thorgot

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thorgot last won the day on September 11 2015

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About thorgot

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  1. Sorry guys, I sent it an hour after I posted for 3s. Now I know, there's real money in rare small bells. Next time I'll do a proper auction.
  2. Someone messaged me ingame to offer 1s, and when I told him your offer: (name censored for shame-related reasons) I'll take his offer if I don't get anything higher in the next hour.
  3. My personal story is that I picked up all the items I considered valuable and didn't log back in until Freedom was announced as a PvE-only cluster.
  4. I have a rare small bell. 1s is the minimum I'll sell it for, but if there's a bunch of interest I'll entertain higher offers. dingaling. dingaling. dingaling. dingaling. dingaling. dingaling.
  5. As the title says, when you examine a completed epic monument you get a list of everybody who has ever worked on any mission. This is thousands of accounts, making it next-to-impossible to find out who actually built the specific monument you're looking at. Easy fix, just print out those with helps > 0. A related bug is that the % listed next to each name is off by a factor of 100. For example, Gatwick alone built this monument I'm standing next to and is listed as Gatwick: 984 (1.0%). The fix for this is also easy, multiplying the value printed for % by 100. Current code in SimplePopup looks like: for (final MissionHelper helper : MissionHelper.getHelpers().values()) { final int i = helper.getHelps(this.missionId); final PlayerInfo pinf = PlayerInfoFactory.getPlayerInfoWithWurmId(helper.getPlayerId()); if (pinf != null) { buf.append("text{text=\"" + pinf.getName() + ": " + i + " (" + i / this.maxHelps + "%) \"}"); } else { buf.append("text{text=\"Unknown: " + i + " (" + i / this.maxHelps + "%) \"}"); } } Fixed looks like: for (final MissionHelper helper : MissionHelper.getHelpers().values()) { final int i = helper.getHelps(this.missionId); if (i > 0) { final PlayerInfo pinf = PlayerInfoFactory.getPlayerInfoWithWurmId(helper.getPlayerId()); if (pinf != null) { buf.append("text{text=\"" + pinf.getName() + ": " + i + " (" + i * 100 / this.maxHelps + "%) \"}"); } else { buf.append("text{text=\"Unknown: " + i + " (" + i * 100 / this.maxHelps + "%) \"}"); } } } The only changes required are the if (i > 0) statement and multiplying i by 100 when generating the string.
  6. Can't Ayuna use the Manage Animals menu to zero in on Rageed? Unless you forgot to brand him.
  7. I love this. I might change it slightly to allow you to embark but prevent you from moving. Otherwise you could accidently hitch a hell horse and then be unable to command it forever.
  8. Same: They probably are items renamed by an Arch GM for an event or for a member of staff as a reward for their hard work. Those don't need hard-coded descriptions like the ones described by bdew
  9. Wow, with that kind of gain I foresee a lot of standing outside in the rain in the future!
  10. Very impressive! I know exactly what you mean, grinding to 100 skill feels time that could be spent grinding useful skills. But it's quite an achievement nonetheless!
  11. In most skills you choose the quality you are aiming for. In breeding you have no such choice. In your analogy it would be like the player was required to keep improving the item to ql 90 or it would shatter and be useless. If you could choose to only breed 5 trait horses at higher AH you would be correct.
  12. Speculation: This may be due to the fact that from 50-59.9999 AH only one extra trait gets put into the pool. 60 and beyond two extra traits get put into the pool.
  13. It's long been an open secret that higher skill makes it harder to breed 5 speed horses. Now, using the WU code to simulate tens of thousands of children we know exactly how backwards this system is. When breeding horses you want them to have the same traits, so all below percentages assume the parents have the same traits as each other and are not related. Let's say Dobby the House Elf wants to breed horses. Say hello to Dobby: When the very handsome Dobby breeds his 5 speed horses, all he cares about the offspring is if they are 5 speed and have no negative traits, because that means the horse is ideal for riding. The odds of breeding 5 speed horses with no negative traits: Skill Parent Traits Chance of 5 speed offspring with no negative traits 50 5 76% 60 6 63% 70 7 66% 80 8 67% However, Dobby realizes after getting fired from his cushy horse breeding job that his cousin got him at the Malfoy estate that he's doing it wrong. For longterm breeding programs, it's very important to have horses with the exact same traits. Therefore, getting the same traits on offspring is preferable. The odds of breeding offspring with the exact same traits: Skill Parent Traits Chance of offspring identical to parents 50 5 56% 60 6 41% 70 7 42% 80 8 42% I'm not sure why this happens because breeding in Wurm is so complicated. But just looking at those numbers even Dobby the Elf can tell that it's not working as intended: higher skill should not result in a lower success rate.
  14. I think it would take a bit more than 5 minutes to do correctly, but it would still be quick and easy. This is my suggestion on how to implement this without changing everybody's personal goals: When choosing a personal goal for a player, if the goal generated naturally is in some new blacklist (with all the valrei title goals and the magical wall goal, for example), choose a new goal in the same category (silver, gold, or diamond) that isn't in the blacklist. This would also make it easier to add new goals to this blacklist in the future. This doesn't solve the problem of being able to add new personal goals without messing up existing lists, though.