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  • Emil

    MC Codex

    By Emil, in Player Information,

    Our community has hosted several Minecraft servers throughout the years, but this will be the longest duration as the server has already been pre-paid for a year and may be continued if continuously popular. Thus a set of clear guidelines are to be written so everyone can enjoy the game on equal ground. We experienced one earlier launch with plugins being a mess and a recent with the server being laggy. Both of these issues should now be fixed and any future issues will quickly be solved by our friendly server host.
    The initial ruleset is as following (Last updated 9th Aug 2020):
    Do not exploit commands or tricks unknown to us, rather report directly prior to using it for your own benefit.
    This is so we don't have to delete the map due to someone getting a very unfair advantage at launch. Do not x-ray. It will only lead to an unfair play, will bore you out as the point with the game is lost.
    X-rayed loot will lead to a ban if used in combat against other players. Items gained may be removed if the behavior is continued.
    Admins will keep track of players inventory and their (hidden) chests and see if everything makes sense with tunnels. Do not go building walls or moats around others buildings.
    Do not touch the closeby environment unless you plan to live next door. Do not ruin the environment with lava casting/half-cut trees.
    This diminishes the natural beauty of the server and will make newcomers less likely to establish themselves. War/rivalry is only allowed between two agreeing parts, and lasts for the duration of the players being online with a 10 minute cooldown if someone quits prematurely. This is up to the warring factions to keep track of with screenshots. OPs words are law. They reserve the right to remove claims which might be unconventient, unused or remove items.
    These guidelines are subject to change.

    These game modes are written with the premise that Bannerlord will feature the same basic dedicated server functions and configs as Warband in terms of unit limits, map change and one life mode, with the addition of modded scripts (beacons, individual banners, overhauls, advanced admin tools, etc). The multi-player is still being tweaked, thus our game modes may also be tweaked. Our guides are always portrayed as if there's 200 players in total on the server, 100 in each team. Let's begin with the backbone game mode of the Napoleonic (Bannerlord) Role Play server.
    Random nation versus random nation.
    There are several types of infantry, thus each type should follow their group (1).
    Archers and cavalry should be limited to around 20% (2).
    It's allowed to kill surrenders if they're melee infantry. Archers may be taken hostage, and executed if not rescued.
    Team balance should be even.
    (1). No beacons/leader role might force us to wait with using the game mode until TW or modders' solve it, unless VOIP would offer an alternative temporary solution with voiced leaders.
    (2). This is battle game mode after all. Not supposed to be any archer or cavalry spam. Focus on teamwork, strategy and formations. 20 archers, 20 cavalry and 60 infantry per team.
    Random nation versus random nation.
    Everyone must go archer (May equip any bow, arrow, but no javelins/spears).
    Walk in line towards the opponent forces and follow admins commands. (Halt, Present, Fire).
    Infantry versus Cavalry
    Random nation versus random nation.
    Admins force either infantry or cavalry on the teams (This is a scripted function in NRP today, likely won't be in BL).
    Infantry prepare a square or line formation at spawn.
    Cavalry line up at spawn and wait for the charge command from the admin.
    There are no sappers in BL so the last rule related to barricades was removed entirely.
    Cavalry versus Cavalry
    Random nation versus random nation.
    Admins force both teams to go Cavalry.
    Balance adjustments towards cavalry-oriented nations (Not too many horse archers delaying the rounds with Parthian shot tactics).
    Both teams line up at spawn and wait for the charge command from the admins.
    Unleash havoc.
    Other original and easy to convert game modes include assassination, hostage and town.

    Player Rules for Chatting
    Read the role play rules as the admins announce them in the admin chat. Do not spam the chat with similar or unnecessary messages. English only. Keep other languages to a minimum, or via external chat programs. Always try to use proper capitalization, spelling and sentence structures. Regiments are allowed to recruit once per 3rd round. Complain about decisions on the forums, not in the chat.
    Player Rules for Playing
    Always follow the rules for the current role play on the server. No ramboing. You should always follow a regiment unless you're an artillerist. Sappers and naval troops should still follow officers or artillerists. No surrender-killing. You should always wait for admin/officers command before killing a prisoner. You may only kill prisoners if they still have weapons on them. No delaying. You should be playing to win, not to run around like a fool. No BP/TNT spam. You should never waste buildpoints or spam explosives. No teamhitting. Never stab, shoot or throw grenades at friendly soldiers. No hacking, cheating or modding. Never use files that modifies the game online. No trolling. Never block artillery or take control of boats without permission. No intentional impersonation of an admin, nor unauthorized usage of their tags.
    Admin Rules for Chatting
    No deviating from or circumventing the Player Rules for Chatting.  Thus admins must still follow the Player Rules for Chatting. No leading regiments via the announcements unless the specific RP requires it. No recruiting for regiments via the announcements. No participating in everyday conversation with the players via the announcements. No random or irrelevant sentences via the announcements. No spamming via the announcements. ~1 message per minute. Write using proper capitalization, spelling and sentence structure. Only warnings, RP instructions and punishments should be told via the announcements.
    Admin Rules for Playing
    No deviating from or circumventing the Player Rules for Playing. Thus admins must still follow the Player Rules for Playing. Admins should be in our Teamspeak or Discord while they are admining. Admins may not spawn tools such as admin weapons or admin horses. Admins may teleport stuck players if it's possible, the player will get slain if not. Post in the admin group on Steam when the server requires another admin. Admins should use their tag while on duty. eg, ServerAbbreviation_Rank_Username. Admins should announce their name change, unless temporary in the admin steam group.  
    If a rule isn't written down, it's most certainly not forbidden either.
    Eg, acting tri-hard in chat is not forbidden, nor is it forbidden to be named Stalin in-game.
    However, it is forbidden to spam in chat or to impersonate an admin in-game.
    The recruiting rule gives every regiment or clan permission to make one informative recruitment message per 3rd round, also containing a link to a steam profile, website or forum thread. This isn't done to harm or discriminate against regiments or clans, but to keep the chat open for conversations, orders and memes instead of it being filled with advertisements.
    Player Consequences
    Admins use common sense when determining punishment, but they also use certain guidelines. 
    They look at previous behavior, if it's a regular player and if there was a valid reason to bend a rule. Breaking a rule once and regularly breaking them everyday may lead to different punishments. Examples:

    Spam in chat 🠚 Warning, kick then temporary ban.
    Ramboing 🠚 Warning, slay then temporary ban.
    Delaying 🠚 Warning, slay then temporary ban.
    Hacking, cheating, ddosing and modding 🠚 Instant permanent ban.
    BP/TNT spam 🠚 Temporary ban.
    Forbidden usernames 🠚 Warning, kick then permanent ban.
    Trolling 🠚 Warning, slay then temporary ban.
    Surrender-killing 🠚 Warning then slay.
    Teamhitting 🠚 Warning then slay.
    Anything may lead to a permanent ban if the bad manners continues after a temporary ban or after acting in a bad manner during several days.
    Admin Consequences
    Admins can make mistakes, but certain measures may be taken if it appears that they have deliberately broken the rules. Admins are the representatives of the community and should therefore be extra aware of the rules, show extra patience, restraint and respect.
    Common mistakes are often forgiven by the management and the players as long as the incident is reported. Eg, if an admin accidentally permanently ban a player and immediately report it on the Admin Steam Group or directly to someone with access to the ban list so the player quickly gets unbanned. However, if an admin has deliberately broken the rules, acts out as a threat against the existing hierarchy or if a valid complaint has been filed, then the admin can expect three possibilities; removal from the team, a warning or a demotion.
    Napoleonic Dictionary
    Trolls are acting contra-productively.
    Rambos are running alone. 
    Delayers are not participating in the fight.
    Teamhitters are shooting or stabbing mates on purpose.
    Spammers are abusing buildpoints or the chat.
    Hackers are using scripts to alter the game experience.
    Officer Aim means intentional aiming for the officer.
    Fire in Charge means firing whilst engaged in melee.
    Reload in Charge means reloading when the line you are part of is charging.
    Fire out of Line means firing when you are not in formation.

    JailArena (JArena)
    The guards and prisoners spawn facing each other.
    Both teams stay in their spawn areas.
    The Warden (acting as a referee) takes his position.
    He calls one or more fighters from either team to join the arena. They fight. Each team should have an equal no. of fighters chosen at the beginning of the fight.
    After 58:00, the fighter who is killed in combat loses.
    The Winner of the duel goes to the back of the line, and one or more new fighters enter the arena to create a new 1v1, 2v2, 3v3 etc.
    This goes on until a team (Guards or Prisoners) loses all of its players. That team has been defeated.
    Prisoners and guards may use any weapons they wish to.
    Shooting is not allowed.
    Interfering with duels in any way is an offense worth a ban.
    Anyone attacking anyone from the other team out of turn will be slain.
    Anyone entering the arena while it is not his/her turn will be slain.
    Fighters unwilling to leave the arena and go back to the back of their line after winning a duel will be slain.
    If a prisoner or guard surrenders, the Warden decides if they are to be spared or executed. His word is law.
    JailRun (JRun)
    Guards and Prisoners spawn in their respective areas.
    The aim of the Prisoners is to get to the Win Point and thus escape the arena.
    The aim of the guards is to prevent them from doing so, in killing all the prisoners.
    The prisoners initially move to the gate, which acts as the starting point.
    The guards take positions, ready to shoot the escapees as they emerge.
    The Warden (and only the Warden) shouts "3... 2... 1... Go!" before opening the gate and releasing the prisoners.
    The prisoners have to get to the Win Point by running through the obstacle course, while the guards are shooting at them.
    The first prisoner to reach the Win Point has beacon and offered the choice to either swap to guard or stay a prisoner. He is the winner.
    The round ends when all prisoners are at the Win Point area or when all are dead.
    Glitching outside the map and camping the spawn as either team is slay-able.
    The guards are not allowed to enter the obstacle course under any circumstances. Doing so is slay-able.
    Prisoners can do anything they would like to impede the progress of their fellow runners. It's a race between the prisoners as well.
    Guards can use any weapons and attacks they would like to attempt to kill the prisoners, including firearms and melee attacks.
    Guards may not enter the course themselves in order to misuse these weapons.
    The prisoners who win are to stay at the Win Point.
    Jail Assault (JAss)
    Prisoners spawn inside the prison.
    Guards spawn some distance away from the prison, in a locked spawn room.
    Guards have 30 seconds to spawn any weapons they wish to obtain from the weapon chests before the room is opened by an admin.
    Guards are then expected to charge towards the island, with the intent of killing all the prisoners.
    Both sides are hostile to each other, and are free to attack the other faction whenever they wish to.
    Keep in mind that the prisoners are not able to deal damage until 58:00.
    The defending team (the prisoners) are not allowed to leave the prison under any circumstances!
    Guards who camp excessively instead of charging and attacking will be slain after a warning.
    Ratio of guards/prisoners should be around 2:3.
    Jail 'N Seek (JNS)
    Prisoners spawn at the win point outside the prison, where they can arm themselves and organize their attack.
    Guards spawn near the main gates of the prison.
    The leader of the prisoners is teleported to the guards.
    Prisoner leader has to surrender all of his weapons, and follow the guards peacefully to wherever they wish to imprison him.
    Rest of the guards who are not escorting the prisoner are meant to adopt defensive positions and begin firing at the prisoners.
    The prisoners have 7 minutes to rescue their leader. After 7 minutes (at 53:00), he will be executed by the guards.
    The leader of the prisoners should ideally be an admin or a trustworthy player (a VIP).
    The guards are not allowed to harm the leader in any way while he is in the prison. If he escapes and is outside it, they are free to try to kill him before he reaches the Win Point.
    Deliberately killing the prisoner leader as a guard results in a temporary ban.
    Admins can freeze and teleport another prisoner to act as the leader until a new one is formally chosen. This is to prevent unnecessary resets if the prisoner leader dies halfway through the round.
    Guards must execute the prisoner leader after 53:00. This will mean that the prisoners have lost the round.
    Prisoner leader is not allowed to try to escape on his own!
    One sapper is allowed, with 100 build points, to build defenses for the guards.
    Guards win if all prisoners are either killed or surrender, or if the prisoner leader dies.
    Prisoners win if they find their leader, and escort him back to the Win Point, before he is executed by the guards.
    Prisoners can still win even if there are still guards who are alive.
    Prisoners can also win by killing all the guards.

    Random nation versus random nation.
    Infantry follow their officers and cavalry follow their general.
    It's not allowed to kill surrenders. Line up in front of them and wait for the fire command from an admin or officer. Surrenders must announce it, drop their weapons and keep their hands up.
    Anyone refraining from doing so may be killed. (G then P)
    Team balance should be even.
    France (Defenders) versus Russia (Attackers).
    The defenders (Infantry) need to hold their ground inside the palace.
    The attackers (Partizani) need to kill every last enemy.
    Balance should be in favor of Russia.
    Line Battle
    Random nation versus random nation.
    Infantry follow their officers. There may or may not be cavalry.
    Only light infantry and skirmishers are allowed to crouch.
    Infantry may only fire while in formation.
    Random nation versus Russia. Protect the General against Russian Spec-Ops.
    All Russians must go Partizani class and try to kill the General.
    All defenders must protect the General until the time runs out or the enemy team is dead.
    Cavalry should be deactivated.
    Grenadiers may or may not be allowed.
    Team balance should be in favor to the Russians.
    Russia versus random nation. Maintain control of the Russian village.
    Maps should contain Village in their names.
    All Russians must go Partizani class and do commoner work with their tools.
    All players of the other nation must guard the village, suppress violence and maintain order.
    Russians may not revolt before the designated time has passed.
    Non-violent Russians may not be killed before being rounded up in the city center 
    to be executed by admins / officers orders.
    Random nation (Defenders) versus random nation (Attackers)
    One hostage will be brought to the defenders where s/he will be imprisoned.
    The hostage has to be rescued by the attackers. 
    Victory if they safely get the hostage out of enemy territory or kill all the defenders.
    The defenders win if the attackers are eliminated, if the hostage die during a escape or if the time runs out.
    War & Peace
    Random nation versus random nation. The preferable game mode is Battle.
    The Generals may be handpicked by the admins before the round goes live.
    Officers are responsible for their respective regiments.
    All officers are expected to listen to and follow their Generals orders. 
    The game starts with a truce between the nations which may not be broken 
    until both teams are in their fortresses and prepared to receive further orders.
    War can only be declared by the Generals. 
    Traitors and disobedient soldiers may expect serious punishment.
    Sappers are allowed to build fortifications. 
    Artillery is allowed, but may only fire after war is declared, just like all other troops.
    Admin may order a charge if there's little to none fighting.
    Infantry versus Cavalry
    Random nation versus random nation. 
    Admins force either Infantry or Cavalry on the teams.
    Infantry prepare a square formation at spawn.
    Cavalry line up at spawn and wait for the charge command from the admins.
    Sappers / barricades may or may not be allowed.
    Cavalry versus Cavalry
    Random nation versus random nation. (Except UK since they don't have lancers)
    Admins force both teams to go Cavalry.
    Both teams line up at spawn and wait for the charge command from the admins.
    Unleash havoc.
    Capture the Church
    Random nation (Defenders) versus random nation (Attackers)
    The defenders have to keep the attackers from reaching the church and using the bells.
    The defenders may not pass over the bridge.
    Sappers may or may not be allowed.
    Artillery is allowed for both sides.
    Russian Revolution
    Russia (Imperialists) versus Russia (Communists)
    Team 2 (Communists) must go Partizani class.
    Map should preferably be European City.
    Team balance in favor of Team 2 (Communists)
    Storm the Palace
    Random nation (Defenders) versus Russia (Attackers)
    Defenders need to hold their ground inside the palace by using any means necessary.
    Attackers need to kill every last enemy.
    Balance should be in favor of Russia.
    Russia (Soviet Union) versus Prussia (Nazi-Germany)
    Map should be Landshut (Night)
    Both teams may use sappers to build barricades.
    Admins may decide if one team should try to push.
    Red day every third round. (Melee only)
    Random nation versus random nation.
    Everyone must go Infantry. (No grenadiers, sappers, sailors or cavalry)
    Two officers are decided to lead each team by the admins.
    Everyone must walking with their officer in formation.
    Follow admins commands. (Halt, Present, Fire)
    Change game mode to Siege and select map Fort Al Hafya (Night)
    Prussia (Defenders) versus UK (Attackers)
    Both teams are allowed to have Artillery and Grenadiers.
    Prussia may also use Sappers.
    UK must either capture the flag behind the enemy bunkers or kill the enemy commander.
    Team balance in favor of UK.
    France versus Prussia. 
    Map should be German Village (Morning)
    Each round start with a peace period so everyone can get into their trenches.
    Admin declares war after a certain amount of time.
    Admin orders either of the teams to assault afterwards.
    Random nation versus random nation.
    Everyone must choose the officer class. (Officer limit to 100%)
    Map should be Spanish Farm (Day)
    Cavalry may or may not be allowed.
    Random nation versus random nation.
    The first team should try to reach a destination, eg. ship or fortress.
    The second team should try to cut them off before they reach the destination.
    The first team may not start fighting before the second team has arrived.
    The first team win by getting ~5 players to the destination.
    The second team wins by killing all enemies or by stopping them from reaching the destination until the time limit is up.
    Arabian Harbour (Night) above 100 players and Naval Battle (Day) below 100 players.
    It's not allowed to start steering the ships before admins command.
    Everyone should go ship crew class. (Depends)
    Grenadiers are deactivated.
    Artillery may or may not be allowed.

    Players have to group up into factions and claim one of the bases on the map.
    After some time those fractions may declare wars against others or make some diplomatic moves.
    The goal is to defeat other kingdoms and rule the land.
    You need to settle this wild land.
    Like in Kingdoms RP you need to form groups, but in this you have to construct your settlements and try to survive.
    Later you may fight against other settlements or try to cooperate.
    Town RP is basically a sandbox, where you can play as town guard, mayor, bartender, priest, hobo, or maybe cult leader. Just have fun.
    Your town is cut off the rest of the world. You have to survive the harsh winter and strange occurrences.
    Make expeditions, fortify your town and don't get sick.
    One of the players is the Dictator, who has loyal guards.
    He may do anything he likes, but if he cross the line there may be revolt against him.
    The goal of dictator is to rule as long as possible being very abusive in the same time. Guards have to help him achieve this goal.
    The rest of the citizens may try to help him or revolt against him. They may also just try to survive.
    Papers, Please
    One of the teams are guards. They have to protect their town and it's borders.
    Second team are refugees who want to enter the town.
    Some of them are terrorists who want to see the World burn.
    The goal of guards team is to protect the town but they have to let in the refugees at the same time.
    Second team has to enter the town in legal or illegal way. The terrorist have to blow up some of the constructions inside the town.
    Murder Boat
    You are on a steam ship, but it has no coal anymore. Suddenly some armed crew members are going crazy.
    One team has to hide at the beginning and later escape with small boat or fight back.
    Second team has to mercilessly murder the first team.
    One of the players is high priority target. He has his guards, but they don't know who is the assassin.
    The second team are guests, recruits, depending on the story. Among them there's at least one assassin.
    First team has to keep the target alive. Second may help the guards if they see the assassins attacking.

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