cairmor

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About cairmor

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  1. - more info: The tile that is bugged used to be part of a huge house. I was planning for the Bridge Update. I destroyed one tile from the existing house, then leveled it up with dirt, to be level with an upper teir on my deed. That tile had a 3 story house/tower. That is the tile that is bugged. After the Bridge Patch/Update, this problem started occurring. Not before. ** There was no bridge near this tile when I did the destroy option and tore down the 3 storey house/tower. Bridges were not implemented yet. I was terraforming to plan for a future bridge.
  2. Same bug. on an 100 slope tile next to an existing house. A whole planned house frame formed. A destroyed it a few times, but it keeps coming back when I log in. A couple weeks ago, I destroyed an existing structure, 1x1, 3 stories tall. I then leveled that tile about 100 dirt above where the existing house structure was. The next day, and every day thereafter, a 'planned' house tile appears where the existing structure used to be, no matter if I remove the plan or not. Its a fun bug. one corner is level, and the rest of the corners of the 'plan' are like 100 slope up. check it out @ Bear Bay - Xanadu. ive tried several times to remove the house plan, but it keeps coming back.
  3. I found a bridge bug. i have a 6 tile long one wide arched marble bridge on deed. I planted a lamp in the middle. It didnt drop where I wanted so I pushed it close to the bridge wall. It actually got pushed beyond the bridge wall and fell to the ground below the bridge. I tried to get it and 'take' it but now the lamp is bugged, and upon 'take' I get the message, "you must be on the same bridge to get this item" error. I havent found a way to pick it back up. Bear Bay - Xanadu if you are interested in looking at it. There is an obvious lamp below my bridge in the middle of my paved dirt ramp.
  4. It would be nice to have a multi-teir large shelf item to load multiple large crates, so they stack up nice. For example a 3x3 vertical shelf that would fit 9 crates.
  5. this worked for me. I also deleted 32 bit java and installed the new v8 64 bit java
  6. also, we know it takes two people to plan a bridge with a skill of 40 masonry. Do both people have to have 40 ? For example, do I need my alt to stand at one end? (I have 80 masonry).
  7. also thanks to the Game Support employees for saving my bridge questions thread. Im sure alot of players will be helped.
  8. hey thanks. the forums trolls tried very hard to derail this thread, but completely failed. Im not feeling down...i knew I would attract trolls under my bridge thread. Its easy to manipulate forum trolls...they cant help it. They took time to post like 10000 words and multiple posts and contributed nothing. A Dev typed about 50 words and answered all my questions. We do have good support in the game when you ask realistic questions. I only have two more questions for game support people, based on previous responses: Are boats going to collide with low height bridges ? Also: feedback on the Excel calculator. The excel calculator does what you guys intended it to do, but my problem with it is that it describes materials to build different bridge sections. I dont know what different bridge sections look like. (for example...what is a crown) I would like to spend time planning for each section, but its hard if you dont put screenshots or a diagram to show what the parts are. I will spend the time to terraform to plan the number of tiles between point A and point B. But we need to see what the different parts of a bridge are to plan better to get the deed perfect. Can you do some screen shots or a diagram to explain what the different parts of a bridge look like (example. 10 tile marble bridge)
  9. Ya thanks, but you are not contributing to the thread. -1 these are legitimate questions for (Game Devs) which regard a pivotal point in the Wurm game. Go away and let them do what they do.
  10. Sorry...another bonus question: Offdeed scenario: A guy builds 2 ( 1x1 ) dirt towers, both 100 dirt high, then connects them with a bridge. A month later, a Wurm troll comes along and flattens one of the dirt towers. What happens to the bridge ?
  11. I have a steep 4-tiered deed that I built into the side of a mountain. The bridges look like they will help me travel to different steep teirs using ladders 1x1 towers,and plenty of tall houses without using my dirt ramp, not to mention making a unique homestead. Ive been building the dirt tiers in anticipation of bridges for a few months. I see bridges as a game changer that will alter deed building and this game forever. I kind of equate this exciting new code change to the day when wurmians started to actually walk, instead of float. Im certain the code is complex and you have my condolences for that work effort. I have a few questions for the devs: my deed is at Xanadu P12 (Bear Bay) if you want to get a reference for what i will be trying to do. I have already terraformed multiple tall dirt platforms and 1x1 towers to accept bridges on deed. Hopefully I did it right. 1. Do you have to remove all pavement, houses, and trees that the borders the bridge tiles in order to begin a bridge, similar to the error you get when you try to level dirt when a road or tree is in the way ("this corner cannot be modified") 2. Will you be able to destroy bridges on deed? 3. Will you be able to destroy bridges off deed, like roads? 4. What happens to the bridge if I connect a land tile to a self built 1x1 tower, then I destroy the tower. 5. I read somewhere the max bridge length is 38. Is there a minimum length? Can we start a bridge, from one end, but the bridge doesnt have a connecting tile on the other end ? (example...a 100 dirt tall bridge that begins on land, but just extends over water and goes nowhere ) 6. How wide are marble bridge arches that touch the ground? Do they span 1 tile, 2 or more? and are the spans adjustable. For example, what if I want to build a bridge across two tiles...will a bridge support/pillar block the road ? 7. Can you pass thru the parts of a bridge that touch the ground ? Or is there collision detection, like with walls/trees ? 8. Can I build a marble bridge on the left and right sides of a bridge, then change types with a wooden bridge in between? 9. Can you build a house structure under a tall bridge , after the bridge is finished ? 10. Can you build other objects, such as a pillar, or brazier under bridges ? Are there any restrictions to what can be pushed under a bridge ? 11. Are there minimum heights to any bridge type ? For example, can I build a simple wooden bridge over a "canal" or road if the sides are 10 dirt high over the road ? 1 dirt high ? 12. Can you make a bridge from a land tile, to a 1x1 tower tile when the 1x1 tower is on the adjacent tile to the land ? For example, I build a 6 story tower, next to a 150 steep dirt tile. Can I connect the two tiles (roof of tower to the adjacent dirt )? 13. What is the masonry required to start? To finish ? 14. Can we build bridges inside very tall houses ? 15. Can bridges go over existing fences ? 16 Can you build fences or gates under bridges ? 17. Obviously, the minimum bridge width is 1. What is the maximum ? 18. On a 3 tile wide bridge, will you be able to destroy the "middle pillars" of the bridge, like you can destroy the middle floor tiles of houses to create very tall rooms ? Or will the bridge code do this for us when we plan it? 19. How will mob passage and newb passage work on tiles that begin and end the bridge? Can we build small 1x1 towers with locked doors to keep newb/mobs out at each end ? 20. Will I be able to drop or plant items, such as lamps, signs, banners, barrels, bins, tapestries in the middle of the bridges ? 21. Bonus question: Can we build bridges in tall/large mines ? (please say yes). 22. Bonus question: What happens offdeed when a bridge exists, say 50 dirt tall, 20 tiles in length and someone builds an 8 story tower up thru the middle of it ? Is there code to stop this griefing ? thanks for bridges...this game will never be the same.
  12. My argument: One of the best most interesting emergent aspects of the game is the dynamic horse naming system. Players actually root for interesting horse names, and no two horse names end up being the same. A cool idea would be to have player titles use the same system so that no two player titles are ever exactly the same. In my gaming experience, I always thought it very boring when 50 players are running around with the exact same name for a popular game title. Dynamic titles are more in line with the Lore experience that Wurm provides so well. My idea: You could append a random adjective/noun name system to a static second title. For example, looking at Faith Title progression, you have Padre (50), then Devout (70), then Enlightened (90) At (50), you might see titles like Soul Padre, Dark Padre, Rock Padre, Red Padre At (70), you might see titles like Bizarre Devout, Lunatic Devout, Eager Devout, Wise Devout The random bit to the title name system would create a very unique environment when one meets the wandering player with a cool title..knowing that you are the only person with a certain title name would be great. You all know this is the right answer and fits the deity game aspect of Wurm very well. In Lore terms for reaching (50) Carpentry, you would see a message,.. the gods notice your infamy in Fine Carpentry. They bestow you with the title of Blessed Carver. or the gods notice your infamy in Fine Carpentry. They bestow you with the title of Desperate Carver. This could be so much fun, for very little code investment!