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PENTA Sports spotkała się z eXtatus w czeskiej Pradze, by rozegrać pokazowy rozgrywka w Counter-Strike’a: Global Offensive. Organizowany przez ASUS Republic of Gamers pojedynek owo wydarzenie bez precedensu. Zawodnicy umieszczeni zostali przecież na specjalnej platformie, która wzbiła w powietrze się. Wraz z całym sprzętem komputerowym znajdują się aktualnie 60 metrów nad ziemią. - Myślę, że owe, co właśnie przeżywam to najdziwniejsza chwila mojego autopsji - napisał na Facebooku innocent. EXtatus to czesko-słowacka szyk, która swoją pozycję na scenie zbudowała w dużej mierze na skutek niezwykle utalentowanemu, bardzo młodemu Davidowi ‘frozenowi’ Čerňanskiemu. Gracz ten ma zaledwie czternaście lat, a już od momentu jakieś czasu jest w stanie współzawodniczyć z czołowymi zawodnikami z całego świata. PENTA atoli od czasu, gdy dołączył aż do niej zawodnik znad Wisły, znakomicie radzi sobie w wielu europejskich turniejach. W zmaganiach udział wezmą czwórka zespoły. O mistrzowski tytuł powalczą panie spod Unicorns Female szyldów, Team Phoenix, Team Female Hydra i E-Blue Angels. Formacje powalczą w systemie BO3 iks z każdym. Po trzech kolejkach dwie najlepsze ekipy awansują do wielkiego finału. Stawką turnieju - oprócz zaakceptowania dominacji na żeńskiej estradzie - są nagrody rzeczowe o łącznej wartości 5, 500 złotych oraz jednej, 500 złotych w gotówce. Rozgrywki wystartują już obecnie o 16: 00. Piranesi to nic innego, kiedy nazwa starej mapy, jaka pojawiła się świecie Counter-Strike obecnie w 2002 roku. Jeśli chcecie zobaczyć, jak oczekiwała w swoich kolejnych odsłonach, zapraszamy na poniższy filmik od YouTube’ra posługującego się pseudonimem 3kliksphilip. Kto wie, jednakowoż nie doczekamy się lada dzień najnowszej wersji, która będzie odświeżona w skiny cs go: GO. Chcielibyście? Serwis PCGamesN - powołując się na glosa części konferencji przedstawione na forum Reddit, zatem podchodzimy do z pewną rezerwą - donosi wszystkiego, iż Valve planuje nową procedurę w Counter-Strike: Global Offensive, którą dostaniemy latem tegoż roku. Można powiedzieć „najwyższa pora”, ponieważ ostatnia funkcjonowanie, nazwana Wildfire, była dostępna w grze w lipcu zeszłego roku. Kto wie, być może nową również ujrzymy w poniższym samym miesiącu.
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Co do ogólnych założeń, The Guild 3 nie odbiega nadto daleko od rozwiązań znajomych z poprzednich odsłon partii i łączy w samemu elementy strategii ekonomicznej, symulatora życia i RPG-ów. W ogóle rzecz biorąc, rozgrywka koncentruje się na rozwijaniu swego biznesu, co możemy zdziałać na wiele różnych form, np. poprzez handel, dystans danej profesji i produkowanie rozmaitych przedmiotów, uczestniczenie w żadnym wypadku towarzyskim i politycznym zaś wchodzenie w interakcje spośród zamieszkującymi świat gry modłami niezależnymi. Podczas zabawy damy radę też dołączać do bogatych gildii i stowarzyszeń - zarówno tych rzeczywistych (alchemików itp. ), jak i całkiem fikcyjnych. Otwiera nam owe dostęp do szerokiego rozpiętość specjalnych umiejętności, dzięki jakim możemy stopniowo rozwijać swą postać i minecraft do pobrania na rozliczne sposoby wpływać na losy otaczającego nas świata. Niejaką z głównych zmian, opowiedzianych w trzeciej odsłonie seryjki The Guild, jest wyrażenie w stronę bardziej sandboksowej formuły rozgrywki. Zamiast zwartej linii fabularnej, w walce znajdziemy 12 zróżnicowanych planów, rozgrywających się na terenie wielu miast oraz ich stref. Naturalną konsekwencją owej sandboksowości jest także nacisk, kto położono na sztuczną inteligencję komputerowych NPC-ów. Na gry opracowano zaawansowany system rządzący zachowaniami postaci niezależnych potrzeby, gry do pobraniajaki pozwala im analizować świat obiektywny i w odpowiedni metoda na nią reagować. Wzorzec ów oparty został na sześciu przeciwstawnych wartościach, oraz większość napotkanych postaci znajdować się może mieszankę różnych wyznawanych wartości. Odrębne moduły sztucznej inteligencji w grze skombinowały nie tylko pojedyncze postaci, jednakowoż także rodziny, gildie bądź miasta, a realizowane dzięki nich wzorce zachowań psują zmianie na skutek posunięć gracza oraz innych zachodzących w świecie gry wydarzeń. Symultanicznie stosunek bohatera do jedynych postaci czy grup społecznych w istotny sposób oddziaływa na sam przebieg bitwy.

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If you applied to be a faction leader then please message me.  I noticed that our little list of people that we use to find your tickets easier and your biographies seems to have not been updated since we had talks about opening up Nordic leadership.  So I am going to make sure that both new factions have their lists up to date for the faction leader so if you applied for Vaegir or Nord faction lead make sure to message me.

 

To help speed up the process a bit once we can sit all the staff down we will be able to see all the applicants easier this way and get a decision out faster. Thanks folks. 

Published by MATANZA on 09/04/2016 12:40 am.

Hey!

 

First of all, we now that last weeks were "a bit" stale from our side. Most of us had some other IRL stuff to do and we couldn't address the issues earlier. Our apologies.

 

Economy

During this time, we collected feedback from the community and we know that some of the things need to be altered in order to get things running and make the gameplay more accessible. More export points are going to be added, so you will be able to export bigger variety of goods. In addition, current prices are going to be altered to boost up the economy. I'm not going to give you the exact prices now, because we have to rethink every item separately.

 

New factions

We've also decided, that we're going to introduce two new factions: Nords residing in Curin Castle and Vaegirs in Tehlrog. It's going to add more variety to characters and open new role play opportunities for both factions and non-affiliated characters. Faction leaders are not chosen yet - we're still looking for them, so if you think you can handle it, give it a try and send us your submission.

Sargoth will remain sealed off for now.

 

In the meantime we're going to fix the bugs that have been discovered.

 

When?

Some work has to be done in order to make the server and module work properly, and we want to give future faction leaders some time to organise their factions and invite people. We'll be back up and running on Friday 16th.

 

If you have any questions, feel free to ask here.

 

 

Argad Bay Staff

Published by Sim00n on 08/15/2016 01:26 am.



Hello!
 

Few Updates

For the past couple of days we've been hard at work writing code, tinkering with some settings, improving the forum and developing tools for the admins.
We finally have a proper log viewer so ... no more lying to admins \o/

On top of that, you might have noticed that we've added a few tabs on the right side of the forum's home page. We now have a player counter that shows live status of the server; a weather box which describes what the conditions are like in game (which you can also get using the /weather command in-game); and a teamspeak viewer to show you who is online (remember it will only show people in public channels).

There are still a few bugs to fix in game but we realize that on top of the DDoSes we've been getting, having you download updates every couple of hours and restarting the server is too disruptive. However, we're lucky that warband's mods are not being compiled, and we can deliver partial updates with just a few files instead the full 250MB+ mod. Because of this, we were able to develop a launcher that will help you keep up with our updates.


Argad Bay Launcher

Argad Bay Launcher is a native Windows application, that lets you quickly and painlessly download updates as soon as they're released.

Boring technical details
The application was developed with C#. It uses ClickOnce install publishing which means that every time the program is launched, it checks for updates to itself (the application, not the Argad Bay mod). When checking for module updates, the program looks at all the files in your Argad_Bay folder, catalogs them and calculates their MD5 checksum. This might take a little bit of time (as the number of files grows), but is much faster than the alternatives. After that a similar list of remote checksums is fetched from the server and the two lists compared. From that we figure out a list of files that need to be downloaded and the download begins. Usually it takes a few seconds at most as most of our updates are done on ~15 text files.

Download & Install

  1. Click here to go to the download page.
  2. Use the "Install" button to download the setup.exe file.
  3. Run the setup file and install the application. *

Usage
The first time you launch the application, you will be asked to choose your Mount & Blade folder.
Once open, use the "Update" button to get the latest version information and download any missing files.
The "Play" button simply launches your game through steam.
The cog icon will allow you to select your M&B folder again.
The "Exit" button obviously closes the application.

It is highly advised that whenever you need to download the new update, you use the launcher. It is obviously not required to play on Argad Bay, but starting next week, we will no longer provide partial updates with zipped up text files. Instead, we will be uploading the full 250MB download on the forum, and ship partial updates via the launcher.

If you find any problems with the application, report them in this thread. Any feedback is welcome.

Future Plans

With the release of the launcher, we will be pushing a few mod updates in the coming days that will address known bugs.
As always, we welcome any reports and feedback on how we're doing. Please remember to report any issues via a ticket and not a direct message to an admin.


That is all the news for tonight.
Argad Bay Team.


* When installing, Windows might warn you about the publisher being "not trusted". That's because every application released for Windows needs to be code-signed with a security certificate. Our application is signed by one of our developers, but as we are not part of any dedicated, microsoft-approved development team, our certificate is not recognized in Windows. All you have to do is accept the warning and the installation will proceed. We promise there are no viruses, key-loggers, bitcoin miners or any shady stuff of that kind. We do ask that a few members of the community do a virus scan on our application and confirm here on the forum that we can be trusted.

Published by MATANZA on 07/30/2016 02:48 am.

Hey!

 

We're back online. All you have to do is to download the patch from "START PLAYING NOW!" button, replace all the files and you're ready to join.

 

See you on the server,

Argad Bay Staff

Published by MATANZA on 07/27/2016 05:59 pm.

Hey!

 

Sorry for the long break, but we had some issues that we couldn't address earlier. We should be back online this week. In the meantime we're going to address all the issues that came up during uptime. Further details will be given in upcoming days.

 

We apologize for the inconvenience and appreciate your patience.

 

Argad Bay Staff

Published by recgundom on 07/20/2016 09:51 pm.

Howdy all,

 

This is in relation to the previous announcement: https://argadbay.com...dupingcheating/

 

Many of you were worried about staff's statement regarding imminent wipe that will happen due to some duping exploits used by certain players that got a little out of control. Worry not, situation is mostly resolved by now.

 

We have examined the databases and studied evidence pointing towards duping; if we found any remote signs of it, we have taken actions, removing the duped items and reducing gold or otherwise limiting the impact of server-wide exploitation of flaws with our gamemode, voluntarily or not. If you have:

  • Possessed duped items in your inventory,
  • Picked up any items that were creating due to duplication,
  • Had abnormal quantities of gold, pointing towards duping,
  • Had any suspicious evidence, giving us probable cause to wipe your account precautionarily

Your account has most likely been reverted to "normal" state, or in worst case - wiped thoroughly.

Don't get used to this state of affairs, as in any other case, duping or other exploitation of bugs would get you banned; we've decided to give certain people a pass this time, and this time only. This will serve as a reminder that bugs should not be disclosed publicly and doing so will be treated as malicious behavior.

 

More about bug reporting:

https://argadbay.com...t&do=new_ticket

 

Thank you,

Argad Bay Staff.

Published by recgundom on 07/15/2016 11:18 pm.

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Ultimately, by the time the server wipe is pushed we will allocate alot of fixes administered into the server. Some of the planned fixes are: removing/editing broken vendors, refining the code that was damaged from DDoS, getting a better DDoS protection, re-working staff permisions and the like, etc.

 

We apologize, as stated in the images, for the tremendous issue this must have created for all players. We will attempt to fix this to the best of our ability & we hope players can show patience and understanding during this time. 

 

Published by Sim00n on 07/12/2016 05:42 am.

Hey guys,

We have patched security holes left for us by Taleworlds and we're ready to launch the server once more! This time hopefully without any interruptions ...

On top of that we've fixed minor annoyances that you might have experienced yesterday such as cloths bough in stores overwriting your current cloths.
Right now whenever you do any kind of buying, crafting, etc. all the items will be added to your regular inventory accessed by pressing [i]. Your player class and faction will also load immediately after you enter the server. (Some of you might have to become the desired class again due to server crashes yesterday).
We've also readjusted your inventories to reflect accepted applications. If you bought an item yesterday, you most likely will not have it, but you are reimbursed in Denars.

We are aware that there might be small bugs here and there but it looks like the server is fully ready to go.

As far as downloads go, you can do either of 2 things.

1) Download the whole mod from scratch using the "Start Playing Now" button (228 MB).

2) Download and replace a couple of .txt files using old patch(190 KB).

Once you download and update your mod, you're free to join the server which is up now!

Thank you for your patience and we hope you'll enjoy playing.

Argad Bay Team.

Published by recgundom on 07/10/2016 04:49 pm.

As we approach the nay hour of release I'll be filling you in on how things will be handled to ensure that people receive there items in an organized and timely manner.

 

In order to maintain cohesion and an OOCly organized flow of equipment requests being spawned in and satisfied, we will password the server for the initial launch time of the server, ultimately removing it after the core individuals receive their gear. To acquire the password you MUST join the teamspeak and await your turn (which will be done in paylods, explained next). You must NOT give away the password once acquiring it, as if it leaks it'll cause a domino effect of players joining the server, causing chaos and generally not knowing what to do.

 

If you do not own TS you'll have to wait till the server is open, take notice however, you do not need to talk in TS in order to receive the password. Simply be attentive & alert.

 

Regarding the payload order, it will play out in the following manner:

 

The Payloads will be carried out approximately 1 hour - Hour & a Half before the server release, so if you want to get on first, please be ready and on the appropriate TS Channel

 

Payload 1

Faction Leaders & Official combatants of the faction (archers, bowmen, spaearmen, etc) will join their appropriate TS Channel (acquire the channel password from your FL) and await the password from their FL/Staff Member. Once given, you will proceed to your appropriate locations within the town/castle/village on where your character would be.
 
The assignment of doors and the like will also be done here.
 
NOTICE: If you are arriving to the lands with the Lord, you will still be spawned in gear, but you will be taking part in the first event of the server, explained down the line.
 
Once your gear is received, you are free to passive RP with one another in your respective territories, but we ask to NOT engage in any sort of combat RP with each other or with the spawning in players, as technically the world is still OOCly paused.

 

Payload 2

These are the villages/cottagers/home-owners/craftsmen that are part of the factions, they will proceed to their respective faction Channels like Payload 1 and await the password to the server. Once given you will spawn in and proceed to your respective faction capital settlements (Jelbegi Castle & Tihr) and await as a group to be spawned in your goods.
 
The assignment of doors will be done by your FLs & staff if possible.
 
The same rules apply, the same as Payload 1.

 

Payload 3

This will be the commoners and non-aligned players who have no homes/are travellers/wanderers/etc. they will move to the "Commoners" channel and await the server password there.
 
Once given the password, all players within this load will unite in the nearest capital territory available (Jelbegi Castle/Tihr) and wait as a group to receive their goods.
 
Once the last of the commoners are given their goods, the server password will unlock and the first event of the server will commence: The arrival of the Swadian Lords with their retinue.
 
Once the server opens and is announced to be live, full RP will be allowed, any players who join after the payloads will be handled in a case by case manner.

 

 

Server Commands will be available from the start of the server and can be found here:

https://argadbay.com...commands-guide/

 

 

Hope to see you soon, thanks for docking at Argadbay



UPDATE

 

 

As you probably realized by now, some funny guy was using Warband's module system exploits to crash our server. While we were aware of the {s0} exploit and fixed it before the launch, there is another method to crash a server and we're working on a fix right now. We'll keep you updated and let you know as soon as this is fixed. Once fixed and tested we'll resume the server and let everyone join at their leisure.

Also while we're at it ... if you use any kind of CD Key modifying mods, you need to turn it off because your character will not work correctly and your inventory will not save. This happened on multiple occasions today.

Please stay tuned.

Published by Sim00n on 07/04/2016 02:49 am.

Hey guys,

As you may have read in the previous announcement, we've had to shift our official launch date by a few dates.
We regret not being able to deliver on time, but it's more important for us to make sure that there are no bugs and that you can enjoy everything we've planned for you.
Your help during Saturday's beta tests is really appreciated as we've received a lot of great feedback.

During the last couple of hours of assessing what needs to be done, we've set the new launch date to be Sunday, July 10th which is a week from now.
As said in the previous announcement, your interest and enthusiasm did not go unnoticed and we're hoping to see on on Sunday.

 

Argad Bay Team.

Published by recgundom on 07/02/2016 10:14 pm.

A battle is scheduled tomorrow on Sunday 20:30 GMT, July 3rd 2016.

 

The purpose of the beta battle will be to simulate a small shield battle with multiple variants of combatants and classes to give the players a first-hand experience of the renovated combat experience and generally just for fun. The factions that will be laid out will be Swadians versus Nords, equipment of such will vary from a spearmen brigade to swordsmen, bowmen to crossbowmen and so on.



The server will be protected with a password and will only be acquired by joining and participating in the teamspeak as to avoid unnecessary killing and general trolling. We expect people to listen to staff members and keep an open mind while we set up both sides of the fighters. We'll repeat the battles multiple times, adding in changes of location, class, weapons and more.

 

We hope to see you there, many thanks.

Published by Sim00n on 07/02/2016 07:49 pm.

Hey guys!
We have a good news and a bad news.

The bad news is that as the clock ticks down, we have decided to postpone the official, full blown start.
We've been testing everything for the past couple of days and even with our most sincere desire to start on time, we're not confident that every single detail is finalized.

Learning from our friends in the past, we don't want to let you play on an unfinished product. For that reason, we'll be taking an extra few days to tinker and adjust.

The good news is that even though we won't be officially starting roleplaying today, we do have a beta test for you which will start at 20:00 UTC as planned.
You can now download the module by clicking the "Start Playing" button in the forum menu.

Based on tonight's beta results we will decide whether we're officially starting this Monday or the next Saturday.

During today's final testing we found a few critical problems and even though we regret disappointing you, we're convinced that releasing a fully functional and satisfactory server is more important than starting today. Over the last couple of weeks we've seen a lot of excitement and anticipation from you guys and we hope to keep you interested.

Argad Bay Team.

Published by recgundom on 06/25/2016 02:15 am.

Hello everyone, our third Player to Admin Meeting will be on:

 

 

Saturday, June/25/2016, 20:30:00 UTC 

 

Unlike the other two admin meetings we will be conducting some rules during the admin-player discussion as to improve efficiency when it comes to getting the important questions done, here are some note-worthy rules:

 

«All players who are selected to ask a question regarding the server will have 3 minutes to ask their question, please come prepared with a written question»

«If you are causing audio disturbances (hot-micing, spamming chatbox, interrupting, etc.) you will be warned, if continued you will be removed from the discussion»

«When responding to a question, staff will have 5 minutes to answer the question, as to avoid redundancy and keeping straight to the point.»

«If a player asks a question that has already been asked during the meeting, they will be skipped, please come early and pay attention as to avoid this.»

«Open Discussions will be held at the end of the meeting, so please keep any retorts and comments of the nature till the appropriate time.»

«Please keep a polite, respectful and mature nature when discussing within the meeting.»

«If possible, please write down your question and the answer you received in this thread for all to see.»

Published by recgundom on 06/18/2016 12:48 am.

Hello everyone, our second Player to Admin Meeting will be on:

 

 

Saturday, June/18/2016, 20:30:00 UTC 

 

Like before, feel free to bring any questions, concerns or regards about the upcoming server. Hopefully we will accommodate more people with the meeting being on a weekend-day. We hope to see you there!

Published by Sim00n on 06/17/2016 03:38 pm.

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Good morning ladies and gentlemen!
Get your bascinets on, mount your horses and sharpen your swords because Argad Bay is here!

After weeks of programming, writing, painting, editing, configuring, meming, testing, rewriting and redoing ... we're finally ready to share Argad Bay with you. In the upcoming days our team will be finalizing all of our goals and thoroughly testing the server to ensure smooth server start. We will also put some solid hours into tickets, bios and requests to make sure everyone has everything they've been approved for. A few days before the opening day we might ask the factions leaders to join the server, help us test and retrieve the items, horses and other props for their factions.

The opening itself is scheduled for the American Independence Day long weekend, two weeks from now.

Opening: Saturday, July 2nd at 20:00 UTC.
(Other timezones towards the bottom.)



We're sure you have a lot of questions, so here are the answers to a few:

How will we join the server?
At about 19:30 we'll start letting faction leaders and other important players join the server and organize their keeps. In that time the FLs can do whatever they want but we advise they take the time to appropriate living quarters to potential players that will be joining their factions.

I already joined a faction, will I spawn in the walls of that faction?
In our past we've experience an opening day with over 600 players trying to connect to one of our servers. Opening days are crowded and we're aware of the headless chicken effect that takes place during the first few hours on a new server. If you've declared (through a biography or otherwise) that you're playing for one of the faction leaders, ask them to put you on their player list.
Faction Leaders: We will ask you for a list of players that should be immediately teleported to your keep as they join for the first time. We'll expect you to deliver it to us 1 day before the opening (at the latest).

When and how can we download the mod?
We will announce the final release of the mod a day before the start date. The announcement will be similar to the Beta Tests ad. You won't miss it ;)
(Before the final version of the mod is released, developer versions are available in the menu bar, but unless asked by an admin, you won't be able to join the server.)

How to install the mod?
Instructions are available in the forum menu under the "Start Playing" tab. If you're unsure on what to do and didn't find answers on Google, you can try joining our Teamspeak server (ip: argadbay.com) where you can ask one of the admin team members or a fellow player for help.

Where to find all the commands and guides to our interfaces?
Most of these resources are scattered on the forum in update threads but will we release a short and comprehensive list of commands and descriptions of how individual systems work 3 days before the opening day.
There is also a /help command that you can use at any time in the game to access simplified reference of available commands.

Are you recruiting for the Admin Team?
Currently we're not looking for any new members but as the opening commences we will be looking for players to join the team.
We're sure there will be a lot of questions asking us how to join the team so we will answer it now, once, and for all till the end of Argad Bay.
Whenever we feel the need to introduce new admins, we will ask our current team to propose players that in their opinion were standing out for being good roleplayers and a positive force in the community as a whole. Once we have a list, we will take a vote and contact potential candidates to ask if they'd like to join.
There is no other way for you to join (unless you're a great programmer and dazzle us with your skills). Please do not send us any messages regarding this topic.

 

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Opening time in other timezones: California, New York, Greenwich, Munich, Beijing, Sydney

 

We think you will love our attention to details throughout everything we've done, and you will appreciate our dedication to fix mistakes made by all the existing RP communities.
If you have any questions, don't hesitate to ask in the comment section below.
We hope to see you all on the server on Saturday!
 

 Argad Bay Team.

Published by recgundom on 06/13/2016 05:31 pm.

Admin Player Meeting

Hello everyone, due to the votes reviewed on the previous thread, I'll be conducting an open-floor chatter to address any questions/concerns regarding the server. 

While we do have a fixed time of start, I implore all those who are anxious enough to hop on the teamspeak whenever, as I will be on it as much as possible (Internet allowing) to answer whatever I can. I recommend you keep heavy questions for the start of the meeting, so that everyone can gain some perspective into the matter. 

The teamspeak IP is: 

argadbay.com 

The Channel in which we will be having this meeting is clearly laid out. Should anyone be disrepectful/generally being an ass, they'll be promptly dealt with. 

The time of the meeting will be: 

Monday, 13 June 2016, 21:30:00 UTC 

If we are unable to joint up today, the meeting will be easily moved to a later date. I hope to see you there and please write down your questions, have them ready so we can get through them quickly. Thank you. 

Published by recgundom on 05/31/2016 06:00 am.

To anyone interested, we have a public steam group free for you and your pals to join. We have most of the basic information such as TS IP and website address there, please fill it up with as many buds looking for MnB RP!

 

 

http://steamcommunit...groups/argadbay

Published by Sim00n on 05/21/2016 04:24 pm.

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Argad Bay first public Beta Tests are today. 

Here is some information that you need to know:

Installing the module

1. You need to download the module. Even if you've downloaded it before, we're constantly adding new features to it which means that your version is most certainly outdated and will not let you join the server.

2. After downloading, extract the Argad Bay folder from the zip and put it in your M&B Modules folder. For the majority of you, the location will be:

C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\

3. You're good to go. Open up M&B and make sure to choose "Argad_Bay" from the module list before going into the game.

Time frame

Opening

The server will be turned on at 22:00 UTC. Once the server is up you will be able to join, explore and play with the commands.

Performance testing
At the beginning when everyone settles down we'll ask you to perform some actions for us (mainly involving chat) to make sure the server meets our performance standards.

Guided tours 
About 20-30 minutes in. our team will be giving you a guided tour through some of the locations on the map and we'll describe our plans for the game world. For the best experience join our Discord server where the tour will be narrated. To do so, click here.

Our team will be on the Discord server a little bit before the start working but you can definitely join to socialize with us and other players.

We hope to see you then,
Argad Bay Team.

Published by recgundom on 05/16/2016 02:40 am.

Hey-a fellas, we got a teamspeak up for quite some time, but I believe we forgot to give you guys the IP, feel free to connect at any time if you'd like to chat with the staff or just hang around:
 

IP: argadbay.com

 

Published by recgundom on 05/15/2016 07:54 pm.

Another thing, for those with tickets PROCCESSED OR NOT, please re-apply them all to the new ticket system. We want to make sure to keep them all organized from now on with our new format-system. We don't want to forget or lose anyone so your assistance is greatly appreciated, essentially, only members will be only to review and look at their own tickets, while staff can see all. If staff we're to simply copy/paste the processed and current tickets, you wouldn't be able to review/read them, so please, when possible, let's get this done quickly!

 

You can find our new ticket section at the top of our forums under the ticket section, inbetween MEMBERS & SB, labelled TICKETS.

 

Here's a link if you can still not find it: https://argadbay.com...php?app=tickets

Published by MATANZA on 04/30/2016 03:55 am.

Welcome to Argad Bay!

Argad Bay is a community based on the notorious Mount and Blade: Warband & a custom standalone module system based on PW (Persistent World, the roleplay module for MnB:WB). We welcome all players seeking a dedicated and hardcore Roleplay experience to our server and forums. Within this community you'll find a variety of roleplayers, duelists, inspired creators and more, all dedicated to the diverse, chaotic and constantly changing political and intrigue landscape that is the Calradian Continent. In Argad Bay, we focus on the territories of the Nord-lands, in which a struggle has occurred, a change in Swadian rule and it's structure left many lords power hungry calling for invasion and capture of the town of Tihr and surrounding villages, the old and forgotten army of a Vaegir noble, stuck in his castle as turmoil increases around him with no help in sight and the Nordic King, converted to Makerism leading to countless revolts of previous Jarls claiming to remain true to their Old Gods than to kneel to a Swadian faith. If that weren't enough a plauge strikes the capitol of the Nordic Chiefdom, Sargoth lays in quarantine by decree of the King, the citizens doomed to die from within or survive from the constant struggle.

Lore aside, our custom RP module (Argad_Bay) contains a variety of features that we're previously not introduced into the Vanilla Persistent World Module, including:
  • Easy to download and install module, check the forums for the content!
  • A variety of new weapons, armors and shields (Constantly On-going & Updating!)
    • We have added numerous weapons and armors to adjust the featured equippement to our needs. We feel like there was a lot of content missing in native PWmod, so we have decided to fill the gaps with more polearms, swords, daggers and other weapons that suit early 14th century Calradia. With planned economy revamps the damage and general efficiency of a weapon will be related to it's individual cost. We plan to popularize weapons that were used for warfighting in middle ages by making them cheaper and more effective in mass fighting than in single combat, and we are trying to maintain importance of swords by introducing a wide variety of these to the game. They will vary with stats in a bit more pronounced way, to reflect quality of craftsmanship that goes into a swords; like with a car, you can buy a cheap beater, or ride around in expensive lamborghini. Going further, with our fairly liberal roleplaying rules, sword status can be defined entirely ICly, if a lord of some region decides carrying swords by commoners should be illegal - so be it, he will have full rights to enforce it.
    • Our weapons update includes a wide variety of working and useable throwing weapons that were not available in vanilla PW, as well as horseback archery/crossbow shooting. Keep in mind horse skirmisher will be a fairly elite and rare class, not given out to people easily.
  • General roleplaying framework improvements, such as:
    • custom Chat commands, including /shout, /whisper, /looc, /me and more
    • Gmod Roleplaying enthusiasts might recognize these commands from openAura and Clockwork Engine, and SA-MP players should be familiar with these, as aliases are added as neccessary. It is really easy to learn how to use them properly and they do not duplicate like on some other gamemodes, keeping the F10 chat window tidy and clean. The chats are color-coded to lok aesthetically pleasing and make it much easier to read into both narration and dialogue.
  • New animations for improved passive-roleplaying opportunities
    • The animations are configured properly, so they loop as intended and don't have to be repeated every 5 seconds they used to last. To interrupt an on-going animation you will now need to use blocking or similar action. Some animations (such as clapping, playing instruments, etc.) will be connected to a sound resources, playing said sounds in 3d. Apart from these config changes, we have added some brand new animations, such as couple of sitting variants, passive standing, head bowing, stretching, etc.
  • Rebalanced Weapon, Armor, Horses, Classes and Stats
    • Core fighting mechanics are based around encumberance, skills (both yours and your character's), worn armor and viability of certain weapons against it. Formation fighting will finally have some purpose! A formation of three guisarmers can easily take down slower oponent, such as an armored knight, if they keep him at bay and don't get too close. Polearms, being noticeably slower than swords, are better suited for mass combat rather than duelling, but they offer superior damage. Considering our economy layout plans, these weapons should be as popular as they once were in middle ages, offering superb damage without being too pricy, as they require less metal to make. Swords should still be perfect for cutting down unarmored foes, and for armored combat - you will need to stab your opponent to inflict any noticeable damage to him. Staggering hit values have been tweaked, so minor, low-damage blows will not interrupt your attacks; armor usage will require some careful risk assesment and sort of "can I take that hit while attacking myself, or is it not worth it?" mindset, making your character noticeably more resilient without making you "overpowered" in any way. We believe it is better to provide a realistic set and setting for players to explore the roleplaying, rather than limiting what's achievable and possible for them. Daggers damage and speed was tweaked in some ways, so quickly rushing in and fully commiting can be as rewarding as it is risky. Being a flawless engine fighter won't get you too far, as we all are roleplaying, your character will matter more than your skills. While being able to fight efficiently is still important, it is somehow limited with our class tiers system, allowing for better diversity and management of player classes.
  • Custom and Constantly updating Map
    • You will be able to furnish your house, create new structures and come in possession of current ones, everything will take place in play-by-forum form, with building being a crafting mini-game based around narration itself, where you can roleplay the building process with the person assigned to your building ticket.
  • Updated and revamped Database management
    • Databases are properly set up and managed, so things like items disappearing, position or factions resetting every server re-start should not be a thing.
  • Player Driven Economy
    • Players will have full freedom when it comes to economy, that will be regulated by administration in form of in-character events and cleverly planned moneysink/moneyspawn system. Faction leaders will be able to make use of precious metals, minting their own coin, while commoners will be able to earn some money by exporting goods or doing other tasks. The economy will be planned out realistically, so a spear should never be worth more than a sword. Out-of-map influence will be kept to minimum and is justified by server's lore.
  • Redefined Inventory, horses and door systems!

    • We are planning to introduce a GUI-based inventory system, allowing for robust exchange of items without unnecessary chat spamming. The inventory management will be closely tied with chests and storage system, with everything saving to a database on every point, to avoid possible loss of goods.
      Horse system is planned to be based around spawning your mount in certain locations, without a possibility of magically getting it anywhere, and losing a horse will be a definite possibility in combat, and horse stats are tweaked so riding is taken into account. While you don't have to know how to ride a horse to get a cart horse to pull your cart of iron ore you're planning to sell to a smith, you will most definitely need a class with riding skill if you want to ride a courser.
      Door ownership will be both faction- and UID-based, so individuals or factions can access certain gates and doorways. Furthermore, some doorways will not be openable from outside, making barring-in effective. Some cheap housing will also include destructible or lockpickable doors, making banditery or breaking in entirely possible.
Published by Arkhir on 04/12/2016 09:32 am.

Hello!

We're looking for capable players willing to furfil themselves in the role of Faction Leaders! To apply, you should send a ticket in the appropriate section on the forums, using loose formula, describing why you're fit for the job, how are you planning to create gameplay opportunities for others and describing the character you're planning to take on.
A biography would be a good idea, but if you've only got a draft on your mind, then feel free to describe it in your application.
Make sure you're familiar with rules and lore before applying!

 

First of all, we're looking to fill in two roles of Swadian nobles, residing in Jelbegi Castle and Tihr. After these are appointed, we will be looking for a vaegir nobleman residing in Tehlrog Castle, and then for two Norse noblemen, residing in Sargoth and Curin Castle.

 

It is possible to introduce a banner of your design to the game.