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 983583 times)

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Offline SeanBeansShako

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4605 on: January 26, 2014, 02:39:45 pm »
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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Makes sense and it is pretty much solid if you ask me. Regiments should be encouraged to either do the traditional style French mass attack or be sensible and split their guys up into attack and support squads with a couple of men each ;).

It will be interesting to see how it will work out. I just hope events don't encourage trench squatting and sniping on both sides. That would be just boring and deadly with the artillery.

Map looks pretty good, I want to see some of the half smash 19th century fortresses being fought over too when possible.

Offline Danik

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4606 on: January 26, 2014, 02:56:02 pm »
Does it mean it's released on monday?

Offline 5arge

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4607 on: January 26, 2014, 03:29:01 pm »
So is this going to be a EU or NA or AU event
NA. I'm 'Murican.
it seems that the person on the wrong end of 5arge always seems to get the punishment.

Offline SeanBeansShako

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4608 on: January 26, 2014, 03:31:03 pm »
Considering the rules are pretty sensible, I don't think that needlessly complicated regionist BS is really needed.

Offline Danik

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4609 on: January 26, 2014, 03:42:20 pm »
I don't like the rules cause you cannot pick up an MG when the gunner is dead.

Offline Jelly

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4610 on: January 26, 2014, 03:43:01 pm »
Well I have a pro tip: if you're the machine gunner, don't die.

Offline SeanBeansShako

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4611 on: January 26, 2014, 04:16:30 pm »
Don't rush out and get killed so nobody can protect the machine gun team.

Offline Baillie

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4612 on: January 26, 2014, 04:17:02 pm »
Ask madman for tips on MGs, he's put his tip in one...
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NW Immersion Mod. -  UPDATE RELEASED 26/09/2015

Offline Jelly

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4613 on: January 26, 2014, 04:18:18 pm »
While most people fap to porn, MadMan faps to the thought of an mg.

Offline 5arge

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4614 on: January 26, 2014, 04:28:11 pm »
Considering the rules are pretty sensible, I don't think that needlessly complicated regionist BS is really needed.
I think the question about region was pertaining to the server location, with regard to ping. That is typically why a host calls an event NA, EU, or AU. So people know where the server is located.

I don't like the rules cause you cannot pick up an MG when the gunner is dead.
But it is a conquest event. So if a machine gunner dies, he leaves behind a MG on the ground, and then respawns with a MG. Within minutes there will be whole machine gun squads.
it seems that the person on the wrong end of 5arge always seems to get the punishment.

Offline BSM 'Shut up' Williams

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4615 on: January 26, 2014, 04:34:55 pm »
4 days people to the end of January!

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Offline Sasuau

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4616 on: January 26, 2014, 05:06:15 pm »
4 days people to the end of January!

isn't it five?

Offline DanyEle

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4617 on: January 26, 2014, 05:09:44 pm »
Considering the rules are pretty sensible, I don't think that needlessly complicated regionist BS is really needed.
I think the question about region was pertaining to the server location, with regard to ping. That is typically why a host calls an event NA, EU, or AU. So people know where the server is located.

I don't like the rules cause you cannot pick up an MG when the gunner is dead.
But it is a conquest event. So if a machine gunner dies, he leaves behind a MG on the ground, and then respawns with a MG. Within minutes there will be whole machine gun squads.

You're forgetting one thing. Codes. After 240 seconds any artillery piece left unused on the ground is automatically de-spawned. And MGs are considered artillery pieces too. Also, heavy MG's can't be used but by members of the Heavy Machine Gun squad, which is limited by our class limiter
« Last Edit: January 26, 2014, 05:11:35 pm by DanyEle »



Offline SeanBeansShako

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4618 on: January 26, 2014, 05:13:07 pm »
Kind of odd that isn't a thing with flags during sieges.

Alright this is some important info for those planning on hosting some events, EMP manages the general active event schedule now for the FSE forums and has agreed to letting me set up a separate table for active mod events in both time zones beneath the NW ones to make people more attentive of the growing mod community for the DLC.

This means when everything is ready for your Iron Europe events you can post in that thread and have him put them in the nice orderly tables for people to read and hopefully apply for. I'll be adding the general stickied thread directing people browsing the IU sub-forum to that thread when said sub-forum exists.


Offline Betaknight

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4619 on: January 26, 2014, 05:19:43 pm »
I'm a bit confused by that, but I'll leave it up to you two.

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