sandonthefloor 2 Share Posted October 17, 2011 Really? I don't see any changes yet. Kal'Trez still has ???? after it, and the lore section still says "name needed." he made a new thread http://www.lordofthecraft.net/forum/index.php?/topic/23761-names-needed/ Link to post Share on other sites More sharing options...
Gulik Shortbeard 2 Share Posted October 17, 2011 oh Link to post Share on other sites More sharing options...
Destroyer_Bravo 1054 Share Posted October 17, 2011 Make the city look like a: Crevice, ravine, cave. And that IS a guild house that Smith means. Link to post Share on other sites More sharing options...
sandonthefloor 2 Share Posted October 17, 2011 Make the city look like a: Crevice, ravine, cave. And that IS a guild house that Smith means. They have, look at the screenshots and you will see a massive cavern. Another thing to be added to the list is a theater which we need. Also, for the shops, I'm not sure if it is too late to do this or not, but I think it would be a better idea to have split the shops into specialized districts, so there would be a food and health supplies area, a rare ores area, weapons and smithing area of some sort. I think that would have made people explore and want to travel much more inside the city instead of having them just go to one main area. Only problem is that it could create a slight confusion, but using signposts people should be able to get to where they want to go. Link to post Share on other sites More sharing options...
Gulik Shortbeard 2 Share Posted October 18, 2011 I think there should be some grand example of dwarf craftmanship, like a giant jewel or amazing statue. Link to post Share on other sites More sharing options...
Destroyer_Bravo 1054 Share Posted October 18, 2011 Make lava flow in front of the dispensers. It will hide them and light them on fire, making them cause more damage and burn the target. Oh, and dispensers fire straight. Link to post Share on other sites More sharing options...
Destroyer_Bravo 1054 Share Posted October 18, 2011 The ancient lore: the lore for the dwarves itself will be unknown, when they find the city (name needed) it will be deserted, and slowly turning into a ruin they are free to occupy the city, but their will be certain area's hidden after a chain of events or a certain time)) 1 the library : first region to be found, will contain books the native dwarfs and their lore 2 the graveyard, a massive widespread graveyard containing the bodies of those who died of the curse, as well as the tomb to their leader, chest with bones will be under the graves, some also contain valuable loot. 3 the logs of events explaining more about the death of the previous inhabitants made by a wise man. 4 the death's breath... a cave discovered by the native dwarfs, right before they all died.... contains treasure and death (lots of death), will have enter notification so i can start an event, can only be found after the other 2 regions. if found by a small force, the dangers inside might push the dwarfs out of the city and force them to reconquer it. a certain action (not decided yet) must be preformed to halt the curse. native lore: still to be made up logs of events: has to be made up Burn a gold bar on netherrack. How about it? Link to post Share on other sites More sharing options...
Gulik Shortbeard 2 Share Posted October 18, 2011 I just had a thought: How will enchanting items work on LoTC? Will experience orbs be brought back? Will anyone be able to enchant? I think dwarves should be the only ones able to enchant, at least armor, but maybe everything. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted October 19, 2011 Agreed it would make our capital a travel point an we could sell our weapons an armor for more. Varge I have free time during school to write up lore or anything you want a rough draft as. Pm me on skype I'm so excited for this all. I would suggest limited shops like maybe at most 6-10 so that the merchant would have to e very active so if he is a lazy dwarf the kingdom would kick him out. Same with homes put a sign up every week and if the player isn't active the house would be repoed and pit back on the market with everything in it. A relitor dwarf could do this an give part of the profits to the kingdom. Also if we have the deep roads, the main gate should be the entrance to the roads then the capital would be deep within the roads so that the enemies woul have to travel though multiple defenses to get to the capital, (over lava pits, arrow trap, and pit fall traps) Link to post Share on other sites More sharing options...
sandonthefloor 2 Share Posted October 19, 2011 Agreed it would make our capital a travel point an we could sell our weapons an armor for more. Varge I have free time during school to write up lore or anything you want a rough draft as. Pm me on skype I'm so excited for this all. I would suggest limited shops like maybe at most 6-10 so that the merchant would have to e very active so if he is a lazy dwarf the kingdom would kick him out. Same with homes put a sign up every week and if the player isn't active the house would be repoed and pit back on the market with everything in it. A relitor dwarf could do this an give part of the profits to the kingdom. Also if we have the deep roads, the main gate should be the entrance to the roads then the capital would be deep within the roads so that the enemies woul have to travel though multiple defenses to get to the capital, (over lava pits, arrow trap, and pit fall traps) Were not going to restrict the housing and shop numbers due to the fact that that is what the people want, they want their own business so were not going to take them from that. I have suggested overseers for the next map which will help with the housing problem of inactivity. I have the whole overseer system planned out already, so we shouldn't need to worry about that. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted October 19, 2011 I dont see why we would have three shops all selling the same or even empty ones this would make a very competitive economy and make the owners on to stock their shop. Either way I dont want new homes to look cheaply made if we need room ,which I highly doubt or awhile, is to create a village and expand there and then only the richer folk would own capital houses. Link to post Share on other sites More sharing options...
chefbrando 1 Share Posted October 19, 2011 I just had a thought: How will enchanting items work on LoTC? Will experience orbs be brought back? Will anyone be able to enchant? I think dwarves should be the only ones able to enchant, at least armor, but maybe everything. This would depend on how our skill system build for 1.9 handles enchantments and the like. For now, we shouldn't worry about it much, because enchanting in the current beta build (1.9.4) doesn't work properly in smp in the first place. Enchanted items would affect so many other things as well i.e. shop plugin, increasing skill level with swords/axes (possibly?) etc. it is not worth worrying about until later. As for how things are affected by lore and such, what appears in this topic is, for the most part just broad ideas, since I am sure we want to save a few surprises for when the server actually updates. Link to post Share on other sites More sharing options...
Destroyer_Bravo 1054 Share Posted October 19, 2011 If you make city more cavernous, you can make levels and plug in houses and blend them in. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted October 19, 2011 It's very caverny...... Link to post Share on other sites More sharing options...
_edplayer 15 Author Share Posted October 19, 2011 military district is almost done (rough version) just look at the pictures and judge how caverny it is ^^ also when they dwafs move in, they will decide how the city looks from there on Link to post Share on other sites More sharing options...
Recommended Posts