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 983559 times)

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Offline Audiate

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4590 on: January 26, 2014, 02:10:46 am »
N&S Pistol spam was horrific at times.......................now we'll have Semi-Automatic Lugers and Colts.

...but in trenches.

Offline 5arge

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4591 on: January 26, 2014, 02:34:41 am »
You guys might want to start discussing some kind of event rule set since the release is getting closer to save time.
Here are the rules I have roughed out so far. I am going to try and host a conquest event on Mondays.

EVENT GUIDELINES AND EXPECTATIONS
General Expectations:

-Regimental Officers and NCOs are responsible for enforcing the event rules within their ranks. Failure to do so will result in the entire regiment being punished.

-All regiments must agree that they understand and intend to follow the event rules before they are allowed to attend.

-Violation of any written event rule may result in an automatic slay, kick, or ban. This is your warning.

-Team Killing will not be tolerated at any time during the event, for any reason. Accidental TKs may be punished per admin discretion.

Guidelines for Infantry:

-Troops may only leave their trenches (or the immediate area around a flag spawn) in squads of 3 or more. They may not be spread out more than 5 paces apart at any time. Certain units may ignore this rule.

-If a squad suffers casualties and has less than 3 troops or if one of the squad are separated by more than 5 paces, they must either Retreat or Dig In.
               -While Retreating all squad members must move directly towards a friendly unit and may use cover and defend themselves but may not reload their weapons.
               -While Dug In all surviving troops of a squad may find cover and fight the enemy until reinforcements arrive, but may not advance or stray from their position unless in Retreat.

-All players must choose the regular Rifleman class (Escouade de Fusiliers or Schutzentrupp) unless defined by the rules below.

-No player may pickup a Machine Gun or Sniper Rifle unless they spawned with it according to the rules.

-Each regiment may choose one person to play as the Infantry Officer class. Officers ignore rules for squad size and spacing.

-For every 5 troops in a regiment (rounded down), an Officer may assign 1 Special Class. The Special Classes are:
               -Officer (may ignore rules for squad size and spacing)
               -Rifleman Support
               -Grenadier
               -Engineer (may ignore rules for squad size and spacing)
               -Medical Corps (may ignore rules for squad size and spacing)
               -Sentry (Germans only)

-If troops enter a building they may ignore the rules for spacing.

Guidelines for Special Roles

-One of each Special Role will be assigned per faction.

-Assault Squads may choose 10 Special Classes regardless of their numbers.

-Snipers (one per faction) may ignore rules for squad size and spacing and act independently.

-Machine Gun teams may spawn 1 Gunner and 1 Ammo Carrier per 30 players on the opposing faction.

-Engineer teams may have an Officer and 4 Engineers.

-Artillery teams may have 2 Artillerymen and 2 Artillery Officers. Any or all 4 may also spawn as Grenadiers or Engineers if they choose.

-Any player in command of 40 or more other players via TeamSpeak, may play as the Officer class and ignore rules for squad size and spacing.
 
[close]
it seems that the person on the wrong end of 5arge always seems to get the punishment.

Offline Killington

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4592 on: January 26, 2014, 02:43:12 am »
I dunno, I think Officers should be allowed to execute with a pistol to inspire morale.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.

Offline ClearlyInvsible

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4593 on: January 26, 2014, 03:12:22 am »
I dunno, I think Officers should be allowed to execute with a pistol to inspire morale.

Or execute an enemy to inspire fear
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Faggots will burn in hell anyway, who cares.

Offline Matthew

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4594 on: January 26, 2014, 03:15:36 am »
Would shooting a cowering man covered in dirt and urine really increase troop morale?
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Offline Kammin

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4595 on: January 26, 2014, 04:07:16 am »
"You will serve on the front line or on the firing line!"

Offline Hazzard

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4596 on: January 26, 2014, 10:58:35 am »
"Follow my example or I will make you one!"
"Fear me, not the enemy!"
It's funny how Warhammer 40K and WW1 blend together so well.

Also, I think you should be able to pick up the smaller weapons off corpses, like the LMGs and Sniper Rifles.

Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4597 on: January 26, 2014, 11:16:33 am »
You guys might want to start discussing some kind of event rule set since the release is getting closer to save time.
Here are the rules I have roughed out so far. I am going to try and host a conquest event on Mondays.

EVENT GUIDELINES AND EXPECTATIONS
General Expectations:

-Regimental Officers and NCOs are responsible for enforcing the event rules within their ranks. Failure to do so will result in the entire regiment being punished.

-All regiments must agree that they understand and intend to follow the event rules before they are allowed to attend.

-Violation of any written event rule may result in an automatic slay, kick, or ban. This is your warning.

-Team Killing will not be tolerated at any time during the event, for any reason. Accidental TKs may be punished per admin discretion.

Guidelines for Infantry:

-Troops may only leave their trenches (or the immediate area around a flag spawn) in squads of 3 or more. They may not be spread out more than 5 paces apart at any time. Certain units may ignore this rule.

-If a squad suffers casualties and has less than 3 troops or if one of the squad are separated by more than 5 paces, they must either Retreat or Dig In.
               -While Retreating all squad members must move directly towards a friendly unit and may use cover and defend themselves but may not reload their weapons.
               -While Dug In all surviving troops of a squad may find cover and fight the enemy until reinforcements arrive, but may not advance or stray from their position unless in Retreat.

-All players must choose the regular Rifleman class (Escouade de Fusiliers or Schutzentrupp) unless defined by the rules below.

-No player may pickup a Machine Gun or Sniper Rifle unless they spawned with it according to the rules.

-Each regiment may choose one person to play as the Infantry Officer class. Officers ignore rules for squad size and spacing.

-For every 5 troops in a regiment (rounded down), an Officer may assign 1 Special Class. The Special Classes are:
               -Officer (may ignore rules for squad size and spacing)
               -Rifleman Support
               -Grenadier
               -Engineer (may ignore rules for squad size and spacing)
               -Medical Corps (may ignore rules for squad size and spacing)
               -Sentry (Germans only)

-If troops enter a building they may ignore the rules for spacing.

Guidelines for Special Roles

-One of each Special Role will be assigned per faction.

-Assault Squads may choose 10 Special Classes regardless of their numbers.

-Snipers (one per faction) may ignore rules for squad size and spacing and act independently.

-Machine Gun teams may spawn 1 Gunner and 1 Ammo Carrier per 30 players on the opposing faction.

-Engineer teams may have an Officer and 4 Engineers.

-Artillery teams may have 2 Artillerymen and 2 Artillery Officers. Any or all 4 may also spawn as Grenadiers or Engineers if they choose.

-Any player in command of 40 or more other players via TeamSpeak, may play as the Officer class and ignore rules for squad size and spacing.
 
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EDIT: ignnore me, sorry, misunderstood...
Steam profile.                    Iron Europe Developer.
NW Immersion Mod. -  UPDATE RELEASED 26/09/2015

Offline MadManYo

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4598 on: January 26, 2014, 11:22:28 am »
You guys might want to start discussing some kind of event rule set since the release is getting closer to save time.
Here are the rules I have roughed out so far. I am going to try and host a conquest event on Mondays.

EVENT GUIDELINES AND EXPECTATIONS
General Expectations:

-Regimental Officers and NCOs are responsible for enforcing the event rules within their ranks. Failure to do so will result in the entire regiment being punished.

-All regiments must agree that they understand and intend to follow the event rules before they are allowed to attend.

-Violation of any written event rule may result in an automatic slay, kick, or ban. This is your warning.

-Team Killing will not be tolerated at any time during the event, for any reason. Accidental TKs may be punished per admin discretion.

Guidelines for Infantry:

-Troops may only leave their trenches (or the immediate area around a flag spawn) in squads of 3 or more. They may not be spread out more than 5 paces apart at any time. Certain units may ignore this rule.

-If a squad suffers casualties and has less than 3 troops or if one of the squad are separated by more than 5 paces, they must either Retreat or Dig In.
               -While Retreating all squad members must move directly towards a friendly unit and may use cover and defend themselves but may not reload their weapons.
               -While Dug In all surviving troops of a squad may find cover and fight the enemy until reinforcements arrive, but may not advance or stray from their position unless in Retreat.

-All players must choose the regular Rifleman class (Escouade de Fusiliers or Schutzentrupp) unless defined by the rules below.

-No player may pickup a Machine Gun or Sniper Rifle unless they spawned with it according to the rules.

-Each regiment may choose one person to play as the Infantry Officer class. Officers ignore rules for squad size and spacing.

-For every 5 troops in a regiment (rounded down), an Officer may assign 1 Special Class. The Special Classes are:
               -Officer (may ignore rules for squad size and spacing)
               -Rifleman Support
               -Grenadier
               -Engineer (may ignore rules for squad size and spacing)
               -Medical Corps (may ignore rules for squad size and spacing)
               -Sentry (Germans only)

-If troops enter a building they may ignore the rules for spacing.

Guidelines for Special Roles

-One of each Special Role will be assigned per faction.

-Assault Squads may choose 10 Special Classes regardless of their numbers.

-Snipers (one per faction) may ignore rules for squad size and spacing and act independently.

-Machine Gun teams may spawn 1 Gunner and 1 Ammo Carrier per 30 players on the opposing faction.

-Engineer teams may have an Officer and 4 Engineers.

-Artillery teams may have 2 Artillerymen and 2 Artillery Officers. Any or all 4 may also spawn as Grenadiers or Engineers if they choose.

-Any player in command of 40 or more other players via TeamSpeak, may play as the Officer class and ignore rules for squad size and spacing.
 
[close]
So is this going to be a EU or NA or AU event

Offline KArantukki

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4599 on: January 26, 2014, 11:29:02 am »
Screenshot of a new map
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« Last Edit: January 26, 2014, 11:33:13 am by KArantukki »

Offline George385

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4600 on: January 26, 2014, 11:30:19 am »
You guys might want to start discussing some kind of event rule set since the release is getting closer to save time.
Here are the rules I have roughed out so far. I am going to try and host a conquest event on Mondays.

EVENT GUIDELINES AND EXPECTATIONS
General Expectations:

-Regimental Officers and NCOs are responsible for enforcing the event rules within their ranks. Failure to do so will result in the entire regiment being punished.

-All regiments must agree that they understand and intend to follow the event rules before they are allowed to attend.

-Violation of any written event rule may result in an automatic slay, kick, or ban. This is your warning.

-Team Killing will not be tolerated at any time during the event, for any reason. Accidental TKs may be punished per admin discretion.

Guidelines for Infantry:

-Troops may only leave their trenches (or the immediate area around a flag spawn) in squads of 3 or more. They may not be spread out more than 5 paces apart at any time. Certain units may ignore this rule.

-If a squad suffers casualties and has less than 3 troops or if one of the squad are separated by more than 5 paces, they must either Retreat or Dig In.
               -While Retreating all squad members must move directly towards a friendly unit and may use cover and defend themselves but may not reload their weapons.
               -While Dug In all surviving troops of a squad may find cover and fight the enemy until reinforcements arrive, but may not advance or stray from their position unless in Retreat.

-All players must choose the regular Rifleman class (Escouade de Fusiliers or Schutzentrupp) unless defined by the rules below.

-No player may pickup a Machine Gun or Sniper Rifle unless they spawned with it according to the rules.

-Each regiment may choose one person to play as the Infantry Officer class. Officers ignore rules for squad size and spacing.

-For every 5 troops in a regiment (rounded down), an Officer may assign 1 Special Class. The Special Classes are:
               -Officer (may ignore rules for squad size and spacing)
               -Rifleman Support
               -Grenadier
               -Engineer (may ignore rules for squad size and spacing)
               -Medical Corps (may ignore rules for squad size and spacing)
               -Sentry (Germans only)

-If troops enter a building they may ignore the rules for spacing.

Guidelines for Special Roles

-One of each Special Role will be assigned per faction.

-Assault Squads may choose 10 Special Classes regardless of their numbers.

-Snipers (one per faction) may ignore rules for squad size and spacing and act independently.

-Machine Gun teams may spawn 1 Gunner and 1 Ammo Carrier per 30 players on the opposing faction.

-Engineer teams may have an Officer and 4 Engineers.

-Artillery teams may have 2 Artillerymen and 2 Artillery Officers. Any or all 4 may also spawn as Grenadiers or Engineers if they choose.

-Any player in command of 40 or more other players via TeamSpeak, may play as the Officer class and ignore rules for squad size and spacing.
 
[close]
So is this going to be a EU or NA or AU event

wouldnt be AU, because there are little to none AU guys on these forums, and im pretty much aware of all of them. And im pretty sure 5arge is EU, so im guessing it would be EU.  ;)

Screenshot of a new map
[close]

m8 i cant see it

Offline KArantukki

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4601 on: January 26, 2014, 11:33:26 am »
Now better?
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Offline George385

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4602 on: January 26, 2014, 11:34:52 am »
Now better?
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looks gewd...

im guessing you made it?

Offline KArantukki

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4603 on: January 26, 2014, 11:41:03 am »
Yes, its just a small part of the map, but it looks epic with the rising sun :D

Offline BSM 'Shut up' Williams

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4604 on: January 26, 2014, 01:14:59 pm »
It's amazing.

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