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Found 8 results

  1. New Survival Server

    EXTREME PVE Your invited to visit our new server, Setup as a "Survival Server", we have placed a portal (1 Way) from our Kings Castle to the new Survival Server Take Temperature Damage - Find a Campfire, Some warm clothes or get Indoors! Temperatures on the northern side of the map are considerable colder. Forget growing anything, anytime.... All crops have specific seasons You can fertilize and water most crops to help promote out of season growth, and larger Yields. Don't just run down to the beach and drink that salt water Ponds are not safe either! You'll need to boil your water Or get it from a clean well. 100,000 Creatures!!!! With 75% of them being Hostile!! Grab Your sword!! Remember the Survival Server Pays 3x Bounty's! More Survival Mechanics are on the way so stake your claim today! Forums, Maps, Mods List and more is Located At: Server Uptime and Current Status:
  2. Look For ---===[[[ Norhaven Online ]]]===--- In your Wurm Unlimited Server Browser Visit Norhaven Online: Here is our server stats and Current Mods Lands Of Norhaven is a PvE based, socially centered and active, family friendly Wurm server.Our server is arranged where deeds, and deed upkeep are turned on, with a special in game merchant network system, server project reimbursement program, and special player events in place to help with acquiring in game currency, including bounty system for creature kills.Daily Backups - Immediate Updates Enjoy the following character statistics in Lands Of Norhaven 1:Maximum Creatures 15,000 Agressive Creatures: 45%Skill gain rate multiplier: 5Characteristics start value: 20.0Mind Logic Start: 25.0Body Control Skill Start Value: 25.0Fight Skill start value: 10.0Overall skill start value: 1.0Player Combat rating modifier: 3.0Action speed Multiplier: 5Mining Minimum mining hits required: 21Enjoy the following character statistics in Lands Of Norhaven 2 (Survival Server): Temperature survival mechanics (Check your Tempature type /mytemp Warm up by a campfire, stove or other flame.Players with newbie buffs ARE NOT affected by the temperature survival mechanicsHard mode is Enabled.Enabled water disease mechanics (If it doesn't come from a well, taste it, boil it before drinking!!)Seasonal Growth Mechanics (Cant grow just anything, any time of the year! Different seasons for Different cops)Colder in the north, warmer in the southMaximum Creatures: 100,000 Aggressive Creatures: 75%Skill gain rate multiplier: 5Characteristics start value: 20.0Mind Logic Start: 25.0Body Control Skill Start Value: 25.0Fight Skill start value: 10.0Overall skill start value: 1.0Player Combat rating modifier: 3.0Action speed Multiplier: 5Mining Minimum mining hits required: 21Discord ChatWebsite, Forums, Server Information
  3. Kings Orders: Thin The Rat Population Join us this weekend for Double Bounty's on the Rat Population Upcoming Events include Harbor Building Project Kings Buy Orders to be Posted! Lands Of Norhaven is a PvE based, socially centered and active, family friendly Wurm server. Our server is professionally hosted, with our server located on the US East Coast: New York. Our server is arranged where deeds, and deed upkeep are turned on, with a special in game merchant network system, server project reimbursement program, and special player events in place to help with acquiring in game currency, including bounty system for creature kills. Daily Backups - Immediate Updates Enjoy the following character statistics in Lands Of Norhaven: Skill gain rate multiplier: 5 Characteristics start value: 20.0 Mind Logic Start: 25.0 Body Control Skill Start Value: 25.0 Fight Skill start value: 10.0 Overall skill start value: 1.0 Player Combat rating modifier: 3.0 Action speed Multiplier: 5 Mining Minimum mining hits required: 21 Server forums and Teamspeak server and web hosted server map are already up and running...all we you. Connect To: Or Choose Lands Of Norhaven from WU Loader. Here's a Detail Description of our Enhancements to Wurm Unlimited: BoatMod - (NEW) Make all animals able to swim while led by a player Enable continued leading of animals when embarking on a vehicle (no more having to frantically re-lead all your critters when you hop in the boat) BountyMod - features (as separate config options): Enable skillgain for fighting/killing player-bred creatures Convert the chance of receiving a coin award from a slim chance of a rare coin to a certainty of a non-rare coin. Player-bred creatures offer lesser bounties. (Note that skillgain for player-bred creatures has to be enabled to award bounties for such kills) Bounty for each species of critter can be independently configured (NEW) Can pay to bank account instead of into player's inventory (NEW) Configurable multiplier for all bounties, for ease of fine tuning for your server (NEW) Configurable multiplier for player-bred creature bounties (NEW) Bounties can be paid out of thin air (thus unlimited bounty payments) or from the kingdom coffers (thanks Netscreever) (NEW) Non-hostile, same-kingdom creatures can be set to pay out no bounty (thanks again Netscreever) BulkMod Enables placing hot items into BSBs and FSBs. (Further features probably coming, depending on feedback) DigLikeMiningMod A recreation of Alexgopen's Digging Like Mining for use with ago's modlauncher. Enabled dredging to ship Added the ability to use dirt or sand piled on the tile you're standing on if you need to use dirt/sand when flattening or leveling. The game will use dirt in your inventory, then dirt in a pile, then sand in your inventory, and finally sand in a pile, in that order. MeditateMod - features (as separate config options): Enables guaranteed skill success (no more "You fail to relax" or not getting a path question you qualify for) No delay between first 5 skill gains of the day No difference in delay requirements after the first 5 meditations (if the above setting is on, there's no delay requirements for meditation skill gain at all, if it's off, always 30 minutes between meditation skill gains, never 3 hours) Disable distance requirements for meditation skill gains (No more need to move 11 tiles for skillgain) A configurable multiplier for path question cooldowns. This can be set to half to cut these delays in half, set to 0 to disable them entirely, the choice is yours. (NEW) Specify custom action duration for meditation ProspectMod - features: Prospecting cave floors provides the same information as prospecting a rock tile on the surface above (i.e. detect nearby ore veins) SalveMod - (NEW) A dds "power - " to the beginning of newly made healing cover names, so you no longer have to figure it out in your head.
  4. I know account management has come up before and is probably more work than anyone at CC cares to tackle, but with all the account trading and questions of who is actually running the account, or the desire to have character name changes, what if we did this: One player account - One forum Account - Many characters, which can be added or removed from the Player Account. - All characters can purchase name changes, but you must have a "family" name, associated with your player account, which is visible to anyone via mouseover in any text box, or mouseover of the character when you are face to face with them. - Only 1 email needed, for the 1 player account, regardless of how many characters/alts. - Link Player Account with a real life identity, so people aren't making multiple player accounts, which would defeat the purpose of this system. This will prevent banned people from just making or buying new accounts and using a proxy to bypass the IP bans. - Web Management of the account and all characters/alts in one place. Pay premium for all alts, Pay upkeep on all deeds, buy silver for alts. Setup Auto Pay! How many people take a break, forgetting they didn't put more into upkeep, then come back, only to see everything looted and gone - then quitting in frustration. It is funny how many ways people make suggestions for ways to have CC collect more money and be more successful. We players want Wurm to last and improve. Some things need to happen to pave the way. Better account & character management is required if any growth is expected. Right now, account management is no better than scribbling our fake names on a sign up sheet. A dream scenario for anyone with wicked intent to scam others.
  5. Yes i know this has been suggested before though i think in a different way. First make it so we can craft doube beds and bunkbeds and diapers and cribs. Now to create the double bed need is 2 regular beds and you have to have em side by side, next you have to add both to a crafting table and then you can make double bed which just looks like a bed cept 2x as wide with 2 pillows on it. Now the use for it would be that 2 people could log out in it instead of 1. Now if a married couple logged out in it they would receive half sleep bonus but have the option to "mate" while they were offline. When they log in depending on their soul stats the female would be pregnant and would deliver in 8-10 months in game. Now when child is born it should be a baby which basicly just cries and makes dirty "cloth diapers" which need changing to keep it healthy. When baby hits 1 in game year it can crawl and get bigger animation at 2 in game yrs it can walk and at 5 it can run around and just needs a meal once a day to live. Now the benefit of having babies would be not only a immersion aspect but also improves village productivity, tamed animals happines/loyalty, and when they become 21 you can give them gear for fighting and they can be set a village guards with FS of tower guards. Now to keep them from being OP they will be a pain to raise as children are lol and require attention. Now as for the bunk beds mentioned they are same as double bed when crafting but reuquire some planks shafts and small nails. Baby cribs will need a bed a bunch of shafts small nails and a couple toys. Cloth diapers are just made with needles on square pieces of cloth.
  6. *Note that honestly I know this will never happen but that's why it's called wishful thinking!* Topics to be covered. Feudalism - (Government and territory control) Family - (bloodlines, perma-death-sort of- and dynasties) Skills - (Will be tied in with family dynasties) Faith - (Grants authority to Feudalism -By divine right- /helps with succession and bloodlines- My first topic is Feudalism, well eventually. Village breakdown - On a new server everyone would start out independent with no kingdoms or any real structure in place, however players would come together in "Tribes" to create a village, the village would have a good size amount of land for up to about 20 players to live comfortably and have an elected chief. Raids between village could occur which would press the need for defenses and diplomacy to develop more, leading the way to pact between tribes. The villagers will get the title "Tribe of - village name" Town breakdown - Once a village is fully populated the elected chief could opt to upgrade into a town, the town would have more room of course for say 50 players to live comfortably. -Note I'm rather loose with the numbers as honestly some areas are better suited for more or less- At that point the tribe becomes led by an elected mayor instead of chief. The title also changes from (The tribe of -village name) to (The people of -town name-). When a town reaches it's max population it can evolve into a city with of course more land and raised population cap. Towns could band together to form an alliance and evolve into a city state. - See City State breakdown - City breakdown - Other than being a larger version of a town, the city could also grant civil bonuses such as increased crop yields, for example. A town can alternatively evolve into a castle with many of the same functions, however with warfare bonuses instead of civil bonuses. (Also castles are ruled by Lords instead of Mayor) City State breakdown - Basically when you have 2 or more towns or cities/castles together in an alliance you create a city state where one is voted to become the "Capital" (Probably the highest population one). The first real form of government comes from this point because the mayors of each town can vote for a ruler of the City state. (However after the governor has been elected, his title is passed down by bloodline. The only way to break this is to end the bloodline and reopen elections. -See family section for bloodlines.- As far as government, after the city state level they become a Kingdom with kingdoms becoming Empires as they grow later. But note that Kingdoms, Governors and Lords- are passed by a bloodline. - More on this later in the family section.- (A side feature that could be left out but I think would be interesting is a tax system, from the village you could "levy" livestock or resources from the villagers - of course only from a selected source- don't want to steal stuff from people right out from under them, but perhaps instead have them offer the resources at the village center. Where as a town would levy -coins?- also.) To expand upon this system in a city state the Mayors would then pass on some of the "tax" collected to the Governor. Family! I'll try and tie this into the government in as few words as I can manage, but it's mainly important for the skills portion of my suggestion. This is a rather hard topic but I'd like to throw it out there and see if anyone can give good feedback about it but having a perma-death type system involving aging and birth. Basically a male character and a female character get married and have kids, when they die they play the kids. -Simple concept right?- Except you might toss a wrench in the gears by saying "What if they only have 1 kid?" or something to that effect. Well, if it's a boy, the male character plays it and if it's a girl then the female character plays it, upon death of course. The person who doesn't have a child will simply die and create a new character - perma-death style. -Before you scream and run away see SKILLS section- You might also ask what happens if you have more than 2 kids, well it's good to have backups haha- control like NPC similar to livestock I guess would be an ok starting point. By having kids and dieing and playing those children and repeating the process you create a bloodline that helps you maintain titles such as King, Lord, Governor ect... It also acts like livestock because children can gain traits from the parents. Life expectancy - I would say 70 years old is a really long life expectancy for this time period but that number is up for debate, everyone should age in wurm regardless of being online or not, this would encourage playing a bit more in my opinion, it also lets children age and at 16 they become "mature". Skills! First lets get to why perma-death wouldn't be world shattering, simply because the I would replace the skills system entirely. Which I know would utterly destroy those number counters who love to grind hours away doing the same thing to get a few skill points. But I have to ask what the point of that is, and show how unrealistic and not-life like it is. Instead I propose a simpler solution that I believe will still give players a sense of accomplishment while also making the game more active as a whole and less tiring. Instead of skills you have proficiency and traits! For example, I use to live on a farm, where manual labor is a common practice from chopping trees down to digging ditches with a shovel old fashion. I quickly learned the best ways to achieve the end goal in as little as 3 months I could efficiently cut down a tree, remove the limbs and chop it into firewood for the winter. So I got to thinking why not in wurm? Time goes by in wurm much quicker than in real life of course so it won't take you 3 months in real life to master a simple woodcutting skill. I believe resources should be more valuable in terms of supply and usage. I don't really like the super mass production a single player can push out, leaving mountains of logs about to rot. Breaking the proficiencies down into tiers would allow some to be more difficult than others, taking a year or more game time to master. Certain traits would allow you to succeed in proficiencies faster. Proficiency works similar to the current skill system as in being 100% proficient in tree felling would give you X% (probably 5 or so) in the all other tier 1 wood-related proficiencies. You could also spend time "teaching" children skills so that when you die and play as them you have some skills available. I have ran out of time for my Faith however I plan to stick with this thread and edit it with suggestions and teaks from feedback which is VERY WELCOME HERE! I know there are a lot of holes to fill in this idea but if you ask the questions I'll try to fill in the blanks! Thanks in advance for at least taking the time to read this!