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		<title><![CDATA[Napoleonic Wars Public - Server Discussion]]></title>
		<link>https://nwpublic.eu/</link>
		<description><![CDATA[Napoleonic Wars Public - https://nwpublic.eu]]></description>
		<pubDate>Sun, 10 May 2026 00:33:20 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[2 Different Map Pathing Issues]]></title>
			<link>https://nwpublic.eu/thread-1638.html</link>
			<pubDate>Fri, 04 Jul 2025 15:07:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=561">Cherry_Switchblade</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1638.html</guid>
			<description><![CDATA[Video clip contains 2 map pathing problems. <br />
<br />
The 2nd example seems like bigger issue as if effects players at spawn. Almost every time and every round map comes up at least one player and sometimes two have majority of bots stuck in spawn for a couple of minutes. Happens very frequently. <br />
<br />
The first example doesn't occur as much as it's a huge map and battle rarely gets near the invisible walls of fort that used to be there. I remember when map was new there was a fort with walls. Fort is gone now however Invisible walls remain causing issues when players get near it. <br />
<br />
Thank you<br />
<br />
<a href="https://youtu.be/_oHQOvPAGac" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/_oHQOvPAGac</a>]]></description>
			<content:encoded><![CDATA[Video clip contains 2 map pathing problems. <br />
<br />
The 2nd example seems like bigger issue as if effects players at spawn. Almost every time and every round map comes up at least one player and sometimes two have majority of bots stuck in spawn for a couple of minutes. Happens very frequently. <br />
<br />
The first example doesn't occur as much as it's a huge map and battle rarely gets near the invisible walls of fort that used to be there. I remember when map was new there was a fort with walls. Fort is gone now however Invisible walls remain causing issues when players get near it. <br />
<br />
Thank you<br />
<br />
<a href="https://youtu.be/_oHQOvPAGac" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/_oHQOvPAGac</a>]]></content:encoded>
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			<title><![CDATA[Anti rambo]]></title>
			<link>https://nwpublic.eu/thread-1632.html</link>
			<pubDate>Sun, 08 Jun 2025 18:08:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=231">TheHunterMikiPL</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1632.html</guid>
			<description><![CDATA[There has been some previous discussion on it, and I wanted to say, from my experience, the issue is not the distance, but that it doesn't work consistently. <br />
<br />
Sometimes I can be X distance from my unit and deal damage, but other times I can be less than 50% of that distance and deal no damage??? Perhaps there are some other requirements, such as depending on the number of your bots, a certain number of them must be withing X meters of you? That would explain it, as usually players pay attention mostly to their closest troop. <br />
<br />
Another reason why this is such a problem, is you find out you deal no damage only when you attempt to, and in M&amp;B it can be deadly. It would be nice to add an indicator that tells you if you are able or not to deal damage at the moment, however I do know it's probably not realistic.]]></description>
			<content:encoded><![CDATA[There has been some previous discussion on it, and I wanted to say, from my experience, the issue is not the distance, but that it doesn't work consistently. <br />
<br />
Sometimes I can be X distance from my unit and deal damage, but other times I can be less than 50% of that distance and deal no damage??? Perhaps there are some other requirements, such as depending on the number of your bots, a certain number of them must be withing X meters of you? That would explain it, as usually players pay attention mostly to their closest troop. <br />
<br />
Another reason why this is such a problem, is you find out you deal no damage only when you attempt to, and in M&amp;B it can be deadly. It would be nice to add an indicator that tells you if you are able or not to deal damage at the moment, however I do know it's probably not realistic.]]></content:encoded>
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			<title><![CDATA[Suggestion]]></title>
			<link>https://nwpublic.eu/thread-1574.html</link>
			<pubDate>Sun, 05 Jan 2025 18:12:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=755">Ally</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1574.html</guid>
			<description><![CDATA[Good morning. In light of the recent decision to revoke bans on everyone within the EUC for specific reasons, I would like to propose that the Moderation team consider reaching out to veteran members of the server to invite them to volunteer for administrative roles (admin ingame) . These individuals have demonstrated reliability and possess a thorough understanding of the server rules. While I recognize that it may not be conventional to encourage them to take on these responsibilities rather than requiring them to apply, I believe it is time to adopt a more flexible approach. Increasing the number of active administrators can significantly enhance the oversight needed to maintain gameplay integrity and rule adherence. Although we greatly value the contributions of Dima, CoffeeStain, and RealNutcase who occasionally participate, their limited availability is insufficient given the increasing frequency of rule violations by active players.. I suggest we embrace this opportunity to see the potential benefits of involving these experienced players as administrators, as they are consistently friendly and positively engaged with the community.<br />
<br />
Here are some people that I personally think they are trustable and fit for the role if they volunteer to take the "job", and it's worthy to reach out to them. As an ex admin myself I can vouch for these people. I might be missing some names though <img src="https://nwpublic.eu/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Cherryswitchblade<br />
Mephisto<br />
RAMBRO<br />
Inquisitor<br />
Popovina<br />
Novice Took<br />
<br />
Thanks for reading,<br />
Ally]]></description>
			<content:encoded><![CDATA[Good morning. In light of the recent decision to revoke bans on everyone within the EUC for specific reasons, I would like to propose that the Moderation team consider reaching out to veteran members of the server to invite them to volunteer for administrative roles (admin ingame) . These individuals have demonstrated reliability and possess a thorough understanding of the server rules. While I recognize that it may not be conventional to encourage them to take on these responsibilities rather than requiring them to apply, I believe it is time to adopt a more flexible approach. Increasing the number of active administrators can significantly enhance the oversight needed to maintain gameplay integrity and rule adherence. Although we greatly value the contributions of Dima, CoffeeStain, and RealNutcase who occasionally participate, their limited availability is insufficient given the increasing frequency of rule violations by active players.. I suggest we embrace this opportunity to see the potential benefits of involving these experienced players as administrators, as they are consistently friendly and positively engaged with the community.<br />
<br />
Here are some people that I personally think they are trustable and fit for the role if they volunteer to take the "job", and it's worthy to reach out to them. As an ex admin myself I can vouch for these people. I might be missing some names though <img src="https://nwpublic.eu/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Cherryswitchblade<br />
Mephisto<br />
RAMBRO<br />
Inquisitor<br />
Popovina<br />
Novice Took<br />
<br />
Thanks for reading,<br />
Ally]]></content:encoded>
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			<title><![CDATA[Stats]]></title>
			<link>https://nwpublic.eu/thread-1506.html</link>
			<pubDate>Fri, 06 Sep 2024 22:16:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=756">Sam Peckinpah</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1506.html</guid>
			<description><![CDATA[Good evening. How can we see EU Commander unit stats sheet and compare it to vanilla?]]></description>
			<content:encoded><![CDATA[Good evening. How can we see EU Commander unit stats sheet and compare it to vanilla?]]></content:encoded>
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			<title><![CDATA[Suggestion]]></title>
			<link>https://nwpublic.eu/thread-1443.html</link>
			<pubDate>Tue, 23 Jul 2024 14:10:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=755">Ally</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1443.html</guid>
			<description><![CDATA[1. With me and my friend trying to develop/create new maps for EU commander I believe it'd be nice to also have new map additions fetched from CN_commander or other gamemodes/+ not strictly have as a requirement to not be an autogenerated map or strictly historical accuarate as I believe and most of the players can agree too that we need new more maps variety and not always the same ones and eventually replace the most "questionable" ones, eventually a motivation for map developers to create new maps when they have the time for it to help the community keep growing. I dont think people that make custom maps would mind it 100% and in fact It could be a favor to them to not being thrown a big responsability of releasing maps often and not getting asked/pressure to launch new maps.<br />
<br />
2. If possible new addition of units for <span style="color: #fffa1e;" class="mycode_color">EXAMPLE: Dutch grenadiers from holland added into the french nation. </span><span style="color: #ffffff;" class="mycode_color">+ new nations that already exist on mods(example) that could easily be fetched in terms of uniforms/textures and scripting perhaps. I'm not sure if it's even possible in terms of scripting or whatever reason so I hope I could get a clear answer from this. I know this probably the last thing to consider but maybe it'll be a good addition in a far future</span><br />
<br />
<span style="color: #ffffff;" class="mycode_color">Thanks for reading</span><br />
<br />
<span style="color: #ffffff;" class="mycode_color">Ally</span>]]></description>
			<content:encoded><![CDATA[1. With me and my friend trying to develop/create new maps for EU commander I believe it'd be nice to also have new map additions fetched from CN_commander or other gamemodes/+ not strictly have as a requirement to not be an autogenerated map or strictly historical accuarate as I believe and most of the players can agree too that we need new more maps variety and not always the same ones and eventually replace the most "questionable" ones, eventually a motivation for map developers to create new maps when they have the time for it to help the community keep growing. I dont think people that make custom maps would mind it 100% and in fact It could be a favor to them to not being thrown a big responsability of releasing maps often and not getting asked/pressure to launch new maps.<br />
<br />
2. If possible new addition of units for <span style="color: #fffa1e;" class="mycode_color">EXAMPLE: Dutch grenadiers from holland added into the french nation. </span><span style="color: #ffffff;" class="mycode_color">+ new nations that already exist on mods(example) that could easily be fetched in terms of uniforms/textures and scripting perhaps. I'm not sure if it's even possible in terms of scripting or whatever reason so I hope I could get a clear answer from this. I know this probably the last thing to consider but maybe it'll be a good addition in a far future</span><br />
<br />
<span style="color: #ffffff;" class="mycode_color">Thanks for reading</span><br />
<br />
<span style="color: #ffffff;" class="mycode_color">Ally</span>]]></content:encoded>
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			<title><![CDATA[Suggestion - slightly increase 'you did no dmg because too far from unit' range]]></title>
			<link>https://nwpublic.eu/thread-1364.html</link>
			<pubDate>Mon, 19 Feb 2024 23:57:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=558">RunChe</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1364.html</guid>
			<description><![CDATA[As title says, I remember when this was introduced, and while I agree that it helped a lot, especially in cases of cav commanders running into melee one by one, I dont think anyone ever even tries something like that anymore. <br />
A slight increase in range where you can do damage to others would be imo, a quality of life change. Especially when using cav, since melees can be spread out at times, and even with all my cav attacking I too often get no dmg hits due to it, despite not even remotely trying to do any 'abuse', and it can get <span style="font-style: italic;" class="mycode_i">really </span>annoying.<br />
Even a few meter increase would help a lot I feel. <br />
Tnx for listening <img src="https://nwpublic.eu/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[As title says, I remember when this was introduced, and while I agree that it helped a lot, especially in cases of cav commanders running into melee one by one, I dont think anyone ever even tries something like that anymore. <br />
A slight increase in range where you can do damage to others would be imo, a quality of life change. Especially when using cav, since melees can be spread out at times, and even with all my cav attacking I too often get no dmg hits due to it, despite not even remotely trying to do any 'abuse', and it can get <span style="font-style: italic;" class="mycode_i">really </span>annoying.<br />
Even a few meter increase would help a lot I feel. <br />
Tnx for listening <img src="https://nwpublic.eu/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
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			<title><![CDATA[Remove medic and general unit they are fixed/permamently]]></title>
			<link>https://nwpublic.eu/thread-1189.html</link>
			<pubDate>Sat, 04 Mar 2023 16:45:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=655">Incarnation of Tea</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-1189.html</guid>
			<description><![CDATA[In their current state, those units have no place on the battlefield and put their team at a major disadvantage.<br />
<br />
Until they are fixed, they should be removed from game]]></description>
			<content:encoded><![CDATA[In their current state, those units have no place on the battlefield and put their team at a major disadvantage.<br />
<br />
Until they are fixed, they should be removed from game]]></content:encoded>
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		<item>
			<title><![CDATA[Server Reset time issue.]]></title>
			<link>https://nwpublic.eu/thread-989.html</link>
			<pubDate>Thu, 10 Mar 2022 18:03:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=558">RunChe</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-989.html</guid>
			<description><![CDATA[I've noticed lately that server restarts at midnight. Which kinda sucks cuz, although its past peak activity at that hour, there is usually still enough players for satisfying large battles. But after restart number of players heavily dwindles and we end up with something like 6v6 which is always a bit underwhelming. <br />
Can this be changed?]]></description>
			<content:encoded><![CDATA[I've noticed lately that server restarts at midnight. Which kinda sucks cuz, although its past peak activity at that hour, there is usually still enough players for satisfying large battles. But after restart number of players heavily dwindles and we end up with something like 6v6 which is always a bit underwhelming. <br />
Can this be changed?]]></content:encoded>
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			<title><![CDATA[The problem of the number of cavalry]]></title>
			<link>https://nwpublic.eu/thread-924.html</link>
			<pubDate>Sun, 16 Jan 2022 13:50:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=518">buriza</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-924.html</guid>
			<description><![CDATA[In the beginning I will say that I have 19000+- kills on this server and I am well aware that any cavalry can be a serious threat against a dispersed infantry formation or in the event of a surprise attack. But specifically in head-on collisions without any participation of the player, strange things happen. Hussars and dragoons destroy cuirassiers .... it would seem that cuirassiers should easily cut light cavalry, but this does not happen .... (I repeat, I don’t need to talk about your skill and how you destroy 40 hussars with five cuirassiers and other nonsense. I only say facts)<br />
<br />
I tested cuirassiers against dragoons and hussars. In 99% of cases, cuirassiers are simply cut and crushed by numbers, which begs the question, where is the survivability and armor of cuirassiers, thanks to which they should destroy light cavalry. Consider the situation against the infantry. For example, hussars, dragoons have speed, and even if they lose a few units from shots when attacking infantry, they will still run in sufficient numbers to cause serious damage. And if out of 17 cuirassiers (in the presence of 30 infantrymen) 3 die or their horse is killed, then how miserable 14 cuirassiers can have enough power to inflict serious damage, especially since their slowness and small number do not pay off with survivability. Also, I don't understand why the developers reduced the number of slow cuirassiers, why they didn't reduce the number of hussars, because they are fast, why they didn't reduce the number of dragoons, because they can shoot at other cavalry. .. In connection with the foregoing, I propose an absolutely win-win option to level all types of cavalry in this way: 20 cavalrymen with 30 infantrymen.]]></description>
			<content:encoded><![CDATA[In the beginning I will say that I have 19000+- kills on this server and I am well aware that any cavalry can be a serious threat against a dispersed infantry formation or in the event of a surprise attack. But specifically in head-on collisions without any participation of the player, strange things happen. Hussars and dragoons destroy cuirassiers .... it would seem that cuirassiers should easily cut light cavalry, but this does not happen .... (I repeat, I don’t need to talk about your skill and how you destroy 40 hussars with five cuirassiers and other nonsense. I only say facts)<br />
<br />
I tested cuirassiers against dragoons and hussars. In 99% of cases, cuirassiers are simply cut and crushed by numbers, which begs the question, where is the survivability and armor of cuirassiers, thanks to which they should destroy light cavalry. Consider the situation against the infantry. For example, hussars, dragoons have speed, and even if they lose a few units from shots when attacking infantry, they will still run in sufficient numbers to cause serious damage. And if out of 17 cuirassiers (in the presence of 30 infantrymen) 3 die or their horse is killed, then how miserable 14 cuirassiers can have enough power to inflict serious damage, especially since their slowness and small number do not pay off with survivability. Also, I don't understand why the developers reduced the number of slow cuirassiers, why they didn't reduce the number of hussars, because they are fast, why they didn't reduce the number of dragoons, because they can shoot at other cavalry. .. In connection with the foregoing, I propose an absolutely win-win option to level all types of cavalry in this way: 20 cavalrymen with 30 infantrymen.]]></content:encoded>
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			<title><![CDATA[Ban howitzers]]></title>
			<link>https://nwpublic.eu/thread-784.html</link>
			<pubDate>Wed, 14 Jul 2021 00:40:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=370">VinoFino</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-784.html</guid>
			<description><![CDATA[When two players of the same team use the howitzer it becomes unplayable, in a game of 15 players almost all the enemy team left the server and in the next round it was 8 vs 3, people ended up leaving and in the next map there were only 4 people.<br />
<br />
It should at least be limited to one howitzer per team.]]></description>
			<content:encoded><![CDATA[When two players of the same team use the howitzer it becomes unplayable, in a game of 15 players almost all the enemy team left the server and in the next round it was 8 vs 3, people ended up leaving and in the next map there were only 4 people.<br />
<br />
It should at least be limited to one howitzer per team.]]></content:encoded>
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			<title><![CDATA[Addition to the rules]]></title>
			<link>https://nwpublic.eu/thread-469.html</link>
			<pubDate>Tue, 29 Sep 2020 19:35:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=104">CoffeeStain</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-469.html</guid>
			<description><![CDATA[After having a difficult experience with a troll who had shown clear intention to troll, I was faced with a difficult decision do I allow the person to troll and wait for them to break a rules that is listed or just end it and talk to the senior admins later. So I have written a suggestion to fill this gap in the rules.<br />
<br />
<br />
<br />
Rule 6: Admin Discretion  due to repeated acts of trolling not listed above<br />
<br />
<br />
· When a player has shown clear intent to troll, admins will be allowed discretion to punish the offender in a logical manner.]]></description>
			<content:encoded><![CDATA[After having a difficult experience with a troll who had shown clear intention to troll, I was faced with a difficult decision do I allow the person to troll and wait for them to break a rules that is listed or just end it and talk to the senior admins later. So I have written a suggestion to fill this gap in the rules.<br />
<br />
<br />
<br />
Rule 6: Admin Discretion  due to repeated acts of trolling not listed above<br />
<br />
<br />
· When a player has shown clear intent to troll, admins will be allowed discretion to punish the offender in a logical manner.]]></content:encoded>
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			<title><![CDATA[Commander event (Campaign)]]></title>
			<link>https://nwpublic.eu/thread-437.html</link>
			<pubDate>Sat, 05 Sep 2020 09:33:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=261">RealNutcase</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-437.html</guid>
			<description><![CDATA[<span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Was wondering if someone ever tried to set up commander battle events for the community.<br />
<br />
Something like a few battles in row with the same factions over more than one map. (I would call it campaign event or something)<br />
Discord page could be used to inform players about it and let them choose factions (teams) upfront. Also they can pick a role (arty, cavalry or infantry).<br />
I would use a little set-up change to give it more realism of a battle. Lets say the fight can go over 2 maps (or more if this is fun and works). Depending on who will win. (next idea is something I hope is possible in a pre-set up)<br />
<br />
Each Campaign battle will take 3 wins to break trough to the next map and eventually victory.<br />
<br />
Round 1 on map 1. All units are available, but arty and cav has some limits depending on how many players join the event.<br />
Round 2 on map 1. The Faction that won round 1 has an advantage. They can use 1 cav and 1 arty extra. The faction that lost round 1 lost provisions and has 1 cav and 1 arty less to use.<br />
Round 3 (or later round 5) will be all or nothing for the Faction that lost both battles. No arty to use for the Faction that has lost two rounds! Also cavalry is limited to one unit. (with two lost battles provisions are lost as well) Also half the ammo for the Faction that lost (provisions) two rounds. (expect a quick round with a desperate charging Faction to safe all).<br />
Round 4 At least both Faction has lost some provisions when reaching round 4. So rules of round 2 and round 3 are applied here to both Factions, since they both lost at least 1 Battle.<br />
Round 5 Final Battle when reaching this! Both lost almost all supplies, so half ammo to work with and no arty for both sides. Cavalry is limited as well (if possible)<br />
<br />
After the first campaign battle the map will change to a Faction map of the loosing side. (invasion has started). Same rules for the batlle as for previous map.<br />
<br />
Only true victory will be reached when a Faction wins on both maps used. If first battle is victorious for your faction, but if the second battle is lost the war is a tie. Both armies will need to wait untill next event since so many man and materials are lost for both battles.<br />
<br />
<br />
<br />
Like I said this is an idea wich I had and I do not know if it is possible or wanted by the players. Discord could be used to see if commander players are into such kind of events.<br />
<br />
Greetings RealNutcase.<br />
</span></span><br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">[url=https://steamcommunity.com/profiles/76561198014069773/][/url]</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Was wondering if someone ever tried to set up commander battle events for the community.<br />
<br />
Something like a few battles in row with the same factions over more than one map. (I would call it campaign event or something)<br />
Discord page could be used to inform players about it and let them choose factions (teams) upfront. Also they can pick a role (arty, cavalry or infantry).<br />
I would use a little set-up change to give it more realism of a battle. Lets say the fight can go over 2 maps (or more if this is fun and works). Depending on who will win. (next idea is something I hope is possible in a pre-set up)<br />
<br />
Each Campaign battle will take 3 wins to break trough to the next map and eventually victory.<br />
<br />
Round 1 on map 1. All units are available, but arty and cav has some limits depending on how many players join the event.<br />
Round 2 on map 1. The Faction that won round 1 has an advantage. They can use 1 cav and 1 arty extra. The faction that lost round 1 lost provisions and has 1 cav and 1 arty less to use.<br />
Round 3 (or later round 5) will be all or nothing for the Faction that lost both battles. No arty to use for the Faction that has lost two rounds! Also cavalry is limited to one unit. (with two lost battles provisions are lost as well) Also half the ammo for the Faction that lost (provisions) two rounds. (expect a quick round with a desperate charging Faction to safe all).<br />
Round 4 At least both Faction has lost some provisions when reaching round 4. So rules of round 2 and round 3 are applied here to both Factions, since they both lost at least 1 Battle.<br />
Round 5 Final Battle when reaching this! Both lost almost all supplies, so half ammo to work with and no arty for both sides. Cavalry is limited as well (if possible)<br />
<br />
After the first campaign battle the map will change to a Faction map of the loosing side. (invasion has started). Same rules for the batlle as for previous map.<br />
<br />
Only true victory will be reached when a Faction wins on both maps used. If first battle is victorious for your faction, but if the second battle is lost the war is a tie. Both armies will need to wait untill next event since so many man and materials are lost for both battles.<br />
<br />
<br />
<br />
Like I said this is an idea wich I had and I do not know if it is possible or wanted by the players. Discord could be used to see if commander players are into such kind of events.<br />
<br />
Greetings RealNutcase.<br />
</span></span><br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">[url=https://steamcommunity.com/profiles/76561198014069773/][/url]</span></span>]]></content:encoded>
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			<title><![CDATA[The role of scripts and admins in maintaining order]]></title>
			<link>https://nwpublic.eu/thread-365.html</link>
			<pubDate>Tue, 07 Jul 2020 10:59:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=66">kolun9i</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-365.html</guid>
			<description><![CDATA[Hey. I have been playing commander battle for a very long time, and I love the server eu_commander for its stability. However, there are some controversial things that I would like to bring to the discussion. <br />
<br />
It's about the rules. Initially, the mount and blade game is imperfect, there is a huge scope for cheating and spoiling the game, and therefore on the server there are a huge number of rules that are disadvantageous for the player. It is justified, it is necessary, and makes the game better. Problems begin when the human factor comes into play. It is expected that many players do not want to follow the rules, and control is needed, for which there are dozens of admins on the server. Situations happen absolutely regularly when admins simply do not see violations, and when other players turn their attention to them, admins ask for evidence, since they did not notice. Admins often interpret violations in their own way, inventing their own rules and criteria on the go. It makes no sense to complain about such incidents, because the server management does not even respond to obvious excesses of admin privileges. Playing in such an atmosphere of injustice and unpredictability is uncomfortable.<br />
<br />
In addition, the function of admins is very doubtful. In fact, 90% of the messages that the player should dismount, the rest about the fact that you can not ramboing or swear.<br />
The main problem, in my opinion, is that the control method does not correspond to the types of violation. Admins are people, they are less likely to detect minor and frequent violations, they are unable to promptly and impartially respond to them, but they can understand rare and complex situations, such as conflicts.<br />
<br />
I can talk for a long time about admin ethics and the distribution of roles and powers of the admin and the player, since I myself have been an administrator for 2 years, and the players could even insult me as an equal player, not fearing bans, but being afraid to break a few but unambiguous rules, but instead I will offer some useful solutions.<br />
<br />
1. The most common problem - players do not dismount when necessary. In half the cases, admins will not notice this. This is exactly the case where human control is a bit like nailing with a microscope. The simplest trigger that causes horses, for example, 15hp damage every second, if the player is alone on the horse in the squad, will leave enough time to escape from the battlefield, but will make the game ramboing and delaying impossible. And, most importantly, the script has <span style="font-weight: bold;" class="mycode_b">no mood</span>! Unpleasant situations will still be possible when, for example, the horse suddenly died during the battle, but this is a rule, not an interpretation of the admin, and everyone will be equal. Technically, this is elementary done, I can help with the code.<br />
Already at this stage, 75% of admins can simply be dissolved.<br />
<br />
2. Modify the anti-rambo script a bit, namely, “if a player remains 1 in the squad, then upon impact we check the distance not to the member of his squad, but to the nearest allied bot”.<br />
At this stage, any ramboing is defeated, and players will be able, with a clear conscience, to do what they can technically without fear of comments.<br />
<br />
3. Correct the rules. We need a few clear rules. This horror, like "if you are in an attack, you can not dismount, but if you dismounted, then you can’t attack" can be thrown away. To leave things in the rules like a ban to interfere with artillery and mention of illegal actions, such as racism, threats, etc. (in my opinion, it’s pointless to ban for obscene language, especially for insulting “their majesty” admins, since the essence of the administration is not in untouchability but in duties and powers), but I understand that it is unlikely.<br />
<br />
By completing only these 3 points we will get a comfortable and predictable game, many times easier task for administrators, and avoid many conflict situations<br />
<br />
I have some more interesting thoughts on improving the gameplay, but I decided to start with the main one, and I hope that the server’s management takes care of the its future.<br />
<br />
Wish you all the best.]]></description>
			<content:encoded><![CDATA[Hey. I have been playing commander battle for a very long time, and I love the server eu_commander for its stability. However, there are some controversial things that I would like to bring to the discussion. <br />
<br />
It's about the rules. Initially, the mount and blade game is imperfect, there is a huge scope for cheating and spoiling the game, and therefore on the server there are a huge number of rules that are disadvantageous for the player. It is justified, it is necessary, and makes the game better. Problems begin when the human factor comes into play. It is expected that many players do not want to follow the rules, and control is needed, for which there are dozens of admins on the server. Situations happen absolutely regularly when admins simply do not see violations, and when other players turn their attention to them, admins ask for evidence, since they did not notice. Admins often interpret violations in their own way, inventing their own rules and criteria on the go. It makes no sense to complain about such incidents, because the server management does not even respond to obvious excesses of admin privileges. Playing in such an atmosphere of injustice and unpredictability is uncomfortable.<br />
<br />
In addition, the function of admins is very doubtful. In fact, 90% of the messages that the player should dismount, the rest about the fact that you can not ramboing or swear.<br />
The main problem, in my opinion, is that the control method does not correspond to the types of violation. Admins are people, they are less likely to detect minor and frequent violations, they are unable to promptly and impartially respond to them, but they can understand rare and complex situations, such as conflicts.<br />
<br />
I can talk for a long time about admin ethics and the distribution of roles and powers of the admin and the player, since I myself have been an administrator for 2 years, and the players could even insult me as an equal player, not fearing bans, but being afraid to break a few but unambiguous rules, but instead I will offer some useful solutions.<br />
<br />
1. The most common problem - players do not dismount when necessary. In half the cases, admins will not notice this. This is exactly the case where human control is a bit like nailing with a microscope. The simplest trigger that causes horses, for example, 15hp damage every second, if the player is alone on the horse in the squad, will leave enough time to escape from the battlefield, but will make the game ramboing and delaying impossible. And, most importantly, the script has <span style="font-weight: bold;" class="mycode_b">no mood</span>! Unpleasant situations will still be possible when, for example, the horse suddenly died during the battle, but this is a rule, not an interpretation of the admin, and everyone will be equal. Technically, this is elementary done, I can help with the code.<br />
Already at this stage, 75% of admins can simply be dissolved.<br />
<br />
2. Modify the anti-rambo script a bit, namely, “if a player remains 1 in the squad, then upon impact we check the distance not to the member of his squad, but to the nearest allied bot”.<br />
At this stage, any ramboing is defeated, and players will be able, with a clear conscience, to do what they can technically without fear of comments.<br />
<br />
3. Correct the rules. We need a few clear rules. This horror, like "if you are in an attack, you can not dismount, but if you dismounted, then you can’t attack" can be thrown away. To leave things in the rules like a ban to interfere with artillery and mention of illegal actions, such as racism, threats, etc. (in my opinion, it’s pointless to ban for obscene language, especially for insulting “their majesty” admins, since the essence of the administration is not in untouchability but in duties and powers), but I understand that it is unlikely.<br />
<br />
By completing only these 3 points we will get a comfortable and predictable game, many times easier task for administrators, and avoid many conflict situations<br />
<br />
I have some more interesting thoughts on improving the gameplay, but I decided to start with the main one, and I hope that the server’s management takes care of the its future.<br />
<br />
Wish you all the best.]]></content:encoded>
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			<title><![CDATA[New Suggestion | Addition to rule]]></title>
			<link>https://nwpublic.eu/thread-283.html</link>
			<pubDate>Mon, 04 May 2020 16:25:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=121">Rebel</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-283.html</guid>
			<description><![CDATA[So after being admin on the server for awhile now, and seeing names of players come and go, this is something I've been feeling to bring up.<br />
<br />
Rule 5 states:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font">[b]Rule 5:</span></span></span></span>[/b]<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"> Extremism and bad behavior are not allowed. That includes: · Extremist names like Hitler and his nazi associates, · Insulting and bigoted names, · Insulting other players on national basis or in any other way.</span></span></span><br />
<br />
<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">Looking at the rule, I see that a change may be needed. I've seen countless names that have included other extremists or like people: Karl Marx, Mao Zedong, Vladimir Lenin, Joseph Stalin, Hirohito. I want to take action when I see these names, but I feel it may be bending the rule, so I just was wondering if this is something that can be added. </span></span></span></span></span></span><br />
<br />
<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">Thanks.</span></span></span></span></span></span>]]></description>
			<content:encoded><![CDATA[So after being admin on the server for awhile now, and seeing names of players come and go, this is something I've been feeling to bring up.<br />
<br />
Rule 5 states:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font">[b]Rule 5:</span></span></span></span>[/b]<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"> Extremism and bad behavior are not allowed. That includes: · Extremist names like Hitler and his nazi associates, · Insulting and bigoted names, · Insulting other players on national basis or in any other way.</span></span></span><br />
<br />
<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">Looking at the rule, I see that a change may be needed. I've seen countless names that have included other extremists or like people: Karl Marx, Mao Zedong, Vladimir Lenin, Joseph Stalin, Hirohito. I want to take action when I see these names, but I feel it may be bending the rule, so I just was wondering if this is something that can be added. </span></span></span></span></span></span><br />
<br />
<span style="color: #dcddde;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font">Thanks.</span></span></span></span></span></span>]]></content:encoded>
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			<title><![CDATA[Suggestion to Rules]]></title>
			<link>https://nwpublic.eu/thread-195.html</link>
			<pubDate>Tue, 10 Mar 2020 20:02:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://nwpublic.eu/member.php?action=profile&uid=125">KruSe!!!</a>]]></dc:creator>
			<guid isPermaLink="false">https://nwpublic.eu/thread-195.html</guid>
			<description><![CDATA[I would like to bring suggestions to the rules here.  <img src="https://nwpublic.eu/images/smilies/lightbulb.png" alt="Idea" title="Idea" class="smilie smilie_18" /><br />
Disagree or agree, lets have a discussion.<br />
<br />
1. Lone Cav Commanders.<br />
If all their bots are lost, but they still have their horse, and another Cav Detachment is still alive, let him join them. He has to ride along with them though, and may not charge on his own. He will act, just like the bots.<br />
<br />
2. End of rounds (Admin-Rule)<br />
When a round is near its end, people would like to see the end of it.<br />
Make a rule, that allows admins to call an All Charge. Lets say, when the game reaches a point of 15 vs 15, no more shooting allowed, and both sides must go into melee-charge.<br />
<br />
3. Most important rule of all<br />
Love your admins - if not, get banned<br />
(I thought 2 rule suggestions was not enough, so this one is just to make my post look mighty and incredible... Im sad, yes)  <img src="https://nwpublic.eu/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_13" />]]></description>
			<content:encoded><![CDATA[I would like to bring suggestions to the rules here.  <img src="https://nwpublic.eu/images/smilies/lightbulb.png" alt="Idea" title="Idea" class="smilie smilie_18" /><br />
Disagree or agree, lets have a discussion.<br />
<br />
1. Lone Cav Commanders.<br />
If all their bots are lost, but they still have their horse, and another Cav Detachment is still alive, let him join them. He has to ride along with them though, and may not charge on his own. He will act, just like the bots.<br />
<br />
2. End of rounds (Admin-Rule)<br />
When a round is near its end, people would like to see the end of it.<br />
Make a rule, that allows admins to call an All Charge. Lets say, when the game reaches a point of 15 vs 15, no more shooting allowed, and both sides must go into melee-charge.<br />
<br />
3. Most important rule of all<br />
Love your admins - if not, get banned<br />
(I thought 2 rule suggestions was not enough, so this one is just to make my post look mighty and incredible... Im sad, yes)  <img src="https://nwpublic.eu/images/smilies/confused.png" alt="Confused" title="Confused" class="smilie smilie_13" />]]></content:encoded>
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