Jump to content

itdoesntmatter

- Aether VIP -
  • Posts

    2162
  • Joined

  • Last visited

Everything posted by itdoesntmatter

  1. itdoesntmatter

    Raids

    General Raid Rules A raid constitutes an attack by five or more players of an outside group on a nation, settlement, or lair. Raid equipment like Ladder Crates and TNT Crates may only be used leading up to or during a raid. Prior to PvP starting, equipment must be emoted 3 times in shout in order to place. Raid equipment may be disarmed after 3 uninterrupted emotes. Emotes are not required after PvP starts. All raids require a /modreq filed by the raiding party prior to the raid declaring the number of raiders involved, if raid equipment will be used, and the who will be the raid leader. It is not required for the ticket to get claimed for the raid to commence. Example: “/modreq Total Players: X | Group Leader: X” If PvP begins during a raid, it may last up to one hour from the countdown's end. After that, the defenders can demand them to leave through in game messages if a moderator is not present. Raids Raid cooldowns on the sub-region are dependent on the raid size: 12 players or less: 3 days More than 12 players: 6 hours per additional player, limited to a month. Cooldowns may only apply to subregions, not the entirety of the tile (capitals, settlements, vassals). Banditry on the roads will not result in a cooldown, as it is not within a sub-region. Raid baiting is defined by sending in smaller groups of raiders into a region that is on cooldown to bait people out of the region. DURING WARTIME, raiders may perform one act of major vandalism (destruction of property, burning a building, etc) immediately after the conclusion of combat. A moderator must supervise. A Moderator reserves the right to impose a cooldown on tiles and subregions if a banditing group has been banditing or raiding without fractionary periods. Retribution Raids Retribution raids have no max to the amount of players that can be brought (whether in peace or war). They are not barred by raid cooldowns and they do not provide one if successful. If a nation/settlement/lair’s citizen has been captured, they may launch a retrbiution raid in retaliation to recover them or pressure the captor’s for their release. Rescue raids are immediately called off upon the release of the captive, or the death of the captive should their body be returned to their faction.
  2. Original: Nations may declare their allied status in roleplay. Allies may assist Nations in Warclaims, however, they must have declared their alliance forty-eight (48) hours prior to the start of the Warclaim. Half of attacking allied tiles are added to the aggressor’s warcost. Allies must consider troop movement. Your army starts in any tile in your territory and, as the army moves, troops are subject to travel times: • Two days per land tile • One day per water/ocean tile Armies passing through owned tiles must seek permission from their nation. An army may travel up to 14 days worth in-between war-claims. Armies may not move through the Cloud Temple. Furthermore, the main Attacker Nation may launch a war from an allies’ tile if the ally gives consent for it, except when conquest is involved. Update: Nations may declare their allied status in roleplay. Allies may assist Nations in Warclaims, however, they must have declared their alliance forty-eight (48) hours prior to the start of the Warclaim. Half of attacking allied tiles are added to the aggressor’s warcost. Allies of either defending or aggressing nations must consider troop movement. Your army starts in any tile in your territory and, as the army moves, troops are subject to travel costs: • 750 minas per water, ocean, and land tile. Armies passing through owned tiles must seek permission from their nation. Armies may not move through the Cloud Temple. Furthermore, the main Attacker Nation may launch a war from an allies’ tile if the ally gives consent for it, except when conquest is involved. Rational: Keeping the spirit of the rules in charging people for movement. This will change our current troop movement rules (1 tile land, 2 tile water/ocean) to a cost-based movement that is applied to both aggressors and defenders.
  3. Original: Rule 1, 2, 3, and 5 of the Combat Rules Update: Roleplay Combat (honor system) is the default style-of-combat. When 8 or more people are involved, you may transition to PvP (mechanics-combat) if over 50% of the defenders vote in favor (or majority vote). Guards are defenders when enforcing murder, assault, theft, and/or vandalism. Rational: In accordance with the server's mission statement. --- Original: N/A Update: Subjugation War Goal (7500 x tiles) The ultimate demand. Annex a bordering nation or non-nation settlement. Win a normal field and siege battle in the capital tile. The defender must have one remaining tile. The subjugating nation may not evict for 3 months. Rational: Step 419 of reintroducing conflict --- Original: Conquer Tile (1500 x tiles) The ultimate demand. Conquer a bordering tile. Win a normal field and siege battle. * Conquering the capital tile or a non-nation settlement requires administrative approval. Update: Conquer Tile (1000 x tiles) The ultimate demand. Conquer a bordering tile. Win a normal field and siege battle. * Conquering the capital tile or a non-nation settlement requires administrative approval. Rational: In accordance with the server's mission statement. --- Original: Mercenaries (1500 per 10 players) Update: Mercenaries (2000 per 10 players) Rational: In accordance with the server's mission statement. --- Original: 4w war cooldown Update: 2w war cooldown Rational: In accordance with the server's mission statement. --- Original: PK war goal Update: PK war goal Rational: In accordance with the server's mission statement.
  4. Hi everyone, As Moderation Administrator, it has been my goal to work closely with the other admins and staff teams to return the unrestricted fun I remember that I had as a player. I strive to remove unnecessary paperwork, rules, and procedures that have hindered the player experience. This server should be an easy and enjoyable experience for both players and staff. The following rules serve to do exactly this — though I will remind everyone that our work is not finished. We must update our rules according to the server’s new mission statement. It is time we return to our roots. Throughout our time on LotC, we have seen the server go from roleplay-default, pvp-default, and defender-default. Our community has also witnessed the unfortunate removal of certain aspects of war that have forever impacted the narrative of nation-relations and ultimately player RP. We’ve ignored the facets of the roleplay foundations that this server has been built on to appease a middle-ground. It’s time we change this. RP Combat: Roleplay Combat (honor system) is the default style-of-combat. When 8 or more people are involved, you may transition to PvP (mechanics-combat) if over 50% of the defenders vote in favor (or majority vote). Guards are defenders when enforcing murder, assault, theft, and/or vandalism. Subjugation War Goal (7500 x tiles) The ultimate demand. Annex a bordering nation or non-nation settlement. Win a normal field and siege battle in the capital tile. The defender must have one remaining tile. The subjugating nation may not evict for 3 months. Mercenary Outposts Mercenaries can be granted an outpost where they will base their services. As this acts as their permanent place of residency, they are also granted a treasury in which to store their funds. Outposts are a prerequisite for mercenaries to participate in war. Adjustment: Conquer a Tile to (1000 x tiles) Adjustment: Mercenaries (2000 per 10 players) Adjustment: Move war cooldown from 4w to 2w. Remove: PK War Goal (and allow players affected by this war goal to return their characters) Thank you, The Admins
  5. Adjustment to War Rules Original Rule: For allies to assist in Warclaims, the two nations must be connected through a fast travel ferry, cart, or a connected tile. The ferries must make logical sense Rewrite: Allies must consider troop movement. Your army starts in any tile in your territory and, as the army moves, troops are subject to travel times: Two days per land tile One day per water/ocean tile Armies passing through owned tiles must seek permission from their nation. An army may travel up to 14 days worth in-between war-claims. Armies may not move through the Cloud Temple. Rational and Explanation: Prevent globalized conflict with teleporting armies. == Original Rule: Imprison a chosen national. If desired, they may be permanently killed. Rewrite: Execute a member of upper leadership. I.e. figureheads such as NLs/settlement leaders (or their heir/successor), the head of the military, or the head of the religion. Applies to any character that held the position anytime during the war. Limited to two heads per war. Cost 7.5k per head. Rational and Explanation: Prevent killings of non-leadership, as well as putting a limit to ensure the safekeeping of communities.
  6. Loyal Isaac wondered how his own Empire was able to claim victory from the encounter, after a mysterious force had forced half the Haense rally to head home.
  7. Adjustment to External Wartime Raid Rules, Rule #2 Original Rule: During wartime, raid sizes are increased to the following criteria and raid protections are applied to city/settlement/lair regions instead of the tile, meaning banditry on roads in a nation tile or the area outside of a city/settlement/lair will not trigger a raid cooldown as they do in peacetime. Rewrite: During wartime, raid sizes are increased with the following criteria, and raid protections are applied to the entire tile. However, banditry on roads will have a base cooldown of 0 days, with each additional person brought over the soft cap adding a 12 hours to the cooldown. Rational and Explanation: Road banditry has gotten out of control. Players can still raid roads and avoid the cooldown by bringing no more than the soft caps of 5/10/20 for Lairs/Settlements/Nations. If players bring over the soft caps, each additional player will add 12 hours to the cooldown as stated in the rules.
  8. I hope you were actually able to self-reflect upon my assignment of this post to you. It seems to me that you've put a decent amount of effort into this post. It shows a lot of your character, that you're capable of admitting to and acknowledging your past wrongs. Though, your lack of remorse for the situation you were actually banned for and inability to disconnect yourself from this server is still concerning for me. I cannot welcome you back until I see that you have fully pulled back from this server and are able to moderate yourself without the constant intervention of myself, the rest of the administration, and the moderation team. Any rumor or hint of you alting, shot-calling, or being involved on the server in any capacity will make me more hesitant to consider a future appeal. You may contact me in three months.
  9. Original: Wartime Raids #3 All raid targets will have a 3 day cooldown. Incumbent parties may adjust these values during wartime negotiations. Raid size is dependant on the raiding target: Lairs: 6 player max Settlements: 9 player max Nations: 12 player max Update: External Wartime Raids #3 Raids trigger a 3 day cooldown. Maximum raiding party depends on the target: Lairs: 5 player max Settlements: 10 player max Nations: 20 player max Raiders may exceed the maximum. However, each new participant adds 12 additional hours to the cooldown. Inaccurately reporting raiding numbers will triple cooldowns and trigger infractions for the raid leader. Rational: Allows for easier and smooth-flowing conflict. --- Original: N/A Update: INTERNAL CONFLICT RAIDS All external raid rules apply. However, the original 3 day cooldown will be reduced to 36 hours. Rational: Allows for easier and smooth-flowing conflict. --- Original: A wartime raid encompasses banditry/attacks on a settlement participating in the war by two or more players of an opposing faction participating in the war. Update: A wartime raid encompasses banditry/attacks on a settlement participating in the war by three or more players of an opposing faction participating in the war. Rational: Increase from two to three for wartime raids. Easier consistency. Allows for easier and smooth-flowing conflict. --- Original: N/A Update: Immediately after combat, raiders may perform one act of major vandalism (destruction of property, burning a building, etc) without approval from an RO. A moderator must supervise. Rational: Bringing in major vandalism as a permanent aspect of our rules, due to how well it worked in the urguan-oren conflict.
  10. Hi everyone, Over the past couple of years, the server has had trouble producing a set of conflict rules that would stick. Since the Norland-Oren war, I knew something had to be done. I immediately got to work in revising our ruleset to be more fitting for the server. Through my conversations with players and admins alike, multiple attempts for approval, and ultimately help from members of the community, we’ve been able to produce this ruleset. While it has taken quite some time to get to this point, I am pleased to announce that our war rules are now admin approved and officially able to be used. With that being said, this is all-encompassing. In this, we’ve defined external and internal conflict. External conflict is what we saw in the Urguan-Oren war. With internal conflict, we’re taking a slightly newer approach. Internal conflict will be remaining entirely internal; thus, allies will not be allowed to join in. Lastly, we’ve upped the cap on wartime raids infinitely. You can now bring as many people as you want to raid during wartime, though for each person over 5, 10, and 20 for lairs, settlements, and nations, the cooldown will subsequently be given an additional 12 hours. Though, this is not the end all be all for internal conflict and raid rules. I plan on keeping internal conflict strictly internal, while also providing alternative routes than the ones we have listed. I do want to take this chance to thank @Telanir @GMRO @Mio and @FlemishSupremacy for their massive help in writing the war rules, as well as @Llir and @The60th for making warclaims actually work again (18+ TPS with almost 250 players!!). Please give them lots of love and rep. So, what are my next steps as Admin? Soon, I hope to announce news about the update of the infraction system, continued refinement of conflict and raid rules, and internal training system. Thank you.
  11. @import url('https://fonts.googleapis.com/css2?family=Lora&display=swap'); @import url('https://fonts.googleapis.com/css2?family=PT+Serif&display=swap'); #custom h1 { font-family: 'PT Serif', serif; line-height: 1.5; margin-top: 1em } #custom h2 { font-family: 'PT Serif', serif; line-height: 1; font-size: 24px; color: #3586b5; } #custom h3 { font-family: 'PT Serif', serif; line-height: 1; margin-bottom: 0.5em; font-size:18px; color: #448db8; text-decoration-line: underline; text-decoration-style: dashed; } #custom p { font-family: 'Lora', serif; line-height: 1.6; margin-bottom: 1em; font-size:16px; } III: INTERNAL CONFLICT An ‘Internal War’ is a civil conflict within one Realm, and operates with different mechanics. Costs: There are no Base Costs or Travel Costs in an Internal War. Allies: As the name indicates, outside Realms can’t participate in Internal Warclaims (but they can assist with raids, supplies, etc.). Eligibility: In order to participate on either side of an Internal War, players must be a member of the Realm for at least 14-days before the outbreak of War. TYPES OF INTERNAL WARS Rebellions A ‘Rebellion’ is where a vassal within a Realm declares independence. When this happens, a Realm needs to post a Warclaim to contest the Rebellion within 14-days, which will be a Siege on the rebelling vassal’s region. If the Realm doesn’t try to quash the Rebellion after this time, it will succeed automatically. If the Realm defeats the Rebellion, all rebel vassals may be put under an uncontestable 3-day Eviction Notice. If the Rebellion succeeds, the Tile on which the rebels are on becomes independent (other vassals on that Tile are at the whims of the victorious rebels). This Tile can either become its own Realm, or join another. Rebellions cannot happen on a Capital Tile. Revolutions A ‘Revolution’ is a civil war to usurp control of the entire Realm. Launched from a vassal region, a Revolution requires revolutionaries to fight their way to the Capital. Revolutionaries need to fight their way to the Capital, which requires them to fight either a Field Battle or a Siege on each Tile they need to pass through (the type of Warclaim is chosen by the Defender), unless the vassals on a given Tile defect to assist the Revolution (if there are multiple vassals on a Tile, this is determined by majority i.e. 2 out of 3 vassals side with the Revolution - in the event of a tie, the Tile must be Warclaimed). If the revolutionaries reach the Capital Tile, they must win a Siege in order for the Revolution to succeed (in this context only, Capital Tiles do not require both a Field Battle and a Siege in order to expedite civil wars so that a Realm can return to normality sooner rather than later). To quash a Revolution, the Realm needs to turn the Tide of War and fight their way to the revolutionaries headquarter and fight through each hostile Tile on the way, unless the majority of Vassals on those Tiles have affirmed their loyalty to the Realm. If the Revolution succeeds, the leader of the Revolution becomes the new Realm Leader. If the Revolution is defeated, any vassals who fought for it may be put under an uncontestable 3-day Eviction Notice.
  12. itdoesntmatter

    War Rules

    @import url('https://fonts.googleapis.com/css2?family=Lora&display=swap'); @import url('https://fonts.googleapis.com/css2?family=PT+Serif&display=swap'); #custom h1 { font-family: 'PT Serif', serif; line-height: 1.5; margin-top: 1em } #custom h2 { font-family: 'PT Serif', serif; line-height: 1; font-size: 24px; color: #3586b5; } #custom h3 { font-family: 'PT Serif', serif; line-height: 1; margin-bottom: 0.5em; font-size:18px; color: #448db8; text-decoration-line: underline; text-decoration-style: dashed; } #custom p { font-family: 'Lora', serif; line-height: 1.6; margin-bottom: 1em; font-size:16px; } II: WAR RULES STATE OF WAR You can declare a War at any time by posting a Warclaim in the Warclaim Subforum, which highlights the Tile (the land within an enemy Realm) you’re targeting, and the route your Realm (and any of your allies) are taking to that Tile. A state of War continues until neither side of a War initiates a Warclaim for two weeks. WARPATHS The route an army travels from their starting location (a Core Tile within their Realm’s territory) to the enemy Tile being attacked is called a ‘Warpath’. When posting a Warclaim Post, you must include your Warpath in the same post. Allies joining the War - on either side - must also post their Warpaths as a reply to that post at least 72-hours before the Warclaim is scheduled to happen. Defenders do not need to post a Warpath (their allies do, though). Here’s an example of a Warpath: Target Tiles Realms can only attack Tiles that they can reach without passing through another one of the Defender’s Tiles (or other hostile territory). For example, if the Attackers want to conquer Tile A, but Tile B blocks their Warpath to Tile A, then they first need to Warclaim Tile B. Warpaths Between Warclaims After the first Warclaim - and while a State of War persists - all participating armies are ‘still on the march’ -- this means they don't reset their Warpath between Warclaims. Therefore, if there is a follow-up Warclaim on a Tile adjacent to where the first Warclaim was, then Warpaths must simply move only one Tile. THE COST OF WAR Participant Base Cost Attackers, their allies, and the Defender’s allies all pay a Base Cost, which is determined based on the type of Wargoal (see below) a given War pursues. These Base Costs are charged per player, per Warclaim, and consist of: Pillage Warclaims: 25-mina per player, per Warclaim. Raze Warclaims: 40-mina per player, per Warclaim. Conquest Warclaims: 50-mina per player, per Warclaim. Subjugation Warclaims: 100-mina per player, per Warclaim*. *Capital Tiles require two Warclaims, but Base Costs are only charged once and are calculated on the numbers at the Warclaim with the larger attendance. Travel Cost Attackers, their allies, and the Defender’s allies all incur a Travel Cost of 15-mina per player, per Warclaim, for each Tile their Warpath passes through to the target Tile. This applies on top of the Base Cost, and the target Tile for the Warclaim is not counted towards this. If Attackers are defeated in a Warclaim and the Defenders do not counterattack, the Attackers do not need to repay Travel Costs to attack the same Tile again while a State of War persists. RISKS Joining a War as an Ally If you involve yourself in a War, you risk reprisal from the main Attacker or Defender -- don’t be surprised if they pivot to Warclaim you! Interception Travelling armies need to be on their guard. If your Warpath passes through the Tile of a third-party Realm without their permission, that Realm can try to ‘Intercept’ your army -- this means you need to fight the intercepting Realm in a Warclaim to pass through their Tile unimpeded. A Realm declares their intention to Intercept by posting on the Warclaim Post within 48-hours after their target posts their Warpath; it doesn’t matter if the intercepting Realm has been uninvolved in the War until that point. Interception Warclaims are usually 1v1, except where multiple allies are using the same Warpath. If you win an Interception Warclaim, you can pass through the Tile to your destination. If you lose an Interception Warclaim, you face the following penalties: Resubmit a New Warpath: This new Warpath can’t pass through the Tile you were intercepted on; if this is impossible (i.e., you were intercepted at a bottleneck), then you can’t participate in the main Warclaim -- your army can’t reach the battlefield! Travel Costs: These costs are recalculated based on the new Warpath, and they’re charged on top of the Travel Costs you incurred before you were intercepted. Intercepting Realm: If the Realm that intercepted you goes on to participate in the main Warclaim by posting a Warpath, then their army is no longer able to intercept you, meaning you can pass by any bottlenecks -- but only after the first Warclaim. Conversely, this means if the intercepting Realm doesn’t participate in the main Warclaim, their army is able to attempt to intercept you - and other Realms - indefinitely. Note that intercepting is a complex system to make Wars dynamic, but to avoid Wars being dragged out, a marching army can only be intercepted once per week. WARGOALS When a Realm declares a War, they must do so with an objective called a ‘Wargoal’. Conquest ‘Conquest’ is where an Attacker seeks to annex a Tile and directly absorb it into their Realm. Conquest Warclaims have an increased base cost of 50-mina per player, per Warclaim. If you win a Conquest Warclaim, the conquered Tile will have a 7-day Eviction Notice before it is added to the conqueror’s Realm. Razing ‘Razing’ is where an Attacker seeks to destroy a Tile and drive off settlers without annexing it as part of their own Realm. A razed Tile becomes unclaimed, and any builds on the Tile are destroyed or turned into ruins by Staff; Realms who have one of their Tiles razed can’t repurchase the Tile for a minimum of 4-weeks after the Raze Warclaim. Raze Warclaims have a base cost of 40-mina per player, per Warclaim. If you win a Raze Warclaim, the razed Tile will have a 7-day Eviction Notice before it becomes unclaimed. Pillaging ‘Pillaging’ is where an Attacker seeks to plunder the treasures of an enemy for themselves. Only Core Tiles can be pillaged. Pillage Warclaims have a base cost of 25-mina per player, per Warclaim. If you win a Pillage Warclaim, you gain the following: 20% of the Enemy Treasury: You steal a flat ⅕ of the defeated Realm’s Treasury as of the date that the War was declared (not the Warclaim). Realm’s won’t be allowed to unreasonably lower their Treasury in advance of the Warclaim, and Moderation will always check Treasury payments around a Pillage Warclaim. 20% Tile Resources: Your Tile resources are buffed based on the resources of the Tile you have Pillaged -- i.e., if you Pillage a Tile with 10 Netherite Nodes, 2 Netherite Nodes can be added to one of your Netherite mines. This buff is temporary, lasting for 3-months, and it can be stacked if you Pillage multiple Realms. Pillaging does not remove Nodes from defeated Realms. Subjugation ‘Subjugation’ is where an Attacker tries to forcibly vassalize an enemy Realm. Subjugation Warclaims can only be done on Capital Tiles, and only after all Tiles surrounding the Capital are held by you or your allies. Uniquely, Subjugation Warclaims consist of two Warclaims -- first, Attackers must win a Field Battle in order to Siege the Defender’s city. If the Attackers are defeated in the Siege, then they must once again win a Field Battle in order to progress. Subjugation Warclaims have a Base Cost of 100-mina per player, per Warclaim (while Capital Tiles require two Warclaims, the Base Cost is only charged once). If you win a Subjugation Warclaim, the defeated Realm is forcibly made your vassal -- for a period of 1-month, you can’t remove citizens or leaders from the subjugated Realm. After this 1-month period, you can either keep the subjugated Realm as a vassal with their own Realm Status or incorporate them into your own Realm (meaning the subjugated Realm will lose their Realm Status and all associated privileges, and instead become your direct territory). During the 1-month period, the subjugated Realm can’t rebel or revolt against you. After the 1-month subjugation period, the conquering realm may have the PRO of the subjugated Realm / vassal changed without risk of rebellion or revolution. This must be requested within 1 week of the end of subjugation. TIDE OF WAR When an Attacker wins a Warclaim and achieves their Wargoal, they can continue the War by posting a follow-up Warclaim within 48-hours of their victory with another target, Warpath, and Wargoal. Remember that armies are ‘stationed’ around the Tile where the last Warclaim took place, so Warpaths don’t need to restart in their territory. When a Defender wins a Warclaim, they seize the initiative and can post a counterattack Warclaim within 48-hours of their victory. Alternatively, Defenders can choose to gain a 1-week cooldown from being Warclaimed, after which the initiative reverts back to the Attacker. The only exception to this is in the case of Capital Tiles. In order to triumph over a Realm’s Capital, an Attack needs to win two Warclaims; one of these will be a Field Battle, and the other a Siege of the city itself. In the same way that the Attacker must win both Warclaims consecutively to succeed, the Defenders must win both before counterattacking. TILE TYPES Uncored Tiles An ‘Uncored Tile’ is a Tile that a Realm has not upgraded to a Core Tile and does not have any vassals, forts, or major builds on it. An Uncored Tile can be Conquered, Razed, and Pillaged by winning one Field Battle on it. Cored Tiles A ‘Cored Tile’ is a Tile that a Realm has upgraded and likely contains vassals, forts, or major builds. When a Warclaim occurs on a Cored Tile, the Defenders can choose whether they want to fight the invaders in a Field Battle or a Siege. If there are multiple fortifications on a Cored Tile, the Defenders can also choose which one to fight a Siege from. Capital Tiles A ‘Capital Tile’ is the heart of a Realm and its final frontier, and a Capital Tile can only be targeted by Pillage or Subjugation Warclaims. There are two unique mechanics for Capital Tiles: Surrounding a Capital: In order to launch a Subjugation Warclaim on a Capital Tile, all Tiles surrounding the Capital need to be conquered by you or an ally (or unclaimed). Two Warclaims: Capital Tiles require two Warclaims to Subjugate -- a Field Battle and a Siege, and an Attacker needs to win both consecutively to succeed in their Wargoal. If an Attacker wins the Field Battle but loses the subsequent Siege, then the War reverts back to the Field Battle stage again. Upgrading Tiles During War You can’t upgrade/Core an Uncored Tile during a State of War, even if the Tile you want to upgrade is not the target of a Warclaim. You also can’t purchase any new Tiles during a State of War. This is true for Attackers, Defenders, and their allies. This is because the course of War could shift to any of their territories depending on how the War unfolds. ELIGIBILITY In order to participate in Warclaims, every player needs to meet the following requirements: You need at least 20-hours of playtime in the last 30-days. You need to be a member of a participating Realm for at least 14-days before a Warclaim. You need to have reasonable roleplay activity; in order to prevent ‘shadows rallies’, PvP alts, or off-server recruits, players who may meet the above requirements but have little-to-no roleplay activity can still be barred from participating.
  13. Hi everyone, As I’m sure you all know, our attempt at the warclaim didn’t go as planned. We restarted numerous times, were missing multiple functionalities, and had poor communication in what was happening behind the scenes. I appreciate that you all remained patient and took the time out of your day to attend, and I apologize that the warclaim didn’t happen. This is probably the millionth failed warclaim apology that’s been given by an admin. We always promise that we’re going to find a better solution, but we truly believed that this was the solution. We applied everything we learned in the Oren-Norland warclaim and more. Network issue patches were applied, more RAM was allocated, and we DE-PEX’d all participating staff members. What were our problems? We didn’t have a priority roster plugin, some things went wrong with the plugin we couldn't catch in testing, and the roster numbers got leaked. I am sorry that all of this happened. It is completely on me for being unable to mitigate all of this. I will be holding myself accountable for the management of this warclaim, by ensuring the next warclaim is as good as it can get. I will also hold the person that leaked the numbers accountable, as no side should have concerns about the other knowing their rally size. We ultimately found that the scoreboard part of the plugin was the issue. It was updating every second, which gave everyone the appearance of a “slideshow” movement. It also prevented chunks from updating. Once we turned it off, the server ran smoothly. As I type this post, we are looking for a solution. We’re going to give this another shot on SOON(TM). I will make sure a priority roster system is implemented, and that the plugin is fully functioning. Thank you, - War and Moderation Team
  14. "I cannot see what I'm signing here," The elderly and demented Duke said as he reached for his pockets to find his glasses, but to no avail. Upon giving up, he remarked, "Bah! It does not matter. This Treaty shall be beneficial to the prosperity of the two Great States of Almaris!" Peter signed the document with a rather large signature. "Now that that is over with, I will return to what I was doing previously." He wandered off, continuing to build men of snow for the decorated cities of Almaris.
  15. Original: General Rule 13: You may not abuse mechanics to access areas you cannot get to in roleplay, this includes boat glitching and using horses to bypass walls higher than 3 blocks tall. Update: You may not access areas you cannot get to in roleplay. This includes using boats, horses, or 'horse parkour' to bypass walls higher than 3 blocks in height, or gaps wider than 4 blocks in length. Rational: Clarification of the rule for moderating, as well as setting a more realistic standard for what movement we allow for horses and boats.
  16. LotC Map Repository After the LotC-hosted map repository went down, I figured that players would still want a permanent resolution to obtaining our past maps. This post contains the links to the downloads of most of LotC’s previous maps. Map Downloads: Map Instructions: MULTIPLAYER: First, install Multiverse-Core. I would suggest using a server with these maps and importing them after using /mv import (map folder name here) normal. After doing that, install WorldGuard and WorldEdit and /rg flag __global__ fire-spread deny every world you import. Also do the same with the leaf-decay flag. If you do not perform these commands, then all wooden buildings with fireplaces will burn down + leaves will decay. SINGLEPLAYER: If you do decide to use singleplayer, or don’t feel like installing the plugins – you can just use game rules to disable these things. Make sure you are OP, and then do /gamerule doFireTick deny and /gamerule randomTickSpeed 0. If you find an issue with one of the downloads, or need help with something – leave a reply or message me on discord! I will be consistently updating this post with new maps and information. If you do not perform these commands, then all wooden buildings with fireplaces will burn down + leaves will decay. Enjoy! TODO LIST (feel free to help me out): Reacquire Fringe Download Thank you @Zezimus for supplying the Aegis download. Thank you @NotEvilAtAll and @Dalek348 for supplying the full Asulon download. Thank you @Mirtok for the early Anthos download. Thank you @LukyLucaz for the Arcas download.
  17. Community Meeting April 7th on the LotC Teamspeak at 5 EST Hello! We'll be having our second community meeting of the year. The point of the meeting is to address the concerns of the players, and clear some issues up with other teams. Ask questions in the comments, and we'll answer them at the meeting! These questions give us a general idea of what we need to talk about at the meeting, and gives us material to prepare with. I'll be accepting questions until the 6th. We’ll be allowing any impromptu questions at the end if there is enough time. Meeting will be recorded, and notes will be taken - so don’t worry if you can not participate. Teamspeak: Ts.lotc.co
  18. Out-Of-Character Information Please fill out the following questions as accurately as possible, and ensure the essential details are accurate. Minecraft Account Name: crazyeights11 How old are you?: 13 Time-Zone: Central standard time. (CST) Have you read, understood and agreed to the rules?: Yes. What previous experience have you had in role-playing?: I have been on a few minecraft RP servers and I have been on a couple RP forums How did you hear about the the Lord of the Craft?: my friend Hudson Link any applications that you have previously made for the server: Have you posted this application on the Minecraft Forum? If not, then please do so (link above): Have you read the Human lore, and shall you ensure you make use of it and follow it in your biography?: I have, and I'll try to use it thebest in my application Definitions In your own words define the following terms. Do not take any definitions from elsewhere!: Role-playing: Role-playing is essentialy a form of acting, and a way of expressing oneself. in this case, this Roleplay is done in the setting of Anthos, and "Role" i am playing is Redmond Signus Meta-gaming: Meta-gaming is a form of ruining to RP, by using out-of-charcter information to screw with RP. example: Ghengis Khan finds secret entrance, and says it to his friend in a PM. Friend tellsowner of castle, and owner covers up the secret entrance, so poor Ghengis Khan cant get in. Power-emoting: Power-emoting is another way of messing up RP, it is when one person does something that either A :is more powerful than there character should be. B. :Making oneself more powerful so that they can make themselves win. In-Character Information: Complete the following biography on your character: Full Name: Redmond Signus Current Age: 28 Sub-race (if any): Northerner Past / History (include childhood, major-events, etc. 2+ paragraphs long): Redmond Signus was born in Salvus in Asulon, to a normal father, and an albino mother, and was one of a set of twins, his brother being named Bluvark, and himself being named Redmond, for he was born covered in more blood than is usual for a newborn child. and from a younge age, was always dressed in red, (so his parents could tell him and his twin apart) and grew up as an apprentice of his father's trade. Grave digging. At age 7 (while he was in Elysium) Redmond was an apprentice grave digger to his father, and would help dig up to 12 graves a day. And from an early age, was exposed to death, as many died in the cursed lands, and the grave digging business was booming. The more people died, the more money his family had, so death was not as such a bad thing to Redmond, more simply a way of life, a thing that happened everyday, and someone had to clean it up. And by age 16 became adept at digging and mining (when a dwarf needed a grave), and rgew to sustain himself, and his family. In the summer of Redmond's 23rd year (He was in Kalos at the time) his father passed away at the dissappoinitng age of 64, it was devastating to Redmond, he had always seen people die, yet it never occured to him tht at his own father might die. So Redmond supported his family, (which only comprised of his mother, and his brother) and cared very little of spiritual, cognizant or otherwise useless things, and grew callussed and un-caring for the well-being of anyone but his family. Not unkind, yet un-pleasnt, and rude, and would do little unnecessary, unless paid. in the winter of Redmond's 27th year, Redmond's mother died at the age of 73 and redmond barely shed a tear for his mother, for he never grew close to her, yet, his twin was in shambles, and could barely go on with-out his mtoerh, so Redmond left him, and set out to find a new life, away from constant digging and filling, and to get a new life, of adventure. So redmond took the oppurtunity when it came to leave Kalos to the new lands of Anthos. The boat ride was an odd experience for the grave-digger. he had only been on two other ships in his life, and he slept thorough both mostly, for he was very younge. while yet, the ship ride to Anthos was long, and caused him to get sea-sick many times on the jouney, and when he was not wretching, or sleeping, Redmond simply paced, planning and thinking of what he was going to do once he reached the new lands. Now stretches his arms in the cloud temple, looking over the horizon, ready for a new life. Ambitions for the Future: To Gain a new job, and possibly find some romance Personality: Remond is gruff, not unkind, but simply rude, un-caring, and barely has a sense of humour, Skills: Redmond is adept at digging, and descent at mining. the only skills for combat is "Swing your shovel, and aim for the face" Appearance (this must include an in-game screenshot of your skin):http://i.imgur.com/tqe0i0S.png Any other details you wish to share about your character: 1stRedmond is part of the Albino clan signus, a family created by my friend Hudson. 2nd another one of my friends will be applying as my twin brother Bluvark. https://www.lordofthecraft.net/forum/index.php?/user/57384-mrcartires/ Open-Response-Questions Each question in this section must be answered with a minimum of one paragraph which must describe the event in full. Please be as descriptive as possible and do not break character or lore at any point. ____ 1. Whilst in the mighty human capital you notice a dark-clothed figure stealthily making his way towards the Emperor’s palace - he is clearly up to no good. There are guards within shouting distance - what do you do? Answer: Redmond's eyes widen watching the black clad man walk into the palace "That bloke is doomed..." he says to himself, chuckling "Well, at least he would be killin' Horen.." he says, shrugging. and walks past, hoping that the assasin might do some good. 2. Whilst wandering in the deep oak forest you come across a large clearing, in which sits a small cobbled cottage. Outside it stands an unstable old man armed with a small iron blade, surrounded by two heavily armed bandits - they appear to be threatening him. You are armed with leather armour and an iron longsword, how do you react? Answer: Redmond hears the shouting, he looks over to the bandits, obviously more well armed than himself, "Oi! Brigands!" he yells, throwing his arms in the air. The brigands turn from the old man, and look at the pale man. "You! go away! or do you want to be the next person we rob?" the brigands yell, Redmond walks a tad bit closer, he could see the old man's face, "But I dont have any money." Redmond reasons, getting a bit closer "Well, we can take ye' life, and your armor and clothes." the bandits say, holding up there swords. Redmond looks at the old man, and mouths "Run". the man nods, and waits a monetn, waiting for the bandits to get fully distracted. "But, wouldnt that put a higher bounty on your head?" REdmond says, still getting the Bandit's attention. "no-one will know! so leave now! or we will kill ye," The old man begins tip-toeing away from the distracted bandits. "Fine, fine, i'll go, i'll go..." he says, The old man begins running away, running rather fast, and a fair bit away from the bandits. The bandits turn around "The blazes?!?" one of the bandit yells, and begins chasing the old, yet not going nearly as fast as the old man, being weighed down by armor, the other bandit runs after REdmond, whom quickly runs away, and outruns the other bandit, for he also is in heavy armor. 3. You are standing within the mighty human capital when you notice a small man standing behind a colourful stall. You approach the stall and notice that the man is selling a variety of general goods - he says that he is selling just about anything and that he has no set prices. He is willing to allow you to haggle and choose prices. What do you do? (Explain: your haggling, items of choice and the discussion that happens). Answer: Redmond inspects the wares, looking for the best deal, he finds a small wheel of cheese, and a bottle of wine. Redmond smiles "How much for the woine and cheese?" Redmond asks the stallkeeper "Uh, the cheese is only a minas, but the wine is a good brew, it'll cost ya 'bout 6 minas for the wine" Redmond frowns "Do you have any cheaper wine? maybe some weak ale?" Redmond asks, not waing to pay that uch for a drink "uh, I got some mead? its only 4 minas," Redmond thinks for amoment "THrow in a tiny barley roll, and you got yourself a deal." the man smiles "Ye' got yourself a deal!" the man rummages thruogh a small chest, and pulls out a small barley loaf, and a bottle of cheaply made mead. Redmond hands him 5 minas, and takes the food, and walks away, looking for a good place to eat a fine dinner.
×
×
  • Create New...