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 983629 times)

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Offline Gokiller

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3810 on: January 07, 2014, 11:47:41 am »
Battle sounds like a pain to me. I don't think it fits with this weaponry setting. (accurate etc).

Though at the same point, conquest could be laggy with big events. (Atleast that is what it was last time I played conquest, could be different though).

Offline Davout

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3811 on: January 07, 2014, 11:51:56 am »
I think battle would be to quick or dragged out to a draw every time. Everyone would be to scared to get out of the trenches and if they did they would pretty much all die. So conquest sounds the only reasonable option :/

Offline Museal

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3812 on: January 07, 2014, 11:59:45 am »
More likely alot of people get knocked over and a few die. Its not the size of the explosion that matters, all explosions in nw are the same size, its the damage that differs...


I know but I'm saying if a whole line throw them then letting the attacking not so much the defender line (as there stuck in a trench) scatter is a good thing in my opinion in not debating damage but the time it takes to go off. I don't care if there a kill instantly or do a lot of damage  it will just mean you have a easier  way to take trenches if you actually survive the way to the trench

 
How will battles be faught? Will it be done in conquest mode or battle?

Maybe the some events can be set as a scenario so it would be a battle but one sides allocated to go over the top while the other can choose to defend though it may be beneficial to attack a bit so u have a easy fall back but this has been discussed a lot and it looks like conquest is the general consensus   
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Offline Hazzard

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3813 on: January 07, 2014, 05:56:11 pm »
The Deluge for Warband had cookable grenades, you pressed x to ignite it and then you threw on a timer. This was 1500's grenades though, so a bit unreliable and dangerous if not thrown quickly.

Offline Landrik

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3814 on: January 07, 2014, 06:02:14 pm »
And throwing them into cover or a trench would pretty much force the enemies there to run for new cover which gives you access to the cover and leaves the enemy exposed. That is great help even if you don't manage to get any kills with it.

I think that's the general idea of grenades. If your unit is a bunch of assault troops at an event, you better make sure they're accurate with their grenades. A lobby of grenades aren't going to clear out a trench if they all miss.

I think battle would be to quick or dragged out to a draw every time. Everyone would be to scared to get out of the trenches and if they did they would pretty much all die.

Sounds like the real war.
Humans are extremely complicated creatures. Death uncomplicates them to a frightening degree...

Offline Davout

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3815 on: January 07, 2014, 06:15:20 pm »

I think battle would be to quick or dragged out to a draw every time. Everyone would be to scared to get out of the trenches and if they did they would pretty much all die.

Sounds like the real war.

Doesnt sound fun though

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3816 on: January 07, 2014, 06:44:35 pm »
Well since people already charge across the map in NW and mostly just throw them at enemies, I don't think they would have a problem doing the same in trenches. But for public play people do camp like a bitch :p

Offline DanyEle

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3817 on: January 07, 2014, 06:46:14 pm »
The Deluge for Warband had cookable grenades, you pressed x to ignite it and then you threw on a timer. This was 1500's grenades though, so a bit unreliable and dangerous if not thrown quickly.

Oh, if only we had WSE with additional triggers and operations...



Offline Hazzard

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3818 on: January 07, 2014, 06:59:45 pm »
The Deluge for Warband had cookable grenades, you pressed x to ignite it and then you threw on a timer. This was 1500's grenades though, so a bit unreliable and dangerous if not thrown quickly.

Oh, if only we had WSE with additional triggers and operations...

We do, Silverstag somehow has it working.

Offline DanyEle

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3819 on: January 07, 2014, 07:10:34 pm »
Would be interesting to try it out, but after looking at the list of coding to do for Iron Europe, i'd better go back coding and stop discussing.



Offline Vaeguir

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3820 on: January 07, 2014, 07:37:51 pm »
Hey guys,

Will the " chasseurs alpin " take part of the french army ?

AntonioTheWorstAtMelee

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3821 on: January 07, 2014, 09:23:19 pm »
Well since people already charge across the map in NW and mostly just throw them at enemies, I don't think they would have a problem doing the same in trenches. But for public play people do camp like a bitch :p

because they know how low the chances of being hit are, if you've sat through a large BI battle you see how long they can last..

Offline Wismar

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3822 on: January 07, 2014, 10:05:24 pm »
Can't wait until the first event. It will be just like 1914, no one will know what the twunt they are doing :P

Offline Dekkers

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3823 on: January 07, 2014, 10:20:08 pm »
RIP Melee
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AntonioTheWorstAtMelee

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #3824 on: January 07, 2014, 10:20:37 pm »
Can't wait until the first event. It will be just like 1914, no one will know what the twunt they are doing :P

Double rank lines men! Keep the spacing tight, we aren't silly riflemen now are we?!