Brigander

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Everything posted by Brigander

  1. The new arched walls do not count as completed walls for building roof tiles when on the south or west of the planned tile.
  2. I know its a bit much for this suggestion but while we discuss boats I figured I'd add the idea I was batting around at work today. Boat specialization: Give each boat a size category and make it either cargo or passenger focused. Makes each boat unique and gives a reason to try and make/use one of the larger more complex ships. *The barge is the name I decided to use to refer to the ship we discussed in this thread **These values are obviously up for discussion but give a good outline of the point I'm trying to make.
  3. Been working on a boat tunnel and I just thought about this kind of idea as well. A type of small cargo boat needs to exist, but to fill its role some concessions should be made. Make it very similar to a small sailing boat in terms of materials and model size. Give it the same cargo space as the large cart. Max the speed out at ~20km/h; its a cargo hauler not a speed boat. Limit it to only being able to have 1 passengers + captain; specialize it for cargo and leave people transport to the small sailing boats.
  4. I had this same type of crash. My crash seemed to be caused by having a horse nearby in a mine. Produced 3 distinct connection messages: Connection aborted by host Unable to connect to new server Connection timed out
  5. Add a "Keep Lit" toggle to swap between 'Day/Night' and 'Always On' lamp styles to match above and below ground behaviors..
  6. Trolls

    Well that explains where the troll that attacked our Fo Priestess came from >_> Actually would make sense if they could magically walk through locked doors and gates seeing as there was no where else the bloody thing could have come from. Seriously Rolf, why do you feel the need to do this stupid stuff? Its undesired and nothing more than a nuisance just like them bashing walls. Remove this crap,
  7. I believe this is actually intended, It just converts the outer wall to an inner wall.
  8. Adding tiles seemed to work flawlessly. Removing tiles however caused a few issues. First, not sure which walls need to be gone to "successfully" remove a tile but removing a freshly planned tile left ghost frames the first time. I checked to see if I could re-add a tile on the same spot and I was able to. When I removed the tile the second time it correctly removed the frames but also stripped all the finished outer walls from the building. (Just a note, inner walls were uneffected)
  9. I can confirm this. Also the materials required on examine are bugged. [16:07:46] You lay the foundation to the crude wooden fence gate. [16:07:50] You see an unfinished crude wooden fence gate. It needs 3 shafts. [16:10:10] You continue to build a crude wooden fence gate. [16:10:24] You continue to build a crude wooden fence gate. [16:10:27] You see an unfinished crude wooden fence gate. It needs 1 planks. [16:11:01] The crude wooden fence gate is finished now. It used the 2 planks and 2 shafts I expected it to, just displays incorrectly.
  10. While useful, since Rolf is taking the time to code this why not add in a mechanic to do it automatically. Saves a lot of headache and can be merged into the epic code.
  11. Oh... I wasn't sure how the mechanics of this worked. If it requires replanting a deed then good lord there's gonna be a lot of people not converting to a PMK. I think it should be based off of the alliance that the capitol deed is in. Joining the alliance or being in it at the beginning should convert to that PMK. Edit: Also not sure if theres a way to boot a settlement from an alliance cause I've never bothered to look, but if not that should be available as well. Along the same lines removal from a PMK should also clear any connections to the alliance if they exist.
  12. This 1000x over. I never wanted missions or the faster skillgain, I just want a reason and the ability to make PvP happen again. This will allow that to happen.
  13. A 3x3 roof goes over a full floor higher than the top of the wall, I shudder to think what a 5x5 does...
  14. Ok so whatever, those of us who keep 3 animals in a 3x5 area losing 3-5 tiles per day sounds very reasonable. Its not hurting anyone but those of us who seem to be getting the shaft end of this packing mechanic. The rate needs to be pared way back or removed until it can be fixed, whichever is easier.
  15. After seeing this live and discussing it with a panel of my peers, we have a few suggestions for these walls. Overall we like the design of the new walls, however the angled braces are a bit cluttered and unneeded in the design. For the coloration of the wood the lighter wood feels a bit too light compared to the framing. If the tone of the woods could be tweaked to be closer together it may make an improvement. Also we noticed when testing multistory, the top and bottom of the outer frame are poorly blended. This will be a concern in the long run that needs to be looked into. Door frames could be a bit thicker if it is possible to add a bit more dimensional thickness to the model. Also some of the lower framing can be seen at the bottom of both double and single doors, we were wondering if this was intentional or not. Our final suggestion is with the arched wall. We beleive truncating the angled pieces of framing to match the top of the horizontal frame would help to unclutter the design of the arch. We hope that you take these refinements into consideration and look forward to seeing your continued artwork.
  16. Looking good, but I require an arched wall and a double door model for final judgement
  17. Trick is they won't work in current mechanics. That's whats making this take so much effort and time. They have to work on improving the collision engine. Also stairs do exist in test server but have no model or collision yet so are all but useless.
  18. I had a very strange idea about this exact kind of thing a few months ago. Instead of having the servers laid out in the cross pattern they are now, (and I can hear the cries about the words I'm about to use) make a new server that's very small, ie 128x128 all water. This server would be the "Nexus" server. When you leave ANY server from any border you travel to the opposing side on the Nexus server (like it is now with server crossings). From there you can pick which side of the maps you want to arrive on and sail to the side of the Nexus that would bring you there. Upon reaching the edge of the Nexus you can then select which server you desire to travel to. This system still speeds up most travel between most servers (I know it would be slightly more inconvenient compared to existing direct connections) and also would allow all server borders to be used for travel instead of only 1 or 2 per server.
  19. Can't spawn one in and I'm a Fo preist on the test server so... didn't wanna make one either. At any rate the shields show up on toons now and lol all so wonky. Now is the time to fix the sizing!!
  20. Small error. Arched walls show up in the build menu as all lower case breaking the usual trend of being capitalized.
  21. This is getting silly. The bashing onto deeds needs to be eliminated. If the walls aren't deeded then fine, let things bash them. But why should people have to constantly watch their walls to make sure a blasted troll hasn't practically destroyed them.