Keldun

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Everything posted by Keldun

  1. I got some problems with the text option: there is no indication whether you are in text mode or not. Text is always at zero elevation, So it's invisble under hills or floors. You can't edit text, you have to retype it every time. And with writs: no apparent renaming option. You can move writs, but not rotate. no copy option.
  2. you can't turn of offdeed bashing otherwise every idiot would come over and wall off across any roads.
  3. Ok, I had time today, to finish my design. here it is: http://pastebin.com/tkEPFUan It has several levels of interlocking symetry, both straight and diagonally to pick up the straight flow from the main deed and merge into the somewhat diagonal coastline At the north centre at 80 elevation there is the Inn, with two passages up to the main deed. It has a two story tavern room with central oven (campfire) and several different sized bedrooms above. East of the inn there is a small plateu for the guard tower, surrounded by a house (remove the center tower from writ). the other side has a sort of bell tower than can be used as a shrine. At the centre of the deed at 40 elevation is the Trader house with surrounding merchant stalls (I had to use tables as DP hasn't got a stall model) Then it goes down to the docks with two deep burrows for large ships and two gibber warehouses. and two shallow docking areas with warehouses for sail boats or knarrs. The shallow docking can be used for under water farming too. (rice and reed) Used some pillars to mark the edge of the deep water. Then there are several houses with attached pens, for cattle or horses. They can be used as farms instead of enchnted grass too. The landside perimeter can be used for trees. The slopes throughout the deed can be used for trees as well or for bushes. Somewhat different roof desing with flat accesible elements. Keep in mind that Wurm itself can make proper diagonal roads. finally some screenshots:
  4. There needs to be two messages:. One informaing players that logging off in a boat (or cart) might be a bad idea. This should appear in the wiki and everytime a player tries to log out in such a position. Another informing the captain that he has logged of passengers (with name of those passengers). This should appear when the captain embarks and when he tries to cross. maybe when he disembarks too.
  5. I don't understand the "feature", if it is one even. (once again: no doccumentation means no idea of intent). I call it a bug. Because, loggin off in someones boat and getting dragged off is ones own dump fault. Plus, If I accidentally get myself dragged off, I'd rather be in a boat somewhere than in the water in the middle of nowhere. Boats usually get parked at the coast so I'll at least be able to do something. When I'm in the water all i can do is drown and hope there is someone comming to pick me up.
  6. well there is the >refresh< console commnd. wki say it reoads graphics, might do what you need though.
  7. well dumping originally means to unload somewhere. In the digital world it became a bit more ambiguous since every move operations is in fact a copy and delete operation and you don't have to do the delete. So in that regard while "memory dump" usually means only extracting the memory it can also mean getting rid of the memory. But in this case "memory drop" might be a better term to show that we definitely want to get rid of it. Although a full memory dump (saving and deleting) might be usefull to to find out exactly what was causing the leak.
  8. Hey thats a nice idea, they could put vines or a bush in those cracks to make it more obvious its not passable.
  9. What he means is: A garbage collection removes everything that is not used. A memory dump would remove everything that might not be used and only reloads the stuff that is. Also a memory dump can be done much more restrictive that a full restart. For example player data or graphics assets never need to be dumped.
  10. Afaik it takes moss and cracks at lower damage, or is that only with the other walls?
  11. odd, I edited wiht a different host, now visible? (http://i57.tinypic.com/oh4llu.jpg)
  12. He, some people are really quick, let me show you what I had in mind: You have your own deed at the north and the neighbout at the east. Also you have water at both south and west. (you said you wanted to raise the west perimter, but I'd suggest keeping it low) Thats a lighttower with two deep docks for big ships and shallow perimter for farming reed/rice. Has the idea merrit so far or should i scrap it right away?
  13. Ok we need some clarification: the dscription says no water on N E W, but the drawing shows ater on W and the screen shows water on both sides, especially on W. So what s your final plan on the terraforming? Im asking because the way you have drawn it, with water on SW and land on NE I would do it symetrically on the diagonal. This also seems to fit the coastline better.
  14. Kep in mind thatthis is above 60% damage, meaning the wall is already more than halway gone. It should look the part. However it shouldn't appear passable when it is not. The current model seems just about right to impart both images.
  15. I think Berris question was quite legitimate, At first glance, the title did not seem to have actual purpose, while apparently giving some of them a false sense of entitlement. And some players are confused whether they have to put up with that. There two different topics here: do we need the CA position? and: are the CAs really helpfull? I think we have established what a CA should and shouldn't be in reference to both a regular player and a CM. In that regart I think the title has merrit. It just needs to be made sure the people act accordingly. If you think one of them is out of line, first talk to them about it (preferably in PM) and if that is fruitless take it up with the head CA.
  16. It seems there would be very few people who would sacrifice that much of their own karma for the kingdom, except probably enemy alts or they may make the wrong move anyway.. So how about this: the King decides on the move to make and everyone in the Kingdom gets a request (a mission) to donate as much Karma as they are able. Once the Kingdom has provided enough Karma, the move will be done.
  17. the CA title has exatly two purposes: It gives them authority over the CA channel and it gives what they say some credit. While there are a lot of hepfull people, a lot of them are trying to be helpfull despite having no clue what they are talking about. A CA is expected to check and veryvy their answers. Afaik, CAs even have CM power within the channel. So it gets moderated appropriately and it's somewhat a stepping stone and test to full CM. If there are some CAs that, as you say fail at the task, that is a reason to remove that particular CA, not the title entirely. In that way CA acts as a filter for suitable CMs. Sure, CMs could be selected directly, but would you rather have them mess up with an answer in CA help, or mess up with your support ticket? As for player confusion: thats hardly the problem of the title, but rather players confusing each other. I think there is equal confusion about the CM and GM titles. For example, how many people know that a /support ticket doen't go to the GM, but to the CM?
  18. Again since some people seem to have missed it: Enki I appreciate the understanding that most of you are showing in this matter. To the rest of you who are all "the end is nigh"... We are not simply throwing away everything or tossing your efforts to the wolves so to speak. If you will read Rolf's post properly you will see this is about suggestions for improving the current situation. As he said, read properly. They don't want to get rid of the enclosures and highways itself, they want to replace the current rules about enclosures and highways with something that works better. So stop whining how you are abandonned, when in fact you are about to get an increase in security. And no matter what they do, be it special tiles, special deeds or special writs (still my favourite) it will likely be a mechanic that can't be broken, short of a bug, opposed to a rule that can only rely on good will.
  19. I prefered the writt solution, because they were specifically made to stake out land on a personal level. Also they are quite more flexible than deeds. It is one solution that can be adapted to cover several problems. And it is rather simple.
  20. ok, please take a good look at this, because it is simple and clear for everyone and it is easy to implement, because most of it is already there. It doesn't require any GM interaction, as it simply will no longer be possible to grief. The game can handle this automatically. Enclosures as Writs Use the Writ system to make yards. simplest solution wouly to just copy house writs for yard writs, but I'd like to propose something slightly more elaborate: Alternate standart writs to have both inside and outside tiles. This could be also a chance to clean up the weird ruling here, a room without a roof is not considered inside by my book. (this also gives the opportunity to have dirt floors in outside areas in higher stories and have a "green roof") Those outside writs/areas would fullfill the same purpose as enclosures do now. Writs are unbreakable without permision, so require no GMs to enforce. There is no question as to what is an enclosure and what not. Of course there needs to be a sensible solution to limit size. Highways as Heritage sites The biggest problem with highways is that they are automatically defined, which causes so many issues for players. So I say, no road is considered a highway until it is specifically applied and approved as a higway herritage side. Also to protect heritage sides (including highways) better without GM intervention, use the writs again: Make a ground or heritage writ that can only be created and adjusted by GMs. It can then be given to players that request permission to alter the area.
  21. Considering Independence is so big you can't even get it to run with full animal coverage, and that you had to disable parts of animal AI on all servers. I don't think I'm thinking small.
  22. Whit that do you mean it's such a large feature package, like the release of epic, or do you litterally mean it's even double the size of Independende?
  23. There is already code in place that analyses the landscape (to check for meditation spots for example) It might be relatively simble use a variation of that code to scan for regions (lales, shores, plains, forest, coasts, mauntains) and have animals adhere to and migrate between them.
  24. One thing is, even when you remove the traders from deed, you are going to loose the offdeed ones, because they won't get back into deed. They can only go into a different new deed placed over them. So especially in the disbanding situation you should get the 20s reimbursement. If it's upkeep the traders could stay where they are.
  25. This whole Szenario makes abundantly clear how serius of a problem it is that the developers are completely out of touch with their own game and never documented anything. When Rolf made the disintegrate spell he thought it would destroy reinforced walls, but he never told anyone. The players tried it out and found that it doesn't work. They may have even made a report about it, but it seem like 80% of those reports are ignored anyway. So with no documentation to check and no answer from Rofl, people had to go with what they knew. Heck they even added that mayor abbility to destroy reinforced walls, supporting that knwoledge. So for 5 years everyone knew that reinforced walls are invulnerable and acted accordingly. that is everyone except Rolf. and in all those years he apparently never even noticed one of the most basic priciples in building PvP fortresses. That is until someone tried to sneak an advantage and question him directly. An Rolf being rash but not knowing what's going on, handled the situation exceptionally miserably. I know, some people here are accusing Rolf of lying and manipulating the game for his favourite group. However previous live interviews made it clear that he really doesn't have a clue how most the game mechanics actually work, which is frightening enough on it's own. A commity might be the answer, but not one like we had previously that never could make a decission. Don't let them make decissions. They should only filter out the rabble and condense the information. Of course the mebers need to be cherrypicked, to make sure they don't drop anything important under the table.