This is a beautiful mod, but the problem is the behavior on the server(s)...
Last few weeks I saw crowded servers of 30.... so you go in expecting a good game. Only to find 10 people on the side of the Zulu's accompanied with 180 bots, dynamite sapper trolls, sappers who love to stack defenses skyhigh and ofcourse the tk'ers when friendly fire is on. I always try a round or two because I just love the mod, but no fun so I head over to the 15th bots vs humans server. Yes, they have their trolls, but in general you will find very good games there with people respecting server rules.
A few weeks ago this mod still had a good group of players who wanted to make a good game out of it. That is humans on the Brit side working together to beat the horde of Zulus (not 10 rambos on the other side making the balance of humans vs bots worse).
This mod can only be saved by the way servers are run and players behavior.
The problem is a lack of admins. The game alone can't manage the players, so there's a big demand for admins to swap players to the British side, as the Zulus work relatively well being bots: if there's 10 Zulu players and 100 British bots, it's pretty clear who's going to win.
I'd recommend an administrator system for official servers, if there even are any.
We don't admin any server other than the 58th_Official. The rest are non-official.
We don't admin any server other than the 58th_Official. The rest are non-official.
Then perhaps an official server or two should be organized with admins assigned similarly to the NW system?
We don't admin any server other than the 58th_Official. The rest are non-official.
Then perhaps an official server or two should be organized with admins assigned similarly to the NW system?
Well the thing is that extra servers cost money and its not that easy to get a free server, especially when its for a mod because that means people need to actually put work into setting the server up.
With university physics comes a lack of free time; I am working on it slowly but surely, but short of not sleeping and just modding, I certainly can't guarantee a new release any time soon, truly sorry about that.
If you want this mod to revive. And to be succesful, you better have some new features. Or else it gets considered another Full Invasion Mod. Those skins better be godlike by the way.We intend to have new features from the old mod; we are once again looking at ammo-carriers and rapid-fire artillery (Hint hint).
If you want this mod to revive. And to be succesful, you better have some new features. Or else it gets considered another Full Invasion Mod. Those skins better be godlike by the way.We intend to have new features from the old mod; we are once again looking at ammo-carriers and rapid-fire artillery (Hint hint).
In addition, our new skins and models will be of significantly higher quality than the old ones.
I need the team list.
Dear AZW community members. Recently,you have probably noticed a sudden decrease in this mods popularity. There is a way to save this mod. You must tell your friends and regiment leaders. Tell everyone you can!
I am personally trying to save AZW by hosting frequent AZW events.
https://www.fsegames.eu/forum/index.php?topic=4047.0
https://www.fsegames.eu/forum/index.php?topic=45337.0
ill raise a glass to that ;)https://www.fsegames.eu/forum/index.php?topic=45337.0
Thanks Cameron, We revived the old mod before Reloaded was released! And we hope to do the same to Reloaded! Its such an amazing and in depth mod it doesn't deserve to die out!