Leaderboard


Popular Content

Showing most liked content on 12/27/12 in all areas

  1. 4 likes
    While reviewing code for Paving i came across the fact it takes just 1 brick to pave an entire tile directly on dirt. I think it is too easy to make this high end road that give max travel bonus. A recipe adjustment could look like this: Speed +: Gravel Made from crushed (?) stone shard + packed dirt Speed ++ Sanded Gravel Made from some sand on Gravel Speed +++ (Any of the following) 1 stone slab + 4 sand on Gravel tile -> Slab stone road 1 slate slab + 4 sand on Gravel tile -> Slate stone road (new!) 1 marble slab + 4 sand on Gravel tile -> Marble road (new!) 4 cobblestone + 4 sand on Gravel tile -> Cobble stone road (new item "cobblestone") 4 pottery cobblestone + 4 sand on Gravel tile -> Pottery brick road (new roadtype, new item "pottery cobblestone") Removed: 1 stone brick on packed dirt Important: Don't forget difficulty considerations when destroying pavements. Increase difficulty with pavement complexity. Important: Building is not about big recipies its about progressively improving the road as described in the post here by yarnevk. Important: Make sure the design choice is separated from the speed maximum for total flexibility. Question: What to do with all existing cobblestone roads made from 1 stone brick + packed dirt? Idea: Make some way of material reuse (potential problem with griefing/stealing then. require high paving skill?) Idea: Make slope restrictions abit less harsh. Idea: Remove water restriction for water passage ways (not sure about this one, bridges will solve this later on) Idea: Make carts and horses affected by pavement (less stamina drain?) Edit: Restructured with thoughts of speed and removed mortar as a requirement (everyone hates mortar) and use sand instead. Also added concept of separating design from speed. /Andreas @zcul
  2. 4 likes
    Visual Diagonal Roads These are a pain to make and look horrid, my suggestion is that either the client works it out and draws a diagonal highway-tile with 1/2 highway and 1/2 grass OR the person laying the highway has to use a menu to set it as a diagonal highway. Advantage of wurm client doing it, is for when a road interconnects with it. As if the person had to do it, how could a 'road' join it. Example of a 2 lane Diagonal Highway +...+...+...+...+...+...+...+...+ .ggg.ggg.ggg.ggg.tt/.HHH.HH/.ggg. g = grass .ggg.ggg.ggg.ggg.t/H.HHH.H/t.ggg. H = Highway .ggg.ggg.ggg.ggg./HH.HHH./tt.ggg. . = tileborder +...+...+...+...+...+...+...+...+ / = edge of diagonal road .ggg.ggg.ggg.tt/.HHH.HH/.ggg.ggg. t = determined tile type .ggg.ggg.ggg.t/H.HHH.H/t.ggg.ggg. .ggg.ggg.ggg./HH.HHH./tt.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.ggg.tt/.HHH.HH/.ggg.ggg.ggg. .ggg.ggg.t/H.HHH.H/t.ggg.ggg.ggg. .ggg.ggg./HH.HHH./tt.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.tt/.HHH.HH/.ggg.ggg.ggg.ggg. .ggg.t/H.HHH.H/t.ggg.ggg.ggg.ggg. .ggg./HH.HHH./tt.ggg.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ The tile type on the diagonal tiles, (e.g. t above) should be determined according to its adjacent tiles, so needs to take into account the 4 tiles next to it, and ignore the Highway ones. Easiest way would be to just replicate the tile between the two bits of the road, so show the same tile type as coloured above, but need to 'normalise' the tile type, so if its a tree, should use grass.
  3. 3 likes
    This is a solution to a problem that does not exsist, making a road can already be a long and time consuming task. Please leave this alone as wurm already has enough busy work as it is, or at least give us the option to make bricks enmass instead of the rightclick fest it is now.
  4. 3 likes
    Making roads can already be an insane project. Clear cutting trees, digging the road down, packing the dirt, making all the bricks you need, and finally paving. Now we'd have to not only pave the road twice, we'd need like 3+ times the amount of materials to do so? This is one of those things that is "realism" versus quality of life, it doesn't have to make sense, there's no reason to ruin more gameplay. -1
  5. 2 likes
    I've been playing this wonderful game for almost exactly one year. I love it, have had great fun, and really admire the work the devs do. That said, some sincere needling is in order, because they have been botching the (admittedly hard) job of late, in important ways. So, on behalf of the aggrieved players at their wits end in houses without rooftops, hand feeding their animals and praying for the spectre of disease to pass over them, I dedicate this song to the Wurm Community. May it bring you mirth: On the first day of Christmas, the dev team gave to me: A bug causing horses to flee! On the second day of Christmas, the dev team gave to me: Two frames a second, and a bug causing horses to flee! On the third day of Christmas, the dev team gave to me: PR excuses, two frames a second, and a bug causing horses to flee! On the fourth day of Christmas, the dev team gave to me: No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the fifth day of Christmas, the dev team gave to me: ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the sixth day of Christmas, the dev team gave to me: Mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the seventh day of Christmas, the dev team gave to me: Fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eighth day of Christmas, the dev team gave to me: Rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the ninth day of Christmas, the dev team gave to me: Floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the tenth day of Christmas, the dev team gave to me: Ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eleventh day of Christmas, the dev team gave to me: Multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the twelfth day of Christmas, the dev team gave to me: Tweets about parties, multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! Merry Christmas, Code Club.
  6. 2 likes
    One of the biggest complaints I hear from new players (mayor of a large village here) is that there's really no reason to raise your fight skill other than to kill off pesky critters or hunt for meat. When your fight skill is 70+ there seems to be no reason to go hunting anymore, because most the meat you'll ever need you'll get from guards and fishing. So why not allow monsters a really small chance of dropping rares? With uniques having a much higher chance (like the kyklops) of dropping rare items of poor QL. Like a rare butchering knife, etc... Only on Trolls and goblins I would assume. If anyone has ideas on how to make spiders and such interesting, please suggest them here. This is not an end all solution, but I thought it'd be quick to add and make fighting interesting and something you could do for hours on end. Any other suggestions are also welcome!
  7. 2 likes
    Lets be honest, how? We're adding new materials to create more work for a fix we don't need. Just like the oil barrels for for deed lights, coding for "fixes" we didn't need.
  8. 2 likes
    As long as we have the issue open ... Can we also have a review of 20 planks per wood floorboard (used a s a paved tole), maybe make it 10 + 2 small nails, like the roofs and floors are? I'd love to see wooden plankways be a more practical paving feature. Can't be packed/graveled though as its the only way to build on marsh.
  9. 2 likes
    Do you play the game? Concentrate on fixing the insane requirements for some of the new roof and floor types, before you want to mess up paving. Also why 15 bricks (=13 rockshards or so) for something that is not even smooth vs keeping slab (4 rockshards) the same? At least change it to 4-10 slabs to keep it consistent.
  10. 2 likes
    5 tall, strong rock men for Willow, for Christmas. Merry Christmas!
  11. 2 likes
    The unstable client is now 3.1.76-4508 which means these changes should be in it? It would be nice if someone updated the client update tab in the News section of the client.
  12. 1 like
    The ability to purchase prem time/coins for other players via shop, without needing their pw. Would make gifting your friends or recieving awards alot easier. To prevent players from seeing how much eachother have in their ingame bank accounts: Add another section in shop called "Giftshop" or something like that. Can type in a players name without a password and the ingame coins in their bank will not be shown here. This way, you can give other players prem time/coins without their pw, and you dont end up seeing their ingame balance (thats something i wouldn't want other players to see). Would also be useul for selling stuff on forums (Ex: i could sell something for 2 months prem time) Feel free to improve and revise this idea/shop feature below- but please don't bash this idea. It is a good feature that should be added.
  13. 1 like
    42e sorry for jumping out, but good luck to you all =)
  14. 1 like
    3 or 5 bricks per tile maybe, but we then NEED an option to spam bricks easier without click-click-click-click all the damn time.
  15. 1 like
    This will be the new Wurm Online Intro song.
  16. 1 like
    Exactly why should slate be rare? It's a very common rock. Marble should be far from rare also but maybe difficult to mine. Would be good to require a special hammer or chisel or a hammer/chisel combination of some kind.
  17. 1 like
    I concur, Rolfmaps are getting worse and worse, I'ts not only the shape but also the slopes and land features that look more and more unnatural. I have no idea why he can't make maps like WIld or JKH anymore, the new ones are plain ugly, I mean MRH was a disaster and I'm glad it was closed. On the other Hand I would really love to see Land connections between maps, This could leave much more room for variation and would be rather cool. A system would be to create an 100 tile buffer zone between each map, where both ends of different maps look the same and you can't walk on them because you get teleported on the other side, fog would cover the edge of the map.
  18. 1 like
    I'm not an artist but perhaps somehting like this with the hair at the mane area being flames instead ?
  19. 1 like
    From a basic design in MS Paint, to the completed house in game Edit: More up to date screenshot added.
  20. 1 like
  21. 1 like
    i like how Eir comes first xD.. she is pretty cool
  22. 1 like
    10 story building, 5x5 base with 94.63 carpentry. Can make fences and walls on the tenth story but not a roof over it.
  23. 1 like
  24. 1 like
    You could have it that when guards die, their equipment is stored in the tower, and the next guard who spawns takes a random alottment of stuff from the tower. Only the owner of a tower can remove or add items to the tower, and keep track of the owner like you would a boat.
  25. 1 like
    When extending a flat area onto a slope, or making a road along a slope, it can often be better to flat raise every other tile instead of every tile. So if you have 3 tiles you want to flatten, just flatten the 1st and 3rd. That way the 2nd doesn't unflatten the 1st. It ends up pretty flat without any effort.