[Server] Persistent Kingdoms [City vs City] [Offline]

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LRV
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Re: Persistent Kingdoms [City vs City]

by LRV » Post

sparky wrote:although I like the idea, I'm not sure about it, since it would possibly double or triple the amount of media it has to load... :/
yeah that's bad, espessialy because of the often server timeouts...
Why don't you get a raspberry computer(very, very cheap)as an auxillary prozessor.
A raspberry is 69 euros or soemthing worth. This might make the loading faster.
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Re: Persistent Kingdoms [City vs City]

by LRV » Post

Question: Sparky I got an idea how to implement chain armor. I would be able to make new textures and send them to you. Can I do that?
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Re: Persistent Kingdoms [City vs City]

by sparky » Post

sure! I would prefer if the textures stayed the same resolution, but you can double it if you need.

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Re: Persistent Kingdoms [City vs City]

by LRV » Post

sparky wrote:sure! I would prefer if the textures stayed the same resolution, but you can double it if you need.
OK I'll try to come up with a solution with that resolution, but I won't be easy.
EDIT: I have an idea:
1.Chain shields removed(REASON:illogical)
2.Chained wood shield added.
Upadte:Helmet Finished
Attachments
A chainmail "cap"
A chainmail "cap"
skinchainmail.png (344 Bytes) Viewed 887 times
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Re: Persistent Kingdoms [City vs City]

by Stix » Post

Diamond knight wrote:I think this server has become a game of whack-a-mole, when players are offline capping flags is just too easy, and making a rule about it would be unfair if the player is inactive.

I suggest some kind of automated defenses or npc gaurds.
use the advanced_guards mod for that: viewtopic.php?f=9&t=17834
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Re: Persistent Kingdoms [City vs City]

by Grandolf » Post

Stix wrote:
Diamond knight wrote:I think this server has become a game of whack-a-mole, when players are offline capping flags is just too easy, and making a rule about it would be unfair if the player is inactive.

I suggest some kind of automated defenses or npc gaurds.
use the advanced_guards mod for that: viewtopic.php?f=9&t=17834
there are mesecons, i just put barriers in front, with layered walls, and a "suicide" lever that floods my base in lava... ive yet to lose a flag, and played since nearly the beginning
layers:
w=wood tile l=lava s=stone d=whatever i want my base too look like on the inside
P=piston W=wall9not necessarily a layered wall) B=barrier
layer1: ||||| entrance (aerial view):
SLWD ||||| PWBBWP
SLWD ||||| PWBBWP
SLWD ||||| PWBBWP
this allows for any building to look however you want
note:ive found that the most effective base locations are in mountains, and your 1st defence is not telling people where you are
also note i have other defences, so if you are planning on raiding me, ive still got surprises in store for you ;)
tip:in absence of lava, use barriers, they are not as effective, but will do in a pinch... also alot of iron :/
My server, Metropolis viewtopic.php?f=10&t=19191

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Re: Persistent Kingdoms [City vs City]

by Stix » Post

Grandolf wrote:ive yet to lose a flag, and played since nearly the beginning
We'll see about that. :P Though seriously, someone could just dump tnt from above on your defenses and then raid it as soon as they blow up all the mesecons circuts.
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Re: Persistent Kingdoms [City vs City]

by LRV » Post

Because of the fact, that flags cna be only captured hardly and the important bases have barricades around the flag house I don't think it' necesarry.
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Re: Persistent Kingdoms [City vs City]

by sparky » Post

One thing I think everyone should keep in mind is that flags are meant to be captured. If I come across a truly uncaptureable flag, I would probably either remove it, or change mods to make it captureable. sorry but not sorry :3

PS: I'm looking at the advanced guards, they look really cool. I will check them out and see if they'd fit the game!

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Re: Persistent Kingdoms [City vs City]

by LRV » Post

The advanced guards mod looks pretty cool, but there should be a max number of guards in a base and guards of a team outside a base.
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Re: Persistent Kingdoms [City vs City]

by Darkstalker1 » Post

HEY, SPARKY!
A really important question: Could u add dyeable cloaks, bigger shields, and longer spears?

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Re: Persistent Kingdoms [City vs City]

by sparky » Post

Darkstalker1 wrote:HEY, SPARKY!
A really important question: Could u add dyeable cloaks, bigger shields, and longer spears?
Dyeable cloaks: Yea, if I can find the self discipline to sit down and make textures for each color :P
Other two: Bigger looks wise? or would any functionality change too?

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Re: Persistent Kingdoms [City vs City]

by LRV » Post

sparky wrote:
Darkstalker1 wrote:HEY, SPARKY!
A really important question: Could u add dyeable cloaks, bigger shields, and longer spears?
Dyeable cloaks: Yea, if I can find the self discipline to sit down and make textures for each color :P
Other two: Bigger looks wise? or would any functionality change too?
Because of th MT mechanics you cannot change an item size.
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Re: Persistent Kingdoms [City vs City]

by sparky » Post

You can, actually. the throwing mod i added actually had/has (i think i toned it down) for the longbow and such.
This isn't for wield3d, though.

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Re: Persistent Kingdoms [City vs City]

by LRV » Post

sparky wrote:You can, actually. the throwing mod i added actually had/has (i think i toned it down) for the longbow and such.
This isn't for wield3d, though.
This is what I meant.
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Re: Persistent Kingdoms [City vs City]

by sparky » Post

This was a while ago, but it was pretty fun. Here is car25 in jail for vandalism and assault.
(player-made jail, not an admin jail)
Image

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Re: Persistent Kingdoms [City vs City]

by Coder12 » Post

Wow I did not know that happened.

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Re: [Server] Persistent Kingdoms [City vs City]

by Stix » Post

@sparky pliz delete my sub-faction as i am gonna be gone for a week on a trip and might not be able to join :/
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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

ok. you don't want me to delete the buildings though right?

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Re: [Server] Persistent Kingdoms [City vs City]

by Stix » Post

sparky wrote:ok. you don't want me to delete the buildings though right?
yah dont destroy the builds pliz.
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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

You got it! (it's a sub-kingdom, so there is really no action needed)

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Re: [Server] Persistent Kingdoms [City vs City]

by LRV » Post

Kinda embarresing saying that, buT i just remombered I still got to make thsoe chain textures and teh apyler skins.
:-) :-(
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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

no problem

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Re: [Server] Persistent Kingdoms [City vs City]

by angelo1123_ » Post

this is a super nice addicting server the only thing I don't like is the way u cant change skin u have to send a report if the admin could make it so we can change it once a week or something it would b gr8

please if it could be in the inventory
Mhk (mmm-kay) means okay.

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Re: [Server] Persistent Kingdoms [City vs City]

by sparky » Post

Skins are meant to be unique and identifiable, which is not really possible with inventory based skin switching.
I may be biased, since iirc I haven't changed my skin since the server started. (about a year ago.)
My dream would be a website that you can go through character creation or import a skin directly, but I'm not sure if that's possible.

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