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Author Topic: Wurm Online  (Read 110073 times)

FireCrazy

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Re: Wurm Online
« Reply #165 on: June 13, 2014, 07:42:31 am »

You might be two tiles off the mark last I checked, so in order to save you from having to shave off part of your plot, I'll just let you have the 3 tiles in between. .. Well, that's my philosophy anyway. Might just leave it as that since you both are on the same flat level.

Alright: Operation not so boring housing district underway. I'll try to think something so for now dont do anything.
« Last Edit: June 13, 2014, 07:46:15 am by FireCrazy »
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FireCrazy

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Re: Wurm Online
« Reply #166 on: June 13, 2014, 07:56:08 am »

With the way things currently are, this is the best I could come up with... wait a sec, I see errors.....



The number on the right should be 3, since there's a road running through it. And the 2nd road from the top should be brown...
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HopFlash

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Re: Wurm Online
« Reply #167 on: June 13, 2014, 08:12:29 am »

I just got word that I have a project coming in. I will be gone for 3 days. Can someone please tend the crops and take care of the animals while I am away. Thank you. I will keep an eye on this board, if you have a question let me know.
have you found someone for crops and animals?
If not...I have no idea what to do but I would try it tonight.

You might be two tiles off the mark last I checked, so in order to save you from having to shave off part of your plot, I'll just let you have the 3 tiles in between. .. Well, that's my philosophy anyway. Might just leave it as that since you both are on the same flat level.
ah...ok...we had the following in mind as we were getting something fitting with the flat plain we made :)

Random housing plans.


so we had only a 1 tile width between our house planned. and down to your gate it should be fine too because the slopes are in the other way and not from up to down.

With the way things currently are, this is the best I could come up with... wait a sec, I see errors.....

is there enough room for the two more rows in the south of your map till it hits the road(?) ? (I think up is ~south, right?)
The number on the right should be 3, since there's a road running through it. And the 2nd road from the top should be brown...
and this road has relative steep slopes left and right...so it need to be 3.
and the rows of plots in the north will be downhill so perhaps there is need of 3 tiles too.
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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

andrea

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Re: Wurm Online
« Reply #168 on: June 13, 2014, 08:39:19 am »

We need furs, mostly gotten from things like bears, so if you see a bear drag it onto deed and let the guard kill it. Then butcher it. (Everyone needs to try to get a butcher knife, you get better results than from a carving knife). Furs are used to make beds.

Leather to make armor. Leather is one of the best armors for non premium players. As your body strength can not go over 20, it is not that heavy so you can still move around fairly quick and go hunting.

I have spare leather, and I am working on 3 sets of leather for the village. Will take a while to have some quality, however ( currently at 8 ql average, but I can get 15 today, after I make some more tools).

edit: actually, not sure if I can do anything today, or in the coming day. The company which gives me connection to the internet had its network crash over the whole country. Who knows when it will be fixed.

also, I have a couple of furs to donate, if somebody comes to pick up
« Last Edit: June 13, 2014, 08:42:01 am by andrea »
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Calypsoi

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Re: Wurm Online
« Reply #169 on: June 13, 2014, 08:53:08 am »

For the farms and animals, just use a rake and right click each farm plot (especially the ones that do not look neat) and if it has the option to farm, use farm, if not do nothing. They will not be ready to harvest before I get back.  For the animals, just groom them and feed them, the cows should eat on their own, but you can try to give them grass to make sure, the chickens will eat grass if you activate mixed grass,and right click them and choose feed.
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Calypsoi

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Re: Wurm Online
« Reply #170 on: June 13, 2014, 09:09:59 am »

Milkrun if you get a chance, get with Hokimu and ally with him, that way he can speak to everyone and not feel so lonely out on his unicorn hill.
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Ozyton

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Re: Wurm Online
« Reply #171 on: June 13, 2014, 09:30:25 am »

there are towns in the world where street (and walls) circles are around the city center and natural obstacles affect the town structure.
In a game where ha;f the point is being able to shape the land, screw the natural land, we can shape it to fit our needs, it's the human way =p
The grid does look boring, but there's a reason people like to use it... such as being able to cram more stuff in a smaller area, and being able to navigate a bit easier.

EDIT: By the way, all these maps are slightly confusing. The top of the maps are all south, as it's from the perspective of somebody looking from the northern bay into the deed.
« Last Edit: June 13, 2014, 09:47:49 am by OzyTheSage »
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andrea

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Re: Wurm Online
« Reply #172 on: June 13, 2014, 09:49:08 am »

but it's boring! break all grids!

FireCrazy

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Re: Wurm Online
« Reply #173 on: June 13, 2014, 09:56:32 am »

As I said, I've marked it already so yes there is space. All of the horizontal roads in between are 3. Anyway all should be fixed now and the next map will have proper orientation.
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Rilder

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Re: Wurm Online
« Reply #174 on: June 13, 2014, 09:56:59 am »

The plans are looking nice.
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FireCrazy

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Re: Wurm Online
« Reply #175 on: June 13, 2014, 10:11:47 am »

Y'all happy now.





Edit: There you go. A larger map to give an overview of the surrounding. Just ignore "The Twelth Bay" and that mining cave.

And with that, I'm unofficially the cartographer of Oracle Bay.
« Last Edit: June 13, 2014, 10:17:00 am by FireCrazy »
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evilcherry

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Re: Wurm Online
« Reply #176 on: June 13, 2014, 11:28:12 am »

not going to get in game on 13th. 14th, maybe.

Milkrun out.

HopFlash

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Re: Wurm Online
« Reply #177 on: June 13, 2014, 11:55:38 am »

there are towns in the world where street (and walls) circles are around the city center and natural obstacles affect the town structure.
In a game where ha;f the point is being able to shape the land, screw the natural land, we can shape it to fit our needs, it's the human way =p
The grid does look boring, but there's a reason people like to use it... such as being able to cram more stuff in a smaller area, and being able to navigate a bit easier.
right...but if I look at my Dwarf Fortress caves and my playstyle it doesn't look as if I'm an optimizer ;)

But if we place enough deko in combination with our hill structure I think Oracle Bay will be great 8)

Edit: There you go. A larger map to give an overview of the surrounding. Just ignore "The Twelth Bay" and that mining cave.
this map looks very nice! :)
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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

andrea

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Re: Wurm Online
« Reply #178 on: June 13, 2014, 12:19:57 pm »

I should find out where my deed is, and mark it there as well.

Calypsoi

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Re: Wurm Online
« Reply #179 on: June 13, 2014, 03:51:15 pm »

this map looks very nice! :)

Picky Picky
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