Leaderboard


Popular Content

Showing content with the highest reputation on 30/04/18 in all areas

  1. 13 points
  2. 7 points
    I've done some testing lately and have come to the conclusion that Valrei is highly imbalanced in favor of Magranon. Read on for an explanation. This imbalance can be attributed to 3 major factors 1. Layout of the map's Buff/Trap/Slow tiles: The valrei map's special tiles are not very evenly distributed. For example, Fo and Libila are both pretty well boxed in by trap/slow/hostile tiles, while Magranon starts right next to a strength tile to start off scenarios with a significant buff. 2. Imbalanced edge crossing connections: I checked the Wurm Unlimited code to determine all of the possible edge crossing connections. To my surprise, a lot of them were 1-way only. After drawing all of the connections, it became apparent that Magranon has a much wider range of connected tiles that he can access from his edge of the map, as compared to either Fo or Libila. The result of this wider spread of edge crossings is that Magranon can access more tiles in fewer moves than either Libila or Fo. 3. Imbalanced deity characteristics in the new combat system: The starting stats for the 3 main gods are imbalanced, highly in favor of Magranon. This was very easy to test, as the Wurm Unlimited code has a method for simulating fights between gods for testing purposes. By simulating 1,000,000 fights between Lib v Mag, Lib v Fo, and Fo v Mag, I was able to see that Libila and Fo are fairly evenly balanced, but Magranon is stronger than both Libila and Fo and has a win rate of about 60:40 or better versus either of these gods. 1000000 fights completed between Libila and Magranon. Libila won 39.1482% of fights, Magranon won the remaining 60.8518%. 1000000 fights completed between Magranon and Libila. Magranon won 60.8139% of fights, Libila won the remaining 39.1861%. 1000000 fights completed between Libila and Fo. Libila won 50.782% of fights, Fo won the remaining 49.218%. 1000000 fights completed between Fo and Libila. Fo won 49.6064% of fights, Libila won the remaining 50.3936%. 1000000 fights completed between Fo and Magranon. Fo won 37.014% of fights, Magranon won the remaining 62.986%. 1000000 fights completed between Magranon and Fo. Magranon won 63.1285% of fights, Fo won the remaining 36.8715%. In summary, Valrei is in dire need of rebalancing. The map layout and edge crossings favor Magranon. This could partially explain why historically MR/Magranon won valrei most often. With the addition of the new deity stats and combat system, Valrei has become even further imbalanced in favor of Magranon.
  3. 7 points
    Just finished my latest pet highway project. Since the doom tunnel came to exist recently, I suspended tunneling parallel to the Ageless Lake Canal (for now?) and extended the network directly to the north. This is what has been added in total (so far): I reached out to @Malcore who I knew to live at the next best spot to work towards, and he and his neighbor Katherine not only permitted the project, but also helped immensely with realizing it as quickly as it was, including mining, bridge building, material production, reinforcement and cladding. Huge thanks to both of you for your assistance. Hopefully this will add a promising possibility for northern Xanadians on this landmass to connect to the network, and incentivize local efforts for further road works in the north. So far the deeds Ravenhill, Dunlap Hill, Palmyra (and soon Angband) have joined the network. (I laid/provided catseyes pretty much for everything up to Ravenhill, formerly Morgoth, only - the rest was the locals own work.) The project features two bridges and a dirt pillar just at the narrow spot before the canal entrance, and a tunnel going through the mountain. A view into the tunnel: A heigh ceiling, sandstone cladding and 50QL brass lamps at small intervalls take away the dungeon-y gloom of long, dark passageways.
  4. 4 points
    There is also something inherently wrong to me, about the idea of bringing in a bunch of new players so people who have been playing forever will just peddle goods like a merchant on the street telling them they should buy their plate armor and tools. Complete opposite experience I had, and most of you had playing. It seems sick to me.
  5. 4 points
    That was probably me, or should have been.People want to change a game to work for them, so they can pay their car insurance? Seriously? It's a game, not a job. The game shouldn't have to change so a few people can pay bills (unless those people are those who make the game). There's nothing wrong with selling to pay for your deed, or your sub, or shinies, obviously. I do that. But I find this insistence that Wurm change to pay for anyone's real life bizarre. I'm sure it looks great to newbs that people just want them around for the cash.
  6. 3 points
    Simply add in a line of text to tell you what material an item is made of. This already exists for wooden objects in most part, I'm asking for it to be extended to include metal objects. Ergo: [12:36:44] A long and slender sword. It is glowing from the heat. The longsword needs to be sharpened with a whetstone. To [12:36:44] A long and slender sword. It is made from [Iron/Steel/Etc]. It is glowing from the heat. The longsword needs to be sharpened with a whetstone.
  7. 3 points
    You can keep beating this subject till the end of time , there is no way you can fix it other then stop the complete sale of accounts . No warning given wen it will or would happen to stop the mass sale of said accounts . As is I still get weapons imped since I do not have the skill to do it myself or the will to grind weapon smiting to do it . So keep throwing this topic around till you are blue in the face , it just cant be fixed at this point , no matter how many new players come in , as Frankthe Tank said you are just peddling to a few new pieces of meat till they get fed up and leave. The game needs a reason and motive to for people to play , eye candy helps a lot but so does contain witch seems to me lacking , rifts were a good start so are missions at times , but that's it . Terraforming is what got my attention and has kept me here , but that does not work for all players . Figure that million dollar question and you have a winning game for players to stay and play ....
  8. 3 points
    The "get new players and all economy problems go away" fix is shortsighted and won't work: For some strange reason suddenly and out of the blue a lot of new players join (how? why?) New players buy silver to buy tools from high-end crafters who rub their hands in glee - the economy is fixed! Those new players interested in selling items themselves soon realize there is no market for <QL50 items without enchants They get informed and realize it would take months or years and at least two accounts to be able to sell items themselves (and by that time the demand has dried out again) New players interested in being crafters/traders leave and find another game Those who stay have bought the tools they need *once* and never need to buy again Back to square one The system is flawed. And for as long as there is no turn around of items and high-end characters because they stay in the system indefinately (character sales...) that won't change.
  9. 3 points
    DeedPlanner 2.9.0 released! Changes: Added isometric camera (view only) Added possibility to create level-wide labels instead of just layer-wide Added warning about launching program outside of its own directory Added zooming in to mouse cursor Complete revamp of camera system Interface overhaul: Interface is on right side of the screen by default now, this can be changed in settings New floor selection mechanism New tab selection mechanism Added lmb and rmb selected ground texture icons Added dynamic editing of labels Made symmetry editor center itself Made right-click ground type default to dirt Made 2d camera center the view if the whole map fits inside the window without scrolling Using translations is no longer on by default Fixed water not displaying in 2d cave view Fixed ignoring of update checking option Fixed label editor not resizing correctly Fixed a bug with uncloseable window if error happens during loading Fixed swapped models of sword and axe displays Fixed high iron fences and gates not being allowed in arches Isometric camera is mostly prototypical feature for now, but should be usable for previewing most plans. I would love to hear your opinions about it and the new interface.
  10. 2 points
    Allow us to pre-dye the addy-runes with the colour we want, if you don't do this it's random like usual. Addy doesn't grow on trees.
  11. 2 points
    https://gyazo.com/5457de8e2e9b58a73568d490eec581ba Allow Kings / Queens who Abdicate to wear their achievement as a title. You don't really get a reward once you pass the crown except a mention in the history books. People should know that Bloodmaster was a conquering king, or even a stupid one
  12. 2 points
    Discord : https://discord.gg/jxUYnpd PvP server designed for open field combat. Custom spells for construction items so as to make deed building easier. Custom landmark item that must be conquered, similar to a depot. (can only be conquered 1 time per hour). Gives 4 Horseshoes and a saddle 80-100ql (random rarity normal - fantastic) with 80-100woa. Full quiver of 80-100ql maple arrows with 80-100 fb random tome with 1 charge. 10 random fully vesselled gems 80-100ql. HoTA is every 3 hours. Stats are capped at 50. There are no champion players. There are no meditation perks (-enchant grass which all med paths get at level 1). All karma ability's are disabled (Town Portal and such). Money is made from hunting and lots of game-changing items like drake / scale / and other items can be purchased by right clicking coins which can be withdrawn directly by right clicking your body. Hell Horses spawn throughout the map with 5 speeds, these have special names based off the Greek alphabet to distinguish then from there normal counterparts. Locate soul has been removed. Libila is deity.warrior = true; deity.deathProtector = true; deity.itemProtector = true; deity.befriendCreature = true; Fo is deity.warrior = true; deity.deathProtector = true; deity.itemProtector = true; Basically the only difference between these 2 gods is there name. They both have all spells. Most Misc. mods are just the ones normally added by every server host like no priest restrictions and no crop wilting and such. Onward to the map : Map is Old Elevation, The ore distribution has been regenerated to differ from the public version. Spawn points match the old server exactly. Connect to Accolade [PVP] I most likely forgot to add stuff to this post so ill do that as i remember.
  13. 2 points
    The short version: Due to barrel-sealing mechanics, alchemist's cupboards are essentially worthless. I think we basically know that by now. But let's compare them to another piece of furniture for a more thorough analysis: Barrel racks. Small barrel rack: Single piece of furniture Requires basic carpentry materials to create rack & barrels 30 creation difficulty Holds 30 small barrels Barrels can store 45 liters of liquid each Barrels can be removed and added to rack at will Barrels can be sealed with pegs (essentially for free), completely eliminating decay Alchemist's cupboard: Single piece of furniture Requires basic carpentry materials, pottery jars, and beeswax to create 50 creation difficulty Includes 10 vials Vials can hold 2 liters of liquid each Vials cannot be removed from alchemist's cupboard Vials reduce liquid decay by 1/2 I just can't see a good use case for the alchemist's cupboard. It's harder to make, holds vastly less, and reducing decay is unremarkable compared to completely preventing decay forever with a peg. An alchemist's cupboard might be useful for short-term liquid storage, but in those cases, you don't care about decay anyway, making the feature irrelevant. Let's face it: Sealing small barrels costs nothing, because pegs cost nothing. With a free and convenient method for storing liquids decay-free in relatively large quantities in a container that is easily transported, stored in racks, and held in inventory, there is simply no reason to use anything else as far as decay is concerned. Amphoras seem more well-designed in this regard, since sealing them costs something slightly less trivial to make, at least enough to push it beyond "essentially free" the way pegs are. I've always had the impression that sealing was meant for long-term storage and fermentation, but it's so easy with small barrels that there's pretty much no reason to ever not do it. I don't know what the most appropriate change here is. Make alchemist vials prevent all decay on contents? Add some other benefit to them? Make sealing small barrels less overpowered or have them require the same sealing parts that amphoras use? I honestly don't know, but right now, small barrel sealing is absurdly good, free, and by its very nature, inherently better than absolutely any partial decay prevention could ever be.
  14. 2 points
    I agree. Everything that could be used to dye large structures we can't carry the dye for has been removed over time and the only thing we have left is this expensive rune that if, and only IF, it actually gets successfully applied will color it randomly. You end up with things like a black colossus in a deed like "Rose Garden"... why not let us decide how we want to color our deeds and larger ships? I don't see the harm in it, as the items are going to end up with dye either way.
  15. 2 points
    I will pick them up this afternoon when I am home from work. Thank you again as always
  16. 2 points
    Decay is not going to fix any market problems in this game, everything is reimped so easily with so many high accounts. what we need is item durability, like in minecraft. In short: -> Remove enchant decay on items -> Put a maximum usage on items (lets say, 5k, 10k, and double, triple for rare supreme) actions before the said item gets destroyed. Pickaxes for example, destroyed after 10k actions Meditation rugs, 1k actions etc. This will create a market for: Tools that need to be remade Enchants that need to be recast What this means: Nobody wants this, everyone wants to make an item once and keep it forever and re-imp it once every 6 months. (killing the market) Wurm needs it. But is it really possible with all the old players being against this? - Boats: made once, never destroyed. How many boats do actually decay away? Boats needs to have durability, based on the amount of kilometers they're used. Big boats higher durability obviously, perhaps increasing QL To lose less durability per k/m but still an amount that makes it so they're replaced every once in a while.
  17. 2 points
    Okay, maybe the update changed how things work. I'll have to do some testing. Edit: A first quick test with your setup (I only reduced time and cost) seems to work in my test world for growing trees and fertilizing them. I would need some more information. Do you have a test server where you can test with different settings? Your times are set to 5min/10min, but can you test with 1sec/3secs to quickly see if really nothing happens after at most 4 seconds? Also, if you try to water again, do you get a message saying that the tree has been watered? Your settings activate auto-growth, so watering should be blocked until the tree has reached its full height. There also is a debug mode that can be activated in the settings. It can show the task status of, e.g., a watered tree when examining it. It will show poll times and remaining task times. With this we can make sure that there is actually a task registered for the tree. The debug mode enables some other stuff, but that should only appear if someone has admin rights (5). It does enable free watering/fertilizing for everyone, though.
  18. 2 points
    Not sure about the land/success titles, they're not exactly fleshed out well by design on how they reward titles. Also the ignored bug that people staying king during the ele map reset being stuck with 0% start land so they never had a gain or had more than acceptable title :[ but, champions get a title when they lose champhood, so ex-rulers probably should get some kinda title would be nice if certain non-skill related titles could be tied to the account so it can be used on both clusters. like this, dragonslayer, fearless, prem titles, hota titles, etc
  19. 2 points
  20. 1 point
    w - Wind of Ages c - Circle of Cunning fb - Frostbrand n - Nimbleness PRICES:
  21. 1 point
    I'd love to see more diversity in hedge models. For example, rose hedges with rose flowers intertwined or thorn looking visually thorny. Thoughts?
  22. 1 point
    I still absolutely hate Wagoneers and Mail, but I doubt anyone else does. Having to go somewhere would deter someone from buying things across map at BIG BOBS WHOLESALE PRODUCTS Over paying 5c more at Jim's Corner Store 5 minutes away For xanadu being such a large server (using xanadu as an example) it sure seems easy to send things to someone without mounting a horse.
  23. 1 point
  24. 1 point
    Agree, but even then I'd still rather build a barrel rack and hold 30 of them instead of 10. At least, there still wouldn't be much advantage to using a cupboard.
  25. 1 point
    These two quotes highlight what the problem really is, that being some players think that the focus of the game ("Economy") should be about them making silver (coins) to then do with whatever they choose. So they bring up these points in some sort of attempt the more narrow the focus of the game to achieve this objective. No matter to them that by wearing down items into a status that would "encourage" others to once again purchase more of them. No matter to them that high end characters that have built up their skills have them once again decline under certain circumstances. They will profit from it! The game will be more enjoyable to them. They will make more silver/coins which are a RL money substitute/conversion. The thing is that the rest of the players who use these tools or build up their skills to high levels will be the losers. Many players don't want to join in this crafting for dollars "economy". They will pay some price for items that they consider reasonable but when it reaches these types of suggested "improvements to the economy", then they will no longer pay what amounts to them to be RL Cash, since they won't join into this crafting for dollars game play but are rather the ones who have to pay for its benefits out of their own financial assets. Those players who build up their skills to high levels also may not use them for these "economic" purposes but rather for their own and others enjoyment. Their characters and skills should nevertheless be degraded over time and removed from the game for the sake of this "economy"? This whole Play for Pay setup of the game only contributes to this mentality. It is unfortunate that the game is setup this way but it is what we consumers of these goods must deal with and resist or we will only be paying others more for playing the game for reasons aside from making RL cash substitutes/conversions from doing so. What un-manipulated Economy there is within the game exists upon supply and demand. There are only so much of these profits to go around. There are also limits to what others will then pay for whatever is being sold. When these expenses become too high others cut back or move to other less exorbitant places (games/WU) to continue to enjoy living their lives. This type of mentality that wants the game to focus upon their ability to make more profit from "playing" it is what will be its undoing if these suggested paths are followed. Hopefully the better sense of the game Developers and its Overlord will prevail and they will continue to focus upon the enjoyment that the game provides in various areas aside from this opportunistic Play for Pay option, since in the end it results in the majority of its population Paying More to Play. =Ayes=
  26. 1 point
    I'd agree that the alchemist cupboard should prevent all decay of liquids in the vials .. a place to store blood, metallic liquid, potions.
  27. 1 point
    PollInterval and BaseTaskTime are the two settings mainly responsible for the time something needs to grow after you have finished watering it. PollInterval is the time span between two checks for tasks to be completed (e.g. trees to be grown, etc.), BaseTaskTime is the time that has to pass since a task was started (e.g. by watering something) until it can be completed. Let's ignore all the multipliers; then, due to this mechanic, a task can at most take BaseTaskTime + PollInterval to be completed. The settings WateringTime and FertilizingTime refer to the time spent for the initiating actions themselves, i.e., the blue progress bar that shows up whenever you do something. To summarize: an action, i.e. you clicking, e.g., the "Water" menu entry, initiates a task (and it will take WateringTime/10 seconds for that) whereafter you have to wait a certain time period (at most BaseTaskTime + PollInterval) for something to happen (the completion of the task, growth in this case). BaseTaskTime and PollInterval both are specified in milliseconds, so values 600000 / 300000 are 10 / 5 minutes. To set it to 3 / 1 seconds would mean to specify 3000 / 1000 instead. So your waiting time after watering something would go from at most 15 minutes down to at most 4 seconds.
  28. 1 point
    The Wurm economy, like a lot of MMO economies, isn't built on a solid foundation. Rather, it's built on a sinkhole. This isn't their fault, it was and still is a common design. Other MMOs get round this by having expansions where the new stuff completely replaces the old stuff, thus hitting the restart button on the economy. There are ways this could be fixed without resorting to the reset button, but the changes to parts of the game people are heavily invested in would be so great I don't think the game would survive.
  29. 1 point
    A very small update (1.0.2.2) adds the missing task time options for the new bush types blueberry and raspberry.
  30. 1 point
    I think the idea of saving the market is a priority but it isn't the biggest priority right now. The biggest priority is getting players but that will only temporarily give a stim boost to the market. Lemme give a couple of arguments why. The main focus should be getting new players and focusing on the new player's experience throughout the game. Pushing out content like colored animals is fine, but really it doesn't solve any issues and just works to sort of keep the current playerbase interested in playing for just another week and that's it. I'll tell a short story on how my first experience with Ultima Online went. So I start up the game, new experience for me, very clunky interface, not many players around (sounds familiar?) . Eventually I meet a player that tells me each day they're having a meeting in a city nearby to talk and guide new people. I think to myself that's exactly what I need, the tutorial isn't very helpful at this point. So this player guides me to the city, and I see a bunch of players sitting on benches and talking. I introduce myself, I'm a newbie and ask for pointers. A kindly gal, tells me I need to focus on hunting, getting materials for a house and getting a horse. She leads me to her house, gives me a free horse and a set of free armor to help me in my journey. I thought the gesture was extremely nice at the time but even more I thought the idea of having a player meeting in a certain place even better. Which sparked another concept. Why not have designated opt-in "advisor players" for newbies. Picture this: You join WO, and when you're out of Golden valley a pop-up window lists advisors you can choose from to help you navigate wurm, teach you, mentor you, show you the ropes, and even help you in your journey. When the newbie seems confident enough, he can let go of his advisor, offer him a rating of how helpful it was and that's it. The idea is any player can be an advisor and it would add more value to the social aspect of Wurm. Also it would help in player retention since you wouldn't feel so alone and abandoned at the start of the game. Second argument for the market being how it is , it's pretty much known and reiterated by everyone. Items once in the market don't leave the market. I don't think you can fix this anymore than you could fix basic economic human behavior. People will always try to sell stuff as high as possible and buy as low as possible. The only viable thing i can think of is creating a secondary currency in wurm. Something like "ardent" currency where you can trade in game items for a new type of currency that can be exchanged to an NPC for short term buffs. Example : sell a file to a player for 20 ardents. Go to an NPC trader and choose an item , let's call it a crystal buff for argument's sake. A crystal buff that gives + 40% farming speed for 60 minutes. Or one that gives +30% mining speed for 30 minutes. The idea behind this isn't fixing the market since it's not fixable with its current rules. So change the system, change its philosophy and then that adds new life to the game. My two cents.
  31. 1 point
    To be honest, I think trying to fix the Wurm economy at this point is like trying to put a Band-Aid on a severed arm. There are too many highly skilled crafters around. Too many priests. They constantly churn stuff out, and there is already too much "high-end" gear with nowhere to go. Right now it's a "rares" market, but that's going to dry up too eventually. There -were- things that could have been done to prevent the eventual burnout of the economy such as forbidding account sales and transfers to allow the retirement of toons when people got bored, and enforcing item life cycles instead of having eternal gear. I can hear the revulsion and disgust at these ideas from large groups of old-timers who say they would never have stayed in the game if it had been like that - but that's sort of the point. You can cater to the vets or look to the future. But honestly, at this point, how much longer is that future really? Wurm has been around for a long time, and no online game lasts indefinitely.
  32. 1 point
  33. 1 point
    Hi, can you tell us what version of Java you have installed? you can find out by following these instructions: https://www.java.com/en/download/help/version_manual.xml Also try downloading the game again by using this link https://www.wurmonline.com/client/wurmclient.jnlp
  34. 1 point
  35. 1 point
    Having a kid in wurm should be like the thing that happens when you have enemies in local, "an irritating presence comes over you and you cannot focus, your skillgains suffer"
  36. 1 point
    Please no more NPCs and no artificial questlines in Wurm. We have every other game on Earth for that. Please let Wurm remain player-driven.
  37. 1 point
    @TalorCould you please consider adding a "/tiletemp" command? It would be useful for farmers to know which crop it's time to seed. And realistic, since we all can feel both "inner" and "outer" temperature. Also, a mod description in first message could use an update - topic gets bigger and lots of valuable details are now hidden in 11 pages) You could just copy all patch notes in one place. Great mod, it seems to become more and more popular.
  38. 1 point
    v0.10 is out Dragging from inventory into a surface that's placed in world will now put the dragged item on top. Fixed dragging from BSB into non-container surfaces. https://github.com/bdew-wurm/threedee/releases/tag/v0.10
  39. 1 point
    even as an epic-only player, i have reason to dislike bl gods being on freedom, and its not to keep them away from you guys either when you guys cast rite of death on xanadu and spread mycelium, the devs' fix for that was to make mycelium spreading require BOTH lib altars AND hots towers. in the past it only required lib altars its now a lot harder for us to spread mycelium on the pvp servers because of oversights in allowing bl gods on freedom. our mycelium spreading on pvp servers took a direct nerf bc of rite of death being cast on xanadu in the old system, bl was able to make about a third of elevation into mycelium by building altars. now hardly any of elevation is mycelium. rip libila
  40. 1 point
    Terrain will get normal maps as well, visible wetness is something we'll be keeping in mind for future changes.
  41. 1 point
    What mining for 12 hours feels like:
  42. 1 point
    I think i remember in Everquest, if you were a fair deal higher in skill/level that the mobs, they'd ignore you. Course all mobs attacked newbies. +1 for whichever way it goes
  43. 1 point
    Yo, tell putin I'm coming for his ass. I don't understand Russian so when they ask for mercy they better ask in English. Pathetic! - Mctrump IF YOU WANNA JOIN MY RANKS IN BL PM ME IMA BOUT TO UK/USA THE CRAP OUT THESE SCUM
  44. 1 point
    The loot mechanics on chaos coupled with res stones are very annoying and rewards RNG over skill. Remove restones completely. Nothing more annoying then one of your team dying and the enemy grabbing his corpes because his res didnt work, only to kill the the guy that grabbed it and have his res stone work and he keeps both sets of gear. Restones are a good idea but the side effects are a bunch of RNG crap mechanics.
  45. 1 point
    how about instead of a res stone, you have a res rune, which you attach to any item you want a 50% chance to keep, that way if a person dies and drops he\she will have about half their gear to replace. And if an enemy picks up dropped items they will no longer have the rune so will always drop on a counter kill. if you have better ideas please post, I am dubious anyone actually likes the RNG of res stones unless they have somehow never been on the receiving end of some bad RNG in a group fight.
  46. 1 point
    Me with my Shillelagh ready for St. Patty's day.
  47. 1 point
    Perhaps we won't get purple dragons, buuuuut
  48. 1 point
    Alright, update on the Ageless Lake Highway. Part one, the tunnel. The whole area infront of the tunnel had to be dug down and flattened to properly put a highway through, as it had a few bottlenecks. The entrance was collapsed and lowered massively so that it could be expanded to the north: so no weird bend in that tunnel. On a whim I decided to make this renovation a bit more special, and in the spirit of bringing the new features to it since its making I incorporated a bit more. Not sure if the ceiling should be heightened in the lower parts, didn't want to mess with the triangle form more than I had to, looks a bit cramped though. (With or without wall cladding, so I might make this part a bit higher while keeping the triangle.) Part two, the coastal highway. Dumped a few crates of dirt on clay or levelled where possible to fix the last bottlenecks, finished the paving and laid out the catseyes up to the heritage site of the lakeside entrance. The problem with continuing from here on is twicefold. Even if I got hold of a GM and the deed holder to alter both the entrance and the tunnel...it's wholly reinforced and the land part is just 1 tile wide. The canal itself will likely not be part of the highway system, although the deed holder could lay a waystone and the last catseyes to make the entrance itself searchable via Find Route. I'm branching the highway out just before the deed and plan to make a tunnel that runs parallel to the canal. It could come out just before the Lemosa Alliance Bridge and continue the highway over it. So, down the line I'll probably require the cooperation of local players to hook the north-north-eastern part up at last, ideally reaching the northern shore eventually. There's also the issue of getting the people northwest of the Ageless Lake Canal connected. This could be done in two ways: 1.) Continuing the highway around the foot of the mountain, building a bridge over the canal entrance. That would require both a GM and the deedholder, if those are distinct people at all. 2.) A sequence of arched bridges going over the most narrow part southwest of the entrance. I could do this on my own, but will require many dirt pillars and bridges to go over it, and would only provide a slightly shorter connection to the xanadian inland. I'm inclined to do option 2 as another SLE (stupidly large endeavour) and will put it on my project list for now, but if it's preferred community wise and someone can defer me to whoever I need to contact to expand the highway over the canal entrance I'll go with option 1 instead. (Still got the tunnel to the coastside to dig and guard towers to set up in different locations, so there should be plenty of time for that organisational overhead) [Edit: Or I'll just do option 2 anyway, and add option 1 if possible. They're not mutually exclusive, on the contrary, they would rather complement eachother.] Also, I'm not entirely sure what about the heritage site...I'm not altering it per se, and not touching the canal itself at all, but does adding a tunnel in the immediate area count as alteration of the heritage site? It's in the perimeter of the deed, but it makes most sense there.
  49. 1 point
    Not wagoners... but i've made a mod that uses the highway network to allow teleportation (along with vehicles, mounts, etc.) between connected deeds. (Highway Portals)
  50. 1 point
    haha, I suppose I went on a bit, but it is not entirely untrue! I think I spent a few hours explaining the long version to doom and gloom villagers to ease their nerves a bit, luckily successful
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up