Search the Community

Showing results for tags 'project'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 22 results

  1. Sound Rework Thought up an idea the other night that I thought I'd share with everyone and maybe get some discussion going. Idea: With the power of Wurm Assistant and chat logs we could use Wurm Assistant triggers to basically reimagine all of the sounds in Wurm and add in missing ones. I'm picturing a place for people to upload sounds to and then a place for people to upload their soundpacks that they've created whether it be hyper realistic or really memey. Example: "You sit on the [name]" Is outputted in the Event Log when you sit on something. We could have a trigger for that message and then play a sound byte for that activity. Pros: This would provide us the ability to add sounds to areas that are usually silent and also the ability to replace old sounds with new ones. Concerns: Since Wurm Assistant triggers are based off a start message and not an end message I don't know how to create looping sound bytes that end when the activity is done. So, we could do a sound byte for hitting something because it's an instantaneous action, but something like mining has a varied amount of time needed. I'm unsure where the sounds and soundpacks would be hosted. I thought Google Drive might be a good idea, but I wanted to hear what you all thought. IDK if I'd want to host this on my drive and I imagine it would need more than the free space provided. Things I think are needed to make this work: Artistic people who are interested in making/finding sounds and creating soundpacks Discussion about the concerns especially the one about how to host the files needed for this to work
  2. Hello Everyone on Harmony specially everone who live in the SouthEast of Harmony (everyone between T16 to P12) I'am Planning a 2 wide wooden Bridge From P14 (the Deed is named Matology) to R14 I want to connect North with South so they(and I) dont have to travel per boat or the long way arount through the mountan... that is just Phase 1 of the Project, next stage is a highway from P14 to O15 and from there another Bridge to O16 and from there Stage 3 Highway to Harmony Bay. I do this all by myself but I would be Happy if someone come and assist me a bit. Eather through Carpentry work, material preperation, or material donations (note sry 4 my bad english ^^) Hope to See you there... ps. I can Provide some Bed's for Helping hands and A monestary for all who wants to pray a bit ^^ so long *wave*
  3. Post will be filled in with more information and pictures later, this is mostly an informational placeholder for me to add to, time permitting. Name will be changed later once I can settle on one I like As of last night, I have completed the bridge connecting west and central Harmony, at approx. this location: The bridge is fully highwayed, and is fully connected to the mainland highway network. Efforts are also starting to come underway to link up to this location across the western landmass, bringing wagoner (and frankly horse/wagon access to western harmony). Fences are not yet up on the dirt pillars but are planned for tonight, lighting to follow later and signage. Bridge can be found on the self-serve community map, thread here, map here Bridge stats: Bridge Style: Flat wood center, Arched wood connectors at either end Full length including dirt pillars: 260 tiles (1.04km) Full length of bridge tiles only: 250 tiles (1.00km) Longest Span: 28 tiles Actual bridge tiles: 500 Number of bridges: 10 Total, 8 N/S Flat, 1 N/S arched, 1 E/W arched Carpentry required for longest spans: 81 Dioptra and Range pole QL to plan: 70.05 Materials used: 11k planks, many beams, nails, ribbons, shafts, over 12k dirt Bridge height above the water: 20 dirts (fully passable by all boats except through bridge supports) Maximum water depth under bridge: Approx 220 dirts Digging skill required for deepest pillars: ~65 Intersecting bridges (currently): 1, to Saviour (the island) Big thanks to members of the Eastern-West Coast Alliance (names to come in further edit) for donating lots of dirt/sand, and helping to work on some of the bridges, as well as to everyone who has been supportive or encouraging. Donations of eyeballs requested and greatly appreciated for continued highway connections in the area. Picture taken in H12, Imperial Palace is in J12
  4. Hiya everyone! I am currently in the planning stages of making Varrock, and, I am curious if anyone would like to help with the planning, building, terraforming or decorating of the city! I am pretty low on silver so I will be providing a few options when it comes to rewards/payment for helping. Maybe in a few months I will get the silver required to properly compensate people on the work and items provided. First, if you want to become a permanent resident of the town while helping you will have a choise on what building you would like based on your skills pertaining to the building being taken such as a cook taking up a house and making it a bakery or a restaurant. A few off limits buildings would be the guild halls, museum, bars(they will only be for temp residents), the palace and banks. As these will be public locations for Skilling, storage and the museum will be used to display all the archeology items possible. Second, If you want to be temp, you can take up residence in the inn when it is finished and provided with material gains while working on the deed. Third, if you just wish to provide items, light help or other work/things. You will be given other items in return or possible labor from me. Just message me on the forums, in game or on discord (Elisiuma) with how you want to help and the options provided or if you just want to help without compensation you can just drop by and help ^.^ once I get a bit more of deed planner done I will post the current plans of how the deed should look upon completion. And in conclusion.... I know people will be slapping the whole "you know this will take time riiight" I know I plan on this being a long time endeavour! Also, if you feel I left something out of this that would be good info to have in just message me!
  5. I’ve noticed highways on established/veteran servers tend to be a bit chaotic/organic and at times, not easy to navigate. Because of the odd shape and wide bodied water ways on Melody, would it be beneficial to start discussing proposed land routes across the map? Roaming the map, it appears people have begun their own highway sections to accommodate their own deeds and needs. Factoring in map terrain elevations, shortest possible routes and contribution from the community villages surrounding these possible highway locations, what’s the best way to coordinate this plan and what proposals do you have to bring to the table in order to begin construction once people are satisfied with their deed situations? I know this is not a simple question or discussion but one I thought people might be intrigued to start thinking about.
  6. I have a history in Wurm Online spanning several years and I have a plan for the new PVE server, Harmony. We already have at least 20 people signed up to join when the server opens. Introduction I've been planning this for any new server. I just didn't know it would take place on a new set of servers, but hey, I'm only human. I'm looking to put together a large market--THE largest market on the new pve server, Harmony, with the launch of Wurm Online on Steam. I've already been planning and preparing for weeks. I want to get everything as organized as possible before the server opens and I'm looking for more players to join up. What I want is for players who plan to play on the new server to sign up and take on a specific role. We will have regular small meetings to review and plan future changes to the settlement. You and I will discuss how you should use your role for the betterment of the market and I'll make sure the whole thing comes together in an interesting and organized way. We will find a project for you to work on, and you spend as much time on it as you can. I realized that the actual recruitment thread for the Steam server is probably being overlooked when compared to this section of the forum, so I created this thread as well. My thread has over double the number of views of any other recruitment thread in that section of the forum. This market is going to be BIG and BOLD. We're especially looking for more priests but other roles are available and we'll take any Wurmian interested in joining us. If you are interested or want to see more information, you can visit the original thread, which is being constantly updated and has a lot of interest and players signed up: Alliance info: Thanks for checking it out. -Yekrut
  7. Some of you may know me as Yekrut. Others may call me Turkey. And others may remember me as Shut up, kid! Whether you do or don't know me, I have a history in Wurm Online spanning several years and I have a plan for the new Steam PVE server. I've been planning this for any new server. I just didn't know it would take place on a new set of servers, but hey, I'm only human. I'm looking to put together a large market--THE largest market on the new Steam PVE server. I've already started planning. I want to get everything as organized as possible before the server opens and I'm looking for experienced players to join up. What I want is for players who plan to play on the new server to sign up and take on a specific role. When it comes to authority, you will have the responsibility of managing that aspect of the settlement, with input from myself and the other managers. We will have regular small meetings to review and plan future changes to the settlement. You and I will discuss how you should use your role for the betterment of the market and I'll make sure the whole thing comes together in an interesting and organized way. We will find a project for you to work on, and you spend as much time on it as you can. For example, if you agree to be our Master Dye Maker, you will need to level that skill up as quickly as possible because the market will be counting on you. If you're the Main Animal Breeder, your fellow market developers will be counting on you to donate and sell whatever animals you can. Not a lot of sales will be happening at the start of the server because skill levels will be low and no pro items will be in the game yet. Working together and helping each other will set our market apart from other markets. Working together will also help you to acquire better tools and resources before other settlements in the game. We'll design the market to be enormous, colorful, and aesthetically pleasing. I also plan to have a limited amount of lighting to ensure that players have as little lag as possible while in the market. We want to be very, very organized so the market will look amazing. For that to happen, each person's personal preferences will be somewhat limited. What does that mean? It means that the Main Building Designer will have most control over how the residential area looks. It'll be his job to plan structures and see that they are built in an organized way (placement, material type, size). The Main Outdoor Decorator will be in charge of decorating the outside shrubs and landscapes, etc. This is a normal limitation while being part of a larger settlement. But it's good because having one person choose these things for everyone will make an overall better visual effect. Also note that you may have to work with another manager to accomplish some aspects of your role. For example, if you're the ship builder, you may not be able to make your own high level ropes, so you would need to collaborate with other villagers to get rope. Most likely you could trade for some ropes or give up your products for free starting out and someone is likely to give you what you need when they get it. Helping someone else first can go a long way in villager relationships. It's a big undertaking. What do you have to gain from helping out with this project? Let me list a few things that will put you ahead of everyone else when it comes to the new server: -You'll get a larger, more desirable house in the market area. -You'll have a preferred space for a merchant when the market is ready to open.(still true) -You'll have access to a large community that shares their tools and resources with you, which will put us ahead of other settlements.(still true) -You will be conveniently located next to the largest market in the server.(still true) -It will be easier to raise your skills being in a large settlement with a common mine, forge, etc. (still true) -We will be a large settlement at first, while we raise our skills and develop the market. Then we'll open the market as it's ready and the server matures.(still true) -You'll be able to make some silver a little later, when the market opens to traffic from the entire server. (still true) -You will have access to our wagoner, which makes bulk shipping much more convenient than delivering it yourself by cart or ship.(still true) -You'll be part of a settlement that won't play for a few days and then quit. It's common among new players. We will keep growing this community until we're all highly skilled and rich. You will also have the benefit of being part of a large-scale project, which will be much bigger than most, if not all, other settlements early in the game.(still true) What do you have to lose? What do we need from you? You'll need a few things to be able to sign up to take on a role: -Premium. You'll need high skills eventually to continue to improve the market's appearance and amenities, which will require premium on at least one of your accounts. -This isn't like a real job, so you create your own hours. However, in order to fulfill your role as a manager, you'll need to put in an honest effort. If it becomes clear that you aren't fulfilling your duties or trying to steal/scam other members of the group, we'll replace you with someone who fills the role more adequately. -Donations. While you're raising your skills you can create storage bins, forges, carts, etc. to level up your character to be able to perform more difficult tasks. Collect your shards, ores, wood, etc. and throw them in a bin so that other people may use them for raising their skills. This type of network can be beneficial for everyone who joins in on this market. If it's not useful to you at the moment, it may be useful for someone else, so don't throw it away. Give it away if you can. Phase 1 - Set up stations for grinding up skills, a small house for each player on the table above, and a small building for each main development focus, such as smithing, leatherworking, etc. At the moment this stage is expected to last for around 1 month. It really depends on how fast we can grind up skills and gather materials for the next phase. Phase 2 - The market opens for venders who are part of the market's development (as listed above). We begin to change the settlement and terraform/lay down the foundation for the endgame market design. Our sellers open their venders so that other players may buy their wares. The final market design is being developed currently, which will be completed at phase 3. During phase 2 we will begin building with whatever skill sets we have gained at that time. This phase is most likely going to take the following 1-2 months to set up. Phase 3 - The beginnings of the endgame marketplace are in place, and just need to be completed over time as we get higher skill levels. The marketplace has been changed to accommodate sellers from all across the server. We fully open to the public and connect our establishment to other settlements via highways. We install a wagoner for shipments. We begin selling bulk materials and horses. We open our services to the entire server, such as sermon group inclusion, public mine, etc. As we reach phase 3, villagers who have kept up with their roles in the development of the market are free to move out and start their own settlements. They will be able to keep their house, title, and role in the marketplace, as well as their special market merchant spot for as long as they remain active on the server. They are free to pursue other endeavors and aren't expected to stay at the marketplace forever. Anyone who leaves early or fails to help the settlement adequately before that happens would give up their slot to someone else. *update* Our project is as large and ambitious as ever, so feel free to join up with us. How to sign up: Send me (Hammer) a pm with your discord ID so that I can send you an invite to our channel. Also include which role you want to have, or if you would like to be a general helper. If you don't want to use discord then you can send your Wurm Online username and email address so we can keep contact for important developments. I'll also use your email to share market spreadsheets with you. I won't use it for any other purposes, I promise. You may also message me in Wurm Online on Yekrut to discuss more information. If it's a high difficulty role you need to tell me why you think you could do a good job and how much experience you have doing that. Some roles will require some experience and others will require little or none. You can send a nickname if you don't want anyone to see your character name in advance (so nobody else takes it when the server opens). If I think you'll do a good job I'll add you to the list. You should sign up for 2 or 3 roles if you think you will be able to handle all of them. You can also sign up as backup if you want to help the primary person with that task. If there's a role you would like but it isn't listed, send me a message and maybe we can add yours. ROLES: Position Title Difficulty (1 to 5) Main Duty Secondary Duty Primary Player Secondary Player Animal Breeder 2 supply traited animals supplying milk Nafiti Archaeologist 1 2 recover fragments and produce neat things for the villagers/market collect flowers Archaeologist 2 2 recover fragments and produce neat things for the villagers/market collect flowers Blacksmith 2 creating higher level bs items for others Wushi Ranger Builder 1 1 Follow the Building Designer's plans and help build help anyone Tsarbomba Builder 2 1 Follow the Building Designer's plans and help build help anyone Builder 3 1 Follow the Building Designer's plans and help build help anyone Building Designer 5 - deed planner required design a unique and interesting collection of buildings to fit specific areas Turkeys Bulk Producer 1 1 stone, wood, animal parts, herbs, etc using alts is ok Turkeys Bulk Producer 2 1 ore, lumps, etc using alts is ok Wood Cutting 1 produce sprouts, nuts, fruit, chop wood, provide logs help anyone Terranin Xatirichan Carpenter 2 help other citizens get carts, beds, wagons, plan structures help anyone Cyranth Terranin Chain Armor Smith 3 produce and improve chain armor for villagers Ranger Chef 2 making a variety of high quality foods for affinity bonuses farming McDanky Yekrut Coal Maker 2 steel production Digger 2 bulk dirt, clay production; terraforming forming canals Judysek Four057 Logistics 4 market secretary, organizer, item distributor logistics Allison Dye Maker 3 create beautiful dyes to color the market herb production Farmer 2 gathering high quality crops for the chef, tailor, ropemaker herb production Turkeys Fighter 2 raise fighting, help keep the area safe meat, pink flower scout Fine Carpenter 3 village FC imps, barrel and furniture production Ranger Enchant Grass 1 create enchanted grass for animals to graze help anyone Nafiti Indoor Decorator 0 create attractive and unique indoor decorations for all buildings Leather Worker 3 supply armor and leather gear to others Marketing 3 attract other players to join the settlement or sell their wares here help anyone Turkeys Mason/stone cutting 2 bricks, fountains, statues, mortar, whetstones Judysek Miner 1 mine out a specific mine pattern supply stone shards Judysek SirTokenHatz Moonshiner 2 creates beer, wine, and hard liquors (important later for skill gain) beekeeping? McDanky Outdoor Decorator 5 place colorful decorations, including fountains, flowerbeds, etc Potter 2 amphora, smelting pot, planters, shingles, measuring jug, pie dish, etc. clay bricks Turkeys Priest-Fo 3 bless, animal traits, mailbox enchant, life transfer, etc prayer groups, convert others Priest-Libila 4 bless, enchant items and gear for villagers, etc prayer groups, convert others Ranger Priest-Magranon 3 bless, strongwall, etc prayer groups, convert others Priest-Vynora 4 bless, enchant items and gear for villagers, etc prayer groups, convert others Nafiti Stargrazer Road Maker 2 follow a schematic to pave roads in our market and outside it connect highways Nafiti Shield Smith 3 create and improve shields Ranger Mouse Ship Builder 2 make rowboats for villagers help anyone Xatirichan Tailor/Rope making 2 meditation rugs, cloth gear, sheets, sails, etc distribute meditation rugs Team Organizer 4 rally members for completing missions and hunting uniques Weaponsmith 5 make weapons for villagers Judysek SirTokenHatz Jewelry Smithing 3 improve altars, jewelery, pendulms, statuettes Plate Armour Smithing 3 sets of armour in available metals SirTokenHatz Metallurgy
  8. This ancient, beautiful relic has been lying in ruins under Pristine for what seems like an eternity, long before I arrived on Pristine. A couple of years ago myself and Blarster started fixing this canal up after finding it in ruins, but real-life got in the way and the project died off again. I also should have made this post long, long ago. The original tunnelers clearly put a lot of work into it, so It seems a shame to let such a useful canal be forgotten and lost to decay. Current Status: Open - Not fully reinforced. Knarrs, sailing and rowing boats only. Roughly two-thirds of canal walls are reinforced Lots of veins to be mined out of the way (see below) Canal ceiling needs raising Canal floor needs lowering for larger boats Walkway started from south side. Incomplete One or two surface access tunnels to be fitted along the canal, connecting to its walkway Midway between Oasis Motel and Pierpoint is messy old collapses and reinforcements which need fixing Northern entrance is now nice and shiny Map (Enlarged version here) Obstructing Veins All veins are listed from north to south. Anyone is welcome to come and chip away at them and you can do whatever you like with the ores you've mined. The only exception is deeded veins, unless the deed owner has given permission to mine/take them, for obvious reasons. Note: I've been gone a few weeks, so the the list below is outdated. In the meantime check out Anarres vein list. Will update the OP soon. Thank You! A special thank you to all those who have helped so far: @Anarres- busting veins @Ayesfor shedding light on the canal's history Blarster - Support beams, terraforming, tunneling, concrete, busting veins, crates, bsbs @Explora- busting veins. Canal history @Fotb- busting veins @JDBooker- Deed permissions, founder of the original project, original planning, mining and construction @Jospicy - busting veins @Jugurtha - Tunneling, concrete. Also gave me a kick in the butt to get the project restarted @LionIX- busting veins @Muse- busting veins, strongwall casts @Ohana- Terraforming, tunneling, busting veins and strongwall casts @QueenRocks- busting veins @Tilda- busting veins, concrete, crates, bsbs, original tunnel work, strongwall casts , canal history and lots of other supplies! @Tuga - tunneling, busting veins @WurmholeTunneling, deed permissions and providing an alternative route if needed! Please let me know if I have missed anyone out, including those who worked on the original tunnel. If you've mined any of the veins (even a bit) feel free to post or PM me, you're doing us all a huge favour by aiding their removal! Lastly, If anyone would like to help with getting the canal finished, please drop a post here or PM me ingame (Syncaidius), or via discord (Syncaidius#0785). Any assistance is greatly appreciated!
  9. Hi Everyone I started a new long term project to connect the East Coast to sommerholt with an Highway and subsequent Wagoner, especially to connect my village Langrange Indiana, located in L26. Is kinda big and realize gonna take a long time, therefore asking for any help anyone could provide. Could be beneficial to a lot of villages, and also could be an incentive for people to build villages and populate an area of the map not very populated. That means more possibilities to commerce, develop and improve a community around that area. I would divide the project in two steps: Lay down a two lane road along the way I started it, but takes long time to modify terrains, leveling/terraforming, and paving with cobblestone Put catseyes and waystones Going to be time consuming to do all the catseye and waystones and put in place, checking links. Following some images and obstacles I found along the way Lagrange to Serenity On this first image there is a 2 lane bridge already, didn't check permits in dzolo gon area, but should be alright, but there is a problem on the bridge connecting serenity cove to dzolo gon, 1 lane bridge, thinking maybe drop dirt under to make a 2 lane road, no idea if u can add a second lane to that bridge Serenity to hiddenvalley Shouldn't be problems Hidden valley to Sanctorium Sure 2 lane on bridge, need to check permits for terraforming and paving, already catseyes and waystone in place at sanctorium, already connected to sommerholt from that point If anyone can help, give advice or even start to pave or putting catseyes let me know. At the moment cannot work actively on this project due to RL work but try to work as much as possible. Thanks a lot to everyone, let's make this possible in the future Byez Enniskillen
  10. Hi fellow Exodians, There is an ongoing community project whereby several of us are trying to restore tundra on Mount Tundra. This is done but packing tiles next to the tundra, then cultivating them, so there is a dirt border for the tundra to spread into, with a further packed dirt border to stop grass, etc moving into the dirt tiles before the tundra has time to spread. Whoever planted steppe in the dirt border next to the tundra did not help at all. Steppe spreads faster than grass and will no doubt take over the tundra tiles. Please, whoever you are, do not do this again. Thank you in advance. Anyone can help with this project. But please try not to destroy any tundra tiles that are currently there. Thanks.
  11. Everybody heard the echoing screams from poor travelers attacked by nightmarish creatures in that area of our beloved server. Well, the goal is to provide a quick way to travel underground and away from them, but also to improve our canal network and connect Echo to Nighmare lake. The tunnel will feature a walkway on the north side and a 2 tiles wide cave canal one tile south of it (using the freshly added wide entrances). We will have open air canals at both ends and through the 'Eldorado Crater' (nota. Walkway will start from the crater to the east exit). Western branch of the tunnel will not require a walkway, plenty of accessible roads in the area leading in and out of the crater. Trivia: This project have been thought accross a good amount of years now. The smaller amounts of deeds in the way, light improvement in tunnels, wider entrance and success of the Yellow Subway and Rainbow canal make this tunnel the logical next step in our efforts to improve Deliverance. What Can I Do?! : We can use miners, miners and even more miners. As well as concrete makers, support beams creators and blacksmith for those shiny new lamps. The Eldorado Crater contain more than enough gold veins to be mined out, leaving enough lumps for the lamps and your own storages. As usual a commemorative sign of some kind (statues, lamps, sign) with the name of the helpers will be place in the tunnel or the Eldorado crater. Edit : Shout out to dye makers. We will most likely need a bunch of some various gold / purple / amber tones. Reach me there or ingame if you are interested.
  12. I've spoken with Shmeric and expressed my interest in helping move this project forward as many of you have shown a great desire to help as well. He's agreed to that partnership, so here we are! Shmeric has already laid a chunk of the ground work as far as planning goes and the dropping of many dirts. I'm going to be surveying the area as well, just to make clear the plans in my mind. The way I see it we can split this into three teams, so if you're interested in helping please leave a comment and we'll go from there. The team focal points would be as follows: Dirt placement/allocation: this is pretty obvious as the team would mostly be comprised of players who don't mind dropping dirt in marked locations for building the dirt spires to connect bridge segments. This doesn't mean you have to bring a crap ton of dirt to the project, but if you'd like to that is very much appreciated. We'd also appreciate anyone who is able to pick-up and deliver dirt to the desired drop points. Highway routing: again, pretty obvious--this team would survey the end points of the bridge and design a route to connect the bridge to any main highway in the region, and then build those paths. Please be kind to your neighbors living in the region in which you want to route the highway through; the best policy is asking permission before putting your shovel to the dirt. Bridge construction: if you're interested in helping with the project but don't want to join until the construction bit that is perfectly fine. This team will be responsible for planning the bridge segments, aqcuiring the materials to build those segments, and then, of course, building the bridge! Note: Teams aren't limited to the slots listed below; that's just a placeholder, of sorts. Terraforming Team: Highway Team: Veste (Nefer) Ostentatio Construction Team: Neenee Thorakkanath As far as materials go I'll get a count up here as soon as I can. Please leave a comment if you're interested in joining the efforts, whether that be to join a team or just to donate materials! We want to make sure we credit all those who help out as well. If you have high skills to help out in any of these areas include that info as well! P.S. Participate in the poll above to let us know what type of bridge you want to Newspring! P.S.S. Keep in mind that flat bridges will require more bricks and mortar due to having support pillars. Here's a sample of what the bridges might look like if arched or flat. Both images are of marble because the stone texture was giving me errors in DeedPlanner, so just imagine the white is also grey! Update: A whopping 58% of the voters would like to see an arched bridge for this project (as of right now) so we're going to go ahead and name that type the winner. Each type has its own value, obviously, but arched will also make this project less demanding on resources such as bricks and mortar. Now to determine the material type...
  13. So in a recent thread I made about having a mega project several community members chimed in with interest for a bridge connecting Newspring to the mainland. A few others chimed in for improved highway connections between the starter towns on Xanadu. Those two ideas pretty much took over that thread. lol In fairness of that I figured a new project proposal was in order. So which would you prefer if you had to choose: a bridge connecting Newspring to the mainland, or improved highways on the mainland connecting starter towns? Let me know what you think. If you're excited to help with either project ASSUMING we can get it off the ground without ruffling too many feathers then please chime in! Either of these projects will require great digging skills. The bridge will require more dirt than probably exists (who knows?), as well as 29803 tons of bricks. Sounds fun right!? lol Anyhow, leave a comment below.
  14. Hey guys and gals. Any interest in a mega-project? No, I have no idea what kind of project, exactly, just thought it would be cool to group up as a small community and do a mega project. If you aren't interested that's cool. Chime in if you are though, and we'll discuss details. Thanks! Update: It's feeling like a grand memorial to those we've lost (and onward) might be the way to go with this project. If you agree with that thought and have ideas to share please feel free to chime in!
  15. Hi A new canal project allowing big ships going between north crystal lake and Harmony lake. It will be 5 tiles wide with land passage on the east side Its starting in south just east of Hells Harbour and is planned to end just west of the main road leading up there ( at the guard tower west of lorath ) Project is well under way. At some point the help of a Mag priest would be convenient and much appreciated to tidy up minor mistakes og closing holes to older mines though i dont recall there beeing much mining activity along the route atleast since 2010. I am aware there is reminents of an old 1 tile canal at Sand Castle but its reinforced parts of the way and will max allow for a sailboat to pass. Its expected ready in a 2-3 month time depending on the number of neighbors taking part. When done im considerering connecting Harmony to Inner sea.
  16. Project 1: Crystal Canal June 2nd 2015 - July 5th 2015 The time has come for a new project. This project has been green lit by the deed owners involved, and they seem very excited to move forward with production! This current project is a bridge spanning across Crystal Canal. Thank you to everyone who contributed the materials below! 1 Dioptra1 High Mason - 94 skill2 Builders - 40+ masonry4000 Dirt2900 Marble Bricks2000 Mortar800 Rock ShardsWe'll keep you updated on the progress of this project and post pictures when available. If you're interested in helping, please do comment, and we thank you ahead of time for your contribution! Thank you Broken, Joykill, Kraten and Jberg for your help and assistance with this project!
  17. Well there has been a few hints about this secret project Rolf has going for a few months now so does anyone care to speculate as to what it is? I know that we will never know but guessing might be fun and who knows there might be some guesses that the developers see and think well that might not be a bad idea. I am still a fan of breeding a creature that you can eventual teach it to fly and ride but i am sure that is not it, lol
  18. HURRAY FOR PROJECTS! The plan... Level all the dirtBuild the palisades at the perimetermine down the mountain facebuild stone walls on inner perimeterBuild castle on leveled mountain facePROFIT This deed is a friend of mine's, and I agreed to move in and help. Skills skills skills. And where the tunnel is up there is right before where the deed ends. -UPDATE 5/17/2013- I have decided that the perimeter thing will go, this is what i have so far. going to to the outside in all stone walls and the dip to the right in the stone walls I am going to make a completely seperate section off deed for my taming animals and such. Only way to access it will be through the deed itself though.
  19. I was thinking about priests on independence today and noticed that black dog sermons aren't really that central, So I thought maybe the community of this server might want to get together and build a 'Central Sermon Centre', The sermons would be held as often as possible and the priests attending could then discuss who was to hold the next sermon. (I would appreciate any feedback or advice on this matter Facilities would include Beds Animal pens Ovens Altars of each deity Farms Forges Mine If you could find anything else to add please PM me (shads) If any player is interested in helping out or thinks this is a good idea, please comment below
  20. HI Over the + 2,5 years, I never made it to eastern plains, living north coast of crystal bay. I'm seriusly considering making a tunnel under the mountain massive NE of crystal bay making a shortcut going from the coastline east to ? somewere in a sutherly direction. The edge of the mountain is as far as i know not deeded otherwise we'ed have to speak with locals there. Ive mined an awfull lot so i was wondering if anyone would like to participate in such adventure. ingame im : deathlemming , godzildarella located at hells forge N of crystal
  21. Hello, Celebration. On behalf of the of the (recently renamed) Northmere alliance, I am pleased to announce the creation of a highway leading from the western shores of The Northmere (the large inland northern lake) to the eastern coast, where it terminates near the "East Outpost" settlement. This road begins south of Wealdin Anchorage and extends through what we call the Spiderwood (massive birch forest in to the East of Mount New Hope, in the NE part of the map), opening up the area, with its vast mineral and timber resources, to further settlement. There is still one short leg of the highway that needs leveling and re-planing, but overall it is complete and passable via drawn carts. Additionally, the Storrfjall tunnel is now complete, allowing land passage over the mountain range north of Mount New Hope. The tunnel begins on the Northeastern Highway at Storrfjall and extends north, over the mountain passes and toward the northern deserts. The entire tunnel is on deed, and protected by templars. Prior to the completion of these projects, it was not possible for settlers from Tapdance to bring large carts north of Mount New Hope without unhitching and pushing them bodily up the mountain face, and the prevalence of creatures in the Spiderwood led to it becoming a boneyard for wave upon wave of would-be settlers. We saw many many people turn back and head south when they realized they'd hit the end of the proverbial road. These two projects should allow for a smoother flow of traffic into and through the northeast. Special thanks go out to Balack for his material support and tireless efforts during the Spiderwood road construction sprint, as well as to Rekker for engineering the northern tunnel through his deed, and especially to Angelus for contributing backbreaking labor on both projects. Also, shout outs to Crick, Xallo, Frogster, Mihai, and others for helping with the necessary surface mining and tunneling on Rekker's tunnel. We have plans to connect our highway system more formally to the road networks near TD, but will wait to discuss those plans until the project is complete. Be of good cheer.