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Messages - Amade

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76
Modification Help / Re: Reverie Fort Wars
« on: September 07, 2015, 08:25:44 PM »
On another note, GMO why have you been telling people that "Sarti is for the starfishs?"
it is though

The Sarti at this point are extremely weak and poor (they were refugees living in Faeborn territory until the Kazezi abandoned the desert) and have essentially been enslaved by the Darkins. Older Sarti will remember a time before the Darkins, but the younger ones only know their slavery - yet think that the tribe is actually engaged in a mutualistic partnership with them. As time goes on, the Sarti become increasingly ruthless and vicious under the Darkin influence until they are practically Darkins themselves.

The Sarti kind of have it rough and they don't do a good job of making the most of it.

Aight so to the Sarti bit- you do realize that Amade is making a jab at me, right? We messed around on the server a while ago, and I was the first Sarti. Whether or not he's serious when he calls me an starfish is up for debate, but by no means is Amade a credible source on that.
just a joke :^)

I don't know what the deal with Biller is but I'm reconsidering how familiar I am with him. For now I'll revoke his admin privileges and grant GMO privileges given that he's been very active in the server for a long time and hasn't been causing any problems.

77
Modification Help / Re: Reverie Fort Wars
« on: September 06, 2015, 09:57:55 PM »
So I just realized the game is missing a feature that I thought would've been implemented a long time ago. We have the ability to drop resources at will via inventory, but we cannot designate how much or how little.

This would be crucial to balance gameplay out for a lot of different reasons- spreading resources out amongst tribe builders/architects, trading with other tribes, peace treaties (trading), surrendering to an alliance mid-war (give 50% of resources of participants, or something)
This is actually because of a minor problem with the menu that I've been meaning to but have kept forgetting to fix. It's now fixed.

78
Modification Help / Re: Reverie Fort Wars
« on: September 06, 2015, 12:42:07 PM »
Chests are going to be more important than ever once religions are made. I had an idea of where that chests would use the menu inventory system; you place down a treasure chest, and by default, it gets named Chest__ (however many chests there are in the world) but can be renamed with a Faerie Wand. You can open the chest by looking at it and being within six tiles of it, where you can open your GUI and find it under Inventory. You can take items out of it by going over the items in it and pressing place brick to add it straight to inventory. You could throw items at the chest to put it inside. Also, turning off raycasting shouldn't be allowed for use on spawnpoints, treasure chests (in the future) or totems; pickaxes can't break them.
That's a wonderful way of interfacing with chests. That's probably how I'll have them work.

Just a nitpick - we have a UI, not a GUI. The G stands for graphics, and the UI is entirely text-based :p

The pickaxe looks for collision, not raycasting, when deciding which bricks to break. I had originally planned to only allow Eristians to make non-colliding bricks (and even then, their ability to create non-colliding bricks would be very limited) and I believe I'll be going back and doing that.

You know, we should have tribe leaders. What if someone is being an idiot in your tribe that ruins your tribe's reputation? Right now most tribes have a leader (Vonski is the leader of Faeborn, I'm the leader of Kazezi, Biller is the leader of Eristia) but nobody has any power. Instead of players starting out in a tribe, tribe leaders could invite them. They would have the power to banish people from the tribe, and maybe have some other powers (Aura buffs to encourage fighting as a team? Stronger totems?). Right now, tribes are very out-of-order and there isn't anything anyone can do about it.
From the very start I've wanted the scripts to be very hands-off tribal power structures. If you want to lead your tribe, declare yourself its leader. That said, I think a votekick system or something similar to eject problem players from their tribes will be necessary. Perhaps a system allowing duels is in order to help with tribal decisionmaking...

79
Modification Help / Re: Reverie Fort Wars
« on: September 05, 2015, 12:05:16 AM »
Update Info:

  • Fae Wands now spawn trees on grass.
  • New Skeleton Model.
  • New Daynight cycle with day count and random names.
  • Ability to leave your tribe for another.
  • New enemy in flesh biome.
  • New scripted shutdown so we can handle updates more scheduled.
  • Other general improvements or things I did not mention.
also the photometallisynthesis wand now has an attack and daggers (all sharing the same model for now)

Also, that would be great if we could change tribes. Something I don't love about tribes is that you have to be in one; some people don't want to live with other people or be identified as part of a certain tribe. If a tribe is known as an enemy of another, and you aren't part of the tribe you were set to at all, you get killed on sight. Having an option to be tribeless while the game is in development would be really nice.
I've just added the option to change your tribe with /switchTribe. Be wary that doing so will wipe your account and your bricks.

Also kakezi needs a serious buff, they're the same as the sanguite people except for the fact they don't have lifesteal and can't transform into a huge monster titan. I get that sinnite might be easier to get, but if the two tribes ever went to war, there would always be a clear winner; it doesn't take THAT long to get sanguite. Maybe you could make sinnite take less time to make or use less mana. Or, since they worship the god of life, maybe wearing sinnite could give them a maximum life boost, give them more health regeneration, or giving a stackable health regeneration buff around them (which would encourage them to fight as an army as a plus)
The tribe description on page 4 is nowhere near comprehensive. More things than are written there are planned for the Kazezi.

80
Modification Help / Re: Reverie Fort Wars
« on: September 04, 2015, 09:35:29 PM »
Quote
Basil: On top of it I still don't get why we are assigned to tribes . This wouldn't have happened if I had the option to just chose a different group becusse that's what I would have done.
I told him like an hour before all of this happened that you'd be able to switch to a different tribe in the future, good grief

We'll see if the 10 day ban teaches him anything.

Unfortunately for you, Basil, there is no evidence of any wrongdoing on Quetzecoatl's part (minus the admission to slinging insults). Intentionally killing a fellow tribesman's horse isn't cool though. Also with the way you're acting you 100% belong on Sarti :^)

Amade's mods have never been kind to horses.
don't worry these can't be painted

81
Modification Help / Re: Reverie Fort Wars (New poll: Features)
« on: September 04, 2015, 10:53:23 AM »
Sounds interesting. I don't have time to try it out yet, but Photometallisynthesis? Couldn't you just say something like Phytosynthetic Wand? (Phyto- is another prefix for plant. Haemo- would be another one for blood).
The name of the alchemical implements are abbreviated ingame. If you want to seriously abbreviate them, you can call them the lens, ossitotem, and sanguiwand.

82
Modification Help / Re: Reverie Fort Wars (New poll: Features)
« on: September 04, 2015, 08:45:56 AM »
Something i really love about this server is that 2 days ago i had wooden stuff and yesterday i just had stone stuff and an obsidian sword, and now i have all the sanguite stuff, i like how fast you can get more resources (i have just played 4 hours and half on this server).
I wanted endgame equipment to take some work without being a complete grindfest. I think it's in a good spot right now, but could perhaps be a little quicker. I'm thinking adding one last tier of materials would be good as well, but THAT tier would be a total grindfest to complete.

Sorry for the slow development this week, everyone! I've more or less scripted myself into a corner and can't really develop more features until I clean up the messiness in some of the newer stuff.

83
Modification Help / Re: Reverie Fort Wars (New poll: Features)
« on: September 03, 2015, 03:45:09 PM »
I love your server, too fun and awesome, very original
glad you like it!

when is that adjustment coming around
it already did, but I wouldn't expect it to make it any easier for a lowly sartian like you to kill a faerie

84
Modification Help / Re: Reverie Fort Wars (New poll: Features)
« on: September 01, 2015, 10:09:54 PM »
Wild horses, tribes (no religions yet so they're just teams you can't pick), and the ability to drop any item from your inventory (use ctrl+w while browsing your inventory in the menu) have just been added. There were also a few adjustments to faeries and skeletons to make them less deadly.

85
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 01, 2015, 09:55:27 AM »
bump

86
A really annoying bug keeps on happening constantly for me and my friend where our crafting tools just dissapear. I have no idea what the cause is. It has nothing to do with dying, as I might craft the same item over the same life and have the game make me have to find the materials for/craft all the tools again.

EDIT: What is the Ossimetallisynthesis totem? What does it do?
Are you sure it's not just that they're being consumed to make more advanced crafting tools?

The ossimetallisynthesis totem is a magic tool used to transmute calcite from bone. It will also have a magical attack when scripted.

87
What time will the server be up?
I just launched it. The photometallisynthesis lens (at least the part that allows you to craft the snythetic metals) has been scripted, so nithlite and sinnite (and equipment made from them) are now available. Right now it is using Faerie particles, but it will have its own particles in the future as well as a magical attack.

I discovered and fixed a problem with the AI spawning code that was causing things to spawn at 5% of the rate they should have. Faeries should be much easier to find now, but in addition, skeletons will spawn more often in dangerous environments.

Since there was a persistent ownership problem with the old save, I have generated a fresh world. No further problems with ownership should occur. Account data has not been wiped, so all of your equipment will still be in your possession.

88
Suggestions & Requests / Re: Tell me to make stuff.
« on: August 30, 2015, 09:12:14 AM »
:D?

89
Modification Help / Re: Reverie Fort Wars
« on: August 30, 2015, 09:11:05 AM »
sounds a lot like Fae Forest from trove

even more like trove
I don't think the forest tribe living in harmony with woodland spirits thing is particularly unique to any modern work, ditto with faerie dust :P

90
Modification Help / Re: Reverie Fort Wars (New poll: First tribes!)
« on: August 28, 2015, 04:31:34 PM »
changes since last weekend:
  • hats
  • changing your armor no longer crashes your client
  • faeries added

Several items requiring faerie dust (such as the faerie equipment) are already functional. Others (such as the pyromancy wand) are still in need of scripting. I will use placeholder models until my request for models is filled. Players will be able to craft the synthetic metals (nithlite and sinnite) as soon as the photometallisynthesis lens is scripted. All synthetic metal equipment is already scripted.

I will be adding some other enemies (e.g. skeletons, both friendly and aggressive NPC humans, ice and blood golems) shortly. NPC corpses can be looted and butchered in the same manner as player corpses.

Expect to see a server later today and over the weekend.

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