The Capturing of Curaw : ROCK Mini-Campaign : Current

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The event is tonight at 10:00pm eastern on the 80 slot Balion War Room.

The Module is up for download and has been PM's to all participating leaders with instructions. 

Download Links:
http://www.fileswap.com/dl/nGEBoIKy57/Curaw1.3.zip.html
http://www.2shared.com/file/0jjmJCRi/Curaw13.html
http://www.megaupload.com/?d=LXIK8XC0


Changelog:
Nord Factions now show correct banner.  (Was Rhodok)
Nord Raider Skirmishers can now wield Hunting Bows.
Nord Raider Skirmishers can now carry "Small Bag of Arrows" containing 10 arrows.
Nord Rebels Plus Huscarls now have a "Long Mail Coat" with 38B, 14L armor.
Nord Rebels Plus Huscarls now have "Long 2handed Axes".
Spawn points on Curaw now fixed so all defender troops spawn inside of keep.
Inner tier side gates of Curaw are not placed at the inside part of the wall with opening/breakable doors to allow troops to move out easily.
Other... :smile:


INSTALLATION FOR DUMMIES 101 (Slightly less detailed than last time, since most everyone should have already done this.)


Two ways. If you have never downloaded Curaw before,

Step 1) download
Step 2) make a copy of native
Step 3) rename to Curaw
Step 4) extract downloaded materials into Curaw

IF YOU HAVE DOWNLOADED CURAW BEFORE,

simply extract downloaded materials into your Curaw folder from last time. The files will overwrite each other, and you'll be good!


Suriells Tutorial To Installing Curaw for People In Need

http://www.youtube.com/watch?v=k-wIxrj7MNo




Some other ways to get to your warband/modules folder :

For Steam users:

C:/Program Files (x86)/Steam/steamapps/common/mountblade warband/Modules, or
C:/Program Files/Steam/steamapps/common/mountblade warband/Modules
For non-Steam users:

C:/Program Files/Mount and Blade Warband/Modules, or
C:/Program Files/TaleWorlds/Mount and Blade Warband/Modules
 
We had fun in ROCK throwing STONES. We managed to win because help was a STONES throw away. Too bad everyone was so STONED, that we were STONE dead! That said, we were stuck between a ROCK and a hard place.
 
MrNomNom said:
We had fun in ROCK throwing STONES. We managed to win because help was a STONES throw away. Too bad everyone was so STONED, that we were STONE dead! That said, we were stuck between a ROCK and a hard place.

We also managed to get a SOLID amount of kills in because Ron Burgandy was a real GEM. He was more valuable then a DIAMOND, and helped us to win in a LANDSLIDE. Mad Dawg was also very DOWN TO EARTH about the whole ordeal. At the end of the night though, i'm sure we all had EARTH-SHATTERING HEADACHES.
 
Suriell said:
MrNomNom said:
We had fun in ROCK throwing STONES. We managed to win because help was a STONES throw away. Too bad everyone was so STONED, that we were STONE dead! That said, we were stuck between a ROCK and a hard place.

We also managed to get a SOLID amount of kills in because Ron Burgandy was a real GEM. He was more valuable then a DIAMOND, and helped us to win in a LANDSLIDE. Mad Dawg was also very DOWN TO EARTH about the whole ordeal. At the end of the night though, i'm sure we all had EARTH-SHATTERING HEADACHES.

Bah, the Veagir resistance shook Nords to the CORE. They truly encountered MOUNTAINS or resistance. By the end of the match, TMW was GRAVELING before Malions greatness. You claim that Mad was down to earth, but you have no CONCRETE evidence.

Mok the International said:
It ROCKed, nuff' said.

bad
 
Mad Dawg said:
Changelog:
Spawn points on Curaw now fixed so all defender troops spawn inside of keep.

[quote author=Curaw Event]
LES CodeX: Spawn is ****
Some random balion, think ron burgundy: same spawns as last time
Some random balion, think ron burgundy: gf absentmindedness
[/quote]

Seriously, those spawns were **** if we were supposed to defend, considering attackers were on the wall before the defenders
 
Mr.X said:
Mad Dawg said:
Changelog:
Spawn points on Curaw now fixed so all defender troops spawn inside of keep.

[quote author=Curaw Event]
LES CodeX: Spawn is ****
Some random balion, think ron burgundy: same spawns as last time
Some random balion, think ron burgundy: gf absentmindedness

Seriously, those spawns were **** if we were supposed to defend, considering attackers were on the wall before the defenders
[/quote]

As quoted, they were similar to what we had the first time. Considering the map went in stages with the multiple walls and the last stand room the spawns were complicated to make. We had problems the first time because when we fell back to the keep some of ours would spawn out in the streets surrounded by enemies and be slaughtered. In the end the same thing happened for both sides so it evens out. Next time a siege type scenario like this occurs something more elaborate might be done with the help of people who have more experience making siege maps, but for now it was a good first effort.

The maps were more about having fun rather than competitive equality and I believe most did enjoy the experience. If anything having the defenders at the wall as it begins makes the map more exciting because the preliminary defenses are immediately breached and action is urgent.
 
Snoop said:
crappy tk exploit but good fun otherwise :smile:

Yeah, that exploit became pretty obvious. Not sure who came up with the idea, but it's shameful that it was embraced by so many people. I consider events like this almost like charity to the Warband Community. A lot of people donated their time and did a lot of work organizing and creating this event. They asked for nothing in return and only wanted everyone to have fun. What they got was some ****sacks who decided it'd be fun to piss on their effort.
 
Mr.X said:
Mad Dawg said:
Changelog:
Spawn points on Curaw now fixed so all defender troops spawn inside of keep.

[quote author=Curaw Event]
LES CodeX: Spawn is ****
Some random balion, think ron burgundy: same spawns as last time
Some random balion, think ron burgundy: gf absentmindedness

Seriously, those spawns were **** if we were supposed to defend, considering attackers were on the wall before the defenders
[/quote]
The "spawn points fixed" is what Ron was referring to.  1 out of 8 people would spawn outside the keep in the previous fight due to 1 entry point not being place.  Was a map issue, not a module issue.

Considering the spawns were in the most defensable position on the map, not sure what the problem is.  Whether you are trying to defend the front walls or the keep it's all defendable and the goal is the same.  With the event one of the main goals was to shift everyone's thought process away from timers, flags, and whether we are keeping them out of the castle or not.  I trying to convey that it's all about kills and a defender can be a defender.

The defenders were pushed back into the keep systematically.  They were fighting on the walls and in the streets just as they did last time.  About midway through we setup and accomplished taking the left side (to your spawn) inner wall portcullis forcing you back into the keep.  It was a timed assualt that worked.  You were then placed into an extremely defensible position that favored you, not us.  If you wished to get out of the keep, you could have mounted an assualt and killed all of us thereby taking back the inner wall's gates and kept pushing from there.

Really the spawns being where they were kept you alive longer as when we pushed in and killed a number of you the "reinforcement troops" spawned right in the middle of us.  It's not a perfect system but I find it far more enjoyable than the standard "flag" system forcing defenders to make costly moves trying to hold a flag in the open.

It's possible a 1 minute delay in the  assualt would allow you to push further forward and defend the outer parameter wall, which we have done before with success, but it require people understanding this which seems to be an issue in information transfer.

Agree that the tk exploit is a big issue that will look to be fixed.  Unfortunate it has to be and was used to the extent it was.

All in all this is a learning experience for us as much as it is for you.  From the number of people that continually were asking for information last night, it seems more study needs to be done on the provided information.

Good times, of course.

 
Balion-Romans said:
Snoop said:
crappy tk exploit but good fun otherwise :smile:

Yeah, that exploit became pretty obvious. Not sure who came up with the idea, but it's shameful that it was embraced by so many people. I consider events like this almost like charity to the Warband Community. A lot of people donated their time and did a lot of work organizing and creating this event. They asked for nothing in return and only wanted everyone to have fun. What they got was some ****sacks who decided it'd be fun to piss on their effort.

Not like we were trying to hide it. Of course, I'm not surprised that you guys understood what we were doing, even though half our team didn't understand, and ended up tking for vengeance and idiocy, whereas our tk's had a purpose.
 
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