Poll

How much Iron is in Europe?

1 litre
99 (11.7%)
10 litres
11 (1.3%)
20 litres
10 (1.2%)
200 litres
16 (1.9%)
400 litres
48 (5.7%)
240.336.676,217765 litres
300 (35.5%)
10.180.000.000.000.000 litres
362 (42.8%)

Total Members Voted: 838

Author Topic: [NW][M]Iron Europe - WWI Mod (RELEASED) - Old Thread  (Read 983105 times)

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Offline Sweeney

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2235 on: October 16, 2013, 09:03:04 pm »
It would be very popular. Just look at NW and ask yourself why the 15th HvB is so popular.
Who?
15th_Humans_V_Bots_Server

I did not know that this fellow was still around. Greetin's from Denmark.


PS: Keep up the work with the mod.
Here I am.


Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2236 on: October 16, 2013, 09:42:34 pm »
Human VS bots

I find that an invasion mode would to have a nice cool cake and then throwing a massive turd on it with high force.
You can see what it could've been but it is covered by the massive shit.
Please explain why you are not for an invasion mode.

  • It's repetetive
  • AI is bad in this game
  • There are enough mods with guns and zombies with invasion game mode
  • Because of this mode other game modes die out
Invasion wouldn't appeal new players because they can play that somewhere else where they know will be alot of people.
People take intrest in something new and iron europe has that but not in invasion mode.

Offline Murray

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2237 on: October 16, 2013, 11:07:20 pm »
When I wrestle down my map maker/make my own maps these are my plans for my events (assuming I can get the mod onto the server).

Small Conquest Maps:
Spoiler
[close]

Large Conquest Maps:
Spoiler
[close]


The smaller maps should be a bit more push and pull, shouldn't take as long. They may have a shorter time limit with less respawns in order to have them run quicker. The larger maps will require more strategy with choke points and flanking etc, they'll have much higher timers and more respawns and generally be much larger events (more regs, and players etc)

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Offline Colonel Howe

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2238 on: October 16, 2013, 11:08:23 pm »
If this mod doesn't come out soon I cannot not be held responsible for a herd of angry French peasants arriving at Rig's door :3
Fuck off, Nazi scum

Offline kpetschulat

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2239 on: October 16, 2013, 11:14:14 pm »
I would love to make maps for you guys, I have some awesome ideas. However, I don't actually understand how the mapping works in Warband, so if  someone would show/tell/teach me, I'd appreciate it. There's a map in the Verdun WW1 FPS game called Vauquois. It would be perfect for this mod.

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2240 on: October 16, 2013, 11:14:31 pm »
This is my idea as for a simple conquest map

Spoiler
[close]

Offline Landrik

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2241 on: October 16, 2013, 11:14:51 pm »
When I wrestle down my map maker/make my own maps these are my plans for my events (assuming I can get the mod onto the server).

Small Conquest Maps:
Spoiler
[close]

Large Conquest Maps:
Spoiler
[close]


The smaller maps should be a bit more push and pull, shouldn't take as long. They may have a shorter time limit with less respawns in order to have them run quicker. The larger maps will require more strategy with choke points and flanking etc, they'll have much higher timers and more respawns and generally be much larger events (more regs, and players etc)

I suggest the closer one gets to "no man's land", the less sophisticated and well-to-do cover there is. So each main spawn has a nice defensive work with mortars and machineguns, but smack dab in no man's land there's only shell craters to be found.
Humans are extremely complicated creatures. Death uncomplicates them to a frightening degree...

Offline Murray

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2242 on: October 17, 2013, 01:23:57 am »
Yeh that's a good idea, I quickly mocked that up whit my superb paint skills but I think no trenches in the middle like you suggested would be better. That way at the end of the time limit, the winner can be the one wit the most trenches owned if no one has managed to claim them all.

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Offline Viktor 90th

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2243 on: October 17, 2013, 02:38:39 am »
Human VS bots

I find that an invasion mode would to have a nice cool cake and then throwing a massive turd on it with high force.
You can see what it could've been but it is covered by the massive shit.
Please explain why you are not for an invasion mode.

  • It's repetetive
  • AI is bad in this game
  • There are enough mods with guns and zombies with invasion game mode
  • Because of this mode other game modes die out
Invasion wouldn't appeal new players because they can play that somewhere else where they know will be alot of people.
People take intrest in something new and iron europe has that but not in invasion mode.
Perhaps.
I doubt anybody remembers, but there was a china at war - invasion mod a long time ago; it was surprisingly fun.
If you do implement an invasion styled mode, you could probably think up some amazing names.
Last Stand
No Retreat
Hold The Line, eg.

I'd suggest adding as many modes, as your ability/engine-limit can provide; I'd love to see a modified fight and destroy.
(with ammunition dumps as targets?)

Offline Betaknight

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2244 on: October 17, 2013, 02:47:12 am »
All with good time and tide, youngling.
The first modder for NW.

Offline Viktor 90th

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2245 on: October 17, 2013, 02:53:28 am »
All with good time and tide, youngling.
I started Skinning in MM, but I sucked. (insinuating I don't suck now)

Offline Betaknight

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2246 on: October 17, 2013, 02:57:50 am »
All with good time and tide, youngling.
I started Skinning in MM, but I sucked. (insinuating I don't suck now)
Since when was I referring to your skills? And you are still youngling. Cause I started when there was Mount and Musket: Prussia.
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Offline DanyEle

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2247 on: October 17, 2013, 05:03:50 pm »
All with good time and tide, youngling.

But the mappers might be made happy soon.



Offline Betaknight

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2248 on: October 17, 2013, 05:23:39 pm »
:D hehe
The first modder for NW.

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #21 Into the Trenches! Pg158)
« Reply #2249 on: October 17, 2013, 10:03:56 pm »
Invasion mode is still a bad idea even if you give it a different name.
Have you ever played against an NPC that has a bow/crossbow/gun in an invasion mode?
Yeah they're fucking cheaters with their bloody headshots.