Updates, Announcements & Events

Started by ThY, 10-08-2012

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ThY


Updates, Announcements & Events will be posted here

ThY

#1
The server has currently reached its new record of players, with a 15 v 15 line battle and commander battle, and seems to have a constant supply of 10+ players. There is vote change map, vote change factions, and vote kick - so the server takes care of itself.

ThY

#2
Will have the mod Persistant World Beta 4 on today to see how it goes (Will be switched back at 9 GMT+0 for training).
This is a large scale roleplay mod for Mount & Blade.

QuoteMain features:

    Up to 8 castle owning factions (which native multiplayer calls teams) and two extra categories: commoners, which is for players joining the game, changing between the main factions, or who want to play alone, and outlaws, which players who repeatedly kill team members in a short time are restricted to.
    Troop types are not selectable before spawn: you need to pay money and train for a certain amount of time with one of the factions. Some troop types have special abilities, like engineers for building, doctors for healing, brigands best at lock picking, and serfs for the dirty work.
    Troop type, faction, gold, and more are saved every few seconds and restored when rejoining the server, until the mission ends or the server crashes; all data is wiped at the start of the next mission (map / round / game / whatever).
    Enhanced item buying scene props, which combine buying, selling, stockpiling, and crafting; showing the item stats. Most weapon, armour, and horse stockpiles require crafting by engineers from resources before they can be bought from.
    Destructible trees and mines to harvest resources; trees regrow after being cut down, and mines respawn after longer periods.
    Systems for gathering food, which is a requirement for healing by resting at a bed: fishing, growing wheat for making bread and beer, grapes for wine, and animals for meat. Animals can be herded and butchered with the appropriate skill, which gives meat for eating and hides to make leather for crafting.
    Repairable and buildable scene props, like doors, ladders, walls, and bridges. Doors can be locked, able to be opened by players in the correct faction, and able to be lock picked by others. Improved moving portcullises, drawbridges, a new ferry boat, and a lift platform.
    Doors which teleport players to the location of the other linked door, so the native interior meshes can be used, underneath the terrain.
    Ships that can be sailed, ideally with two players; they can also be damaged, repaired, and sunk.
    Castles that can be captured, which changes the door locks, flags, and more.
    Castle faction lords, which are players voted in by a faction poll; they can set the faction name, banner, withdraw money from the castle chests, access a unique troop type, and give door and chest access permissions.
    Money bag items to transfer gold between players. Loot bags are dropped when a player dies, taking a small amount of their gold, and all weapons should be dropped. Players can reveal to nearby characters the approximate amount of money they are carrying.
    The ability to loot armor off corpses for a very short time after their death; approximately 30 seconds.
    Various carts and chests which can be used to store weapons, armor, and other items in; different cart types can be attached to either to horses or player characters to move them around. Some ships also have a hold for storage.
    Player invulnerability for 10 seconds after spawning (you cannot attack or be attacked).
    Doctors can heal badly injured players up to a limit of their skill, while resting on beds is for fully healing lightly injured players, using food.
    Outlaw ratings for players which are increased by team killing and decrease slowly over time. If a player's outlaw rating is too high they are set to the outlaws faction, and when they die they can only train as the available outlaw troops until their rating drops low enough.
    Various messaging systems for chatting to players nearby, in the same faction, or any server administrators connected; with a toggleable overlay to show the last 11 lines of local chat.
    Various administrator tools.
    An optional feature to use an external web server to restrict player names and clan tag prefixes to specific player serial numbers, kick players using invalid characters in their name, and to set specific permissions to admin tools for each player. One name server could be used for multiple Warband PW servers.
    More ways for scene makers to adjust how the game mode works by setting edit mode scene prop values; things like associated castle, gold value multiplier, linked scene prop, initial state, initial hit points, scene time of day, and which factions are available.

You can get PW4 here. If this turns out to be more popular than the regiment, a switchover will be discussed.

I will also be trying Mount & Gladius today, this can be found here

jaik

Quote from: ThY on 16-09-2012
Will have the mod Persistant World Beta 4 on today to see how it goes (Will be switched back at 9 GMT+0 for training).
This is a large scale roleplay mod for Mount & Blade.

QuoteMain features:

    Up to 8 castle owning factions (which native multiplayer calls teams) and two extra categories: commoners, which is for players joining the game, changing between the main factions, or who want to play alone, and outlaws, which players who repeatedly kill team members in a short time are restricted to.
    Troop types are not selectable before spawn: you need to pay money and train for a certain amount of time with one of the factions. Some troop types have special abilities, like engineers for building, doctors for healing, brigands best at lock picking, and serfs for the dirty work.
    Troop type, faction, gold, and more are saved every few seconds and restored when rejoining the server, until the mission ends or the server crashes; all data is wiped at the start of the next mission (map / round / game / whatever).
    Enhanced item buying scene props, which combine buying, selling, stockpiling, and crafting; showing the item stats. Most weapon, armour, and horse stockpiles require crafting by engineers from resources before they can be bought from.
    Destructible trees and mines to harvest resources; trees regrow after being cut down, and mines respawn after longer periods.
    Systems for gathering food, which is a requirement for healing by resting at a bed: fishing, growing wheat for making bread and beer, grapes for wine, and animals for meat. Animals can be herded and butchered with the appropriate skill, which gives meat for eating and hides to make leather for crafting.
    Repairable and buildable scene props, like doors, ladders, walls, and bridges. Doors can be locked, able to be opened by players in the correct faction, and able to be lock picked by others. Improved moving portcullises, drawbridges, a new ferry boat, and a lift platform.
    Doors which teleport players to the location of the other linked door, so the native interior meshes can be used, underneath the terrain.
    Ships that can be sailed, ideally with two players; they can also be damaged, repaired, and sunk.
    Castles that can be captured, which changes the door locks, flags, and more.
    Castle faction lords, which are players voted in by a faction poll; they can set the faction name, banner, withdraw money from the castle chests, access a unique troop type, and give door and chest access permissions.
    Money bag items to transfer gold between players. Loot bags are dropped when a player dies, taking a small amount of their gold, and all weapons should be dropped. Players can reveal to nearby characters the approximate amount of money they are carrying.
    The ability to loot armor off corpses for a very short time after their death; approximately 30 seconds.
    Various carts and chests which can be used to store weapons, armor, and other items in; different cart types can be attached to either to horses or player characters to move them around. Some ships also have a hold for storage.
    Player invulnerability for 10 seconds after spawning (you cannot attack or be attacked).
    Doctors can heal badly injured players up to a limit of their skill, while resting on beds is for fully healing lightly injured players, using food.
    Outlaw ratings for players which are increased by team killing and decrease slowly over time. If a player's outlaw rating is too high they are set to the outlaws faction, and when they die they can only train as the available outlaw troops until their rating drops low enough.
    Various messaging systems for chatting to players nearby, in the same faction, or any server administrators connected; with a toggleable overlay to show the last 11 lines of local chat.
    Various administrator tools.
    An optional feature to use an external web server to restrict player names and clan tag prefixes to specific player serial numbers, kick players using invalid characters in their name, and to set specific permissions to admin tools for each player. One name server could be used for multiple Warband PW servers.
    More ways for scene makers to adjust how the game mode works by setting edit mode scene prop values; things like associated castle, gold value multiplier, linked scene prop, initial state, initial hit points, scene time of day, and which factions are available.

You can get PW4 here. If this turns out to be more popular than the regiment, a switchover will be discussed.

I will also be trying Mount & Gladius today, this can be found here

holy shit that feature list sounds awesome.
Blake.H: And im also working on whipping him into shape
Blake.H: He's nice
Blake.H: He doesn't moan
Blake.H: The sheer obedience is enough to fuel my erection anyway

Lucky Pig

I've played PW 3 I think, and its OK but it really needs much more players than the regiment to work. Though the server will probably get more active if you change it to PW, it is questionable whether it is a good thing because this game mode tends to be filled with retards who LoLrob everyone.

You could maybe make this server application only, but that would require a bigger playerbase to begin with, so if you indeed change it, you should pick many active and trusted players to be admins so it will be supervised from the start.

ThY

#5
Quote from: Lucky Piig on 16-09-2012
I've played PW 3 I think, and its OK but it really needs much more players than the regiment to work. Though the server will probably get more active if you change it to PW, it is questionable whether it is a good thing because this game mode tends to be filled with retards who LoLrob everyone.

You could maybe make this server application only, but that would require a bigger playerbase to begin with, so if you indeed change it, you should pick many active and trusted players to be admins so it will be supervised from the start.

If the regiment begins to fall, I shall consider changing it over.

http://forums.taleworlds.com/index.php/topic,248020.0.html

Advertisment thread ^

ThY

#6
Well then. I'm afraid to say, but we're all out of tea.

Yes, you all know what this means. Back to London for us - back to our homes and families for a lovely cuppa' and a crumpet.

It has been a pleasure and a privilege to fight alongside you, gents. Take care & keep safe.

The 49th Hertfordshire Regiment is hereby disbanded.
Garrisoned weaponry has been sent to that single French fort that was to the south east of our position, as a token of good will. Unfortunaly however, I have just received word that they surrendered upon sight of our wagon, and are already on their way back to froggy France. We win.

~ Lt ThY, 49th Herts


tldr I want to spend my money on something else now.