Search the Community

Showing results for tags 'ghost'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 4 results

  1. Hello, as I was mining earlier a player ran by and scared me slightly. Almost as if I saw a ghost. So I was thinking since we have religion and priest and all. Why not ghost hauntings? Maybe have ghost haunt abandon deeds and you need a priest to cleanse the area in case someone else wants to deed there. Ghost can be good and bad. Some can cut you and some will heal you. They can appear in dark places like caves or dark woods or bright places. Ghost can possess a player depending on his soul and strength abilities and possibly faith and a priest will need to perform a exorcism. I'm sure you guys can think of some awesome ideas and where I'm going with this. We should be more afraid of the dark.
  2. completely disregard this post now, after a relog it wasn't visible anymore, so must have been some graphical glitch.. Helped a friend out with a 1 tile bridge leading from a dirt platform to the top of a house, after it was finished i noticed a wooden beam sticking out of the arch which turned out to be a planned double abutment, like the one we just built. Location: Pristine, G16, Lost Haven If people want to have a look contact me, Ami or Siddhe Edit: I'm not sure what went wrong where, but maybe it was planned twice, which i kinda doubt( waiting on logs on the time of writing this) as planning bridges does a check for existing bridges, and I assume planned ones too. when i try to destroy the useless planned double abutment i do damage to it and the existing bridge. The ghost part can't be added to the crafting window either btw. I'll add info from the logs about planning later. [14:09:21] You get a dioptra..[14:09:32] Ghengizcohen holds a range pole vertically in front of them.[14:09:36] Ghengizcohen calls out to a range pole.[14:09:49] You carefully place the dioptra on its tripod in front of you.[14:09:50] looks like bridge would be 1x1 (North-South)[14:09:50] The tile border to your North is level[14:09:50] You make sure the dioptra is level.[14:09:52] You point the dioptra at Ghengizcohen.[14:09:54] You wave at Ghengizcohen.[14:09:54] You line up the dioptra with Ghengizcohen.[14:09:56] You look through the dioptra.[14:09:58] You focus on the range pole.[14:10:00] You read the graduations on the range pole and work out the height difference.[14:10:02] The tile border to your helpers South is level[14:10:02] You check the heights of the plan ends.[14:10:04] You appear to be 19 dirt higher than Ghengizcohen.[14:10:04] You work out the orientation and width for the bridge.[14:10:06] You check for clearance between the bridge ends.[14:10:08] You check for protruding foliage.[14:10:10] You check for nearby cave entrances and any lava.[14:10:12] You check for any items in the way.[14:10:14] You check that you have permissions to build the bridge.[14:10:16] You check for any bridges that may interfere with this bridge.[14:10:18] You check there would be no buildings under this bridge.[14:10:20] You work out the styles of bridges that would fit.[14:10:22] You start working out the bridge components required.[14:10:22] Planned bridge area is 1 tile long and 1 tile wide.[14:10:24] You stop surveying. message that all bridge types were too weak, had an arch under it - destroyed and replaced with plain brick wall. 14:23:56] You get a dioptra.[14:24:14] You carefully place the dioptra on its tripod in front of you.[14:24:16] looks like bridge would be 1x1 (North-South)[14:24:16] The tile border to your North is level[14:24:16] You make sure the dioptra is level.[14:24:18] You point the dioptra at Ghengizcohen.[14:24:21] You wave at Ghengizcohen.[14:24:21] You line up the dioptra with Ghengizcohen.[14:24:24] You look through the dioptra.[14:24:28] Ghengizcohen is not holding a range pole.[14:24:28] You stop surveying. Tried to start planning whilst you were afk and the pole wasn't ready. [14:24:28] You pack up the dioptra.[14:24:30] Ghengizcohen holds a range pole vertically in front of them.[14:24:34] Ghengizcohen calls out to a range pole.[14:24:42] You carefully place the dioptra on its tripod in front of you.[14:24:44] looks like bridge would be 1x1 (North-South)[14:24:44] The tile border to your North is level[14:24:44] You make sure the dioptra is level.[14:24:47] You point the dioptra at Ghengizcohen.[14:24:50] You wave at Ghengizcohen.[14:24:50] You line up the dioptra with Ghengizcohen.[14:24:53] You look through the dioptra.[14:24:56] You focus on the range pole.[14:24:59] You read the graduations on the range pole and work out the height difference.[14:25:02] The tile border to your helpers South is level[14:25:02] You check the heights of the plan ends.[14:25:05] You appear to be 19 dirt higher than Ghengizcohen.[14:25:05] You work out the orientation and width for the bridge.[14:25:08] You check for clearance between the bridge ends.[14:25:11] You check for protruding foliage.[14:25:14] You check for nearby cave entrances and any lava.[14:25:17] You check for any items in the way.[14:25:20] You check that you have permissions to build the bridge.[14:25:23] You check for any bridges that may interfere with this bridge.[14:25:26] You check there would be no buildings under this bridge.[14:25:29] You work out the styles of bridges that would fit.[14:25:32] You start working out the bridge components required.[14:25:32] Planned bridge area is 1 tile long and 1 tile wide.[14:25:35] You stop surveying.[14:25:35] You pack up the dioptra.[14:26:44] Ghengizcohen stops holding the range pole vertically in front of them. got the the select what type of bridge; the flat options were acceptable - first time got to the section to name it.
  3. I found out what happens to all the templars when they die. They come to haunt me... http://s926.photobucket.com/user/sirvink/media/ghost%20of%20Templars/SpiritTemplarssouls_zps84fa11ee.jpg.html
  4. No idea if this a client or server bug: As of today, players in the southeast of Deli find the name "Stormcrow" in their local player list. The name never disappears, regardless of where you go. Trying to PM that player yields the message "Stormcrow can't hear you". Logging off does not solve this. When logging in, the name reappears after a few seconds.