Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Modifications => In Development => Topic started by: N0body on May 30, 2013, 05:57:37 pm

Title: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: N0body on May 30, 2013, 05:57:37 pm
Thread is undergoing changes to suit the change of genre, so please not the current information on this post is out of date

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_107585.png&hash=040f68acb71fe95cfe5a1ba0b2ebd9afd0473329)


A brand new mini mod built upon the amazing Persistant World V4.4 Module System based in a fantasy world. Brought to you by Uhtred & N0body.
Requires Napoleonic Wars!
Progress Report
Related Sites / Pages
Downloads [Released]
The Team
Credits
Spoiler
Check the Progress report section of the page!
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Spoiler
Other Sites:
Our Moddb Page: http://www.moddb.com/mods/novum-mundus
Our Steam Page: https://steamcommunity.com/groups/novum-mundus
FSE Forums thread: https://www.fsegames.eu/forum/index.php?topic=5809.0


Contact Details:
We're often on the RCC teamspeak, so if anyone has any questions you may find us there: ts.rccclan.com
You can also find us on taleworlds, under the names 'N0body (http://forums.taleworlds.com/index.php?action=profile;u=83331)' and 'Bobthe8th (http://forums.taleworlds.com/index.php?action=profile;u=40788)'.
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Spoiler
New Versions (v1.2)
PW-Nexus (Full Download): http://www.pw-nexus.com/board/files/file/47-novum-mundus-alpha-v12exe/

Moddb (Full Download): http://www.moddb.com/mods/novum-mundus/downloads/novum-mundus-alpha-12

If you've already installed a previous version of the module, make sure the module folder is named correctly (Novum_Mundus_Alpha_v1.1), otherwise you will not be able to see or join the server. The installer will try to install into your 1.0 folder if you have previously installed the mod; please make sure the destination directory is 1.1
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Spoiler
Head Development:
N0body (Scripting and other bits and bobs)
Uhtred (Modelling and other bits and bobs)

Modelling &/or Texturing:
Akak95 (Aka Stalker)

Scripting:
Matt (mattftw)
S0mebody

Testers:
Osviux
ZeroFighterR
Brother of Blades
Jekku
Frankie
Bane
Tallie
Madfast
Bulltrup
Legolan
Gesha
Crozade
Davout
Desert Thunda
Sheep
Lions of Bavaria
Oscar XI Hederlööf
Darion
Barradin
Skullzdeath
Vexstriker
Rowaan
Joker
Hawke
Mr T
Edwardo
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Spoiler
Resources used (Or may be used):
  • AOFI (OSP)
  • Gabby's mods: 1755 & 1776 (With Permission)
  • Iboltax's improved Faces mod (OSP)
  • Llew's Flintlock / Matchlock Firearms (OSP)
  • More Metal sounds mod (Optional module as a seperate download, not included yet)
  • Napoleonic Wars (Required! You cannot install Novum Mundus without it)
  • Polished Landscapes
  • Twilight of the Sun King (With Permission)
  • Yamabushi's Highlander stuff (http://forums.taleworlds.com/index.php/topic,145074.0.html) (OSP)
  • The Last Days mod team (http://mbx.streetofeyes.com/index.php/board,20.0.html) (OSP)
  • The Day Dream mod team (With Permission)
  • Narf of Picklestink for his various packs (http://forums.taleworlds.com/index.php?action=profile;u=46466) (OSPs)
  • dejawolf for his/her medieval helmets (http://forums.taleworlds.com/index.php/topic,76943.0.html) (OSP)
  • Thick for his late medieval helmets (http://forums.taleworlds.com/index.php/topic,253388.msg6068424.html#msg6068424) (OSP)
  • A texture or two from Brytenwalda (http://forums.taleworlds.com/index.php/board,189.0.html) (OSP)
  • Barban for his stuff (OSP)
  • Adorno for his fantasy scene props (http://forums.taleworlds.com/index.php/topic,291735.0.html). (OSP)
  • Docm30 (http://) for his Swedish uniforms.
  • Aeon (http://forums.taleworlds.com/index.php/topic,109401.0.html) for a few sounds grabbed from his/her SoundRound-ing mod. (OSP)

We apologise if anyone is missing from the list of credits; if you are missing, please PM either me or Uhtred, and we'll get round to adding you to the credits, or if you want your content removed, removing the content!

Big Thanks to...
Vornne (For Persistent World V4.4)
The Napoleonic Wars team for their fantastic expansion pack.
Taleworlds Entertainment (For bringing us Warband)
Paradox (For publishing the game)
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(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg832%2F5550%2F156.png&hash=aad70bbe9d6de1b211faf42f561ddf0bc85088f1)

Features
This is a planned feature list. Not all features are present in the current alpha.

  • A Persistent World Mini-mod, built on Vornne's brilliant Persistent World (http://forums.taleworlds.com/index.php/board,184.0.html).
  • Roleplay who you want to be in this dangerous world, choosing which class you want to play as from a large diversity of available classes. We won't tell you how to or how not to play on this mod.
  • A wide diversity of tools to create the faction you want to create and run it how you wish to run it. Peaceful or aggressive? It's your choice.
  • A wide variety of trades and specializations for each class, some combat focused some not.
  • A balanced and working economy, built around the persistent banking system, influenced by what players buy and sell.
  • A wide variety of custom items & trade goods, exclusive to this mod, courtesy of Uhtred, the co-developer of Novum Mundus. All of these items will be craftable by one class or another through in-depth but not overly complicated methods (There will be some complicated routes players may take, but they will be very rewarding).
  • A wide diversity of weapons and equipment, sourced from a number of existing modifications and/or OSP packs such as the Last days and Napoleonic Wars.
  • In depth character creation, integrating Napoleonic Wars character customization with character enhancements including facepaints and other skins, allowing to create the character you want to be. An Orc? Yep. An Elf? Yep. A Human? Yep, and anything in between.
  • Persistent integrated gameplay; move from one server to another whilst retaining your items and contents of carts, allowing you to shift trade goods from one map to another.
  • Player Housing; players can purchase houses for large quantities of ingame gold with high upkeeps, only for those with factions or guilds. The player housing can have shared ownership, thus suitable for clans and guilds. Houses can be upgraded with increased storage, furniture and room.
  • Persistent factions; once a faction has been established it will continue to exist until it has been destroyed, regardless of restarts.
  • Cannons & ships with cannons. Naval warfare for the masses! Small ships with cannons will be on most maps, though frigates will likely be restricted to naval / naval warfare maps (due to their poly count).
  • A rich and diverse fantasy theme, introducing a variety of cultures and races.
  • Everyone will have the ability to host unofficial servers; they will lack the the online persistent integrated gameplay features mentioned in the above point (This is for multiple reasons including prevention of cheating).




Progress Reports / Changelogs:


Ongoing Changelog

Changelog so far for Alpha v1.2:
Code
Changelog (Alpha v1.2):
- Increased the damage of Varlithinian bows making them more effective against higher armour values and further effective against unarmoured players.
- Muskets melee modes also do less overhead damage and slightly less thrusting damage (was instant kill on overhead nine times out of ten).
- Fixed the steel bucklers scene props; they sold the wrong items, including a broken item.
- Fixed the berets for the heathlander armour/s, they now use the correct collision mesh allowing players to buy them.
- Fixed the heathlander berets so they now use the correct models.
- Most of the items that were previously imports now require crafting, using either linen for clothing, linen for shoes and leather pieces (x2) for boots. For hats, the basketweave hats use wheat while all of the felt hats use linen.
- Tweaked Apple Trees to function similar to grape vines (they need to be pruned, then apples begin to spawn on the tree).
- Revised animations further (Breathing and a new polearm animation, plus a few other changes).
- Fixed the glowing shaders for the rock items and masonry.
- Fixed the shaders for a number of firearms.
- Added a number of new ambient sound effects to enhance maps. The ambient sound effects also now play in a local area rather than globally accross the entire map.

3/1/14
Changelog (Alpha 1.1):

Code
Changelog (Alpha 1.1)
- Bows and the Blunderbuss now do more damage against unarmoured opponents, but deal less damage against unarmoured opponents due to a change of damage type (Piercing -> Cutting).
- Models for the stone resources and masonry resource using pre-existing textures; integrated crafting of masonry by a stone mason at a stone carving table, requiring a chisel.
- Added a chisel model for the chisel.
- Added steel bar models; shiner than iron and tinted blue (slightly).
- Added scene props for Copper, Tin & Bronze stockpiles with unique meshes. Steel stockpiles now also have a unique mesh.
- Fixed steel, copper, tin and bronze at the forge and anvil. They can now all be split into smaller bars, or combined (at the forge) into larger bars.
- Removed the black dress item; was causing crashing due to the model having been removed previously, though the item itself was not.
- Rebalanced the new ores to have better prices. They can now be sold for real profit over other metals.
- Given the new metals ore meshes; Copper uses the gold ore model and Tin silver.
- Fixed a number of helmets not covering the head mesh or morphing in a strange way. Full helmets now cover the head, so skin can no longer be seen clipping through the helmet meshes.
- Rebalanced a number of arrows; many of the new arrows had not been balanced, and now have been.
- Boosted the accuracy of the concealable pistol by a wee bit. It may have low damage and a slow reload, but it is now accurate enough to use effectively in close quarters.
- Increased the armour value / resistance value of the heathlander bucklers / targes so they aren't broken so quickly and may resist blunderbuss pellets.
- Increased the hitpoints of the steel bucklers to increase their effectiveness in combat. They were breaking far too quickly, especially for their price.
- Balanced Varlathinian (Elven) shields, so the shields now have different stats rather than being a number of shields that look different but play the same as each other.
- Balanced the Imperial shields; they all had poor stats and were duplicates of each other (excluding models). They now have a price variation and stat variation.
- Fixed the Orcish Heavy Axe so it no longer has a massive ghost reach. It is now as short as it looks.
- Buffed the Orcish Club (Blunt) by 1 blunt damage.
- Edited the magic projectiles so they no longer have a visible arrow model when being drawn. Currently a debug item for the future.
- Edited the admin blunderbuss, increasing it's damage drastically and given it magic projectiles. This means it is much more obvious when the weapon is being used.
- Added a custom sign prop for a tavern in the new map. Uses a custom texture sheet, which in the future will serve as a custom tavern sign sheet.
- Added a code prop or two for serverside scripting. Current not used, but will in the future.
- Some new animations, created by Stalker / Akak95
- Added 7 new shield scene props (Imperial), so the imperial shields can now be placed on maps.
- Fixed the meshes for the steel buckler scene props; was incorrect and/or missing.
- Added a coal stockpile
- Low poly lod meshes for trees
- Renamed 'Wheat Sack' to 'Sack of Seeds' due to the item being used universally for all crops (cabbages and marrows).
- Removed broken scene props and items (missing meshes due to the meshes and textures having been removed previously).
- Heathlander Helmets now require Linen to craft and Orc helmets an Iron bar.
- Fixed Elven Masterwork bow model scene prop.
- Other small changes

31/5/13

From 4pm BST/GMT+1 (London Time)

Alpha testing was done to demonstrate basic features and balancing. Few bugs were found and fixed, and overall everyone enjoyed playing the mod. Big thanks to all the testers that participated; the names of all the testers will be included in the credits under 'Testers'. You will also get priority of getting in the next alpha/beta tests.

All the users were able to install the mod succesfully without issues, though tweaks had to made to the font ingame due to it being too difficult to read. We are now using a much more readable font now.

Screenshots from the alpha test may be found in the media section or throughout the FSE & Taleworlds threads.

01/08/13

Development is back full speed ahead; development came down to being quite slow due to Uhtred being on holiday over a number of weeks over the summer. A teaser showing off some of the new tavern props he has made has been posted on page 7 (http://forums.taleworlds.com/index.php/topic,269621.msg6782227.html#msg6782227).

We have also recently added a number of new classes with their own skills, and seperated some functions existing in default Persistent World to use these new skills. The classes will be demonstrated in a few weeks, showing off what makes them unique and some of the special features & trades (ways of making money) associated with them.

The spoiler below demonstrates some of the new items, including Gordon's Finest Dry London Gin, one of our new trade goods. The image was taken by Uhtred in DX7, so it won't look too great. But when I get a chance I'll grab a screenshot or two of the items in DX9.

Teaser
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F597013551219884679%2F5B1FA3474404AD8A753007ECD9A7C6A086E72EEA%2F&hash=bc765e4bcbb4f7776bd7d850dd0378a986fd9ff4)
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What is Novum Mundus about? (More In-depth features):





Novum Mundus is set in a rich fantasy world with a variety of cultures and races; you, the player, will be introduced into this world and handed the reigns for your destiny as you choose it. Will you choose to fight for your own, or serve others? Will you stay out of the conflict, and try to exist in peace or will you take up arms as an outlaw and fight for your survival? It is up to you.

The factions are as follows:

The Empire of Antoria; The Antorian Empire (Humans)
Warriors of Heftan Tyran, Dissidents of Antorian (Humans)
The Vorgestian Confederation (Oecil & Humans)
Nomadic Peoples of Tarkai (Oecil, Varlathinians & Primarily Humans)
Remnants of Eria (Varlathinians)

The Rangfar Cult (Varlathinians & Their Disciples)

In brackets the primary race for each faction is listed; they aren't exclusively each race, but whichever race/s are listed are the dominant ones.  Varlathinians are known as Elves, Oecil known as Orcs and Humans. Well, I need not explain who or what they are.

- None of the above factions can be completely destroyed, only weakened and driven to a point where they own nothing.

You, as a player, may join any of these factions, or choose to stay independent of them. Doing so comes at risks, but does mean avoiding potentially constant war. You may also band together with your friends and take a castle for yourselves and establish your own semi-persistent faction, though losing all of your land, no matter how little or how much, will result in the 'permanent destruction' of the faction (you will have to recreate it, if you wish to continue with the same name, or if you wish to, create an entirely new faction. You may call it whatever you please (using vanilla PW faction mechanics).

  • Set in the 'New World', known as Eden in the Year 683 a.l.
  • Varlathinians, Humans and Oecils have always lived on this continent, though 683 years ago a new group of humans arrived en masse, using advanced technologies and waged war with some of the locals. The following years were marked as 'a.l.' being 'After landing'.
  • You, the player, are nothing but a worthless peasant. But you don't have to stay there. As you play, you will create a legacy and those that follow you will benefit from your early choices.


FAQ. (Answers to questions that have either been frequently posted, PM'd or steam'd):


Q. When will this mod be released?
A. When it is finished. We wish to release the first version as an official 'Full Version', meaning no alpha or beta versions will be released publically. We will do Alpha and Beta tests beforehand though, but they will all be closed. We are aiming for a Christmas 2013 release.

Q. Can I take part in the alpha/beta testing?
A. Maybe. When we open up for mod for alpha/beta testing, we'll have a sign-up that anyone may apply for. It doesn't mean you'll be accepted, but generally we accept everyone who applies; usually we need more than a handful of people to take part in any testing.

Q. This mod is just a compiliation, isn't it? Why should we care about something so basic?
A. It isn't exactly a compiliation; the mod contains custom content created by members of our team, such as Uhtred. In the media section you can see an image of a tavern scene, showing off a number of new tavern-related props (Beer bottles etc.), all made by Uhtred. We also have more than enough custom content scripted by our team too, to help enhance gameplay and to achieve some of our targets. So yes, we do use alot of OSP material and content from other mods (with permission), but we also have a few sprinkles of our own magic.


Media!


The following screenshots are more up to date, showing off some of our later stuff & some of our own, custom assets:

Some of our custom trees
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fautumn_forest_day.png&hash=c9c2fe09ff40fcdb471a9ec94aa95f3d0ea259da)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fwinter_tree_snowy_test.png&hash=deb68f6919b1b9a32c1be776b3edefa123864cde)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fautumn_forest_evening.png&hash=c8e79db9308cfa7a28bc21fc7b214dc6c815d1b5)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fwinter_tree_snowy_test_day.png&hash=bb3ec5a8632b84670d37ffc38819713423f46261)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fsummer_tree_scene_day.png&hash=941f3972998db716cc6e8fae4d80f324507bad6c)
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Showing off some of the TLD resources we are now using
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_1378619.png&hash=943c6dd2fbd0fd2dc0128abd9d26aa535ae4f9f9)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_2133087.png&hash=0c4f2319282b956fca24424678bc363f1bdef918)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_2647734.png&hash=1d2969f2c0978f492ecf63b21c10d43d4670af72)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_593406.png&hash=85c4d726bea53871b6efb54020defb1ab47cb751)
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A picture showing off some of the economy system changes
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Feconomysystemchanges.png&hash=8dfa4d8a0df34764e6c93d426e3b6a45ccb8498d)
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A tavern Scene
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F597013551219884679%2F5B1FA3474404AD8A753007ECD9A7C6A086E72EEA%2F&hash=bc765e4bcbb4f7776bd7d850dd0378a986fd9ff4)
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Some Images from the alpha testing; these images came from very early on in development and do not reflect the final release of the mod. Assets may also be in these screenshots that have since been removed due to failure to obtain permission to use these assets.

From Joker
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595879242647762651%2F6633DBA791BE1634B03A8F6BCAC5D11D6DC23958%2F&hash=97dae258be8b61b5b11c26875a46a6837be61b53)
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From Desert Thunda
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb26_zpsc4a3d91f.jpg&hash=04e781d60b53eaa59d7bf3ab121f8b8261ab4094)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb29_zpse65bd9e5.jpg&hash=69592242e53b92792ed9612f807bb168059bba18)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb32_zps4c9ba546.jpg&hash=d6dd5561c9e721e5cdd3d3b2aae17a31bb6dfd9d)
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Some Random Screens
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_000014.jpg&hash=96acd4ff38a221c30e2ab9a73b89236089aa7928)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00002.jpg&hash=ca493226679b014b1c163db79cea161e5ec53cdd)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00003.jpg&hash=094e6fd5f25d3f1d86f2a045b0bbf0f78c955c87)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00010.jpg&hash=b9c3a54c1ab713774affd65034d26f96f5470d5b)
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Some early shots showing off the character creation:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_000021.jpg&hash=5884de7d445c9d4af734f5f47ffba29abee47846)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_000031.jpg&hash=87fc6978e9a3827cda2fc09822de9f2c43d82d83)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_00004.jpg&hash=39b5adfb56fc1da39fc674df437fbe1c5d208967)
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Title: Re: [NW/WB] [M] Novum Mundus
Post by: Desert Thunda on May 30, 2013, 06:11:02 pm
Ah wow this seems interesting!

Are the sign ups ment to be made via PM or post on this thread?
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Fabbels on May 30, 2013, 06:30:58 pm
I'm missing the dutch and spanish in the factions list. But the rest sounds great. Good luck, hopefully it will be better than PF!

Edit after testing : It is better than PF.
Title: Re: [NW/WB] [M] Novum Mundus
Post by: LeCalum on May 30, 2013, 06:39:31 pm
Good luck!
Title: Re: [NW/WB] [M] Novum Mundus
Post by: N0body on May 30, 2013, 07:42:33 pm
Thanks for the interest & good luck wishes; I'll quickly answer your questions:

Ah wow this seems interesting!

Are the sign ups ment to be made via PM or post on this thread?

As posts is fine, or PMs if you want to.

I'm missing the dutch and spanish in the factions list. But the rest sounds great. Good luck, hopefully it will be better than PF!

Yeah, currently we have over 230 new items that have all been balanced (hopefully), and after we've done some testing, confirmed the balance or made tweaks as required, we'll move onto adding more factions :)

Good luck!

Thanks :)
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Gokiller on May 30, 2013, 07:48:25 pm
Probly pretty stupid to ask, but are there any screenshots what so ever? I would like to see something of it before I decide if i want to test it :P
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Willhelm on May 30, 2013, 08:41:44 pm
So its like a 7 years war mod with the persistent world set up? Nice.
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Davout on May 30, 2013, 09:03:53 pm
Steam Name: williamainge
Experience (If any) with alpha/beta testing: none :l
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Desert Thunda on May 30, 2013, 09:48:50 pm
Steam Name: uae_king17
Experience (If any) with alpha/beta testing: Persistent Frontier and Blood and Iron
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Fabbels on May 30, 2013, 09:52:19 pm
Steam Name: uae_king17

lol
Title: Re: [NW/WB] [M] Novum Mundus
Post by: N0body on May 30, 2013, 10:18:51 pm
Probly pretty stupid to ask, but are there any screenshots what so ever? I would like to see something of it before I decide if i want to test it :P

We're about to do a quick pre-alpha test with a handful of people to grab some screenshots, so they should be up within an hour or two :)

Spoiler
Steam Name: williamainge
Experience (If any) with alpha/beta testing: none :l

Steam Name: uae_king17
Experience (If any) with alpha/beta testing: Persistent Frontier and Blood and Iron
[close]

Ticked both of you off and added to the list :)
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Wismar on May 30, 2013, 10:59:05 pm
Looks interesting! Good luck!

Steam name: [15th] Schwartz
Previous experience: Have been testing mod alphas/betas like
Persistent frontier, Blood & Iron, Jacobite Rising, Warhammer 40K mod.
Title: Re: [NW/WB] [M] Novum Mundus
Post by: N0body on May 30, 2013, 11:35:36 pm
Looks interesting! Good luck!

Steam name: [15th] Schwartz
Previous experience: Have been testing mod alphas/betas like
Persistent frontier, Blood & Iron, Jacobite Rising, Warhammer 40K mod.

Ticked off & added on steam.



Some screenshots, as requested; nothing fancy, but acting as a little teaser :)

A tavern meeting
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_000014.jpg&hash=96acd4ff38a221c30e2ab9a73b89236089aa7928)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00002.jpg&hash=ca493226679b014b1c163db79cea161e5ec53cdd)
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Things got frisky
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00003.jpg&hash=094e6fd5f25d3f1d86f2a045b0bbf0f78c955c87)
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Even the locals turned ip
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-30_00010.jpg&hash=b9c3a54c1ab713774affd65034d26f96f5470d5b)
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EDIT:

A couple of screenshots from a week or two ago; just some examples of what you can do with the character creation:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_000021.jpg&hash=5884de7d445c9d4af734f5f47ffba29abee47846)
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Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_000031.jpg&hash=87fc6978e9a3827cda2fc09822de9f2c43d82d83)
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Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2F2013-05-24_00004.jpg&hash=39b5adfb56fc1da39fc674df437fbe1c5d208967)
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Title: Re: [NW/WB] [M] Novum Mundus
Post by: Tavington on May 31, 2013, 01:07:38 am
Oh very interesting i've been looking for a PW mod using the Napoleonic Wars setup. I will most certainly consult my dear friend Desert Thundarab on how it plays.
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Rowaan on May 31, 2013, 01:28:19 am
Steam Name: Rowaan
Experience (If any) with alpha/beta testing: Persistent frontier
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: N0body on May 31, 2013, 12:06:08 pm
Steam Name: Rowaan
Experience (If any) with alpha/beta testing: Persistent frontier

Ticked off & added on steam.



Fixed the screenshots, as they weren't working (which others pointed out over on taleworlds!)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Desert Thunda on May 31, 2013, 12:10:27 pm
I can not wait to test it :)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Fabbels on May 31, 2013, 12:42:47 pm
Wow those screenshots look incredibly nice. Looking forward to it !
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Joker on May 31, 2013, 12:52:06 pm
Steam Name: clumsy2323
Experience (If any) with alpha/beta testing: Persistent Frontier & 40k Grim Future
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Hawke on May 31, 2013, 02:48:15 pm
If there's still time.

Steam Name: gladiator1234236 (Hawke)
Experience (If any) with alpha/beta testing: Blood&Iron, Jacobite Rising, WH40K Grim Future.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Mr T on May 31, 2013, 03:29:15 pm
Steam name:deffdread001
Experience: War of the Roses beta
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Edwardo on May 31, 2013, 03:32:31 pm
Steam Name: teddog394 or failing that edward2012
Experience: None
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: N0body on May 31, 2013, 03:55:37 pm
Steam Name: clumsy2323
Experience (If any) with alpha/beta testing: Persistent Frontier & 40k Grim Future
If there's still time.

Steam Name: gladiator1234236 (Hawke)
Experience (If any) with alpha/beta testing: Blood&Iron, Jacobite Rising, WH40K Grim Future.
Steam name:deffdread001
Experience: War of the Roses beta
Steam Name: teddog394 or failing that edward2012
Experience: None

Ticked you guys off and added on steam; will send you the links shortly.



APPS CLOSED
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Davout on May 31, 2013, 04:15:56 pm
That donkey scared me. I thought i had dl a virus :S
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Momcilo on May 31, 2013, 07:26:53 pm
Steam Name: Momcilo (https://steamcommunity.com/profiles/76561198040947097)
Experience (If any) with alpha/beta testing: Bear Force 2 beta tester.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Hawke on May 31, 2013, 07:59:28 pm
Well, that test was thoroughly enjoyable. The mod's great.
I was playing as the Swedish Faction's tailor, made about 30 or so uniforms and got loads of money out of it.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Today-
Post by: Desert Thunda on May 31, 2013, 08:28:57 pm
The testing was unbelievably epic! (Despite being able to kill people with 1 punch)

Screenshots of my Swedish Conquest:

Spoiler
I look like a beast.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb1_zps36c6040b.jpg&hash=c716ab296a91622551c34a0ade3ea98f3883fc8c) (http://s1355.photobucket.com/user/DesertThunda/media/mb1_zps36c6040b.jpg.html)
[close]

Spoiler
Dayum Epic in all ways.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb2_zps6244b03e.jpg&hash=8f6f5b9cf8696997cd16f06009207ce33e530e2d) (http://s1355.photobucket.com/user/DesertThunda/media/mb2_zps6244b03e.jpg.html)
[close]

Spoiler
After training. For the glorious Swedish Empire!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb3_zps7207eab3.jpg&hash=b85b189a894a1787fe6c144a71820b4eb1f91f99) (http://s1355.photobucket.com/user/DesertThunda/media/mb3_zps7207eab3.jpg.html)
[close]

Spoiler
S.W.A.G.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb6_zpsf3bafa39.jpg&hash=1436d27e1e9cdc18e9d98af98e274c05f982cbcd) (http://s1355.photobucket.com/user/DesertThunda/media/mb6_zpsf3bafa39.jpg.html)
[close]

Spoiler
Me and Hawke after looting some gear.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb8_zpsfbb37168.jpg&hash=0231bb2ed040be2551b9c78c5a985bacb595bc05) (http://s1355.photobucket.com/user/DesertThunda/media/mb8_zpsfbb37168.jpg.html)
[close]

Spoiler
The Swedish Highlander!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb10_zps18d350c0.jpg&hash=318d363b70a50a561c31816f4027538a8654d044) (http://s1355.photobucket.com/user/DesertThunda/media/mb10_zps18d350c0.jpg.html)
[close]

Spoiler
Fear my Hussar Sword
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb11_zpsfc253f4d.jpg&hash=b4d8ca5b60544285aca5dfe19cfd223427a3904b) (http://s1355.photobucket.com/user/DesertThunda/media/mb11_zpsfc253f4d.jpg.html)
[close]

Spoiler
HailSwedish Native American.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb12_zpsadc84301.jpg&hash=fbf63d5df620651163dc8043041f5553ae551d22) (http://s1355.photobucket.com/user/DesertThunda/media/mb12_zpsadc84301.jpg.html)
[close]

Spoiler
The name is Washington, Desert Washington.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb13_zpsf1a20848.jpg&hash=776c5379c2d376c1317bd2eb1fecd660e434ac7f) (http://s1355.photobucket.com/user/DesertThunda/media/mb13_zpsf1a20848.jpg.html)
[close]

Spoiler
Hawke and I have a talk about how Horses are bred.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb14_zpsd9441991.jpg&hash=8c34e9fe56666a34ed05e744005ae51bbaa8fdb8) (http://s1355.photobucket.com/user/DesertThunda/media/mb14_zpsd9441991.jpg.html)
[close]

Spoiler
Killa tells us a story of Sweden, it goes "Sweden was had Vikings who raped and Pillaged people"
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb15_zps0d867418.jpg&hash=49605b70906a4f7c5c0e324fd00d681de196684b) (http://s1355.photobucket.com/user/DesertThunda/media/mb15_zps0d867418.jpg.html)
[close]

Spoiler
Austro Spotted!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb16_zps84adda1e.jpg&hash=bb68287152ca9f5654fe83acada20724a363f5fe) (http://s1355.photobucket.com/user/DesertThunda/media/mb16_zps84adda1e.jpg.html)
[close]

Spoiler
Does it look like I am playing with you?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb17_zpse818a1fc.jpg&hash=a8635b6ac8027f68023c99cbde5c0cc8f05e0650) (http://s1355.photobucket.com/user/DesertThunda/media/mb17_zpse818a1fc.jpg.html)
[close]

Spoiler
After giving Killa command of monitering our borders, he goes around threatening peeps instead of welcoming them QQ
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb18_zpsa73714fa.jpg&hash=077883aa7c38daaf1ad9ac4693a1fd24716fcbd3) (http://s1355.photobucket.com/user/DesertThunda/media/mb18_zpsa73714fa.jpg.html)
[close]

Spoiler
Dayum Right
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb19_zpsdad3525b.jpg&hash=1de8aa12853f53a01b3687b879b3eebe9da2b619) (http://s1355.photobucket.com/user/DesertThunda/media/mb19_zpsdad3525b.jpg.html)
[close]

Spoiler
Discussing Politics
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb21_zpsc5e7774b.jpg&hash=29ee6954c52ee302ecbdc1a342d7acd54e79b3c7) (http://s1355.photobucket.com/user/DesertThunda/media/mb21_zpsc5e7774b.jpg.html)
[close]

Spoiler
So I bought this epic Swedish Uniform, I look damn fine
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb22_zps76dd0bcf.jpg&hash=703ce9bd45f299543bacfab636b044721b6885dd) (http://s1355.photobucket.com/user/DesertThunda/media/mb22_zps76dd0bcf.jpg.html)
[close]

Spoiler
This posing is epic
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb23_zpse34564ab.jpg&hash=7d6c803a45debae5baafce0b9fed6c873c13a597) (http://s1355.photobucket.com/user/DesertThunda/media/mb23_zpse34564ab.jpg.html)
[close]

Spoiler
Oooh Yeah
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb24_zpsdf0c7b4c.jpg&hash=c3629a4753190467bf897ab4221bd75f06bf3ce3) (http://s1355.photobucket.com/user/DesertThunda/media/mb24_zpsdf0c7b4c.jpg.html)
[close]

Spoiler
Is it me or do I look a bit like a woman from the back?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb25_zps7ae344c1.jpg&hash=b3d104296d543bbeda6ac717860b7097b404d296) (http://s1355.photobucket.com/user/DesertThunda/media/mb25_zps7ae344c1.jpg.html)
[close]

Spoiler
You don't say.....
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb26_zpsc4a3d91f.jpg&hash=04e781d60b53eaa59d7bf3ab121f8b8261ab4094) (http://s1355.photobucket.com/user/DesertThunda/media/mb26_zpsc4a3d91f.jpg.html)
[close]

Spoiler
SWAG.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb27_zps85b25423.jpg&hash=640bd263e9cdc8616594d1258db800c25f830925) (http://s1355.photobucket.com/user/DesertThunda/media/mb27_zps85b25423.jpg.html)
[close]

Spoiler
Thats it, I want this pose in NW Vanilla.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb29_zpse65bd9e5.jpg&hash=69592242e53b92792ed9612f807bb168059bba18) (http://s1355.photobucket.com/user/DesertThunda/media/mb29_zpse65bd9e5.jpg.html)
[close]

Spoiler
We decide to hide from an evil Outlaw Admin who killed over 10 Swedish people.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb30_zps597ba59f.jpg&hash=15aa7f89e912cb0b848243a100df4be5864b68db) (http://s1355.photobucket.com/user/DesertThunda/media/mb30_zps597ba59f.jpg.html)
[close]

Spoiler
Run like a motherfucker!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb31_zps7f0e04ea.jpg&hash=0dab732bec8a74ac5c9099a530596fec605f0e6a) (http://s1355.photobucket.com/user/DesertThunda/media/mb31_zps7f0e04ea.jpg.html)
[close]

Spoiler
We ran to our fort and decided to guard the ladder.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb32_zps4c9ba546.jpg&hash=d6dd5561c9e721e5cdd3d3b2aae17a31bb6dfd9d) (http://s1355.photobucket.com/user/DesertThunda/media/mb32_zps4c9ba546.jpg.html)
[close]

Spoiler
Our last line of defense.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb33_zps3def14ef.jpg&hash=2e1870ded433c1466cdf039e74503b52354d2a6b) (http://s1355.photobucket.com/user/DesertThunda/media/mb33_zps3def14ef.jpg.html)
[close]

Spoiler
So me and the other admin decide to test the Machine Gun Crossbow and use it like a flare gun...
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1355.photobucket.com%2Falbums%2Fq715%2FDesertThunda%2Fmb34_zps747c58a3.jpg&hash=4896c7e22f679dd6feef60fee8ed88cd18a21a8c) (http://s1355.photobucket.com/user/DesertThunda/media/mb34_zps747c58a3.jpg.html)
[close]
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Fabbels on May 31, 2013, 08:37:51 pm
Doesn't Austro have his own mod..?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on May 31, 2013, 09:05:06 pm
Thunda, you only got that sexy uniform because I made loads of them!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on May 31, 2013, 09:09:04 pm
Thunda, you only got that sexy uniform because I made loads of them!

You made 1, and because that uniform made me look like a lady, which I really liked.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Joker on May 31, 2013, 09:15:17 pm
Amazing test, Here is a great screenshot of us lined up, For the Swedish Empire!

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595879242647762651%2F6633DBA791BE1634B03A8F6BCAC5D11D6DC23958%2F&hash=97dae258be8b61b5b11c26875a46a6837be61b53)
[close]
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: BSM 'Shut up' Williams on May 31, 2013, 09:16:15 pm
Amazing test, Here is a great screenshot of us lined up, For the Swedish Empire!

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595879242647762651%2F6633DBA791BE1634B03A8F6BCAC5D11D6DC23958%2F&hash=97dae258be8b61b5b11c26875a46a6837be61b53)
[close]

I wish I joined In-Time  :(
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on May 31, 2013, 09:24:51 pm
Thunda, you only got that sexy uniform because I made loads of them!

You made 1, and because that uniform made me look like a lady, which I really liked.
Thunda, I made lots more than 1 uniform. Perhaps you got the Livgarde uniform of which I made only one of?
I made about 15 Skanska uniforms, and another 15 Tricornes.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: N0body on May 31, 2013, 10:01:18 pm
Thanks to everyone that took part in the alpha test today!  :D

Doesn't Austro have his own mod..?

Yeah, Austro has his mod, being Persistent Frontier, which can be found here (http://forums.taleworlds.com/index.php/topic,256814.0.html)



@Those that took screenshots,

Many thanks! Will pick some to pop on the thread :)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on May 31, 2013, 11:05:23 pm
Thunda, you only got that sexy uniform because I made loads of them!

You made 1, and because that uniform made me look like a lady, which I really liked.
Thunda, I made lots more than 1 uniform. Perhaps you got the Livgarde uniform of which I made only one of?
I made about 15 Skanska uniforms, and another 15 Tricornes.

I only want the livgarde female one. I look damn sexy.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on June 01, 2013, 01:09:23 am
Really nice mod! Got some real potential :)
I didn't really find any bugs or glitches which is great.
I only wish the map was a bit bigger.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 01, 2013, 08:50:09 am
Amazing test, Here is a great screenshot of us lined up, For the Swedish Empire!

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595879242647762651%2F6633DBA791BE1634B03A8F6BCAC5D11D6DC23958%2F&hash=97dae258be8b61b5b11c26875a46a6837be61b53)
[close]

Who is that sexy devil in the center?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: N0body on June 01, 2013, 02:08:19 pm
Really nice mod! Got some real potential :)
I didn't really find any bugs or glitches which is great.
I only wish the map was a bit bigger.

The map was made for the alpha test (and may be improved on for future versions) and so was both small and under-developed, but had everything we needed for the alpha. Future maps in the full release & later releases will be bigger!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on June 03, 2013, 09:22:41 am
Any idea when the next alpha test will take place?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 03, 2013, 03:18:20 pm
Any idea when the next alpha test will take place?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: N0body on June 04, 2013, 07:49:43 pm
Any idea when the next alpha test will take place?

Possibly this weekend or the one following; hopefully for the next alpha test we'll have working cannons from Nappy Warz / Napoleonic Wars.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 05, 2013, 12:21:09 pm
Any idea when the next alpha test will take place?

Possibly this weekend or the one following; hopefully for the next alpha test we'll have working cannons from Nappy Warz / Napoleonic Wars.

Cannons! Will they be able to destroy fort / town walls?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Joker on June 05, 2013, 01:26:40 pm
That sounds awesome, can't wait to take up the Swedish banner again!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 05, 2013, 04:55:22 pm
That sounds awesome, can't wait to take up the Swedish banner again!
+1
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Davout on June 05, 2013, 04:58:16 pm
And the British Empire again
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Mr T on June 05, 2013, 05:53:24 pm
And the British Empire again

Huzzah!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 05, 2013, 07:02:30 pm
And the British Empire again
We Swedes kept destroying you whenever we fought.
Your attack on our forts failed miserably.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Jelly on June 05, 2013, 07:46:28 pm
And the British Empire again
+1
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 05, 2013, 09:50:48 pm
And the British Empire again
We Swedes kept destroying you whenever we fought.
Your attack on our forts failed miserably.

Dayum Straight
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Davout on June 05, 2013, 11:55:03 pm
And the British Empire again
We Swedes kept destroying you whenever we fought.
Your attack on our forts failed miserably.

Dayum Straight
And what about that first conflict we had where we got pretty much all of you while we took 2 casualties.

I declare a perma-war against the Swedish
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 05, 2013, 11:56:55 pm
And the British Empire again
We Swedes kept destroying you whenever we fought.
Your attack on our forts failed miserably.

Dayum Straight
And what about that first conflict we had where we got pretty much all of you while we took 2 casualties.

I declare a perma-war against the Swedish

The British are coming!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 06, 2013, 12:21:34 am
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Mr T on June 06, 2013, 12:41:00 am
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Davout on June 06, 2013, 12:58:28 am
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Haha to true. What you get from a Fifer lol
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 06, 2013, 07:58:46 am
Well its just a game  ;D
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Joker on June 06, 2013, 11:52:17 am
Anyway, Great fun.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 06, 2013, 04:48:58 pm
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Haha to true. What you get from a Fifer lol
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Haha to true. What you get from a Fifer lol
fite me m8
And I'm not the one taking this seriously. The intended responses were provoked, and there was much rejoicing.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Davout on June 06, 2013, 04:55:02 pm
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Haha to true. What you get from a Fifer lol
fite me m8
u avin a giggle.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: BSM 'Shut up' Williams on June 06, 2013, 04:55:37 pm
You British players suck, learn to play.
Trying to force your way in when we had a line aiming at the gates. Was hilarious.

Looks like someone's taking things too seriously :/
Haha to true. What you get from a Fifer lol
fite me m8

On a Computer? I don't think so.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 06, 2013, 04:57:28 pm
Go away Baktech, nobody likes Poland.
u avin a giggle.
com at me br0
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: BSM 'Shut up' Williams on June 06, 2013, 05:12:41 pm
Go away Baktech, nobody likes Poland.
u avin a giggle.
com at me br0

No-one likes the U.S!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Hawke on June 06, 2013, 05:13:57 pm
Agreed, I'm not American.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Jelly on June 06, 2013, 05:32:38 pm
Go away Baktech, nobody likes Poland.
u avin a giggle.
com at me br0

No-one likes the U.S!
Prepare for defensive responses.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 06, 2013, 05:34:42 pm
I expect Natives on Canoes to overpower a faction and leading to a change of power.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: BSM 'Shut up' Williams on June 06, 2013, 05:50:24 pm
Agreed, I'm not American.

Or wherever you come from.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on June 15, 2013, 11:55:44 am
How's development going?
I really like this mod and I would really like to play some more :)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: 32nd_Rct_Schinider on June 17, 2013, 11:37:09 pm
Is that swedish uniform from the picture from TOTSK?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Dekkers on June 18, 2013, 10:43:26 am
How's development going?
I really like this mod and I would really like to play some more :)


^ That but then i'd like to play it and not more :p

And uhm, do you guys think the balance will be better than in PF, where Indians are OP and Muskets are... quite useless?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 18, 2013, 10:46:50 am
How's development going?
I really like this mod and I would really like to play some more :)


^ That but then i'd like to play it and not more :p

And uhm, do you guys think the balance will be better than in PF, where Indians are OP and Muskets are... quite useless?

Indians were never OP. Muskets are incredibly OP in PF since when I played as a native many of us were 1 hit across a large bridge, if anything Muskets in PF need a massive Nerf.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Dekkers on June 18, 2013, 10:49:20 am
How's development going?
I really like this mod and I would really like to play some more :)


^ That but then i'd like to play it and not more :p

And uhm, do you guys think the balance will be better than in PF, where Indians are OP and Muskets are... quite useless?


Indians were never OP. Muskets are incredibly OP in PF since when I played as a native many of us were 1 hit across a large bridge, if anything Muskets in PF need a massive Nerf.

I might have missed something o_O, I played and Indians got ready fast and their arrows hit my guys, also their tomahawks made it hard for us to kill them and we didn't hit shit with the muskets. LAter we went on horse with small swords and we slaughtered them though, but still. I never took muskets cuse I disliked them
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on June 18, 2013, 11:08:08 am
Well the native bow had a drop that was unbelievable that it made long range combat as a Native extremely hard, forcing it to be used as a short range weapon. And the Native's are really underpowered, they have tomahawks that need 2/3 throws to kill someone, same with the bow, and same with the mace, the Natives have no weapon capable of 1 hitting enemies while the Whitemen have 1 hit shots and bayonets.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Comrade Temuzu on June 18, 2013, 11:33:08 am
Why are you discussing PF here instead of Taleworlds? The mod is released on Saturday anyway, we'll hopefully have a board up on that day.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Dekkers on June 18, 2013, 11:34:19 am
I dont like taleworlds :( But the 2nd thing is good news! :D
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Tromez on June 25, 2013, 01:17:00 pm
Cant wait man :D!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Tavington on June 27, 2013, 12:08:46 am
Very promising.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: ClearlyInvsible on June 27, 2013, 01:49:43 am
Go away Baktech, nobody likes Poland.
u avin a giggle.
com at me br0

No-one likes the U.S!

Why does everyone rag on us again? Yes we all know, Bush was a moron.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: TORN on June 27, 2013, 01:57:29 am
Backtech and his legendary comebacks ::)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Menelaos on June 27, 2013, 05:48:04 am
whatever u r fuck that
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Harybo on June 30, 2013, 12:37:09 pm
What happened to the release? is it out yet?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Colonel Howe on July 02, 2013, 05:55:07 am
Go away Baktech, nobody likes Poland.
u avin a giggle.
com at me br0

No-one likes the U.S!

Why does everyone rag on us again? Yes we all know, Bush was a moron.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ft.qkme.me%2F35lsbt.jpg&hash=9bcbdb5d3beaaa00122fc2b46ead730cb109f2fb)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on July 02, 2013, 06:43:40 am
What happened to the release? is it out yet?

It was just a closed alpha release, and its over.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Harybo on July 02, 2013, 09:59:53 am
Why are you discussing PF here instead of Taleworlds? The mod is released on Saturday anyway, we'll hopefully have a board up on that day.
But what about this?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Tavington on July 02, 2013, 12:17:58 pm
Why are you discussing PF here instead of Taleworlds? The mod is released on Saturday anyway, we'll hopefully have a board up on that day.
But what about this?

He was talking about Persistent Frontier's Saturday release. Not this mod.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Harybo on July 02, 2013, 05:48:14 pm
oh ok i see
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Davout on August 07, 2013, 01:40:29 pm
Any news?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on August 07, 2013, 01:44:46 pm
I want this so bad!
Please release it!!!!!
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: 32nd_Rct_Schinider on August 16, 2013, 01:30:19 am
Oscar..You Cant Just go demanding to people like that Many of us Are waiting for this mod an yet you cant jus tdemand it to be released you have to wait. "Be"PATIENT'
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Dekkers on August 16, 2013, 01:34:18 am
He didnt demand anything Schinider. Calm ur tits
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on August 16, 2013, 03:42:05 am
Oscar..You Cant Just go demanding to people like that Many of us Are waiting for this mod an yet you cant jus tdemand it to be released you have to wait. "Be"PATIENT'
I don't waiting will help in this case since this mod isn't getting done.
We need to give the dev a wake up call.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on August 16, 2013, 09:30:33 am
Oscar..You Cant Just go demanding to people like that Many of us Are waiting for this mod an yet you cant jus tdemand it to be released you have to wait. "Be"PATIENT'
I don't waiting will help in this case since this mod isn't getting done.
We need to give the dev a wake up call.
Read the TW thread ;)
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Wismar on August 16, 2013, 01:31:53 pm
Oscar..You Cant Just go demanding to people like that Many of us Are waiting for this mod an yet you cant jus tdemand it to be released you have to wait. "Be"PATIENT'
I don't waiting will help in this case since this mod isn't getting done.
We need to give the dev a wake up call.
Read the TW thread ;)
Link?
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Desert Thunda on August 16, 2013, 01:37:08 pm
Oscar..You Cant Just go demanding to people like that Many of us Are waiting for this mod an yet you cant jus tdemand it to be released you have to wait. "Be"PATIENT'
I don't waiting will help in this case since this mod isn't getting done.
We need to give the dev a wake up call.
Read the TW thread ;)
Link?

They are lazy so I doubt.

Fraid so, work is still going on though very, very slowly due to the fact that Uhtred is away, and I'm enjoying a summer (first one in a few years; our winters last many a years, our summers weeks or months at most). We've got a new team member; Matt, who will be helping integrate some complicated code that should liven up the mod when he is able to (such as persistency and so forth), seen on the nexus servers (that persistency will be featured only on the nexus servers for this mod, due to an arrangement).

The cannons will be semi-static; you can turn them, fire them and such, but not ability for relocation. The cannons on ships cannot be turned or moved, and are fired in a fixed direction, so though it means the cannons are limited in use, we do hope it will mean real naval battles.

As soon as they've been finished we'll be putting up a demonstration video, but I cannot promise when that will be. We're not going to rush anything, and will try to take our time to assure a good level of quality and well thought out features. Plus, Persistent frontier is out now, so there is no rush in our eyes to get this mod as of currently.
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: Euklyb on August 23, 2013, 03:08:20 pm
Steam Name: Euklyb
Experience (If any) with alpha/beta testing: Persistent frontier
Title: Re: [NW/WB] [M] Novum Mundus -Closed Alpha Over-
Post by: N0body on September 01, 2013, 07:25:00 pm
Sorry for the lack of posting everyone! Anyone who has visited the taleworlds thread would have seen we've been a wee bit inactive recently (working slowly due to Uhtred being on holiday) which has resulted in a lack of posts on progress.

Though I'm pleased to inform anyone who has interest in this mod that we back to work and have already made some progress. Right now we're working on small features that will later enhance gameplay and one of our 'coders' is busy working on adding the cannon stuff from Napoleonic Wars.

Uhtred put up a small showcase showing some of the new props he's gone and made for tavern scenes; all of the props are functional and should help enhance the game world.

Please note the screenshot was done in DX7, so the graphics aren't quite as good as they should be, but it does show how good it looks for lower-grade systems.

Here it is:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F597013551219884679%2F5B1FA3474404AD8A753007ECD9A7C6A086E72EEA%2F&hash=bc765e4bcbb4f7776bd7d850dd0378a986fd9ff4)
[close]

EDIT:

Spoilered the image
Title: Re: [NW/WB] [M] Novum Mundus
Post by: BSM 'Shut up' Williams on September 01, 2013, 08:05:39 pm
Nice.
Title: Re: [NW/WB] [M] Novum Mundus
Post by: Desert Thunda on September 01, 2013, 08:43:15 pm
Sweet :)
Title: Re: [NW/WB] [M] Novum Mundus
Post by: N0body on October 29, 2013, 10:38:43 pm
Progress Update:

Some of you may have thought the mod was dead; I would have, if I wasn't a member of the dev team (hell, I've actually even thought on the odd occassion the mod is dead), but it ain't. I've got a small progress update for anyone interested!

I've gone and created a shedload of low-poly trees - around 100 or so, in summer, autumn and winter variants. Each variation is unique (so the winte/autumn variants aren't just retextured versions of the summer). Below are some images demonstrating some of the different trees:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fautumn_forest_day.png&hash=c9c2fe09ff40fcdb471a9ec94aa95f3d0ea259da)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fwinter_tree_snowy_test.png&hash=deb68f6919b1b9a32c1be776b3edefa123864cde)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fautumn_forest_evening.png&hash=c8e79db9308cfa7a28bc21fc7b214dc6c815d1b5)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fwinter_tree_snowy_test_day.png&hash=bb3ec5a8632b84670d37ffc38819713423f46261)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Fsummer_tree_scene_day.png&hash=941f3972998db716cc6e8fae4d80f324507bad6c)
[close]

Hopefully the images above demonstrate what should be possible for sceners. Trees also now sway in the wind, which should help with creating a more immersive scene.



We've also made a major change to the PW economy system in Novum Mundus. We hope the new economy system should open up much more potential for roleplay and more realistic adjustment for costings; rather than everything costing gold, some items will cost mere pennies, while other items will cost Gold guineas. The image explains / demonstrates it well enough:

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Ffilesmelt.com%2Fdl%2Feconomysystemchanges.png&hash=8dfa4d8a0df34764e6c93d426e3b6a45ccb8498d)
[close]

We have since changed the name of the currency items. They are as follows: Gold Guineas, Silver Shillings and Copper Pennies. If anyone has any suggestions concerning what the currency items should be and their relative value to different coins, feel free to suggest. Currently 100 copper pennies is equal in value to a single silver shilling and 10 silver shillings equal to a single gold guinea.



We've also completely rewritten the mod; though this doesn't mean much, it does mean things will go a little more smoothly in terms of development and hopefully should make tracking down bugs easier when we run into them.

I apologise for the lack of updates, and even the lack of substance to even this progress update; we've all been busy with other things, so posting pictures and what-not hasn't been a priority.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: ClearlyInvsible on October 29, 2013, 11:40:52 pm
Hm, I like it. The new economy system gives the mod more depth.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: MadManYo on October 30, 2013, 12:17:44 am
Interesting, my only questions at the moment is which one will your money be shown in?Pennys, Shillings or Guineas.
My other question is could I be a tester?

 Steam name:[95th]MadManYo
Experience : PF
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: Wismar on October 30, 2013, 12:24:45 am
Nice to see this was not dead! I remember the testing we did awhile back and it was great! So much better than PW!
Hopefully it will get released soon :)
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: Desert Thunda on October 30, 2013, 06:38:09 pm
Thats a smexy new system I must say.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: MadManYo on November 01, 2013, 02:09:00 am
Interesting, my only questions at the moment is which one will your money be shown in?Pennys, Shillings or Guineas.
My other question is could I be a tester?

 Steam name:[95th]MadManYo
Experience : PF
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: TORN on November 01, 2013, 02:17:19 am
Interesting, my only questions at the moment is which one will your money be shown in?Pennys, Shillings or Guineas.
My other question is could I be a tester?

 Steam name:[95th]MadManYo
Experience : PF
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: MadManYo on November 01, 2013, 02:40:52 am
Interesting, my only questions at the moment is which one will your money be shown in?Pennys, Shillings or Guineas.
My other question is could I be a tester?

 Steam name:[95th]MadManYo
Experience : PF
?
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: N0body on November 02, 2013, 10:03:43 pm
Updated main topic (was outdated; didn't realise how out of date it was).

Also:

Me and Uhtred have been playing around with a simple concept: fear. How can we make players fear death? We've looked at the following possible ways we can make players fear death:
This is difficult because we don't want to make the mod too difficult or too much of a grind, but we do want a significant disadvantage to dying, but not too significant because we still want combat. We want a middleground. So, does anyone have any suggestions concerning this issue?

Another feature I'm working on is a wage system; when you are in a faction, your lord can choose to give wages to the members of the faction; all of the payments come directly from the faction lord's pockets, bank account & any chests the lord controls. We're aiming to have it completely adjustable, so the frequency of payments can be adjust as can the size of payments through a basic GUI / Menu (accessed through the faction administration menu). We may, depending on the complexticity, also give the faction lord the ability to adjust the payments for individual classes / troop types in the faction.

Does anyone have anyone have any suggestions or questions concerning this feature?

Oh, and on another note our steam group (https://steamcommunity.com/groups/novummundus) is now publically open to join (so anyone can join it now) for anyone interested. We'll start posting announcements through it when major progress updates are posted and when the first set of alpha tests comes up.

Interesting, my only questions at the moment is which one will your money be shown in?Pennys, Shillings or Guineas.
My other question is could I be a tester?

 Steam name:[95th]MadManYo
Experience : PF

Money will be show in a collective value, with the ability to see the specific value (in the form of coins) in your coin purse.

Also currently we aren't looking for testers; we'll post on the forums and via our steam group when we are looking for people to test the mod (in other words, when we come to the point of our next alpha/beta test). Joining the steam group is more or less an application to being a tester since we'll distribute the files over the steam group.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: Desert Thunda on November 02, 2013, 10:17:47 pm
I believe that those penalties for death won't really affect the player, just like in PW, you have these naked fanatics who have all their money in the bank and charge out naked until they get a weapon off the floor.


On the subject of the wage system, it could easily be abused by a person who intentionally goes AFK to grind the money, so perhaps there needs to be a specific amount of kills for wages to be enabled for the specific person / or the lord has the ability to choose who gets paid and who doesn't.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: Gizmo on November 03, 2013, 01:52:04 pm
Can't wait to play this, it truly looks awesome ;)
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: MadManYo on November 05, 2013, 06:15:30 pm
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: Desert Thunda on November 09, 2013, 07:39:38 am
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.

Thats just going to be ridiculously abused.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: MadManYo on November 09, 2013, 01:20:51 pm
You could have banks which have guards and you can rob the bank which takes away a random amount of money from everyone who has deposited there.

Thats just going to be ridiculously abused.
Yeh... oh well
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 7
Post by: N0body on December 08, 2013, 03:56:30 pm
News / Update


Just a general heads-up for now; we'll get some demonstrations up by the end of this week once we've got things sorted. So, what do we want to announce? Well, something some of you may like and others may not like (we're not sure what the reaction will be) but we're changing the theme of the mod by quite a bit. Actually 'quite a bit' is 'quite' an understatement.

We're switching the mod's theme to steampunk / fantasy; it will still retain realistic elements, but fantasy elements will be incorporated and will serve as a major part. But does that mean we'll be scrapping guns? Nope, quite the opposite. Guns will still be a major part of the gameplay, but weapons such as swords, shields and bows will also be a major aspect of gameplay.

The mod is still going to be heavily roleplay based, and due to that fact we've gone and written 'extensive' (extensive meaning a page or two giving a background to the world) lore for the mod for those of you who will be interested. Though it is still being tweaked.

Anyway, have a few teasers. I know they aren't much, but something is better than nothing, right?  :wink:

A Varlathinian (Elf) test, which is really just a human with borked ears (just for testing, so please ignore the fact it is broken as we know what the issue is!).

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_630913.png&hash=784ca565da456733abf3e9bd48371a2f70633f11)
[close]

An Oecil (Orc), or rather two pictures of Oecils (Orcs).

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_196431.png&hash=958de0d3cbd3dc72738bd9ac92cd5caa5280deac)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_434856.png&hash=19383f9829bdf099d5c5d1df3969d1b02d2e2af1)
[close]



Novum Mundus will still require Napoleonic Wars as we do plan to keep all NW elements we've integrated thus far for the 'Human' faction

News/Update (A few screenshots)


A couple more screenies showing off some of the new props we've grabbed and are now using. The idea behind this scene is to show off what mappers can create, but also to give a little backstory to the Varlathains of Eria (Elves), a now destroyed empire. This scene shows a bunch of ruins; a small portion of what remains after the previous wars between man and Varlathain (alternatively known as 'Elves' by man).

If you look closely at the second image you can see a small camp established by a scavenger; there a few items lay, recovered from the ruins, or possibly some of his own posessions.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_1378619.png&hash=943c6dd2fbd0fd2dc0128abd9d26aa535ae4f9f9)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_2133087.png&hash=0c4f2319282b956fca24424678bc363f1bdef918)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_2647734.png&hash=1d2969f2c0978f492ecf63b21c10d43d4670af72)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.pw-nexus.com%2Fboard%2Fuploads%2Fgallery%2Falbum_44%2Fgallery_4532_44_593406.png&hash=85c4d726bea53871b6efb54020defb1ab47cb751)
[close]
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
Post by: Desert Thunda on December 08, 2013, 03:59:20 pm
Sweet update  :D
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
Post by: Wismar on December 08, 2013, 04:16:01 pm
Holy shit! Finally a steampunk mod for M&B!!!! I love the the direction you are taking :)
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
Post by: Wismar on December 16, 2013, 01:38:17 am
What races can we expect in the mod?

Would be cool if you had Dwarves and Nords.
Title: Re: [NW/WB] [M] Novum Mundus - Progress Report on pg. 8
Post by: MadManYo on December 28, 2013, 12:27:03 am
So long as I can hold a musket and fire a volley with friend I don't care
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: N0body on January 01, 2014, 01:35:35 am
Merry christmas everyone, and have a happy new year! ;)

The mod is ready for the first public release; don't expect anything fancy, alot of stuff is still broken and/or incomplete, but we'll fix the issues in no time. I'll quickly give an overview of the current features in the mod; these are by no means a representation of the final features. Many features are currently not in either because we're unsure on how to implement them at the time (balance and so forth) or because they are darn too buggy to include at this current time. Some features, such as movement between maps, should be with us in a few days.

This version is a public alpha! Please note there might be issues and the mod will be very incomplete!


Things to expect in the next few days or so:

The link can be found here: http://www.pw-nexus.com/board/files/file/35-novum-mundus-alpha-v10exe/
Or alternatively on our Moddb page: http://www.moddb.com/mods/novum-mundus/downloads/novum-mundus-alpha-10

If you've already installed a previous version of the module, make sure the module folder is named correctly (Novum_Mundus_Alpha_v1.0), otherwise you will not be able to see or join the server. If you've got an exceptionally old version of the module (From summer 2013 for example), you should remove it or rename it.
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: ClearlyInvsible on January 01, 2014, 01:40:05 am
Yay! A new mod to play!
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Furrnox on January 01, 2014, 01:47:56 am
Downloading now :D
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Desert Thunda on January 01, 2014, 08:40:40 am
Installing :)
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Wismar on January 01, 2014, 10:21:22 am
If only I was anywhere near home...
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Wismar on January 04, 2014, 04:29:15 pm
What happnened to the EU server?

When I go on the NA servers it's all bugged to shit. The money bags are 'Books of Weapons' and when I buy a saddle horse I get a silver horse I can't ride...
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Dom13WorstNW on January 05, 2014, 07:26:23 pm
I never knew this was released  :(
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Dan the Seagull Chef on January 05, 2014, 07:29:10 pm
I never knew this was released  :(
Me neither. 
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: ClearlyInvsible on January 05, 2014, 07:29:55 pm
Is gud mod, you play nao
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Wismar on January 05, 2014, 07:40:29 pm
Yeah, it's a lot of fun.
Title: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Desert Thunda on January 05, 2014, 07:41:23 pm
It's just amazing fun with friends :)


Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: ClearlyInvsible on January 05, 2014, 07:43:27 pm
It's just amazing fun with friends :)

The fuck, LtGen Desert?!
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Wismar on January 05, 2014, 07:44:53 pm
It's just amazing fun with friends :)

The fuck, LtGen Desert?!
Already??
Title: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Desert Thunda on January 05, 2014, 07:45:26 pm
Das rite, hail to the chief.


Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: BSM 'Shut up' Williams on January 05, 2014, 07:47:12 pm
Whaaaaaaaa?
Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Dom13WorstNW on January 05, 2014, 07:47:53 pm
no servers ??   :(
Title: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Desert Thunda on January 05, 2014, 07:49:00 pm
There is, you need to install the patch and don't forget to rename it after the patch ;)


Title: Re: [NW/WB] [M] Novum Mundus - Alpha Released!
Post by: Wismar on January 05, 2014, 07:55:40 pm
no servers ??   :(
http://www.moddb.com/mods/novum-mundus/downloads/novum-mundus-alpha-11

Get that and delete the old one.
Title: Re: [NW/WB] [M] Novum Mundus - Alpha 1.1 Released!
Post by: N0body on January 07, 2014, 11:26:26 pm
Yeah, sorry guys. Keep forgetting about this thread; suggest you keep an eye on the taleworlds thread (is always updated before anywhere else); I've now updated this thread and will try to keep it updated with the taleworlds thread.

If you've already installed a previous version of the module, make sure the module folder is named correctly (Novum_Mundus_Alpha_v1.1), otherwise you will not be able to see or join the server. The installer will try to install into your 1.0 folder if you have previously installed the mod; please make sure the destination directory is 1.1. You can also save this issue from bothering you by running the uninstall.exe file inside the module directory followed by deleting the entire mod (It is important you run the uninstall.exe, otherwise your system will still think 1.0 is installed and will treat new versions as a patch, regardless if they are or not). When you then run the 1.1 or later installer, it will automagically install into the correct directory.
Title: Re: [NW/WB] [M] Novum Mundus - 1.1 Released!
Post by: JonnyDash on January 08, 2014, 07:34:21 pm
Hey everybody, I've been playing this mod for almost a week now and i have to say it is very good and has a lot of potential however, i was recently perm banned from the only Eu server for having some fun when a friend was around my house, you know saying some words and having a laugh.

After a while my friend tells me to type a little rap or play on words, so i do. "white boy sipping on a white man ting x2" in no way did this have any racial intent or bad words, the admin (RCC Cpt Danny) Then says "Next thing you know they will call me a coon."   I have no idea what this word meant at the time and me and my friend thought he was having a little laugh or joke so i respond in confusion with "coon" not putting a question mark but not directly calling anyone it either, Still confused on the word still having a laugh my friend types "lil' cacoon baby" the admin still thinks i'm targeting him with abuse yet i have log images and proof that nobody was targeted he then asks "are you calling me a coon?" i do not reply still unaware of the word and still having a bit of a hyper session because my friends were really hyper at that moment, I was then perm banned from the only EU server, still trying to recover from being banned i find there TS i join and try to get a word in edge wise, they don't allow me to speak and swear at me using vile language, getting angry at this point i do call one of them a "Retard" still trying to get my story out i am also banned from there TS, as i write this message my friend in game who kindly helped me with proof from the logs is getting kicked from factions and RDM. I am not writing this message to mock the mod or warn people away, i'm writing it to warn people of the not so capable admin (s), after being banned for such a stupid little reason i will probably not revisit or replay this mod, How ever i suggest you all try it  :D +  >:(
Title: Re: [NW/WB] [M] Novum Mundus - 1.1 Released!
Post by: N0body on January 11, 2014, 11:20:40 pm
1.2 has been uploaded to Moddb and is waiting approval, whilst the Nexus upload should also be ready soon too.

The final changelog is:
Quote
Changelog (Alpha v1.2):
- Increased the damage of Varlithinian bows making them more effective against higher armour values and further effective against unarmoured players.
- Muskets melee modes also do less overhead damage and slightly less thrusting damage (was instant kill on overhead nine times out of ten).
- Fixed the steel bucklers scene props; they sold the wrong items, including a broken item.
- Fixed the berets for the heathlander armour/s, they now use the correct collision mesh allowing players to buy them.
- Fixed the heathlander berets so they now use the correct models.
- Most of the items that were previously imports now require crafting, using either linen for clothing, linen for shoes and leather pieces (x2) for boots. For hats, the basketweave hats use wheat while all of the felt hats use linen.
- Tweaked Apple Trees to function similar to grape vines (they need to be pruned, then apples begin to spawn on the tree).
- Revised animations further (Breathing and a new polearm animation, plus a few other changes).
- Fixed the glowing shaders for the rock items and masonry.
- Fixed the shaders for a number of firearms.
- Added a number of new ambient sound effects to enhance maps. The ambient sound effects also now play in a local area rather than globally accross the entire map.
- Fixed one of the warg buy props; it spanwed the wrong warg.
- Fixed the Sea Captain Uniform & hat.
- Fixed the gold bug.
- Trim-down and resorting of all used assests. Removed unused materials and textures in some brfs (should improve load time and possibly performance).
- Fixed the indian head error (removed the asset, which related to a missing texture).
- Replaced the woodcutters' axe and hatchet models with new models; the length of both is now shorter than previously, but they are now slightly faster.
- Added wooden bowl item.
-- The wooden bowl is crafted at a wood processing table by using a wood board on it.
- Added the ability to make apple pies, cabbage soups, meant stews and mushroom strews.
-- Apple pie is crafted the same way as a meat pie, but uses two apples instead of a single meat item.
-- A mushroom stew is crafted by using a bowl on a cooking prop with two mushrooms on your person. Mushroom strew is between an apple pie and a meat pie in hunger fufillment.
-- A meat stew is crafted by using a bowl on a cooking prop with a single meat on your person. Meat stew is between a mushroom stew and a meat pie in hunger fufillment.
-- A cabbage soup is crafted by using a bowl on a cooking prop with two cabbages on your person. Cabbage soup is less effective than an apple pie in hunger fufillment.
- Added a wildberry bush which can be harvested by anyone, giving berries as a food item. Doesn't full too much hunger, but can help keep someone starving alive (in prep for the hunger system).
- Added an orange item (with a basic custom model and texture) and orange tree (functions the same as an apple tree); the orange current has no use other than a basic food item.
- Added various bushes and hedges from NW to NM & grabbed a few extra scene props.
- Added rule books and scene props to buy them from (no crafting or stockpile) for the RCC, UOG & Nexus server.

Though some things may be a little broken (I haven't tested too much due to being busy), but if anything is broken, it should be easy to fix in the next patch.

I'm also working on the new map, which will function as a 'core' map; a core map is a central hub, usually consisting of the 'capital' of one faction or another, where the best equipment for that culture / faction can be produced and bought.

In this case, this new map will be the core of Antoria and the Warriors of Heftan Tyran (Dissidents of Antoria). This means Muskets versus muskets, for the most part. Varlithinians (Or Elves, as some of you call 'em) and Orcs will also be present but small on the map, playing a small part but nothing major.

'The Heartlands' lay in the heart of Antoria, where the Empire is most densely populated and developed. The terrain is coastal, and marshlands sit below the cliffs facing the ocean. Above the cliffs, where most of the people dwell, the land is hilly and primarily heath, but a small amount of woodland is also present. The map will be rich in salt, fish and many different foodstuffs, such as oranges and apples, but resources such as ores will be lacking (though will be present until we have the 'connected' servers up and working), forcing players to move between maps to collect more valued resources.

Some early screenshots (very early, the map has only had a few hours of development so far).

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F486687429468564846%2F1AE6E7F5FE5222717B6B82F997DDF7399B9C5CA6%2F&hash=38c67790a132d81a058f960c9dd95e73d2ae2900)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F486687429468578859%2F7E54DEF92895CF55AFD76B97518D98A240AFA9A7%2F&hash=0143b39e0a710a0c1c4528882f3acb3a128410e4)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F486687429468582978%2F49EC51AD7D4342530B41727A03F73AEA5F7AE402%2F&hash=d7bda6398f51059afeb6c2687ba6b3e9d098cb98)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F486687429468587836%2FBC674AC9EA676267E754EE13621478974B95515A%2F&hash=3b5cd4f392e57b929d7781944f21d89dee22df06)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F486687429468592434%2F1B00A60103D86E309DB47F44B0D309C06AFB7572%2F&hash=431b0d627bb36b99ac6c85beebb1dc22c53cbe51)
[close]

Also Ignore the Fps, I've got my fps capped at 60, so the true fps will be considerably higher.



Hey everybody, I've been playing this mod for almost a week now and i have to say it is very good and has a lot of potential however, i was recently perm banned from the only Eu server for having some fun when a friend was around my house, you know saying some words and having a laugh.

After a while my friend tells me to type a little rap or play on words, so i do. "white boy sipping on a white man ting x2" in no way did this have any racial intent or bad words, the admin (RCC Cpt Danny) Then says "Next thing you know they will call me a coon."   I have no idea what this word meant at the time and me and my friend thought he was having a little laugh or joke so i respond in confusion with "coon" not putting a question mark but not directly calling anyone it either, Still confused on the word still having a laugh my friend types "lil' cacoon baby" the admin still thinks i'm targeting him with abuse yet i have log images and proof that nobody was targeted he then asks "are you calling me a coon?" i do not reply still unaware of the word and still having a bit of a hyper session because my friends were really hyper at that moment, I was then perm banned from the only EU server, still trying to recover from being banned i find there TS i join and try to get a word in edge wise, they don't allow me to speak and swear at me using vile language, getting angry at this point i do call one of them a "Retard" still trying to get my story out i am also banned from there TS, as i write this message my friend in game who kindly helped me with proof from the logs is getting kicked from factions and RDM. I am not writing this message to mock the mod or warn people away, i'm writing it to warn people of the not so capable admin (s), after being banned for such a stupid little reason i will probably not revisit or replay this mod, How ever i suggest you all try it  :D +  >:(

Code
 17:54:57 - [Jonny] if you call drinking your mothers breast milk yes. 
 17:54:58 - Garjun picked up item with id 594
 17:54:58 - Garjun picked up item with id 594
 17:54:58 - Garjun dropped item with id 594
 17:54:58 - Garjun picked up item with id 591
 17:54:59 - Garjun dropped item with id 591
 17:54:59 - Garjun picked up item with id 591
 17:55:01 - RCC_Cpt_Danny picked up item with id 1063
 17:55:01 - Aed looted a corpse!
 17:55:14 - Aed picked up item with id 1049
 17:55:16 - Aed picked up item with id 1138
 17:55:16 - Garjun picked up item with id 591
 17:55:16 - *LOCAL* [Jonny] i high plox
 17:55:19 - *LOCAL* [Jonny] no kil
 17:55:22 - Garjun picked up item with id 591
 17:55:22 - Garjun picked up item with id 591
 17:55:22 - Garjun picked up item with id 594
 17:55:23 - Garjun picked up item with id 591
 17:55:23 - Garjun dropped item with id 591
 17:55:23 - Garjun picked up item with id 591
 17:55:23 - Garjun dropped item with id 591
 17:55:23 - Garjun picked up item with id 591
 17:55:31 - Garjun picked up item with id 591
 17:55:32 - Garjun picked up item with id 591
 17:55:32 - *LOCAL* [Jonny] i need money
 17:55:32 - Garjun picked up item with id 591
 17:55:33 - Garjun picked up item with id 594
 17:55:39 - *LOCAL* [RCC_Cpt_Danny] go work for it
 17:55:40 - *LOCAL* [Aed] Go make some, scrub.
 17:55:44 - Jonny attacked Aed dealing 0 damage
 17:55:47 - Garjun picked up item with id 591
 17:55:48 - Garjun picked up item with id 591
 17:55:48 - Garjun picked up item with id 591
 17:55:48 - Garjun picked up item with id 591
 17:55:51 - Aed attacked Jonny dealing 211 damage
 17:55:51 - Aed <img=ico_headshot> Jonny
 17:56:02 - [Garjun] WTF
 17:56:03 - [Garjun] RDM
 17:56:11 - Aed dropped item with id 1057
 17:56:13 - [RCC_Cpt_Danny] he kicked him :) so assault
 17:56:13 - Aed dropped item with id 1095
 17:56:15 - Aed picked up item with id 726
 17:56:16 - Aed picked up 38 Gold
 17:56:17 - Aed picked up item with id 1057
 17:56:20 - RCC_Cpt_Danny dropped item with id 639
 17:56:20 - Aed picked up item with id 1095
 17:56:27 - Garjun picked up item with id 591
 17:56:27 - Garjun picked up item with id 591
 17:56:28 - Garjun picked up item with id 594
 17:56:29 - Garjun picked up item with id 594
 17:56:30 - [Jonny] Please New life rule
 17:56:31 - [Garjun] he kicked me
 17:56:34 - [Garjun] can i kill him?
 17:56:42 - [RCC_Cpt_Danny] omg..
 17:56:44 - Garjun picked up item with id 591
 17:56:44 - Garjun picked up item with id 591
 17:56:45 - Garjun picked up item with id 591
 17:56:46 - Garjun picked up item with id 591
 17:56:48 - Garjun dropped item with id 591
 17:56:48 - Garjun picked up item with id 594
 17:56:48 - Garjun dropped item with id 594
 17:56:48 - Garjun picked up item with id 591
 17:56:48 - Garjun dropped item with id 591
 17:56:48 - Garjun picked up item with id 591
 17:56:49 - Garjun dropped item with id 591
 17:56:49 - Garjun picked up item with id 591
 17:56:49 - Garjun dropped item with id 591
 17:56:49 - Garjun picked up item with id 591
 17:56:55 - [Aed] I'm right next to the admin, gg.
 17:57:02 - Garjun picked up item with id 591
 17:57:02 - Garjun picked up item with id 591
 17:57:03 - Garjun picked up item with id 594
 17:57:04 - Garjun picked up item with id 591
 17:57:04 - Garjun dropped item with id 591
 17:57:04 - Garjun picked up item with id 594
 17:57:05 - Garjun dropped item with id 594
 17:57:05 - Garjun picked up item with id 591
 17:57:13 - [Jonny] Aed insulted me a life ago but the time stream split into my skull so i know this, i can kill him right?
 17:57:13 - Garjun picked up item with id 594
 17:57:13 - Garjun picked up item with id 594
 17:57:14 - Garjun picked up item with id 594
 17:57:14 - Garjun picked up item with id 594
 17:57:24 - [RCC_Cpt_Danny] no
 17:57:28 - Garjun picked up item with id 591
 17:57:29 - [Jonny] But.
 17:57:30 - Garjun picked up item with id 594
 17:57:34 - [RCC_Cpt_Danny] No
 17:57:37 - [Jonny] This is time lord Rpg
 17:57:40 - [Jonny] Server right
 17:58:09 - [Jonny] Sir please stop drawing your sword.
 17:58:16 - [Jonny] It is very annoying
 17:58:19 - Garjun picked up item with id 591
 17:58:27 - [Jonny] I could sliy your jug
 17:58:54 - [Jonny] Sir that's sound abuse.
 17:59:10 - [Jonny] I can hear it from hear i'll get admin to slit your arse off
 17:59:19 - [RCC_Cpt_Danny] ehm...
 17:59:26 - [Jonny] Here he is now
 17:59:37 - [RCC_Cpt_Danny] sorry?
 17:59:50 - [Jonny] Tell me someting danny you like a
 17:59:56 - [Garjun] penis
 18:00:00 - RCC_Pvt_Pendelton has joined the game with ID: *ID Removed*
 18:00:02 - [Jonny] White boy sipping on a white man ting
 18:00:05 - [Jonny] x2
 18:00:10 - RCC_Pvt_Pendelton joined the Empire of Antoria.
 18:00:25 - RCC_Pvt_Pendelton dropped item with id 432
 18:00:26 - [RCC_Cpt_Danny] next thing you know they call me a coon
 18:00:32 - [Garjun] stfu
 18:00:36 - [Jonny] coon
 18:00:46 - [Jonny] Lil' cacoon Baby
 18:00:57 - [Jonny] From Kanye wests left Nut
 18:01:16 - [RCC_Cpt_Danny] are you calling me a coon?
 18:01:20 - Garjun picked up item with id 591
 18:01:20 - Garjun picked up item with id 591
 18:01:24 - [Jonny] With  Usain Bolts cemen mixed in
 18:01:25 - Garjun picked up item with id 591
 18:01:28 - Garjun picked up item with id 591
 18:01:30 - Garjun picked up item with id 591
 18:01:33 - Garjun picked up item with id 591
 18:01:34 - [Aed] l2spell plz
 18:01:45 - Jonny is banned permanently by RCC_Cpt_Danny.
 18:01:45 - Admin RCC_Cpt_Danny (*ID Removed*) permanently banned player Jonny (*ID Removed*).
 18:01:46 -  <img=ico_headshot> Jonny
 18:01:52 - *FACTION* Empire of Antoria [RCC_Pvt_Pendelton] aed where r u
 18:01:54 - *ANNOUNCEMENT* [RCC_Cpt_Danny] Johny perm banned for racism
 18:01:55 - [Garjun] y u kick him
 18:02:01 - [Garjun] WOAH
 18:02:02 - [Garjun] come on
 18:02:04 - [Garjun] pleae
 18:02:05 - [Garjun] unban
 18:02:06 - [RCC_Cpt_Danny] nope
 18:02:13 - [Garjun] but i wanna play wit my friend
 18:02:25 - [RCC_Cpt_Danny] shouldn't have called me a coon
 18:02:27 - [Garjun] you could've at least gave him arning first
 18:02:39 - [RCC_Cpt_Danny] Nope strict rules on racism
 18:02:41 - [Garjun] -_-
 18:02:48 - [Garjun] coon is a noun short for racoon
 18:02:54 - *LOCAL* [Garjun] it is not racist at all -_-
 18:03:01 - [Garjun] it is not racist at all -_-
 18:03:02 - [Garjun] gg
 18:03:17 - [RCC_Cpt_Danny] It's short for "n*gger" too :)
 18:03:22 - [RCC_Pvt_Pendelton] asked
 18:03:26 - [Garjun] who told you this
 18:03:40 - Aed attacked RCC_Pvt_Pendelton dealing 206 damage
 18:03:40 - Aed <img=ico_headshot> RCC_Pvt_Pendelton
 18:03:40 - Aed killed a member of the same faction!
 18:03:42 - [RCC_Cpt_Danny] Everyone i know
 18:03:43 - [Garjun] you could've told him dat
 18:03:46 - [Garjun] he no know

I personally don't have time to admin. And currently I am aware the admins are being far too heavy handed at the moment (Been three perm bans since release, including yours) and I will make it clear to them what they can and cannot do in terms of punishment. But racism is something we do crack down on, and you did use a term primarily used in the UK and US as a racist slur.

You came on the TS and were neither civil or pleasant towards myself nor the others in the channel. Immediately after join the channel you began to explain to me and the others in the channel how the term you used is actually a shortened version of 'Racoon' and there was nothing wrong with that abbreviation and that we needed to unban you immediately. Yes, in certain circumstances it is a shortened version of racoon, but due to what you'd previously said it was clear you did not mean 'Racoon'. From that point you began to shout at us and speak over me and Danny, so fed up and clearly seeing it was not heading anywhere, you were banned from the TS.

Quote
Coon, a racial slur, used pejoratively to refer to a black person, especially an African-American

Anyway, you've been unbanned now; if you do choose to play on our server again, just think before you state something like that in chat next time; we take a zero tolerance on racism.
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Wigster600 on February 09, 2014, 06:03:41 pm
We need an event to get more people to play this awesome mod.  ;D
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Dan the Seagull Chef on February 09, 2014, 06:58:25 pm
We need an event to get more people to play this awesome mod.  ;D
True
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: N0body on March 12, 2014, 03:37:33 pm
It has been a while since I've posted an update on the FSE forums; just recently made a post on taleworlds with some screenshots of the new map; I've copied it over onto this thread for anyone interested:

Will there be an event this month?

I don't see why not. Will be rolling an update in a week or two, after I've moved and settled (and thus have access to my PC again), so an event would be fitting to have around the launch of the new update, which hopefully should have some decent features.

With the update will also be the new scene I've been working on. In case anyone missed the previous screenshots, I've put my previous post in the spoiler below.

Spoiler
1.2 will be released later today, though I can't give an exact time (still need to do some testing & tweaking). I'm also working on the new map, which will function as a 'core' map; a core map is a central hub, usually consisting of the 'capital' of one faction or another, where the best equipment for that culture / faction can be produced and bought.

In this case, this new map will be the core of Antoria and the Warriors of Heftan Tyran (Dissidents of Antoria). This means Muskets versus muskets, for the most part. Varlithinians (Or Elves, as some of you call 'em) and Orcs will also be present but small on the map, playing a small part but nothing major.

'The Heartlands' lay in the heart of Antoria, where the Empire is most densely populated and developed. The terrain is coastal, and marshlands sit below the cliffs facing the ocean. Above the cliffs, where most of the people dwell, the land is hilly and primarily heath, but a small amount of woodland is also present. The map will be rich in salt, fish and many different foodstuffs, such as oranges and apples, but resources such as ores will be lacking (though will be present until we have the 'connected' servers up and working), forcing players to move between maps to collect more valued resources.

Some early screenshots (very early, the map has only had a few hours of development so far).

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F486687429468564846%2F1AE6E7F5FE5222717B6B82F997DDF7399B9C5CA6%2F&hash=38c67790a132d81a058f960c9dd95e73d2ae2900)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F486687429468578859%2F7E54DEF92895CF55AFD76B97518D98A240AFA9A7%2F&hash=0143b39e0a710a0c1c4528882f3acb3a128410e4)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F486687429468582978%2F49EC51AD7D4342530B41727A03F73AEA5F7AE402%2F&hash=d7bda6398f51059afeb6c2687ba6b3e9d098cb98)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F486687429468587836%2FBC674AC9EA676267E754EE13621478974B95515A%2F&hash=3b5cd4f392e57b929d7781944f21d89dee22df06)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F486687429468592434%2F1B00A60103D86E309DB47F44B0D309C06AFB7572%2F&hash=431b0d627bb36b99ac6c85beebb1dc22c53cbe51)

Also Ignore the Fps, I've got my fps capped at 60, so the true fps will be considerably higher.



Also @ Glovine, nice work on your map so far! Looking very nice :)

Also some good news. Nothing is borked with 1.2, so no need to worry about invalid props or what-not.
[close]

I've also just wipped up some new screenshots of the new map, though obviously the map is highly w.i.p, and there will be a lack of detail in a shedload of areas, and quite a bit of the map still needs work. It is focused on two or three factions, all human. So, hopefully should be quite a bit of gun warfare going on. Oh, and there will also likely be a small orc or bandit camp.

Also don't mind my fps; I've got my fps capped at 64 and I'm also in edit mode, plus running more than a few programs in my background, which will have a small impact on fps.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F794063002711887133%2FFC6BBA47C4D6489CB3F3FDA903161DAE004222DD%2F&hash=aa8424a6ad95446786b6780432fe8c7558645af1)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F794063002711703955%2FC8B2BEDFD07E04F0D530C446C5A5CEBD0841A051%2F&hash=65e49ec97ae1661a3ba6193ce23b3467a2ecfaef)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F794063002711705353%2F9B2D12BFF3811DF738C27B895946D6A8CD934CB9%2F&hash=ead6cc8579ae8badd4d7afa200eed27249f39c8c)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F794063002711706879%2F5BAD0AAFF7038D93650428C63CD6F3432775ED3A%2F&hash=c2caac197a8043f44d86cf0ff4be6e78a642a6a7)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F794063002711708077%2F0499D0DA456C38DF69A5A150871A851E0A3C163E%2F&hash=5faf7743c1aa96e23ee67634979b6bfb55194d35)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F794063002711709638%2F3F58B808F5DB357FD97B7D851EC02DD6A27D9572%2F&hash=8b1b62b8d54a7199bc99c76c64a059b9884606a4)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F794063002711710695%2FC22E114A4426373BF8E7815D5C2F475FA447EAFB%2F&hash=a6aca644279b9f17670db816b3e48c6b316fb2e6)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F794063002711711841%2F26DF1DF0E16A934E6B2917305B88840F21AABB8E%2F&hash=491442099c178374ed831501864b13db6fcc753e)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F794063002711712827%2FC2D77E322D33C49E30084F6235818D4D7F53358D%2F&hash=1b1817a21fb09cff2c42cef744f989711eceeb05)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-4.steampowered.com%2Fugc%2F794063002711713803%2FCEFF0B138DCA34B08F39B71D184805F6E02FE74B%2F&hash=9b2201c3586b5fbca7feaadd40cff2b438e87063)
[close]
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Dan the Seagull Chef on March 12, 2014, 05:52:46 pm
Looks good!  ;)
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Ancient on March 13, 2014, 08:30:38 pm
>Downloads Novum Mundus
>omfg omfg so excited
>Loads up
>Goes to join servers, none
>Untick has players
>Lies down on the floor, trys not to cry
>Crys alot

Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: N0body on March 15, 2014, 11:37:27 pm
Looks good!  ;)

Cheers :)

>Downloads Novum Mundus
>omfg omfg so excited
>Loads up
>Goes to join servers, none
>Untick has players
>Lies down on the floor, trys not to cry
>Crys alot

Yeah, sadly the mod isn't too popular at the moment. Mostly due to the map and lack of updates, I assume.

When I start rolling updates, and get the server side scripts finished, it should get a wee bit more popular, maybe closer to the release numbers. I have, on the other hand, been seeing people on the server every so often, though usually 2 or 3 people, around the time I've posted this post on weekends. To be precise, two people are on at them moment I post this.

Novum Mundus is in early alpha and I do appreciate the attention given thus far greatly and thus apologies for not giving the mod more attention and updates, but current affairs going on in my life (moving  to the states from the UK) is limiting my ability to keep updates rolling at the moment.

In the meantime, anyone interested in creating maps, no matter how small (even if they only have a small village on them), that'd be a great help. Suggestions (map/s, mod etc.) and bug reports are also great, though as far as I'm aware, just about every bug has been reported. ;)
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: -~Carson~- on March 16, 2014, 08:44:35 pm
pretty cool!  ;D
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Wigster600 on March 17, 2014, 04:11:18 pm
How about everyone joins the server next friday 7pm gmt, for a population builder sort of event?
Title: Re: [NW/WB] [M] Novum Mundus - 1.2 Released!
Post by: Mac on March 18, 2014, 12:49:39 pm
can we have royal marine hats from NW please?  ;D please