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Topics - FearlessHussar

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Mod Events Community: North and South Reinforcement Linebattle

Every Sunday at 8pm BST/9pm CET

On the Sunday_NaS_RLB server!

All related announcements and cav/arty signups are always posted on the Mod Events Community discord!

The Mod Events Community is proud to announce the newest addition to its weekly mod events, the North and South Reinforcement Linebattle which will take place every Sunday at 8pm BST/9pm CET! The NaS RLB was made possible due to the newest server side update of NaS for which we are immensly thankful to Engel/Wustenkrieger.

Before I mention anything further, note that this event is open to the public as are all events of the mod events community. This also means that regiments/clans do not need to sign up for the event and the server won't have a password. If you want to come simply be on the server at 8pm BST/9pm CET so you can get assigned to a unit. That said, if you send me a message(contact info in Additional Information) that your regiment/clan intends to participate on the event, that would be very appreciated.

Short description of the gamemode:
  • Much like in NW RLB, in NaS RLB one is able to respawn at their regimental standard and battles are fought with a ticket system in which both sides drain tickets in order to respawn.
  • Capturing an enemy flag also drains a lot of tickets from the opposing team. However, in NaS RLB dynamic flag ticket cost is available and used in this event. This means that capturing the enemy flag doesn't drain the enemy of a set amount of tickets, but instead of an amount which is calculated based on the size and specialty of the unit that said flag belonged to.
  • Furthermore, in this event, retreat on flag loss is enabled meaning that units that lose their flag can retreat to their spawn in order to revive their fallen comrades. Else the entire regiment has to perish in order for it to respawn in its entirety at its spawn.
  • Additionally cavalry has to dismount to capture flags, but can mount again with the flag after picking it up.
  • Last but not least shooting from horseback is disabled.

Event Rules:
  • No Rambo
  • Up to 2 man spacing(regardless of unit) while in the open. Up to 3 within natural cover, unlimited behind man made cover(fences, walls, in buildings, etc.)
  • Do not fire into the enemy respawn area. If that is happening an admin will ask you to retreat.
  • Fire in Charge allowed
  • No Reloading in all charge. And yes, you can fire in all charge.
  • Arty can use up to 2 guns. May be more depending on attendance.
  • No Cav or Arty unless assigned. Note that all cav/arty assignments will be done exclusively on the Mod Events Community discord and they happen on a weekly basis.
  • Each regiment/clan must go the unit assigned to it at the start of the event.
  • Not so much a rule, but if you wish your regiment/clan to take a specific unit then you must inform me of that(contact info in Additional Information) before the event. Note that such requests are on a weekly basis and on a first-come-first-served basis. Moreover, even if such a request is granted, it could be overturned should the balance within the event require it.
  • Pubs, aka people attending on their own without a regiment/clan, will be assigned to a specific unit at the start of the event and with go with that unit only so as not to interfere with participating regiments/clans.

The Factions:

The Union


The Confederacy


Supported by:
The Foreign Intervention

The factions will always be the Union against the Confederacy. The Foreign Intervention faction will be enabled as a secondary faction for both sides but without all Intervention nations enabled for both sides, which will be done through the server settings. For example, if the Union has the Mexican Republic then the Confederacy will not have that, but will have the Mexican Empire and so forth. This is to make sure that people from different sides don't accidentally respawn with the enemy because the same unit happens to be played on both teams.

Additional Information:
  • As is also mentioned above, all announcements for the NaS RLB will be on the Mod Events Community discord server, as is the case with all weekly mod events. Event rules and details are posted here but should those change they will always be on their latest version on the Mod Events Community discord. Thus, joining the Mod Events Community discord is heavily recommended should you wish to participate in the event.
  • For any questions please contact The_Fearless_Hussar on discord: TheFearlessHussar (thefearlesshussar), or on steam: https://steamcommunity.com/id/thefearlesshussar/ . Do bear in mind that I am much more active on discord than on steam. Responses on discord will be within a few hours at most, while on steam that time is bound be much longer.

This event is not on NW, but permission for the publication of threads regarding the events of the Mod Events Community on this category was asked from and given by the fse forums admin Scottish Unicorn.

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Hello folks! First post on this sub-thread in 6 months, damn.

This comes a bit late(we mostly announce on discord, that's why), but the mod events community will be hosting a historical event on the North and South mod to commemorate the 160 years from the first day of the Battle of 2nd Manassas fought on August 28th 1862.

-The event will happen today, Sunday, August 28th 2022, and will start at 8pm BST/9pm CEST(thus in about 2 hours and 10 minutes from now) and will last 60-90 minutes.

-The event will be open to the public and thus there will be no password. The server name will be Second_Manassas.

-If you have a reg/clan and would like to sign up as such for the event so as to pick a specific unit then you can do so in our discord which is posted at the end of this message, but anyone can join in without being in a reg/clan.

-Our event will feature custom made maps for the battle and will be fought in three phases:

Part 1: 3 rounds of regular battle for the first days skirmish at Groverton. Thus, 1 life, no respawns.

Part 2: 2 rounds of Siege for the second day's battle around Stony Ridge. Defenders will be the Confederates and attackers the Unionists and both sides will have infinite lives.

Part 3: 1 round in conquest mode with both sides having to claim various points around Henry House Hill. This is to depict the fighting on the third day during the end of Longstreet's flanking attack.

Based on the results from each part, the other parts will be influenced in favor of the winning side and based on the results of the last day, the overall outcome of the battle will be announced in the end.

For more information on the historical event or other mod events, join our discord via the following invite:
https://discord.gg/rfdzVzRsKV

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Released Modifications / Persistent Napoleonic
« on: October 10, 2021, 01:07:07 am »

What is this?!
As the name implies this is a mod attempting to merge the systems of Persistent mods, such as PK, PW or PF, with the gameplay and items of Napoleonic Wars. This truly ambitious project is developed by BlackCat.
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Features
Some of the new elements that Persistent Napoleonic includes are:
  • Fully mobile ships WITH cannons
  • Crafting recipes for all weapons, uniforms, armor of NW
  • CRAFT-ABLE ARTILLERY
  • Fully Usable Sappers
  • Special Trade Post Settlements
  • Fully functioning bank
  • Inventory and location saves for players
  • Simple Animation Menu
  • Selectable Nationality for Orders and Shouts
  • Fully Playable Musician Classes
  • Map with many forts and locations to explore
  • Regular NW combat system BUT with jump attacks from Native included
  • And much more...
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Moddb Page
The moddb page of our mod, which includes the download link, can be found on the following link: https://www.moddb.com/mods/persistent-napoleonic
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How some of the special features work

Sappers
Just like in the original NW DLC, the sappers can build stuff anywhere on the map. First, let's see the requirements for them to do so.
  • CLASS
    You can train to become a sapper on a sapper's training station
  • EQUIPMENT
    You will also need a "Building Hammer"
  • DONE!
    Now, you can build stuff. Just right click with the hammer equipped and a menu will appear. Each sapper's building has a price. The price is paid with your own gold.
  • NOTE
    To avoid players spamming sapper constructions, the map will have a limit of 100 such buildings. Once this limit is reached, sappers won't be able to build anymore. In that case, removing some sapper constructs or a removal of sapper works by an admin could alleviate the issue.
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Trade Routes
Persistent Napoleonic has a trade route system similar to that of Napoleon Total War. Trade Routes generate gold periodically for the faction that controls them.

  • There are 10 trade routes in the game: Boston, Savannah, Santos, Calcutta, Cameroons, Tunis, Izmir, Trabzon, Ochamchira and Tianjin. So, every scene has a maximum of 10 trade posts.

  • Also, there's 8 types of products, for those routes: Coffee, Cotton, Fur, Ivory, Spices, Sugar, Tea and Tobacco.


  • The trading routes will give the faction(s) that control them some gold every 10 minutes. The money will go directly to the faction's money chest. The income will be defined according the product:
    • Ivory: 6700
    • Spices: 4480
    • Sugar: 3360
    • Cotton: 3360
    • Tea: 3080
    • Tobacco: 3080
    • Fur: 2520
    • Coffee: 2240

  • The trade route name and product will be defined by the scene maker. Ex: You can place a route named "Savannah" with the product "Coffee" and you can place the same route "Savannah" with the product "Ivory".

  • Capturing a trade route is the same as capturing a castle. Just use the banner on the trade route capturing pole.

  • Check a quick video of this new feature: https://www.moddb.com/mods/persistent-napoleonic/videos/traiding-routes-video
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Some Pictures
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-France-
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-Prussia-
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-Austria-
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-Ottoman Empire-
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-Great Britain-
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-Malta-
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-Russia-
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-Outlaws-
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-Example of Interior-
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-A Trade Post-
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-Public Tavern-
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-Ottoman Boys Eating-
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-Full Official Scene-
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Our Discord
If you want to receive notifications about the development of the mod and for other things regarding the mod, then I recommend joining the discord server of our mod!
Permanent Invite to our server:
https://discord.gg/Kyv7WMEA69
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