Author Topic: Mod Is Maybe Not Dead (New NA Servers Coming)  (Read 23679 times)

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Offline Yeldur

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #195 on: October 07, 2017, 12:54:30 am »
0
hi guys im changing my name as well please refer to me only as "bundle of stickseinsteinDIDNOTHINGWRONGKILLTHEJEWSXD"

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Offline the real god emperor

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #196 on: October 07, 2017, 01:06:18 am »
0
Max 25 characters on forum names sry

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Offline Miley

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #197 on: October 07, 2017, 02:12:22 am »
+3
Can anyone tell me what's going on? Is cRPG dying or not? And if not, what is the situation?

Offline Novamere

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #198 on: October 07, 2017, 02:20:21 am »
+3
Hi I know how to code and make stuff on things  :D

Offline Allers

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #199 on: October 07, 2017, 03:18:05 am »
+5
pls crpg dont close xddddd
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Offline bensai

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #200 on: October 07, 2017, 04:20:33 am »
+1
idk how difficult it is to have the servers recognize a player's class, as to set limits on how many players can be cav, ranged, etc.

napoleonic wars (god help me for this example) allows server admins to set a cap on the percentage of a team allowed to be cav, ranged.

if crpg is ACTUALLY going to be worked on there HAS to be some limit (team-sized percentage) on the amount of archers/throwers and cav that can be playing in the server.

If me and sugarbiggums get on to populate the server and we have 12 people on after about an hour, no more than 2-4 of those people should be ranged.

This dis-proportionality between ranged and melee players present at any given time on NA-1 causes the good old "I think I'm going to go play something else now" instead of binging crpg
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Offline Thryn

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #201 on: October 07, 2017, 04:52:22 am »
+1
idk how difficult it is to have the servers recognize a player's class, as to set limits on how many players can be cav, ranged, etc.

napoleonic wars (god help me for this example) allows server admins to set a cap on the percentage of a team allowed to be cav, ranged.

if crpg is ACTUALLY going to be worked on there HAS to be some limit (team-sized percentage) on the amount of archers/throwers and cav that can be playing in the server.

If me and sugarbiggums get on to populate the server and we have 12 people on after about an hour, no more than 2-4 of those people should be ranged.

This dis-proportionality between ranged and melee players present at any given time on NA-1 causes the good old "I think I'm going to go play something else now" instead of binging crpg

ya doofus when you join those servers you have to physically click a class with a preset loadout that the server can monitor, how the fuck are the devs going to track all of that fucking shit when you have insane customization on crpg
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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #202 on: October 07, 2017, 02:07:54 pm »
+2
ya doofus when you join those servers you have to physically click a class with a preset loadout that the server can monitor, how the fuck are the devs going to track all of that fucking shit when you have insane customization on crpg

Check the skills and items  of player who join the server and set his class (when he has pd - ranged, high crossbow wpf + xbow in item slots - ranged, riding  - cav and so on) but there would be some problems like inf getting riding 1 and taking slot for cav :D But on the other side which cav uses 1 riding ? :D so there could be condition more than 3 riding are counted as cav. Else there is another problem, what if someone has only archer, he likes archery and he dont play anything else, he will be unable to join or spawn without bow? the same with cav


Offline Novamere

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #203 on: October 07, 2017, 06:05:51 pm »
+7
If james gets in touch with me I can pay for servers for EU and NA they prolly arent too much $ and can help work on coding or doing whatever cause if we get strategus back and fix some other things the population might comeback a little.

Offline Asheram

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #204 on: October 07, 2017, 06:22:38 pm »
+1
idk how difficult it is to have the servers recognize a player's class, as to set limits on how many players can be cav, ranged, etc.

napoleonic wars (god help me for this example) allows server admins to set a cap on the percentage of a team allowed to be cav, ranged.

if crpg is ACTUALLY going to be worked on there HAS to be some limit (team-sized percentage) on the amount of archers/throwers and cav that can be playing in the server.

If me and sugarbiggums get on to populate the server and we have 12 people on after about an hour, no more than 2-4 of those people should be ranged.

This dis-proportionality between ranged and melee players present at any given time on NA-1 causes the good old "I think I'm going to go play something else now" instead of binging crpg
Admins on native can also set class limits too plus also turn of ranged for a few rounds.
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Offline Pollux

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #205 on: October 07, 2017, 09:27:49 pm »
+1
cool, can't wait to play this again

Offline chadz

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #206 on: October 08, 2017, 06:32:33 am »
+22
we're working on the patcher, making some progress. should be working again soon

Offline Gravoth_iii

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #207 on: October 08, 2017, 06:42:40 am »
+2
we're working on the patcher, making some progress. should be working again soon

Working on anything new nowadays?? Still waiting for Project Asinus.
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Offline chadz

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #208 on: October 08, 2017, 06:53:08 am »
+32
We're working on some pretty cool shit, but I can't say more at this point. In spirit (not in gameplay), it's much closer to cRPG.  :D

Offline RD_Professor

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #209 on: October 08, 2017, 07:20:59 am »
+12
patcher is now working, mod isn't dead yet.
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