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  1. The previous poll that is being discussed (From September 2017) was not official, this one is. There have also been staff changes since that poll, if you haven't noticed. And don't single out one admin as the target of your ire, we don't have as much power as you think we do. This topic is to discuss why you think Tanoa should/shouldn't be included in AWE.
  2. We would like to hear your thoughts and opinions on including the Tanoa map in AWE's map pool. Tanoa is an amazing terrain and we feel that it would be a valuable addition to AWE's map lineup, but we also understand that it will reduce the accessibility of the server to anyone that doesn't have Apex. However, Apex DLC has been out for 3 years at this point, and has been on sale/bundled together with the base game for a good while. We have chosen to ask you, the community, to help us decide, because in the end you're the ones that will be playing! It should be noted that Gamenights will still be able to use Tanoa, whether or not the poll passes. Poll will close 3 weeks after posting.
  3. Mission results: 2x NATO escapes, Falcon & AA destroyed, all CSAT neutralized. Well done, everyone!
  4. If you're referring to discrepancy between slot count and player count, extra slots are present for Zues and Staff. There are only 4 BLUFOR spots.
  5. Event Date: 2019/05/11 Event Time: 1900 UTC Mission Name: Operation Molten Avalanche Brief Summary: NATO survivors struggle to survive and escape a CSAT Search and Destroy party on Malden to warn the world of a new superweapon. Player slots: 4 BLUFOR, 12 OPFOR Expected Mission Length: 30-45 minutes Mods required: Vanilla Server slots: 19 Scroll to the bottom of this post for signup information! Operation: Molten Avalanche Operational briefing, only for class-3 clearance and above. Situation It has been 72 hours since the last contact with the NATO base on Malden was made, so far nothing has come through our encrypted channels. It is safe to assume the base has either been destroyed or the island is experiencing electronic interference. Satellites have observed a spike in nuclear radiation as a spike in unknown chemical compounds on Malden. Imaging has also shown a complete lack of any and all civilian activity in any of the towns surrounding the airfield, making this an even stranger situation. The recommended course of action: Observe and continue attempts to re-establish contact with ground forces The mission Play as either NATO or CSAT set in the aftermath of an island-wide experiment apparently conducted by CSAT, killing all civilian population and almost all the staff of the NATO airbase on the island. Fight either as the remaining NATO operatives to escape the island and re-establish contact with NATO command or as the CSAT teams that have been deployed to make sure nobody gets out alive. Each side has its own advantages that can be either circumvented or turned against them in this war of attrition where every bullet and death has an impact that will echo throughout the mission. Objectives NATO Escape Malden by any means necessary Destroy the AA battery on the airfield preventing air assets from being used Destroy any compromised NATO assets CSAT Search and destroy NATO operatives active on Malden Ensure the safety of AA battery to keep NATO on the ground Practical info The mission itself has additional mission details that could aid in your mission, make sure to read them if you have time. Every side has limited ammunition and no respawns are possible. Operation time: 03:30+- local time Weather forecast: Heavy winds and rain approaching, possible thunderstorms as well Whilst the airfield would be the main avenue of escape, additional escape routes are possible. ZEUS will be active and will monitor the mission, possibly interfering if a stalemate occurs Forecasted mission length: 30 to 45 minutes, may take longer. Victory for either side and completion of side objectives have a direct and noticeable impact on future missions in the Armageddon campaign Rules of Engagement NATO All assets and infantry belonging to CSAT are deemed enemy and can be fired upon All NATO/AAF assets are not to be engaged unless mission specifies otherwise CSAT All NATO infantry is to be engaged on sight All NATO/AAF assets are to be left alone unless a NATO operative is actively piloting them Compromised equipment is to be either recovered or destroyed Event Information NATO slots: 4 CSAT slots: 12 If you have APEX DLC, please choose that option if signing up for CSAT, as it is required for some slots. If those slots are filled, you will still be eligible to be placed in normal CSAT roles. Teamspeak is recommended for better communication! Signup here: https://forms.gle/GR1GeSRYGaySz9Cj6
  6. We know that we're never going to make a change that absolutely everyone agrees with, and it's important that we continue to receive feedback, good and bad. We don't want people to be afraid of saying something because it's "against the grain". Otherwise how will we know where to look towards improving things? That being said, this first step is intentionally drastic, everyone is going to have a very surreal experience their first time playing with a modset that's half the size. And yes, as was mentioned before, there's always the possibility of reintroducing things down the line, but we would definitely like to see the dust settle first after these changes have been made.
  7. For now, only the repo will be changing. Stiletto will need to be reverted slightly but no major reworks are being planned at this time. Further down the line, we are looking towards expanding the variety of gamemodes/missions available on AWE, but that's really all I can say on that at this time.
  8. That is correct Stan, I believe the only mod we are currently planning to keep, that wasn't mentioned in the newspost, is ShackTac UI.
  9. Hi everyone, I'm Mouldy, and I'd like to give a quick introduction for those of you who may not know much about me. I started playing on Ahoyworld EU#3 Modded in September 2015. It was exactly the kind of community I had been looking for: a public server with radio-environment mods, and a focus on more realistic squad-level gameplay. In May of 2016, I was invited to become a moderator for what is now the Enhanced community, and I've been here ever since. With introductions out of the way, Colsta has recently stepped down as AWE Team Lead, and I am excited to take over the position during this pivotal moment in AWE history. AWE, at its core, has always emphasized teamwork, having fun, and player driven creativity. The mods that we employ on the server are in pursuit of this idea, but recently player sentiment has shifted. Many in our community have decided that our current modset is too bloated, to the point of being almost unusable by the average player. Of all the different kinds of people that come to play on the AWE server, everyone who has approached us has said the same thing: "We want less mods." The Enhanced Moderators are in full agreement with the community. We have heard your ideas, discussed some of our own, and decided on a course of action that we would like to take with the server. These are changes that the community has asked for, and the mod team has agreed is a direction that we should pursue for AWE. The revised modset for AWE will be trimmed down significantly in the next repo update. We are looking at the minimum requirements for our ideal AWE experience. Mainstays like TFAR, ACE, RHS, and a few choice maps will remain. But practically everything else is going to be cut from our modset. This will bring the repo size down to around 16GB(from 30+), which is much more palatable for prospective players, and we hope to capitalize on this with more promotion and events once these changes are live. We would love to hear the community's feedback in regards to these proposed changes in the Enhanced subforum, please visit the official thread here. The AWE Mod team has some more ideas that we're excited to explore, but we're not quite ready to announce anything yet! Thank you all for choosing Ahoyworld, and our Enhanced server.
  10. If you've not seen our newspost yet, please check it out here. Please post general feedback here, in regards to the changes outlined in the newspost. If you have ideas that were not mentioned, please consider making a separate thread if you feel it warrants deeper discussion. Thank you. Ps here is the future modset once the changes are implamented (ghost):
  11. Lythium 60 Several people (myself included) were crashing fairly regularly today when in proximity to a jammer AO. Beyond looking at the radar tower there's no identifiable cause.
  12. Nice to see you again, Jasman. We're still here! Our current map rotation includes Malden, Altis, Stratis, Lythium, Tembelan, and Bozcaada, and sometimes Gorgona or Kunduz. Most of the mods we use will be familiar, I'm trying to remember all that's changed since you last played. Some notable changes: The removal of Bluforce Tracker and its associated items, lots of new ace features including 'enhanced' nightvision and dslyexci's grenade script, the BAF modpack which adds a whole lot of British Armed Forces assets, and a few different vehicles, from Air superiority jets to LAV's. People come and go(as evidenced by you!) but the server is still quite active on weekends, Friday nights in particular if you're looking for a good time to hop on. Hope to see you on the battlefield!
  13. While everyone (including myself) remembers Chernarus fondly, unfortunately a lot of us look at these older maps through rose tinted glasses, remembering the good parts and omitting the bad. Chernarus has AI shooting through trees in every engagement, very few enterable buildings, and the filesize here is quite large compared to the rest of our maps(even LYTHIUM is less than half the size).
  14. We've got an exciting mission by ShadowAce taking place in two weeks, sign up if you're interested!
  15. bozcaada 54, defend comms array mission was attempted, all enemies neutralized but mission never completed
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