolate British forces in Upper Canada, followed by a decisive attack on Montréal. The first move was by Major-General Wade Hampton, who took 4000 men from the Lake Champlain region up the Châteauguay. His goal was to cut the St. Lawrence and meet up with General Wilkinson's forces coming down the river from Sackets Harbor. Hampton was not keen on the venture or on the quality of his men, and moved slowly. De Salaberry had excellent intelligence on Hampton's movements, ordered various obstacles to be constructed to complicate the American advance, and with his forces (Voltigeurs and militia), and supported by the troops of Lieutenant-Colonel George MacDonell (Canadian born himself), led his all-Canadian force against the Americans. While primarily a series of skirmishes, the Battle of Châteauguay was a very "Canadian" victory.

      Battle of Châteaugay

      During the Battle of Crysler's Farm, 3 companies of the Voltigeurs served under Lieutenant-Colonel Morrison to help deflect Wilkinson's 1800-strong rearguard, sent to repulse Morrison's forces. On 11 November, the Voltigeurs were stretched across Morrison's skirmish line and were heavily wounded. The Americans advanced past them, but were routed by Morrison's mixed force.

      After the war, the Voltigeurs underwent a variety of changes to their designation, but the unit found service in a series of conflicts, including as part of the 57th Battalion of the Canadian Expeditionary Force in the First World War, and as part of the Canadian Active Service Force in the Second World War.

      Source: The Canadian Encyclopedia       


      To conclude, here is a recapitulative video of the history of the Voltigeurs Canadiens (video in french):

      [youtube]http://www.youtube.com/watch?v=-lq8YbX46RU[/youtube]
      [close]



      Code d'honneur of Voltigeurs Canadiens


      Article I.  Voltigeurs Canadiens are French-Canadian militiamen. They have to honor their origin.

      Article II.  Players in the militia are not obliged to be of Canadian origin. Though they must speak and understand the French Language. As all Officers give their commands in French.

      Article III.   Respect for the Chain of Command is required. Severe penalties may be issued for disrespect to Officers.

      Article IV.  Desertion during an event and/or training is liable to permanent expulsion from the Voltigeurs Canadiens .

      Article V.  Only the highest-ranking Voltigeurs Canadiens may grant a medal and/or promotion as a reward of a feat.

      Article VI.  Militia tactics, strategies, and trainings are applied in-game.They must be applied due to the fact that the regulations at official events are strict.

      "Honorons nos valeurs!"
      "Let us honor our values!"

      Morning parade of the Voltigeurs Canadiens



      Missions


      1. To gather all French members from the Napoleonic Wars community, and form them into a regiment.

      2. To become the leading regiment in North America and be recognized as fair players.

      3. To participate in the most honorable events in North America.

      4. To become an effective regiment with regard to the internal administration of the regiment and the participation/organization at the events.

      "Bâtissons notre avenir!"
      "Let us build our future!"

      Commanded works



      Joining


      If you wish to join the VC, contact an officer by Steam or TeamSpeak. Once an agreement is reached, you are subject to a vocal interview on the Teamspeak Server. The applicant has to read and accept the following rules below to become an official member of the Voltigeurs Canadiens:


      • Any player wishing to join the regiment must be at least 15 years of age. Exceptions may be granted to players 14 years of age on the account of them being active, involved, mature and motivated.
      • The officer is always right. He is your superior and retains the right to make decisions.
      • No espionage will be allowed and the act of it will be immediately followed by a permanent ban from the regiment.
      • Double regimenting is permitted within the Voltigeurs Canadiens.
      • The player is required to be active within the regiment. The minimum requirement is to participate in at least one event (LB, Siege, Conquest , etc.) or training each week.
      • At LBs and trainings, priority speech is enabled in order to keep peace.

      If the interview is successful, you receive the rank of Recruit (VC_Rec_Name) for a period of about 2 weeks. This period may vary depending on the candidates.

      "Unissons-nous, tous ensemble!"
      "Let us unite, all together!"

      Recruitment of new militiamen



      Contact us & Schedule


      You can contact us through the following:


      Finally, this is our weekly schedule:

      • Monday:  Off
      • Tuesday:  Off
      • Wednesday:  8th Siege - 20:00 PM EST
      • Thursday:  Off
      • Friday:  Fun Event - 20:00 PM (Determined every week)
      • Saturday:  Illuminati's Linebattle - 8:00 PM EST
      • Sunday:  VC Training - 7:15 PM EST and 8th Brigade Training - 20:00 PM EST

      "Nous sommes les Voltigeurs Canadiens!"
      "We are the Voltigeurs Canadiens!"

      The Voltigeurs Canadiens in action



      Roster


      OFFICERS

      Lieutenant-colonel:  LeGenD_de_Salaberry
      Lieutenant:  Milav

      NON-COMMISSIONED OFFICERS

      Sergent Cornet-major (Spécialiste):  Original
      Caporal-Fourrier:  Minipaul
      Caporal:  Ulrik

      SPECIALISTS

      Aide de Camp:  Élite
      Aide de Camp:  MaxenceIV
      Sergent Cornet-major:  Original
      Caporal Spécialiste en langue:  Emelrian

      RANKERS

      Troupier:  Aratrex
      Troupier:  MrMASTODONTE
      Troupier:  Vincauy
      Milicien:  LeGrosRoger
      Milicien:  Vortex
      Milicien:  Dr.Maggot
      Milicien:  PelletierQc
      Milicien:  Yannick
      Milicien:  JFCODY
      Milicien:  Nico1515
      Milicien:  Jeromedemers
      Milicien:  Jerjer
      Milicien:  Blanqui
      Milicien:  Powtmow
      Milicien:  Jaydeuxmains
      Recrue:  Squishy
      Recrue:  Chevreuil
      Recrue:  marcus
      Recrue:  jockeur
      Recrue:  Blainosdias
      Recrue:  Caribou_Hunter
      Recrue:  CaribouQc

      7


      Présentation


      L’unité d'infanterie légère des Voltigeurs Canadiens, plus communément appelé VC, fut en activité lors de la guerre de 1812. Il s’agit probablement du régiment canadien-français qui a marqué le plus l’héritage québécois. En effet, leur réputation honorable s'est forgé au fil des victoires sur le champ de bataille. La légendaire victoire de Chateaugay demeure d'ailleurs l'un des exploits qui a rendu les Voltigeurs Canadiens célèbres.

      L’unité VC est considérée comme une milice puisqu’elle n’est pas directement rattachée aux forces armées de la Couronne britannique. Il faut noter que seuls les francophones peuvent s’y engager, comme le stipule l’Article 1 du Code d’honneur des Voltigeurs Canadiens.

      Fondé en mi-août 2013, ce bataillon se compose en grande majorité de Québécois. Cependant, notez bien que la porte n’est pas fermée à tout autre francophone d’origine non canadienne désirant rejoindre nos rangs. Nous évoluons exclusivement sur la scène nord-américaine de Napoleonics Wars. À ce jour, nous formons l’unique régiment québécois actif au monde.

      Quelques miliciens en plein entraînement


      Couleurs et uniforme


      "Voici notre drapeau, notre fierté!"

      Red Ensign canadien

      &

      "Voici l'évolution de notre uniforme au fil du conflit de 1812!"




      Historique


      Spoiler
      Au printemps 1812, la menace d'une guerre imminente poussa les Britanniques à consolider leur force militaire en Amérique du Nord. La grande majorité des soldats formant les troupes coloniales chargées de se battre contre les Américains étaient certes anglais, irlandais et écossais, mais il est à noter que des Canadiens français s'enrôlèrent également et qu'ils se démarquèrent. Le 15 avril, le lieutenant-général sir George Prevost, gouverneur de l'Amérique du Nord britannique et commandant des forces armées, forma une unité provinciale d'infanterie légère au Bas-Canada. Cette unité prit le nom de Voltigeurs Canadiens. Les Voltigeurs étaient des soldats de carrière. Ils étaient originaires du Bas-Canada qui les payait. Ils ne faisaient pas partie de l'armée britannique régulière, ils étaient clairement et distinctement «canadiens». Leur commandant était le lieutenant-colonel Charles-Michel de Salaberry qui avait d'abord été à la tête du 60e régiment d'infanterie (Royal Américan). Sa famille avait acquis une bonne réputation pour avoir servi dans l'armée britannique et lui-même avait servi aux côtés des Anglais contre les Français dans les Indes occidentales et à Walcheren. Charles-Michel de Salaberry avait écrit plusieurs ouvrages utiles sur les exercices à faire avec un fusil, s'était battu en duel contre un adversaire qu'il avait presque coupé en deux et avait la réputation de mener la vie dure à ses soldats et à ses officiers. De Salaberry fut l'un des officiers de l'armée britannique les plus expérimentés de la guerre de 1812.

      Portrait du Lieutenant-colonel
      Charles-Michel d’Irumberry de Salaberry;
      officier commandant des Voltigeurs Canadiens

      Les officiers des Voltigeurs étaient issus de la classe aisée de la société québécoise; nombre d'entre eux étaient apparentés à de Salaberry qui ne les dispensa pas de sa stricte discipline et qui exigea d'eux qu'ils se conforment à ses critères de qualité élevée. Les commissions étaient remises aux capitaines et aux lieutenants qui étaient en mesure de recruter des hommes dans leurs rangs (36 pour les capitaines, 16 pour les lieutenants). En dépit d'une propagande britannique chauviniste qui tendait à prouver le contraire, les Voltigeurs étaient parvenus à remplir un peu plus de la moitié des 538 grades autorisés. Au début de la guerre, des unités de Fencibles allaient s'ajouter aux Voltigeurs pour les aider et les appuyer.

      Au début de la guerre, les Voltigeurs avaient pour tâche de défendre les Cantons-de-l’Est. En novembre, ils se retrouvèrent nez à nez devant le major-général américain Dearborn qui, fort de ses 600 hommes, envahit la région de Plattsburgh. De Salaberry accourut avec ses hommes et avec ses alliés autochtones pour repousser l'invasion à Lacolle. L'invasion ne put être freinée, mais des jours entiers d'escarmouche et des coûts qui ne cessaient de grimper forcèrent Dearborn à battre en retraite. Au printemps 1813, les Voltigeurs se scindèrent en plusieurs plus petites unités: certaines partirent renforcer les troupes de défense à Kingston, d'autres prirent part, sans succès, à l'assaut donné à Sacket’s Harbor. Toutefois, les Voltigeurs sont surtout connus pour leur rôle dans la Bataille de la Châteaugay et dans la Bataille de Crysler’s Farm.

      Exercice matinal en 1813

      À l'automne 1813, les stratèges américains se concentrèrent sur les voies du Saint-Laurent qu'ils souhaitaient bloquer pour isoler les troupes britanniques du Haut-Canada. Puis, ils décidèrent de lancer une attaque sur Montréal. La première étape fut entreprise par le major-général Wade Hampton qui rappela 400 hommes postés jusque-là dans la région du lac Champlain, en amont de la Châteauguay. Son but consistait à bloquer le Saint-Laurent et à retrouver les troupes du général Wilkinson qui étaient parties de Sacket's Harbour et qui descendaient la rivière. L'entreprise ne souriait pas à Hampton qui n'était pas très rassuré quant aux aptitudes de ses hommes. Il avança lentement. De Salaberry avait, quant à lui, obtenu d'excellents renseignements sur les déplacements de Hampton et ordonna d'ériger divers obstacles pour ralentir encore plus la progression des Américains. Accompagné de ses troupes, les Voltigeurs, et soutenu par les troupes du lieutenant-colonel George Macdonell (qui était né au Canada), de Salaberry prit la tête de ces troupes composées uniquement de Canadiens et lança l'assaut contre les Américains. Si elle se caractérisa pour commencer par une série d'escarmouches, la bataille de la Châteauguay finit par être véritablement une victoire «canadienne».

      Bataille de Châteaugay

      Pendant la bataille de Crysler's Farm, trois compagnies de Voltigeurs servirent sous le commandement du lieutenant-colonel Morrison pour aider à détourner la solide arrière-garde de Wilkinson, composée de 1800 hommes venus repousser Morrison et ses hommes. Le 11 novembre, les Voltigeurs se placèrent de part et d'autre de la ligne de tirailleurs, ils furent nombreux à être blessés. Les Américains les dépassèrent, mais furent détournés par les troupes mixtes de Morrison.

      Après la guerre, l'unité des Voltigeurs connut divers changements. Elle fut intégrée au 57e Bataillon du Corps expéditionnaire canadien et à ce titre, prit part à une série de conflits armés, notamment à la Première Guerre mondiale et devint un régiment des Forces armées canadiennes au cours de la Deuxième Guerre mondiale.

      Source: L’Encyclopédie canadienne       


      Pour conclure, voici une vidéo récapitulative de l'histoire des Voltigeurs Canadiens (condensé des derniers paragraphes):

      [youtube]http://www.youtube.com/watch?v=-lq8YbX46RU[/youtube]
      [close]



      Code d'honneur


      Article 1.  Les Voltigeurs Canadiens ne comptent dans leurs rangs que des miliciens, sous-officiers et officiers francophones; parlant couramment le français. Les francophones au sein de la milice ne sont pas dans l'obligation d'être d'origine canadienne.

      Article 2.  Le respect de la hiérarchie est de mise. Des sanctions sévères peuvent être appliquées en cas de non-respects d'un ou de plusieurs supérieur(s) hiérarchique(s).

      Article 3. La désertion durant un événement et/ou un entraînement est passible d'une expulsion permanente des Voltigeurs Canadiens.

      Article 4.  Un exploit honorable sur le champ de bataille est digne d'une médaille et/ou d'une promotion. Seul le plus haut gradé des Voltigeurs Canadiens peut prendre considération d'un exploit; juger s'il s'agit d'un exploit ou non. Seul le plus haut gradé des Voltigeurs Canadiens peut accorder une médaille et/ou une promotion à la suite d'un exploit.

      Article 5. L'unité d'infanterie légère des Voltigeurs Canadiens est une milice et se doit d'appliquer des formations, stratégies et tactiques de milice en jeu. Il se doit d'appliquer ces dernières malgré le fait que les règlements lors des événements officiels sont stricts.

      "Honorons nos valeurs!"

      Parade matinale des Voltigeurs Canadiens



      Objectifs


      1. Rassembler l’ensemble des joueurs québécois de la communauté Napoleonics Wars au sein d’un régiment hiérarchisé et organisé.

      2. Devenir un régiment de premier plan sur la scène nord-américaine de Napoleonics Wars.

      3. Être reconnu comme étant un régiment fair-play, discipliné et disposant d’un bon niveau sur le champ de bataille.

      4. Participer aux plus grands événements de la scène nord-américaine.

      5. Devenir un régiment actif que ce soit sur le plan administratif, événementiel ou interne.

      "Bâtissons notre avenir!"

      Travaux commandés



      Recrutement


      Le recrutement s’effectue généralement de la manière suivante.

      Le joueur désirant rejoindre les Voltigeurs Canadiens doit d’abord contacter un officier ou un sous-officier par Steam ou TeamSpeak. Une fois la prise de contact effectuée, le joueur en question est soumis à un entretien vocal sur le serveur TeamSpeak du régiment. N.B. Le postulant doit lire et accepter les règlements ci-dessous pour devenir un membre officiel des Voltigeurs Canadiens:

      • L'officier a toujours raison. Il est l'entité supérieure et a un pouvoir décisionnel sur toute personne de grade inférieur au sien.
      • Tout joueur désirant rejoindre le régiment doit avoir un minimum de 15 ans. Des exceptions peuvent être accordées à des joueurs de 14 ans (seulement) étant actifs, impliqués, matures et motivés.
      • Le respect est de mise. Des sanctions sévères peuvent être appliquées si cette règle n'est pas respectée.
      • Aucun vol d'informations ne sera permis et sera immédiatement suivi d'un ban définitif du régiment.
      • Le double régiment est permis au sein des Voltigeurs Canadiens. Notez bien que votre autre régiment ne doit en aucun cas nuire à votre activité au sein des VC.
      • Lors des LB et des trainings, le calme doit régner sur le TS. Seuls les officiers et les sous-offciers ont la priorité de parole.
      • Le joueur est tenu d'être un minimum actif au sein du régiment. Il se doit de participer à au moins un événement (LB, Conquest, etc.) ou à un training par semaine.

      Si ce dernier réussit son entretient, il reçoit le grade de Recrue (VC_Rec_Pseudo) pour une durée d’environ 2 semaines. Cette période peut varier en fonction des candidats.

      "Unissons-nous, tous ensemble!"

      Recrutement de nouveaux miliciens



      Horaire des activités


      Lundi: *KPR* Monday Linebattle - 20h00 (2h00)

      Mardi: Union Gaming Tuesday Linebattle - 20h00 (2h00)

      Mercredi: *KPR* Siege Event - 20h00 (2h00)

      Jeudi: Training officiel - 19h30 (1h30)

      Vendredi: Union Gaming Friday LineBatlle - 21h00 (3h00)

      Samedi: Illuminati's Linebattle - 20h00 (2h00)

      Dimanche: 63e Sunday Linebattle - 20h00 (2h00)

      *Les heures entre parenthèse indiquent les heures françaises.



      Nous contacter


      Vous pouvez nous contacter par le biais de notre:


      "Nous sommes les Voltigeurs Canadiens!"

      Les Voltigeurs Canadiens en action



      Roster


      OFFICIER

      Lieutenant-colonel:  LeGenD_de_Salaberry

      SOUS-OFFICIERS

      Adjudant:  Original
      Sergent-major:  Blanqui
      Sergent:  MrMASTODONTE

      Master Caporal:  Minipaul
      Caporal en formation:  Jerome
      Caporal en formation:  Antoine

      RANKERS

      Troupier:  Ulrik
      Troupier:  Emery
      Troupier:  thehir
      Troupier:  Psycho
      Milicien vétéran:  Jaydeuxmains
      Milicien vétéran:  Alexandra
      Milicien vétéran:  Pater
      Milicien:  Dr.Maggot
      Milicien:  PelletierQc
      Milicien:  Yannick
      Milicien:  JFCODY
      Milicien:  Nico1515
      Milicien:  Jerjer
      Milicien:  DrSatan
      Milicien:  Math_Qc
      Milicien:  Jolafontaine
      Recrue:  Chinese
      Recrue:  Squishy
      Recrue:  Chevreuil
      Recrue:  Caribou_Hunter
      Recrue:  CaribouQc
      Recrue:  jeanfechouinard
      Recrue:  tomblack
      Recrue:  GABLEFOU
      Recrue:  Avenger
      Recrue:  Davic
      Recrue:  Bob
      Recrue:  Jack
      Recrue:  Thierry
      Recrue:  Wooly

      RÉSERVISTES

      Réserviste:  Francksix
      Réserviste: Cocodu45
      Réserviste: Dius
      Réserviste: Maxime
      Réserviste: Tilsind
      Réserviste:  powtmow

      GRADES SPÉCIAUX

      Aide de camp: De Caulaincourt
      Fusiller:  marcus
      Pirate Quartier-Maître: Sacha

      Membres d'honneur ayant contribués à la création du régiment

      Élite   -  Ancien aide de camp
      MaxenceIV   -  Ancien aide de camp

      Pages: 1