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CALRADIA 1815 Devblog: New Additions


Florian
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Rhodok Heavy Cavalry Trooper

CALRADIA 1815

Devblog: New Additions

 

CALRADIA 1815 sees new additions to many aspects of the NWE Campaign. Rhodok and Sarranid themed skins have been added to the server, a new officer-chat script to enable officers to communicate with their men more effectively will make its debut, and a new ruleset with added complexity and huge amounts of freedom for commanders means that this campaign is going to be like no other!

 

Skins

To increase immersion, we've once again updated the server's skins.txt file to give a makeover to each playable unit available in the campaign, giving a unique flavour to the campaign events. The best part is: you don't have to download anything! These skins are stored on the server, so all you have to do to enjoy them is turn up and play!

 

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A Rhodok soldier of the 3rd infantry line. Please excuse the image quality, my staff informed me this was the best they could possibly do. Heads have rolled as a consequence.

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A Sarranid soldier of the 1st infantry line

 

Officer Chat Scripts

We have introduced a way for officers to communicate orders to their troops better. When officers press O (K if you have the Admin Tool installed), they can type in a special officer chat. Messages sent there will only show up to non-officers from the sender's line with a tag and more visible colour than regular chat. However, this replaces local chat. We believe that this addition, combined with the feature that makes F1-F5 key orders (originally used only for bots) show up in chat, will result in better organisation during battles. Thanks to Engel for creating this custom script!

 

New Rules

When developing this campaign, I decided that, based on my experience as a successful commander and long-time player of campaign events, there should be a little bit of added depth and complexity to make things interesting for faction command and the players. As such, commanders now have much greater control over the way they conduct war: instead of AP to measure army strength, each army starts out with 50,000 manpower, and the commander may divide these 50,000 men into up to six armies of an initial minimum of 3,000 men (an army may go below this limit through taking losses in battle). This gives the commander a great deal of added flexibility in how he deals with his armies, and would allow him to do things previously impossible in campaigns, such as create scouting armies, or create a detachment of men who will fight a rearguard action, allowing the main force to escape what might otherwise be inevitable defeat.

 

Of course, this has to be balanced in some way - enter the comparative army size losses mechanic. Based on a mathematical formula available for viewing in the rules, armies will take greater losses against larger forces, and vice versa. This means commanders have to choose their battles more carefully and think deeply about the ways in which they choose to divide their manpower. 

 

In addition, armies also have to be wary of Supplies! Supplies operate as a global, static value based on how much territory a faction controls. With too few supplies, an army besieges settlements slower, or cannot lay siege at all. With an excess of supplies, it becomes easier to lay siege, so commanders must make sure they've always got ample supplies. If supplies are low but the army needs to take an enemy town or fort, they can also negotiate with a local village for a supply boost, or raze it for a temporary supply boost, but ensuring that village never again produces supplies.

 

CALRADIA 1815

FIRST BATTLE: 10 SEPTEMBER 21:00 CET

OPENING ROLEPLAY: 9 SEPTEMBER

LOCATION: NW_PUBLIC_EVENTS

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