Wulfmaer

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Everything posted by Wulfmaer

  1. See Niarja for rift time The latest rift is located in J13 - see http://wurmonlinemaps.com/Maps/Xanadu?x=2474&y=-3437&z=6 The rift area extends over the northern part of what was the Siberian Forest deed. ---
  2. These trying to understand the new highway system, and have not seen the earlier post, might find the following two post of help. The second post contains a link to a google doc containing the original Highway documentation that has some diagrams that will help make things a bit clearer.
  3. Would have probably help if I loaded the game this morning before writing some of the above, but would not changed much. Where is the setting to prevent "Allowing highways to be built or connected on deed or within 3 tiles of the deed (in village perimeter)."? I see a setting to allow 'citizens' to make a highway to village, but nothing specifically affects non-citizens being able to build highway within 3 tiles of the deed. What am I not seeing? Or has something else changed in the last few days?
  4. Where is this setting set? It doesn't appear to be anywhere obvious....
  5. There is quite a significant change between the old and new rules, the section on KOS from the current highway rules: and from the new rules: Spot the difference? Under the old rules the the highway could be on the first tile outside the deed, under the new rules it needs to further away. For some situations this difference will be a big deal - it might be difficult to move a highway due to geographic restrictions (squeezed between the deed and mountain for example). I also the village setting: I hope this now defaults to prevent highways - otherwise it is highly probably a mayor who is currently away, and has people on KOS, could return to find themselves with problems caused by somebody upgrading an existing highway that runs within 3 tiles of their deed. Just noticed rereading the doc that there should be a message to prevent this from happening, if there is a KOS list, but still think the default should be to prevent the building within 3 tiles.
  6. That issue is caused by the update being rolled back, and your client being updated before the roll back. See https://forum.wurmonline.com/index.php?/announcement/35-client-connection-issues/ You need to launch the 'Java Control Panel' to remove the updated client - and then re-download the old client from the website.
  7. Can't you just use the permission system to deny access on your outer gates to prevent those not wanted from entering your deed?
  8. Just so I understand, someone can plant markers in anyone's perimeter? Just not in (or within 2 tiles) of their deed? I notice that somebody has removed a catseye next to the waystone by "A Long Name To See How Signs Cope With I" - trying to plant a replacement gives You do not have permission to plant a catseye on (or next to) "A Long Name To See How Signs Cope With I". Which is I guess to be expected, but should it be possible to remove a catseye in a location you are not allowed to place one? The tile corner in question appears to be between the 2nd and 3rd tile outside the deed, in the perimeter...
  9. The next rift, as the title says, on the top of the world. One of the tunnels to the top has been reopened - starting from the point marked on the map, and using a combination of tunnels and paths up the ledges on the north side of the mountain. It is a long way up, and is not passable by cart/wagon as there are a number of sections particularly in the upper section of tunnel that needs to be climbed. (the bad slopes have all been eased, so cart access should be possible, though you will still need to sail to the starting point) The top of the mountain has a number of 60 dirt deep trenches carved across its top - which makes the rift area interesting. These trenches show on the 3d map. There is plenty of room on the south side of the top for a safe area to be built. See https://www.niarja.com/rifts for rift timing. For map, see http://wurmonlinemaps.com/Maps/Xanadu?x=3204&y=-5163&z=6
  10. There were certainly a lot less monsters than normal. But, the score is more a reflection on how we closed the rift. The first wave we only killed enough to get the hearts to close the rift wave, at which point we dragged the monsters away from the altar while Kanmin burn the hearts. We got to the same point with the 2nd wave, after about 3 hours, but Kanmin suffered network problems that prevented doing much causing us to effectively be down to just two - and the group split up (I was also having problems staying awake, it was now about 6:30am (UK time)). I sailed home, and returned later in the day with the intention of setting up a camp at the base of mountain while trying to get a team together to close the rift - quite expecting it not to happen until the weekend. As it happened Loetuw/Kanmin was in the area when I got back, with no network issues, and Oats arrive soon after I started backup the mountain. We eventually restarted fighting the second wave just after 16:00. The rest of the monsters from the 2nd wave were killed - giving us enough hearts to close both this and the final wave. I don't remember killing many in the final wave, but just dragged everything way from the altar and burning hearts. This was only really possible as the rift layout gave us the opportunity of being creative in closing the rift. The groves that are seen on the 3d view have 60 dirt slopes - we were very lucky the the rift altar was on the same raised flat area as the safe area, otherwise these tactics would not have worked. So, 15.5 hours to close this rift, but 10 hours of that was the mid-rift pause. So, only 5.5 hours of fighting. I don't really want to think about how long the 3rd wave would have taken - but probably another couple of hours. As can be expect from such tactics the loot was quite light, just one pad and necklace in addition to the bits of seryll/ada - plus the rift mats.
  11. A big thank you to those who managed to attend.
  12. The initial team of three has taken a break from the rift - due to one of its number having network problems that prevented them from proceeding.... There are still enough critters from the 2nd wave still alive for the hearts to close it, unless they start dying off before a team can be put together..., also I have placed enough hearts to close this 2nd wave in the fountain, so hopefully they will survive a few days. might add more when more awake...
  13. Thanks for having a look. Must just be some sort of coincidence that it seems only to happen with the unstable client.
  14. I am getting repeated messages when travelling by fast boat, or horse, getting lots of "Your position on the server is not updated. Please move slower." messages - and in tunnels rather than the tunnel disappearing into the distance the cave ceiling visually blocking the tunnel a few tiles in front of the boat. Switching to the stable client these problems don't happen.
  15. Unstable client is far too dark - a reasonable quality lantern (80ql) only casts a dim glow over a few tiles. Originally, before the dimming of caves it was so much better, and you could actually see... Now a 60ql lamp only cast light on a 3x3 area.
  16. Comparing the sky between stable and unstable, different moons appear visible. In the unstable Seris was visible, while in stable Valrei and Haven were visible.
  17. A big thank you to Retro for organizing this event.
  18. See Niarja for rift time The latest rift is located in P19, see http://wurmonlinemaps.com/Maps/Xanadu?x=5233&y=-5696&z=7 The rift beam is in a locked compound from a previous rift - with a few other locked compounds in the area. So, this could be interesting....
  19. There has been some discussion about this over in the other thread: I can think of a few a few deeds that are not on the community map, and have a existing road junction within their perimeters - not sure if they are within 2 tiles of the deed edge but very probably will be for some as the road is right up against the edge of the deed. On Xanadu this concern may well end up being a mute point, as quite a few of the long distance roads do not currently count highways (in a few cases with single tile tunnels which hamper any upgrade). That and the distances involved will mean any upgrade is likely to take a long time, and of course may never happen (given there has not been the need so far)...
  20. Thanks Retro, hopefully that will save some confusion once the system goes live. I wonder if then, there is a need for being able to opt out of not just the list, but also being able find a route to a deed, by typing the name in? The only case, I think, this might be needed is if by a quirk of history a deed that includes a highway junction, and the deed owner does not want to be found by the routing system. So, it needs a waystone for the junction to work - but that would make them findable by typing the deed name in.
  21. That is not what it says. It says that if you want people to be able to route to your deed you should tick that option, and that if it is unchecked that it will NOT be possible to find a route to your village period. The 'Allow Highways' says that option is about being able to 'make' a highway - do I want to restrict it to myself the mayor, or do I want to let my citizens make the highway to my village. It does NOT say anything about routing, so ticking it or not should have NO effect on routing. The original document says that the list has all villages that have opted-in to the highway system. There is nothing to indicate that it is possible opt into the highway system but not appear in the list of all villages. That is NOT what that option say. It makes no mention of the list, which the original document says is a list of deeds that have opted in, just if it would be possible to find a route, or not. So, having it unchecked, not opting in, would prevent a route being found, even if the village is on a highway and even if you specified the deed by typing it in. If nothing else if what you describe is implemented then the wording is not clear, so the wording of the options needs to be reviewed against what is actually implemented in the code.
  22. All the details I've see, including a screenshot of the deed permissions from Retro, have just one setting. Your deed is either on the route list, or it is not. If it is not the wording implies that typing the name in will get you nowhere, as the setting removes the deed from the possible places to route to.
  23. Rather than having the list, and typing separate it would be good if as you started typing it acted as a filter on the list.
  24. It looks to be working now - at least with this bridge... This is planning a bridge over an existing highway, above ground...