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Author Topic: Wurm Online  (Read 110067 times)

HopFlash

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Re: Wurm Online
« Reply #135 on: June 10, 2014, 04:36:13 pm »

P.S. If you can catch me in game I can invite you to village and you will get an option to teleport to the village.
and that was THE way I get there without dying again and again :)

so I'm staying there and look how things going
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

evilcherry

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Re: Wurm Online
« Reply #136 on: June 11, 2014, 12:22:43 am »

my request is to keep slopes below 25, and preferably maximum 20, for easy access.

I don't envision everyone going prem so bear in mind that not everyone get a horse-cart.

Calypsoi

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Re: Wurm Online
« Reply #137 on: June 11, 2014, 12:27:07 am »

Carts can not climb beyond a 23 slope. Some steep edges will be there but not on roads.
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evilcherry

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Re: Wurm Online
« Reply #138 on: June 11, 2014, 01:02:06 am »

Carts can not climb beyond a 23 slope. Some steep edges will be there but not on roads.
Isn't it 39?

anyway make all the main slopes walkable, please.

Calypsoi

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Re: Wurm Online
« Reply #139 on: June 11, 2014, 01:58:38 am »



Just an example that it is not exactly my first rodeo.
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HopFlash

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Re: Wurm Online
« Reply #140 on: June 11, 2014, 08:28:00 am »

my brother (ingame: Wingman) wants to come to Oracle Bay too.

It would be nice if you can invite him Calypsoi to prevent him to get my fate of losing items on the way north :)
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

FireCrazy

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Re: Wurm Online
« Reply #141 on: June 12, 2014, 05:33:12 am »



Basic idea for now. The port and shops and markets and shipwrights will be in the bottom left of the photo, which is the north east of the settlement.
There's also a hill southwest of the deed that Calypsoi says would make a nice castle and is visible from the coast, so there's that.

The plots are 5x5 and a distance of 3 apart so roads can be between them. The bottom right of the center of the photo (Which is the north west) will be entirely farms according to Caly - Cows, sheeps, mills, fields, the stuff.

So there you go - Market and Ports: NE, Farms: NW, Houses: SE, Castle: SW.
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HopFlash

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Re: Wurm Online
« Reply #142 on: June 12, 2014, 05:51:53 am »

sounds and looks nice so far.

The plots are 5x5 and a distance of 3 apart so roads can be between them.
these hills make it a little difficult for such controlled structure...or better to say yesterday I went brain ill to flat out my plot. I now have ~12 tiles flat but I don't think that it will perfectly fit into the classic square-city-planner-mind ;)
Perhaps it's because of the european streetlayouts that I personally don't need perfectly straight streets in a city. but I would be fine with it :)

but I don't want to invest time and work in something that need to be changed later...if it had to be nicely squared then say it and I try it :) perhaps there is a tip or trick for a digging noob how to flatten a hill in an acceptable timeframe?

and some other questions...
how does the deed settlement range work? How big is it or what to do to increase it?
is it out of range to pull up a wall all around the city?
what will be on champion's edge?
how much work do we need to invest in street (and highway (what's the differents?)) maintenance?
will we have a tree nursery somewhere?
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

FireCrazy

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Re: Wurm Online
« Reply #143 on: June 12, 2014, 05:55:32 am »

The deed's about 60x60. You can ask Caly about the wall, but I doubt it since .. the size of the deed requires a few thousand fallen trees. Champion's Edge is a deed, nothing we can do about it at the moment. And uh, the streets and stuff.. I suggested the plots side by side 3 tiles just so that it satisfies my orderly and no-space-wasting needs, of course, open to suggestion. :P You can ask Calypsoi about the roads and tree nursery.

Also: Flatten out 1 tile, and level the others from that tile. That's about the fastest way.
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HopFlash

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Re: Wurm Online
« Reply #144 on: June 12, 2014, 06:10:22 am »

The deed's about 60x60. You can ask Caly about the wall, but I doubt it since .. the size of the deed requires a few thousand fallen trees.
then a palisade would fit well ;)

Champion's Edge is a deed, nothing we can do about it at the moment.
hmm...and we don't know who it belongs? does it decay?

Also: Flatten out 1 tile, and level the others from that tile. That's about the fastest way.
ok...that's what I done but there were too often the sentence "You are not skilled enough to dig in such steep slopes." (or such). ok...perhaps because my Digging skill is not soooo great and it will be easier later :)
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Inactive Therian Saga Char: Stormhead
Dominions: 4.03 Berytos; 4.06 Pangaea; 4.08 Arcoscephale; 4.11 Shinuyama
Inactive Wurm Online Char: Stormhead

FireCrazy

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Re: Wurm Online
« Reply #145 on: June 12, 2014, 08:08:55 am »

Yeah, we do know who champion's edge belongs to, since the deed token tells you who the mayor is. Ask Caly about the deed, i'm not too sure myself. Yeah, you need only a third of the slope steepness in skill to be able to level it.

On the palisade point: Let's do a little math shall we. Each tile of Palisade requires 10 fallen trees, and the deed is exactly 61x66, so there would be about ~250 tiles of palisade, give or take the water surrounding to the north and west. Which means, we need to cut down ~2500 trees....... In fact, if there was a wall, it will be around the port area, since the other 3/4s are farm, mines and huts.
...so yeah. It's just a sliiiiiiiiight waste of effort :p
« Last Edit: June 12, 2014, 08:12:30 am by FireCrazy »
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evilcherry

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Re: Wurm Online
« Reply #146 on: June 12, 2014, 08:43:16 am »

Trees are less of a problem: once we got knarrs up I'm ready for it.

In unrelated news: I think the verdict is clear. Twelth bay will be disbanded within short notice.

FireCrazy

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Re: Wurm Online
« Reply #147 on: June 12, 2014, 08:52:09 am »

Yeah, I think Oracle Bay wins by default for several reasons. Including size, closer to linton , no need to row 30 mins, and a lot of effort already put in.
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Ozyton

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Re: Wurm Online
« Reply #148 on: June 12, 2014, 08:53:05 am »

For the housing area perhaps it'd be better to plan out the plots first and try to getareas evened off with slopes for roads and in-between segments so that people don't accidentally screw other people's segments up? I've never really done densely populated area before so I've no idea how to approach it.

As for digging, digging skill of at least 10 is recommended as it will not only let you see the slope of a tile simply by mousing over it and its borders but you will be able to dig on slopes of 30. At 15 digging you will be able to dig slopes of 45 and at 20 digging you'll be able to handle slopes of 60. I trained digging by going to a tile that wasn't effected by digging, like clay or tar, and just digging repeatedly. I don't know if that's the optimal way but it meant not having to worry about dropping 20 kilos of dirt every minute or so.

evilcherry

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Re: Wurm Online
« Reply #149 on: June 12, 2014, 09:08:59 am »

For the housing area perhaps it'd be better to plan out the plots first and try to getareas evened off with slopes for roads and in-between segments so that people don't accidentally screw other people's segments up? I've never really done densely populated area before so I've no idea how to approach it.

As for digging, digging skill of at least 10 is recommended as it will not only let you see the slope of a tile simply by mousing over it and its borders but you will be able to dig on slopes of 30. At 15 digging you will be able to dig slopes of 45 and at 20 digging you'll be able to handle slopes of 60. I trained digging by going to a tile that wasn't effected by digging, like clay or tar, and just digging repeatedly. I don't know if that's the optimal way but it meant not having to worry about dropping 20 kilos of dirt every minute or so.
15 digging allows slope mouseover.

of course, the other plus is that you trained something useful.
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