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  1. psa

    It would seem the last pockets of resistance were squashed. New hamsters should be preparing for worst now... Now let's hope they will not die of overeating!
  2. psa

    The hamster revolt is still being fought, as it seems. These are some very determined rodents!
  3. The section was thoroughly modified and any and all new mods will now have to pass the scrutiny before being approved. Please note that old/inactive topics were moved to the Archive. Few topics that were fairly recently active, but need a bit of update, are in the Recently Lapsed Mods - if your mod / modpack is in either of these sections, please update it and poke us (well... For now me), they will be checked and moved to the proper section. Please take care to indicate game version for which the mod is valid in the thread topic and to keep them updated - old mods can often break player's clients so we will be moving any mods that are not maintained regularly to the Archive in the future. That being said... Mod On!
  4. psa

    Unfortunately @MrConway has volunteered to report from the hamster room and has not been seen or heard of since (there were some screams, but it is not sure that was him). Heavy duty containment crew is now trying to blast through the door and pacify the unruly hamsters, but reports from site are so far inconclusive. In any case, the forum hamster issues were reported, but it seems that the cause needs some more investigation / work, so... Hamster revolt continues. For now.
  5. Our missions unfortunately end in the early morning. Why? Because that is the usual time for server restarts, updates etc. - it is better to have missions by default start / end at that time and thuis not get them interrupted so much (esp. as it is also a low activity time so less chance of someone's mission ending in the middle of battle). Unfortunately the interface shows just day, not the hour - maybe we can bump a suggestion up to get a timer similar to Clan Battle prime time there :)
  6. Hello, When you update the mod, please poke me via Private Message - we will bump it back to the main mod sections. Cheers!
  7. Dear Captains! World of Warships has been popular with the modding community and the number of mods available today is quite significant. But our players have more and more questions concerning the safety of particular mods. This anouncement is designed to shed some light on the situation and put an end to any misunderstanding concerning what our players may and may not use. Popular mods are usually of the kind that deal with cosmetic and audio components of the game and are mostly harmless. However, some players and modders alike do have malicious intent for their use of mods, be it gaining a competitive advantage or even stealing data. Below you will find a classification of mods and programs, as well as the rules that we will apply to them and follow from now on. What is allowed Applications that stream gameplay or record it (for example: Nvidia ShadowPlay, Plays.tv, AMD Radeon ReLive, OBS Studio, Windows 10 Game DVR, Fraps). Voice/text chats with overlay (for example: Discord, Mumble, TeamSpeak, Ventrilo, Evolve, Twitch Messenger). Visual mods that change the appearance of game objects without affecting the gameplay (to make sure the mod you want to use is allowed, please consult the appropriate thread on the official forums). Modifications to lighting, contrast and other visuals done through the graphics drivers' (Geforce Experience, AMD Radeon Crimson, Intel graphics drivers) built in tools, without modifying said drivers or applications that use them. Replacing/modifying audio files. Any mods that are approved by our team. You will be able to find those on our official forums in the "modifications" section: https://forum.worldofwarships.eu/forum/493-mods/ NOTE: This section is being currently modified to comply with the rules - we will update the rules once this process is finished! This includes any and all mods compiled exclusively with our own ModAPI (special interface made by our developers for modding). Modifications mentioned in posts by our staff on the game's official portal are also allowed. What is forbidden and may lead to suspension/blocking of your account Any applications, mods or scripts that allow the execution of third party code, change the game's original files, dynamic libraries or inject into the game process. If you are not sure whether your preferred mod complies with all the rules, please consult the "modifications" thread on our official forums or simply refrain from using it. Applications and mods that help a player to aim in any way that is not already available in the game, that includes any predictive aiming mods. Bots or scripts that take any aspect of game controls from the player. Applications and mods that make otherwise unknown information available, except for those mentioned and approved on the official forums or portal. We understand that our players like some of the mods that go against these principles, however, we do and always will prioritize fair play. Competition in World of Warships should rely on skills and expertise and not on the ability to choose mods well. Gray areas Since there are so many mods for our game at this point, we are sadly unable to guarantee that it will function correctly if players are using any of them. Furthermore, seemingly harmless modifications like ReShade, while being cosmetic in nature, work in a way that violates several rules at once (dynamic libraries substitution and control over the rendering process, which allow for an aimbot or a keylogger to be written into the code), therefore being similar to some forbidden mods, that allow those with malicious intent to gain a competitive advantage as well as steal your data in some cases. Taking all of the above into account, we recommend that you follow these guidelines if you plan to do any modifications to the game and of course use only approved mods, that our team has vetted and verified. And if you're unsure about any particular modification, simply refrain from using it. Any issues with the game, loss of account or personal data related to mod use will be the player's responsibility. If the used modifications lead to the player breaking our EULA and Terms of Service and we reserve the right to suspend or ban his or her account.
  8. Passing this along. Probably will not be top priority, at least for now, but might come in handy. Thanks for the research!
  9. Depends :) With regards to Dunkirk, the devs are considering turning it into regular Operation - that will however require some rebalance (just imagine going into the scenario designed around ships with very little AA with the Texas or even AA specced Nicholas ;)). As for the Bismarck campaign... Not sure about that (it is a different case than scenario), however we may provide options to complete the collections.
  10. As others said, Missouri is a pretty advanced goal at this stage for you - I think it might be better to "ignore it" for now (I mean... If you want her, do not spend any free XP on anything else and it will pool up) - instead try to get through several more techtrees, try to get some Tier X's etc., all the way saving up Free XP and using Free XP flags whenever you get them. 5% per battle may sound low, but it adds up eventually. And the more you get this way, the less you have to eventually convert.
  11. The Netherlands are likely to get a ship int he future - we are aware of the interest in all things naval, as well as plenty of interesting ships (Heck, the Eendracht / De Zeven Provinciën alone could have 3-4 different configurations :D) - however I cannot promise any time or specific ships. We are considering various options, including possibility for a "Pan-european" tree, as that may give us more opportunities. Right now we want to add more branches to existing trees / nations, but after that... We shall see.
  12. Remember we showed some more ships recently... And in more advanced stage of development In other words, Feb/March is unlikely to happen.
  13. Not only no radar - they did not know much about radar, because Germany did hold information home for considerable time. On the other hand Italians did try to warn Kriegsmarine they think someone is reading the radio communications (based on how miraculously often crucial supplies for Africa were hit compared to less important cargoes). All in all the Italian navy paid for Mussolini picking the wrong ally - what hamstrung them the most was fuel. You cannot really blame the Italian navy brass for trying to avoid risking battleships more than necessary - everyone did it, just look at how strictly was Japan safeguarding the battle line. Royal Navy also did not rush heavy units on the sea unless the circumstances required it. Plus Taranto hit them pretty hard and losing three heavy cruisers also was not anything to be shrugged off... After all the only reason the US Navy deployed battleships to Guadalcanal on November 14th-15th was that they had... 4 battle-worthy cruisers left in the South Pacific, losing cruisers might not have endangered the battleline, but it meant convoy escorts got much more difficult. FWIW Italian light forces did put up struggle whenever they can in defense of shipping to North Africa, often in very unequal fight (esp. at night). Then again Italians catch a lot of bad press on the ground as well - but without the cream of Italian army Rommel would get several times deserved trashing for overextending (without informing his superiors or... Generally anyone).
  14. Modders, This is documentation for the Alpha version of the ModAPI - this should allow you to create mods that, once created, will work with any subsequent game version (unless something major changes). Note though that ModsAPI is still in Alpha stage - errors and unstable behavior are possible, we are however working on improvements. Note also that in the log you will see a lot of messages about HDD access (when reading model files) - we hope to eradicate this for the full version. DISCLAIMER: This is a quick translation, that shall be improved and polished int he future! Directories: PnFMods folder is put in /res_mods/0.6.xx/ File PnFModsLoader.py put in /res_mods/0.6.xx/ Save the original archive scripts.zip from / res / Replace scripts.zip in / res / PythonAPI - Battle PythonAPI - Callbacks PythonAPI - CustomPorts PythonAPI - Events PythonAPI - Flash PythonAPI - Utils PythonAPI - Web PythonAPI - CustomPorts
  15. General description of the system. ModsAPI is Sandbox, as much as possible isolated from other parts of the client, but working on the same technologies as other parts. ModsAPI Flash and ModsAPI Python are two parts of the API that can work independently of each other. Each of them performs the role of the loader of the modification, as well as provides access to client data and management functions. The general isolation of the API, as well as the technologies used, allow "on the fly" to load and unload the modes. ModsAPI is arranged in such a way that errors in the modes do not affect the overall performance of the client. And an example mod can be found... Here: https://share.wargaming.net/f/bbc414f8e7/?dl=1