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Posts posted by Jed1314

  1. Hey guys !

    I have uploaded the new .jar file with Sdbaynham's very useful mods :) There is a 1 minute death ban now, so that it can be established whether you are dead or unconscious.

    Sorry to Danny and ECC ... I was pretty fucked when I came on yesterday, I don't really remember what happened, I remembered the death ban duration chat with Danny though :)

    The spawn is looking great and I think is complete ?

    Server will be opening to the public tomorrow as planned at 1900 GMT :)


  2. Isn't a bastard sword a hand-and-a-half? How about a broad- or long sword. Also, what about nerfing the spear damage but allow it ti be thrown like a javelin.

    EDIT:redundant post is redundant.

    What is redundant about it ? I don't understand :P


  3. Are you suggesting that recipes can be sent through chat, but not statistics?

    Edit, don't bother -- I don't want to be trolled into this argument. It's not even the point of my message. I was simply suggesting we may want to consider having spoiler sections in the wiki. I'm not going to argue about what should be in the spoiler sections, and what should not. I'm merely suggesting a way that we can compromise.

    I'm not being aggressive am I ?

    I just meant recipes don't turn the whole game into a numbers thing where people say "dig at level 47 for the highest percentile chance of finding nickel"

    I think all of the recipes.should be added because you were totally right. Sorry I didn't elaborate, I'm using mobile phone :/


  4. Seemed fine to me. Let me restate again through an example.

    The UU-matter recipe for iridium is not published on the IC2 wiki, but all players on mulitplayer servers know it, because someone on chat will help them. It works, but it's not ideal. The more answers available on the wiki, the less spamming in multiplayer chat for help.

    The point is that the deepest secrets will get out. If it's not through the wiki, it will be through chat.

    There's a difference between a recipe and statistics though


  5. wait a minute... we've been telling people for so long... "STAHP posting guise"

    "This thread already exists, use the search function"

    and then they do, and start posting in old threads


    ... and in that moment, all the hypocrisy was felt >.<


  6. I find tools very viable to make. Armor much less so because of the ridiculous amount of material it takes to make a single piece of armor.

    That's a good thing really (and in keeping with the *naughty word* real world :P)

    It makes armour worth something, instead of vanilla where NOT having armour was unusual :L


  7. I take it that means never? :L

    Anywho, I have some suggestions for this. Fully armored players should have a much tougher time using a bow and arrow. It takes longer for them to take it to "full draw" and "full draw" for them doesn't go as far as it would for unarmored players. This is because there is a price in flexibility when you have that much stuff on, plus it's a good balance g feature. This should apply to leather armor as well. Leather is very thick and probably the clumsiest.

    To balance this out, their should be metal javilins that last considerably longer and deal slightly more damage. That way is a archer is trolling a tank, tank can tell archer to GTFO with a well placed javelin shot :D

    Have you read the full series of combat overhaul suggestions I made ? I covered all of this :)

    Leather armour wouldn't stop you from using a bow though :)


  8. They would be like mojang's cape/cloaks, but they wouldn't be able to have any sort of special symbol on them. They would probably get their own armour slot and would probably be crafted from wool or furs.

    Could you make them dyable ? If so, +1 !

    We need dyable cloaks on my server pretty bad ¬.¬


  9. Well I know that my server will be capable of holding 30 - 40 players (minimum).

    You are right, there won't be many servers big enough to hold this :/

    I wouldn't make my server P2P .. I'm not even sure if I'm ever going to add donations :P

    Thanks man :)


  10. It's been a while since I have made a suggestion .. And you thought you had finally escaped ? Ha ! :)

    I have made this based on the discussion thread, but thought it deserved a suggestion.

    A prologue:

    A cart rumbled along a deserted cobble highway. It moves no quicker than walking speed, piled high with goods covered with a sheet. He is making the trade run to the northern territories. Five guards surround the cart, ensuring it is safe from any highwaymen and other bandits. It had been a long time since he had crossed the great ice road, that glittering path of frozen water which led across the sea to the northern Capital, and he was apprehensive, dreading the coming traverse. As it conspires, that was the least of his issues. As he rounded a bend in the road, a loud explosion was heard and the guard in front of him fell into a large pit which had opened in the road. He turned. The men to his right had been filled with javelins, now resembling human pin cushions. They still could not see their attackers. He was unable to move the cart as the road infront and behind him were both collapsed. He knew he was doomed. At that point, a hidden voice shouted, "We will have these goods, you can surrender them or we can take them. Your money or your life. Your choice".

    Basic Premise: Several features which would allow trade on servers to flourish and develop.

    New Features: Carts I have covered these before, so I won't go in depth

    Regionalized Resources Why trade if you can get everything you need ?

    Use of existing features: None


    I covered these in my transport overhaul thread (which would complement this excellently). Here is a link:

    Regionalized Resources:

    Why do people trade ? A few reasons. Convenience, laziness, time restrictions, the inability to fulfill that need by yourself, the list goes on. However, one of the key requirements for trade to happen is differing levels of availability of goods in different areas.

    I propose that the resources of the game become more localized and valuable. As an example, lets say you needed sinew to make a bow, and that sinew came from deer. If deer only spawned in norther territories, equatorial nations would NEED to trade with the northerners for sinew to make a bow. Lets say you need to eat a certain amount of fruit to prevent illness. If the north was only suitable for certain crops but not fruit, meaning you need to trade with the equator.

    Lets take this a bit further. I propose a new generation option (Note: This is an OPTION. It is not mandatory as I know it would break SSP). This would generate the world as normal, but the minerals would be grouped in huge deposits and would be far more distributed. This would lead to regional variations in mineral levels. This is only necessary for the most common ores (Ores like nickel don't need this as they are already rare). This would also lead to interesting dynamics as certain places would change in value (e.g. Early in a servers life, tin bearing areas would be very valuable. As the server matured, iron would be far more valuable than tin, so the value of the tin rich region would fall.

    This suggestion is still in its infancy, so lets see where it goes.

    Please don't comment with things like "Would break SSP, hell no". It's intended as an SMP change and will involve adding a NEW generation method in addition to the regular one.