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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 112986 times)

Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1515 on: July 11, 2012, 10:45:21 am »

Update on raiding:

I've been doing raids almost every night with ddson and the two parthia members mephala and ro19 at around 8-12PM EST, sometimes later. We like attack new coords over old ones. If any of you have any good coords for raiding, give me a tell and we can bring a TNT cannon and go as a group.

Also, I've applied for engineer. I have bleeding volg himself vouching for me, so hopefully I'll be accepted soon.
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Matz05

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Re: Dwarven Invaders - Ank is the man
« Reply #1516 on: July 15, 2012, 03:34:27 pm »

Pity I lag terribly when I play Minecraft. In the beginning it's playable, but it leaks memory like a sieve, and with only 2Gb to start with, I can't afford much.
I updated LWJGL to fix the IC2 audio leak, but it's not enough. Any ideas how to cut this down? I'm using fast graphics, no clouds or fog, advanced OpenGL fast...

The view from our shipyards is beautiful, at least the parts I can see when my draw distance is enough and the terrain actually loads.

I then lagged and fell off the gantries, finding out that my /home position seems to be lost. Suggestions?

Is the "EU waster" button in the teleporter room a retreat button that turns on the teslas?

Just how big is our base anyway? From the gantries I saw places I certainly didn't recognize, and it seems that every time I log in there are more/different rooms and corridors in the base. With the modular construction and constant renovation it's like our own Enrichment Centre there!
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Vattic

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Re: Dwarven Invaders - Ank is the man
« Reply #1517 on: July 15, 2012, 06:12:56 pm »

I haven't got on in quite a while not either. First a week without playing due to damaging my wrist and then a load of distractions.

Have things changed enough for me to get lost?
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6 out of 7 dwarves aren't Happy.
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1518 on: July 17, 2012, 10:06:33 am »

I then lagged and fell off the gantries, finding out that my /home position seems to be lost. Suggestions?

Is the "EU waster" button in the teleporter room a retreat button that turns on the teslas?

Just how big is our base anyway? From the gantries I saw places I certainly didn't recognize, and it seems that every time I log in there are more/different rooms and corridors in the base. With the modular construction and constant renovation it's like our own Enrichment Centre there!
1: /f home to get to faction base.

2: The eu waster is a teleporter to our incredibly FUN filled faux base. It's a "waster" because it's very far away. The button in the thing that looks like the TARDIS goes to the airdock, and the Trollteslas(patent pending) are activated by the emergency lever outside the portal room.

3: Our base is enormous by most standards. The core halls have more or less stayed the same this whole time, but the tunnels outside that are under constant renovation. I'm lucky that my room is somehow close enough to be contained within the core halls.

Have things changed enough for me to get lost?
Things have changed enough to get ME lost, and I play almost daily lol.

_______

Factions-player limits are now capped at 15. While factions who already have more players don't have to lose any of their players, they cannot accept any more. Since we are a faction of greater than 15 players, this is a very very bad thing for us. Our alliances with other factions are about to become more important than ever.

The server is splitting into 3 different maps. The server with our map is to become the Hardcore/PVP server, and no new rules will be implimented. However, other players will be migrating to the new server. This means that there will be less players here for a short time, and some factions may be disbanded in the next few days. This is an excellent oppourtunity to profit from leaving factions, so keep an eye out.

In less important news, I've found that there are engineer apps waiting for approval going back into MAY, so it's going to be awhile before I get my own TNT cannons, unfortunately.

James has constructed an armory of sorts in the remains of the water mill. While inventive, it is unfortunately behind the 1-way doors we use. I have plans to talk to him about moving it into my unused machine part storage room.

The computer on the inside of our door is not currently working. The outside one, however, is fine.

I am currently constructing a new ship focused on speed and a fully TNT-proof hull. I'm looking for a really cool name for it, so please give me suggestions!

I'm also thinking of giving the base proper lighting when I have time. Torches are nice, but some lightstone would be better, I could even cause the lights to shut off from the control room, so mobs would spawn to annoy invaders.
« Last Edit: July 17, 2012, 11:19:43 am by Heliman »
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Anvilfolk

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Re: Dwarven Invaders - Ank is the man
« Reply #1519 on: July 17, 2012, 12:50:24 pm »

If you need an extra spot on the faction, feel free to remove me :)

Matz05

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Re: Dwarven Invaders - Ank is the man
« Reply #1520 on: July 17, 2012, 05:17:51 pm »

Our air fleet is pretty impressive. Now I wish Eloraam would implement a Frame Rotation Motor some time. Even if it only turns one way (selectable with screwdriver, like frame motor's pull direction), being able to rotate 90 degrees when in enough open space would be awesome!

...This server has a way to obtain Railcraft items (even if you can't craft them), right? I have a propietary weapon design I think might help our Air Force/Navy/Aether-fleet/whatever.
Possibly more compact than a TNT cannon, easier to use, MUCH higher fire rate, and just as powerful.
Ammo is respectably cheap too.

Same thing I used on my second tank, I call them railcannons. Maybe we should adapt them as a secret weapon. When the secret finally gets out, we will get credit for inventing (or at least popularizing) "Dwarven Railcannons".

EDIT: Oh, and it can fire things other than explosives.
I think TNT cannons can fire TNT, ITNT, Nova Catalyst, Nova Cataclysm, Nukes, sand and gravel under certain circumstances, and everything railcannons can shoot, but not well (will damage stuff, less efficient, less controlled, MUCH bulkier to add a minecart muzzle, etc.)
Railcannons can shoot TNT, players (boarding anyone?), mobs/animals, IC power, liquid tanks, chests full of items, chunkloaders, minecarts of all kinds really...
« Last Edit: July 17, 2012, 08:41:13 pm by Matz05 »
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1521 on: July 18, 2012, 10:41:26 am »

Mods discourage making cannons with a high rate of fire, but this bears looking into.
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Baneling

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Re: Dwarven Invaders - Ank is the man
« Reply #1522 on: July 18, 2012, 10:49:00 am »

I was told a while back that cannons with more than one shot were illegal.

I was also told that staff(volg, elegance) couldn't vouch for people for engineer things.

Volg lied to me :<

But I don't play any more, so meh.
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1523 on: July 18, 2012, 10:55:08 am »

Volg is the "staff member" that is required to vouch for me before I can apply, that's all.
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Matz05

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Re: Dwarven Invaders - Ank is the man
« Reply #1524 on: July 18, 2012, 03:13:28 pm »

Why not? It's not auto-fire. Just one-click reload/fire! :)

EDIT: And it's not a shotcannon or volley cannon, though a burst-fire loader would be fun and relatively easy to add. Besides, those are legal in the borderlands, aren't they?
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ank

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Re: Dwarven Invaders - Ank is the man
« Reply #1525 on: July 23, 2012, 05:22:28 pm »

So.............
The server map has been deleted by a disgruntled employee.
That means everything is gone. EVERYTHING!

I will take that as a signal to resign from this project.

Maybe we should get a small Bay12 server up instead? get rid of all the lag and headaches.
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Matz05

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Re: Dwarven Invaders - Ank is the man
« Reply #1526 on: July 23, 2012, 05:41:10 pm »

An employee of who? The datacentre hosting it?
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1527 on: July 23, 2012, 05:52:34 pm »

Quote from: Volgarenthor
        You all may have noticed that the server either crashed or was down about a day and a half ago, unfortunately this wasn't one of our usual "tekkit crashed on us" problems. In fact it had nothing to do with hardware or software.

        A while back a long time player and personal friend of mine (volgarenthor) was given access to our server files so he could download the map when we wiped it. Long story short, this players friend got banned from Terra Novos and obviously didn't take to kindly to it. He managed to gain access to the computer of the player who had ftp access and in doing so… gained access to our server files, you can see where im going with this?

        The server crashed because this disgruntled player decided he would take his frustration out on the staff team that banned him and the community he was a part of. He deleted all of our server backups, half of our plugin data, our tekkit.jar files and our map. The server crashed while he did this and when one of our admins restarted the server (thinking it was just a standard crash) the server tried to save the map again, resulting in the map being corrupted when it saved. Due to the amount of time that passed before our server host could be contacted, the data that was deleted could not be recovered. We dont hate the person that has done this to us, we are just disappointed. But if he were to suddenly walk outside and get hit by a bus, we would probably sleep better.

         We had 2 choices, either use one of the backups stored on 7rex's (Albert) computer which was approximately a month old or update to tekkit 3.1 and start a fresh map with everyone on equal footing. We understand that this is going to make a lot of you angry (the staff is pretty pissed off about losing all the dungeons) but the staff has decided the best course of action is to start fresh. We hope that this loss wont cause you to leave the server but we understand how mentally exhausting it is to lose a months worth of effort. A lot of people will lose everything they've done since they joined the server and it will be very hard to cope with the loss.

        With this recent attack and corruption of our map, and the subsequent decision to start a new one, we have decided to take this time to go ahead and initiate a rules and gameplay change to the server. One of these changes is the banning and phasing out, of TnT cannon's and raiding. We understand that this might come as a shocker but it has become very difficult on the server's community to leave for a day and come back to a massively griefed house/project because someone could not get the aim right. Or wanted to be an asshole.

       On a side note, with the update we are going to implement yet another rules change (OMG they change all the time i know its a pain but until we have a system that works and the community is happy with it we cant do much)

[1] No one will be able to place tnt.

[2] Stealing from chests/machines etc will still be allowed, you just wont be able to cannons houses.

[3] Yes this is going to make stealing a lot harder but we don't want the reason people come to play here to be because they can blow peoples houses up and take everything they have.

[4] With reinforced vaults not being a necessity to protect your things any more we are letting players use trade-o-mats (details still to be decided)

[5] Block breakers will be purchasable from spawn and placeable by anyone, but please don't go nuts on your quarries, be responsible.

[6] Factions prices were reduced to allow anyone the ability to make one, without having to farm digital TN forever to just start one. Currently faction start prices are 2500TN.

[7] Advanced Circuits and Integrated reactor plating are being removed from the Industrial shop and make freely craftable. After many weeks debating this, we decided it was best to allow access to these items to the entire player base. Not just a lucky or hardworking few.

[8] Due to the inevitable network merger, we have gotten ahold of a few useful plugins/mods that will allow us to start introducing balanced EE items into the server. By balanced, i mean on par with Endgame IC2 and RP2 item productions values. ( Still to be tested and decided, but be on the lookout for more freely available EE items for use, and not just in the Hero Shop)

[9] Also, with this recent massive amount of changes. We will be reducing the prices of 90% of the items available from both the Hero Shop and the Item Shops.

       Once again, it comes with great sorrow and heart ache that this has happened, and it will be very hard for some of you to deal with the losses. But we are determined to make the server and experience better this time around. Mistakes have been made on my part, and experience has been gained from it, so the only road i see available to us, is the road forward, not behind us. In the next coming weeks, we will be hard at work getting in-server stuff rebuilt and up to speed once again, but rest assured, that we will be putting as much effort into doing so as humanly possible to rebuild our world.

      It will take a few days to get everything ready and viable for play once again. But once everything is done and back up, it should ( I hope) turn out to be a much more enjoyable gaming experience for everyone, not only a select few.ftp://
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1528 on: July 23, 2012, 05:52:57 pm »

*ahem*
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Heliman

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Re: Dwarven Invaders - Ank is the man
« Reply #1529 on: July 23, 2012, 05:53:13 pm »

SON OF A BITCH.
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