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DukeOfWellington

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DukeOfWellington last won the day on August 1

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About DukeOfWellington

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  • Birthday August 27

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  1. DukeOfWellington

    - CF Win the Campaign -
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  3. DukeOfWellington

    Its shocking to me Chinese that you can't see why i took the course of action but here we go: Wilhelm had been running away for a solid 20 seconds during an all charge and said in voice chat that he intended to "sail away" i.e confessing that he was going to delay on purpose, once i found him running he was close to the ship, at which point i opened the freeze menu and froze him as to not delay the end of round any longer, the video appears to show him "in combat" but that was not in combat, that was him sitting still waiting for them to charge so he can stick the pointy end in their arse when they jump on the ship instead of having turned and fought them earlier (which was during all charge aswell). Whilst it is true that this action can be considered wholly unreasonable according to the admin guidelines and for all who think that i apologise for being not severe enough, the correct course of action here would have been a temporary or permanent ban in accordance with the guidelines for dealing with repeat offenders for multiple cases of delaying in previous rounds which were left unpunished because i was too slow (he died before i could freeze/slay) along with consistent trolling and teamhitting. Aswell, note that i was the admin running the battle at the time which also accords me a certain flexibility as to how i am to enforce and interpret the guidelines, usually the "normal" course of action for a delayer is a slay but that is no fun for unlike freezes which can be humurous and do not let the delayer delay any longer. Lastly i would like all reading this to note that there is a precedent for this which was established many a campaign ago i.e freezing delayers instead of slaying/banning them End of essay, all in all we can see this was another successful attempt by wilhelm to try and waste our time, if he does such an act on the server again i will act swiftly and mercilessly and either temp ban or perm ban him depending on the severity of the next case.
  4. DukeOfWellington

    Another quick clarification update: In the case of an army losing a battle, they must retreat 1 tile towards a friendly province- if that army has no friendly provinces to retreat to it is stackwiped - losing all AP.
  5. DukeOfWellington

    Enough time has passed , /vouch
  6. DukeOfWellington

    Just a quick clearance statement since what i said about the skins may have been unclear: -----THE SKINS WILL BE PROVIDED BY THE SERVER AUTOMATICALLY ON JOINING, THERE IS NO TEXTURE PACK OR MOD YOU MUST DOWNLOAD----
  7. DukeOfWellington

    Here you can all put your current thoughts and feelings about the campaign.
  8. DukeOfWellington

    hi im new here
  9. DukeOfWellington

    Hedgehogs
  10. DukeOfWellington

    President Bolsanaro of Brazil
  11. DukeOfWellington

    Hello again everyone! This will be one of the last dev updates since we're almost done - i'll be packing alot into this one so do read! Texture Changes and Balance fixes: The Campaign team has once again lived up to it's promise of changing things up, which will be seen from the very first battle since we've added new skins and more! We heard many complains that the CF was disadvantaged since they have partizani and militia so we've replaced both of their weapons with muskets and made them into line units! Along with that, rocketeers no longer have rockets and both sides now have lancers, as a matter of balance. All units on both sides, cavalry and specialists included, have been reskinned following each faction's color scheme. Another important change is that all line officers on both sides now possess horses that are slightly slower than a heavy horse but faster than artillery horses, for them to lead their line to glory from a mount! New RPs to be included: Following much brainstorm the campaign team has thought it would be good to incorporate new rps to give the campaign more variety, along with battle RP which works the same as last campaign, the new rps will each have their own scenario required for them to happen. Hostage RP/ Assassination RP - This RP will happen the day after a 4-0 or 4-1 loss, where the losing side will have one of it's officers either taken hostage and should that officer be killed then they will be unable to participate as an officer in the next battle, or/and where the losing side tries to assassinate one of the winners officers and if they get murdered then that officer will be unable to be an officer in the next battle. Both Rps will take place on different maps and will consist of 3 rounds City Battle Rp - Will happen whenever a settlement is attacked - a special map will be provided and rules will be slightly different. and that's all the rps we're incorporating for now. -RULES- The rules this campaign will follow a similar path to that of last campaign: -Each army can move 1 tile in friendly or enemy territory towards any tile -When two armies are on the same tile a battle will occur -When an army moves onto a tile it automatically occupies that tile with one exception(...) -Two friendly armies may not go onto the same tile -Every army starts with 15 AP which function as it's health - for each round won the enemy loses 1 AP and vice versa, battles still take place on 2 maps(except when decider maps are needed for a 3-3) with the winner being the first to 4 rounds. There are two types of tiles - Normal, and Settlements, on settlements should there be a battle, the defender will receive maps biased in their favour whereas in battles anywhere else maps will be as balanced as possible thanks to the new roster of over 70 new maps that we have. Victory conditions remain the same. GARRISONS: Something new in this campaign will be garrisons! At the start of this campaign each capital city will have a 2AP base garrison. Garrisons will work a little differently- the defenders will always have to win the usual 4 rounds, whereas attackers of garrisons will only have to win 1 round per garrison AP, so 2. Each and every friendly/occupied settlement can have a garrison put in by an army standing on the settlement tile for a maximum of 2AP garrison - When armies garrison a friendly or occupied settlement the army garrisoning the settlement will lose the equivalent amount of AP which they wish to garrison the settlement with. EG- Army 1 (at 15 AP) on the City of X garrisons City of X with 2 ap, Army 1 would now be at 13 AP. GARRISONS COUNT AS AN ACTION AND SHOULD AN ARMY GARRISON A SETTLEMENT, THEY WILL NO LONGER BE ABLE TO MOVE THAT TURN. RAZING SETTLEMENTS: Razing settlements is a action allowed to an army occupying a settlement that the faction did not start with. Should an army raze an occupied settlement, that army will gain 2AP, but they will lose their ability to garrison that settlement, and should the enemy re-capture it the maximum garrison size for that settlement will be increased by +1, to a maximum of 3AP allowing enemy armies to re-fill that settlement with 3AP. THIS IS A ONE TIME ACTION for each enemy settlement. Capital City Garrisons: Capitals, namely the City of Cernbridge for the CC and the City of Lidorska for the CF will have special garrisons. For every two turns (i.e CC->CF->CC->CF) the garrison is under it's maximum (2AP), it will replenish 1AP - For example, if the CF captures Cernbridge but then the CC recaptures it, it's garrison will replenish to 2 after 4 turns. Thats all for this dev blog, we might change some things slightly in the next update - thanks for your attention!
  12. DukeOfWellington

    NRP Username: Duke Medal(s) Requested: Surgeon's ribbon, Wounded's ribbon, Survivor's ribbon,Sapper's badge, Battlefield surveyor, Leadership. Vouches: N/A Evidence: Everyone's memory - but in short... Surgeon's ribbon - Happened more often than i can say, back in the days when sgts healed i would often see a man get shot, nearly die and i'd heal them just enough for them to survive the next shot. Wounded's ribbon - Threw a grenade on my location and was overrun immediately after in melee, so i died - technically i was under 50% health when the grenade blew up and killed 5 and injured more, you know im a bit of a terrorist myself. Survivor's ribbon - While ago infantry officer was suicidal on waterloo map, went straight for the red fort and got the entire line of i'd say 12 people massacred, except me i was hiding in the bell tower and shooting occasionally, eventually i died but i survived for a while Sappers badge - 25+ hours as a sapper in campaign or simply on the server , i know all the sapper magic Battlefield Surveyor- In campaign 1.0 as a general i often relayed information im sure anyone with a decent memory could vouch for me here Leadership - Was a general in the 1st campaign, i often scared away the enemy with my legendary cavalry
  13. DukeOfWellington

    Alright, thank you all for your applications and patience here is the final decision about faction leadership and the status of each application. Sparkymilky: Crown Commonwealth Leader, ACCEPTED Colonel Farts: Crown Commonwealth 2nd in Command, ACCEPTED Broke/Helmet_von_Moltke: Confederation of Liberated Lands, ACCEPTED Lexxe: Neutral, "Chronicler" aka takes part in lore more often i guess, ACCEPTED Novalpro: Crown Commonwealth Caliph, THE CROWN COMMONWEALTH IS NOT A CALIPHATE, DENIED QeAntonio: Confederation of Liberated Lands 2nd in Command, DENIED Vindication: Faction leader/2nd in Command either faction, DENIED Colonel Frost: Crown Commonwealth Faction Leader, DENIED Skeepr: Confederation of Liberated Lands 2nd in Command, ACCEPTED If you're an applicant and you find yourself confused as to why you were denied or accepted feel free to dm me on discord, good luck planning, leaders!
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  15. DukeOfWellington

    Here I will be posting all the lore associated to the campaign for those who wish to have abetter understanding, in chronological order, all credits to Bulletmagnet and Scandypandy.
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