Ronnie

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Everything posted by Ronnie

  1. Planted after the 1.1 patch. And I was getting 4-6 harvest per tile before then. But as I said, tiles 1 and 2 gives me 3units and the 3rd gives me 17units
  2. Seems every 3rd tile I harvest of wemp i would get 17units. But the other 2 tiles would give me 3 units. Not sure if thats intended or not, but I think its a little odd with the gap between the two amounts harvested. 48.38 farming skill 48.92ql rake 51coc Over 8 tiles I had 42wemp left over after replanting Thoughts?
  3. I hope sorcerers are their own handy capped class like priests are. Other wise this patch sounds really good. Glad I have an empty deed to play with the new add-ons with >
  4. But why change what others find fun for the few? Why take away the little man power there already is to maintain this change? You can just place a tower without terraforming anything, You can even place olive trees on the tiles that touch the towers tile and pine trees around those to "hide" the tower. And of course hot key Guards! or Help. And what makes you think there would be any "untouched" land on a Aggro free server? Without the danger of the wilderness players wouldnt live against one another and spread out more leaving less untouched landscape. Players would join, build a project, leave it to rot as they start another one or quit the server/game.
  5. Thats why I thought such critters that wouldnt attack you because of this idea should be outlined in orange for the time frame. That way players will be able to tell the differences between friendly and temporary "friendly" wildlife.
  6. Even on the freedom server users are having the same issue even with the right Java.
  7. How about instead of adding a aggro free server(s) why not make it so for the first 24hours of game play critters stronger then a lion will not attack such "young" characters. That way new players alike only have to deal with Wild cats, rats, and cave bugs while looking for a place to settle into. Of course if they attack a troll or bear or what ever it will attack back. But wont aggro until then. This way new characters are not immune to the wilderness but able to roam a little more freely. And if possible outline the critters that would attack them after the 24hours in orange? So they will know to watch out for them once the time comes and not see the blue outline and think they will be friendly for ever. As we all know most gamers now a days wont read much of the guide handed to them unless told when they ask about it. Less new character players complaining about how "harsh" the wilderness is and cant fully be exploited as critter immune alt scouts/spies. Thoughts? Ways could make it a little better? Credit to Raamkozijn: Once a player leaves the tutorial they get an event message saying "After 24hours of time played orange outlined wildlife will become red and attack if you get to close" Along with a 23hour event message "You have one hour until orange outlined wildlife becomes aggressive"
  8. Trying to trade things to my trader and the game crashes 3rd time in a row now.... Congratulations, you found a bug in the test client: <WARNING: Price change in item update!> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Time is Mon May 27 17:11:42 CDT 2013 Running client version 3.1.77-4895 [unstable] === System information === Executing from C:\Users\USERNAME\Desktop\Shortcuts\ Operating system: Windows 7 (arch: amd64, version: 6.1) Java version: 1.7.0_21 (Oracle Corporation) Jvm version: 23.21-b01 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 2 >>> Main thread exiting. Loading character IronHack Loading config Alt Loading props file C:\Users\USERNAME\wurm\configs\Alt\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\IronHack\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\USERNAME\wurm\players\IronHack\password.txt Saving props file C:\Users\USERNAME\wurm\configs\Alt\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack pmk.jar (r1166) Loaded pack graphics.jar (r1247) Options up-to-date! Loading props file C:\Users\USERNAME\wurm\players\IronHack\playerdata.txt Loading props file C:\Users\USERNAME\wurm\players\IronHack\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.IronHack.log === Wurm options === animation_playback_self = 2 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 0 censor_chat = false cloud_shadows = false collada_animations = 0 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 display_settings = false:true:0:1366:768:32:-1:false:false enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 70 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skin = false gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = true high_res_binoculars = false hint_texture_scaling = 0 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 1 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 2 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 0 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_guest = false player_texture_size = 2 reflection_texture_size = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 1 submit_client_data = 2 terrain_bump = true terrain_res = 0 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 1 togglePushToTalk = true treelist_outline = true trees = 1 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = false use_phobia_models = false use_tree_models = true use_weather_particles = false vbo_enabled = 2 viewport_bob = true water_detail = 0 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Users\USERNAME\wurm\configs\Alt\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1366:768:0:0 (false) Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Loaded program program.white Loaded material material.mesh.default Loaded vertex shader shader.skin_tex0.vertex Loaded pixel shader shader.tex0.fragment Loaded program program.skin_tex0 Loaded material material.mesh.skin Launching dotXSI Model Loader threads Launching Collada Model Loader threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.0 Adapter info: aticfx64 (8.17.10.1107) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Mobility Radeon HD 4650 OpenGL version: 3.3.11318 Compatibility Profile Context OpenGL extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 3.30 Disabling GPU skinning due to disabled GLSL and/or VBO Server response: Invalid request. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\wurm\players\IronHack\windows_1366x768.txt Loading props file C:\Users\USERNAME\wurm\players\IronHack\windows_1366x768.txt Gui initialized Startup Phase - Preparing terrain Loaded vertex shader shader.water.vertex Loaded pixel shader shader.water.fragment Loaded program program.water Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\_Event.2013-05.txt Disabling Nagles Login successful Executing C:\Users\USERNAME\wurm\configs\Alt\autorun.txt Starting update of login splash image... Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\Alliance.2013-05.txt Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\CA_HELP.2013-05.txt Finished loading new login splash image! Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\GL-Freedom.2013-05.txt Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\Freedom.2013-05.txt Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\_Local.2013-05.txt Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\_Combat.2013-05.txt Writing to C:\Users\USERNAME\wurm\players\IronHack\logs\_Skills.2013-05.txt Execution aborted at connection 1, iteration 12981 Run time 3m, local time Mon May 27 17:15:57 CDT 2013 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.d: WARNING: Price change in item update! at com.wurmonline.client.d.b(SourceFile:61) at com.wurmonline.client.d.a(SourceFile:35) at class.ah.a(SourceFile:326) at class.j.a(SourceFile:2344) at class.k.a(SourceFile:930) at class.mc.c(SourceFile:534) at class.k.a(SourceFile:194) at com.wurmonline.client.h.e(SourceFile:317) at com.wurmonline.client.h.run(SourceFile:1385) at java.lang.Thread.run(Unknown Source)
  9. Your best bet would be to figure out a "balanced" new character add on that players cant abuse much. Like seeing as they can use bartenders and get a fint light for 24hours of game play, why not critter repellent from anything stronger then a lion, SO only rats, wild cats, and lions attack you within your first 24hours ingame. A much better suggestion to help out new players. Since at 70faith FO priests no longer aggro critters, they can rework the same system to be used for such an aid. Wurm already has 12 servers, no need to add more. Personally I think servers should be merged together, one indi size map with 4 established maps merged together. Still their own islands/landmass just on one map with everything players have already done to it. Deli | Exo Cel | Pris And release floating off on its own until new islands are "discovered".
  10. A land without danger would kill off the need for deeds, players would just fence off land with 1tile gatehouses to make it an legal enclosure. With out the silver use for placing and tax for deeds the server would make next to nothing. Along with since a level 4 carpenter character can mak a 1tile house and theres no limit to how long a fence can be. So the need to go paid is cut drastically. And seeing as you wont need to protect yourself theres no need for fighting over 20, or weapon or armour smithing skills over 20, seeing as you can kill a horse/bull naked. Without any danger you get bored, with out any risk you get bored. Just staring at the screen out in the wilderness without having to look over your shoulder gets boring. Why open a server that will last a few months with next to no profit for the host? Sure, there maybe 200players on that server for a month or two. But once your establish you'll get bored and move on. Since theres no dangers, And it only takes about a week to get yourself a fully self supporting area built up. What will you do after that? Skills are easy enough work on one for 30-40hours and it'll be 70. And seeing theres 720hours in a month. Even the most casual player could have 2skills at lvl70 before the end of their first month. I can go on for days why this idea would not work. Risk free games are going out of style. Why should Rolf wast man power and funds on a dying game play?
  11. Disorder | Rating Paranoid: Low Schizoid: Moderate Schizotypal: Low Antisocial: Low Borderline: Low Histrionic: Low Narcissistic: Moderate Avoidant: Low Dependent: Low Obsessive-Compulsive: Low
  12. Wurms not for everyone, no need to change it for the handful
  13. Theres maybe 10posts since "release" 6months ago of players going on about dying a lot. And as I have said before, I start new characters every now and then run them off to a random place to survive with nothing more then the starting tools every other new character has. If you drop those logs or shardes you'll be able to out run everything to get away to safety and try to circle around back to where you were building. Its really not that hard. PvE is carebear game play, PvN(Player vs nothing) to me is hand holding.
  14. Wheres a wiki that tells you how to make everything. I even still use it. No way you can remember everything.
  15. Why dont we have a 99x exp server while we're at it..... Wurms way to easy as it is. I start new characters every month out of boredom and have em run out to some random clearing and survive on their own. Wurms rather easy compared to what it use to be, no need to make it even easier.
  16. But who wants to sit around fishing for countless hours to grind cooking on their priest on such a server
  17. -1 Then you would starve seeing as there will be no meat.
  18. Would be nice to /add player_name and they get the friend request pop up. But I can see this being used as a "grieffer tool" or abused in pvp. By spamming it over and over filling the persons screen. And if you could just add someone without them ok'ing it. You could just scout out a village add the villagers to your friends list without them knowing and wait until they are all offline and attack. As annoying it maybe to have to be right by the person to add them is, I still think its best to leave the system as is.
  19. Sounds close to my idea http://forum.wurmonline.com/index.php?/topic/66299-winter-system-survival-aspect/
  20. Might wanna check out my old post about an Eve revamp for wurm http://forum.wurmonline.com/index.php?/topic/77140-a-one-worldserver-revamp-idea/?p=763714
  21. The Tutorial right now is a 3stage wonder... walk over different tile types, get the compass drink water, bite your hand and mine 2 times. Thats it... Your looking at 3minutes tops to get through it. And I am still with keeping the clusters apart as of now. Not forever but for the time being. Im sure if Rolf would advertise the game like he said with the launch of 1.0 wurm would at least be at 2-3k players prime hours.... But instead raises prices and cutting out a number of paid alt accounts dropping the player count more.
  22. Payon y22 x7 just left of kingsford