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Messages - Amade

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121
General Discussion / Re: Killer12568's Fort Wars [Open]
« on: July 03, 2015, 06:28:06 PM »


So apparently Killer teleported to Nukedude's vehicle just so that he could pick it up with the skycrane, and nukedude wasn't too happy about it. When he told Killer that orbing to someone's vehicle just to pick it up and fly away with it wasn't OK, killer just said "lol shut up n leave >:)"
what a surprising turn of events, I would never expect that killer would make a bad host, especially since the only reason he's hosting this is because he got banned from reverie fortwars

122
wow but no one invites Skip ;~;
freenode.net #notahashtag
all members of the ARES-CMEN alliance are welcome

123
Clan Discussion / Re: The Craftsmen: Revenge of the Melvics
« on: July 03, 2015, 01:26:39 PM »
some love from the rfw server

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i'll have you know i always topscore in comr4de's grappleknife spaceship rps
why are you never in the cmen irc!!!

125
Modification Help / Re: Brick Explosion
« on: July 03, 2015, 12:56:37 PM »
You used block.dts in the scripts but the file is named brick.cs.

Also, you might as well delete your server.cs file and rename your jeep_explosion.cs file server.cs. This doesn't really make a difference, though.

126
Modification Help / Re: Reverie Fort Wars
« on: July 01, 2015, 06:27:14 PM »
What if there was a way to use a resource as a currency, but just allow for a moderately-low spellcasting process to create a compact form.  I guess what I'm going at is stacking.  Also the trading system is something that we really need.
All resources already stack.

Will the server be getting wiped when you host this friday?
pls no
I'm not wiping inventory/equipment data again until enemies are implemented, so no. However, unless there are builds on the current map that haven't been destroyed and people really want to keep, I will generate another new map.

127
Modification Help / Re: Reverie Fort Wars
« on: June 30, 2015, 07:54:51 PM »
So is this up, then?
Not right now. I've been working on/hosting it nonstop for almost a week and I'm a bit burnt out at the moment. It will be up a lot friday-monday because I have a four day weekend.

128
Modification Help / Re: Reverie Fort Wars
« on: June 30, 2015, 07:11:03 PM »
I'm liking where this is going!
Be sure to consider the brickcount when adjusting material rarities. I'm certain you're aware of this but you mentioned making Sanguite even more rare than it already is. I've collected over 40k Sand in an attempt to find Sanguite and I'm certain for every 8 Sand I've collected, I've also added at least one brick to the brickcount. This is probably the biggest contributor to brickcount.

Also just out of curiosity, is the map's Z-size the same as X and Y?
Sanguite and calcite will be craftable by transmutation from blood and bone, and equipment made from these metals will occasionally drop from especially dangerous foes.

The base height of the map is 256 TU above the fxPlane, but the map is 1,024 TU on a side, so no. You can only dig down about 32 16x cubes on average before you will hit lava or the fxPlane.

this is amazing

129
Modification Help / Re: Reverie Fort Wars
« on: June 29, 2015, 06:45:40 PM »
I agree, I really don't like when a server is reliant on a client-sided mod. Additionally, I will not play on a server that will disconnect you for not having the appropriate client-sided mod.

You should experiment with using the default mini-game list for either parties or the inventory. You could also make shorter commands and/or "typo" commands, just in case a user incorrectly spells /checkinventory or something long.

I still enjoyed the server for hours without these enhancements though.
Yeah, there might be a way to put the minigame GUI to use. Just last night, actually, someone found out that you can give yourself the (invincible) standard player by starting a minigame.

Also another type of material "rot" for any meat or corpse that is left out might be nice.  Carrying rot or having it around is not good over time.  Keeping things cool will stop rot.  Rot bricks can be placed in others' food or water supply as a form of biological warfare.  Or just place it around someone's base and it messes with health.  Just an idea.
This is a neat idea but I'm not sure whether I want food/hunger in this. There may still be ways to have this be impactful, though.

-snip-
A lot of players have this idea that equipment progression is supposed to take a lot longer than it currently does. While this is somewhat true, I think that making the flesh biome actually dangerous (possibly also decreasing the chance of sanguite ore) and adding in the means of creating the synthetic metals and transmuting calcite/sanguite will make the time required to craft a full set of equipment more in line with what I'm going for and also with what players are expecting. The longer it takes to get to endgame gear, the less of a fort wars we have and the more of a (survival) RPG we have. I want to strike a balance.

So regarding levels, I don't like that it's just another arbitrary hurdle that players would need to jump in order to reach endgame.

A big problem right now is that death is not sufficiently discouraged, even with item loss, as players can simply loot (and even butcher) their own corpses. Further, spawn bricks are still being abused, especially since players do not drop equipment on death (karma, when implemented, will help to address this). I think that I may have to go back on my "no durability" stance and have equipped items lose durability each time you die and eventually become unusable until repaired.

Fixing the problem with death helps to address the problems you mentioned with totems. However, I'm quite concerned that players destroyed the flesh party castle even though there is currently nothing to be gained from destroying others' forts. Karma may help address this but the problem may ultimately just be that people are richards which can't really be fixed.

The bug you mentioned about parties is not a bug. That parties ever acted that way was an unintended effect of the way they were originally coded. Tribes will behave in the way that you're talking about.

The fact that flesh has become a currency is probably my favorite part about this entire project. However, I am strongly against creating a dedicated currency item. I believe that increasing the rarity of sanguite (by making its main source - flesh biomes - more dangerous, and possibly by decreasing its spawn rate in those biomes) that it and sinnite will likely become currencies. Depending on how harsh the durability penalty on death is and how rare metals are, calcite and nithlite may even become valued commodities. Faerie dust will be very hard to obtain and obtaining it from its main source will incur a karmic penalty, so I suspect that it will likely be an item that people may trade for as well.

In short, I'm going for a barter economy.

Spawn points are definitely not in a good place. I'm strongly considering having players only be able to spawn at a totem (if not a random spot in the world).

Flesh biomes do naturally occur and are a fully-fledged biome with their own doodads. I do agree that they need to be dangerous.

I will eventually make it so that every item can be dropped, even in large quantities, using a generic 3d model for non-equipment. This would of course facilitate trade. If this proves too clunky, I will also add /commands for trading.

Horses will certainly have fall damage and will not have the ridiculous jump height that the default horse has.

Cube recombination would only save trivial amounts of bricks, and using a 256x world seems to have solved the problem. The server has been up for about 20 hours and although it hasn't been inhabited that whole time, the brick count is only just short of 300k out of 1.05M. That 1.05M limit can be exceeded (and, in fact, did over the weekend), but players cannot place bricks after the limit has been reached and there are probably some nasty side effects that start happening.

Thank you, everyone, for all of your feedback!

130
Suggestions & Requests / Re: Open Port Addon
« on: June 27, 2015, 01:49:18 PM »
May you please tell me how to easily do it. Because it's really hard.
http://portforward.com/english/routers/port_forwarding/routerindex.htm

This site has guides for manual port forwarding or almost every router. Just try to avoid clicking on the ads.

131
Modification Help / Re: Reverie Fort Wars
« on: June 26, 2015, 07:28:48 AM »
Really neat server, great work!
Glad you like it!

this actually looks like a really interesting concept
you shouldn't call it fort wars, because I expected a generic fort wars server with nothing special put in it
I think the hundreds of thousands of bricks should have given you a clue :p

It needs a ui mod for it to work better, otherwise it's fun ish
I am of the strong opinion that every effort should be made to make this as easy as possible to play without a client-sided mod as possible. That's where my efforts are going to go. In the future I may consider making a client-sided mod.

They hit the brick limit today.
We were actually about 50k bricks under the limit but it was very close.


132
Modification Help / Re: Reverie Fort Wars
« on: June 26, 2015, 12:40:18 AM »
wtf no mention of the most divine material of all

flesh
the server crashed before I got your lovely flesh doodads exported :(

133
Modification Help / Re: Reverie Fort Wars
« on: June 25, 2015, 06:31:19 PM »
yo what are some of the dieties

also, flesh biome sounds neat-where do you find those
Flesh biomes do not spawn naturally. All of the flesh biomes were hand-spawned for fun. As I implement the religions, one of the religions will be able to trigger the Meatpocalypse, which will gradually turn the entire world into a flesh biome.

Here are some of the planned religions:
  • Shessism worships Shessim, the god of blood and slaughter. Shessists believe that sanguite is a holy metal and gain favor with their god by scoring kills with sanguite weapon, sacrificing blood, and consuming human flesh.
  • The Kafonekan religion worships three evil gods.
  • Naramatism worships three gods: a god of order and light, a god of balance and life, and a god of chaos and fire. Naramatists believe that the synthetic metals (nithlite and sinnite) were granted to them by their gods.
  • The Fae religion worships Faeries, Dryads, and other woodland spirits.
  • One religion worships the Darkins, a shadowy race of malevolent shapeshifters. Some say that devout Darkinists are capable of changing their own appearance or even rendering themselves invisible.
  • Fire giants have become objects of worship among fire cultists, who also believe obsidian to be a holy material.
  • Rimuto, god of death and bones, has also become the subject of cult worship. His followers believe calcite to be a holy metal, and obsess over finding the secret to transmuting it from bone.

Cool environment in the picture. I will check out this server sometime. Is it dedicated?
It's the cliffs of insanity skybox from the redsorceress pack if you're interested.

The server is not dedicated, but I will leave it running it more often (e.g. while I'm at work) when it gets to a more complete state.

This is definitly a really good server.
Glad you like it!

134
Modification Help / Re: Reverie Fort Wars
« on: June 25, 2015, 12:08:06 AM »
What happened to the server?
There was a bug that was causing a crash anytime someone took damage. I fixed it but now I have to go to bed

135
Modification Help / Re: Reverie Fort Wars
« on: June 24, 2015, 11:44:30 PM »
So I made my house really, really far from the map
I need some way to get between house to map, because I do not have enough flesh for a meat bridge, and flesh biomes don't spawn
Or some way to add velocity
you should maybe just not make your house really, really far from the map lol

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