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Emp

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Everything posted by Emp

  1. I dunno; my laptop's not all that great - that shaders mod I linked includes some heavily optimised shaders that do the basics. Also, Optifine. And my render distance is usually on 7-9 chunks. Don't worry, I usually run around with those optimised ones on, and just take screenies with the nicer ones when there's an opportunity.
  2. Great thoughts; praise pok. Though I'm ill-informed in regards to the war system, I support the ideas presented concerning sieges and raids - especially sieges. I think it's best to have a bit more fun with these things, and make the most engaging RP out of such situations. That's all I can offer for now... I'm not intimately familiar with all these war systems flying about.
  3. *A fabulous man slaps a note upon Maletone's local board in reply.* 'Tis a pleasure, indeed, to receive your expression of interest, good ser Maletone! The thought of your comedy excites the Company already! I trust you are able to find us just outside Vekaro? When you arrive, we shall put you to the test, eh? Prepare an audition, and we hope to soon welcome you aboard! ~Aemyn Verde of the Emerald Company~
  4. It's all OzoCraft; I love it. http://www.planetminecraft.com/texture_pack/ozos-texture-pack/ However, there might be a mix of shaders used from the CoreShadersMod, which offers a nice selection: http://www.minecraftforum.net/topic/1544257-172174175shaders-mod-v2312-updated-by-karyonix/ :)
  5. Some miscellaneous screenshots taken over the course of my short LotC life: Scenic: RP Events: Aaaand... A nice lil' quote:
  6. ._. Might wanna get in contact with whichever undertaker you paid.
  7. *watches video* I feel dizzy. Nice, chill song. Yes, yes.. Down with the milk first scum... NUTELLA. 7/10 would watch again.
  8. Dude, we understand what you're saying; reading it over 5 times doesn't make me suddenly agree with you.
  9. Why does someone have to be a staff member to be responsible? I'd like to think there's more faith to be had in the community than this. If anything, it's just a matter of regulation and adjusting the current system.
  10. I hate to bump this thread, but I honestly cannot foresee any reasonable opposition to this; So, again, I invite all to attempt to suggest a reason why this should not be seriously considered. Any such criticism would be helpful in further developing the idea. Also, if any who are working on something relevant in 4.0 could comment upon the viability of this idea, that'd be great, too. EDIT: Aaaand some other post took over the 'Your Ideas and Lore' subforum on the index page... 100th post. Woot.
  11. Aemyn Verde stalked out of the Crow's Nest, fists clenched and verdant coat flapping in the cold wind. Mud splashed upon his leather boots as he returned to the caravan, across the land that had suddenly been declared property of House Ruthern. Aregon trudged dejectedly behind Aemyn, who pounded on the floorboards of the stage, shouting for Devon, the company's hesitant drummer, to begin packing the stage for travel. "Devon! We're leaving!" "But... Where are we going?" "Away from this shithole!" -x- The situation had sprung up on a night as ordinary as any other; crowds began to flock as the Emerald Company primed for another night of music and merriment. Aemyn, backstage, plucked the strings of his lute, tuning its strings to perfection. Devon muttered something about how awfully large the crowd was, as Aregon stood upon the stage, calling passersby in to join the already-assembled audience. Laughter filled the crossroads between Vekaro and Kvaz as this Master of Ceremonies employed his stand-up charm. This atmosphere of mirth swiftly dissipated as a grim-looking figure pushed through the suddenly silent onlookers. From behind his scraggly beard, his curled lips and cold eyes marked him as an oppressor of the poor in spirit; a noble seeking to extort those he deemed 'beneath him' , and, with their taxes, vassalage, and very lives, he sought to pad his stone-cold throne. From between the desiccated, lustful lips of Ivan Ruthern were spat the egregious words, inquiring, "What are you doing on my land!?" The members of the Company blinked, turning to each other in confusion. Of what did he speak? Surely we aren't on land that belongs to that horrid, towering keep? Perhaps we can, with amicable persuasion, turn his wrath away? This was Aemyn's mentality as he descended from the stage... He slapped a hand to the old codger's shoulder, proposing that they take this business elsewhere, that bureaucracy would not disturb their positive energy - their 'vibe'. And so, in the frigid halls of the nest where crows do sleep, the selfish lord did regard, with contempt, the entertainers at his feet. They begged why, at all, there need be such rivalry; why not let them carry on? "NO! The laws of feudalism do provide me with the cause to extort from you taxes, just like any other under my blessed 'protection'! If you wish to remain (living) on that knoll, you will give to me yearly... Three-hundred Minas - Nay! Five-hundred!" By the end of his tirade, he had settled on three-thousand! Aemyn looked to Aregon; unsure, at first, but swiftly resolution came to the pair. Aemyn cleared his throat, and defiantly stated that they would not bow to his unjust demands; they would move elsewhere! "Hah! Very well, you poor fools, but hear this! If you have not rid me of your presence by midnight, you will find yourself just that - fools! My steward; go fetch the jesters hats; I sense they will soon have someone to entertain!" The sinister, wrinkled lord cackled as his 'guests' stormed from his lair; but, underestimating the value of brave Aemyn's word, he began compiling a list of lullabies - songs that his mother used to sing to him 'til the very day she died. Not strange in itself, apart from the odd fact - that she had died just last week, at the criminal hands - or pants, rather, of her son - his noxious gas had killed her in her sleep! But the valiant, determined men of the Emerald Company had no intention of staying under the oppression of that maniacal twit; they prepared, post-haste, to be, of him, rid. The wagon rumbled far away, behind the graveyard hill, where Aemyn had drunkenly piddled on King Heinrik's grave. The wagon wobbled as it passed the spot where Aemyn had then vomited on Lord Tuvya's chestplate. It was a long time before the wagon stopped in peaceful lands - at least a hundred metres away! And so, now, the merry band entertains beside the walls of grand Vekaro, with the proud patronage of the great leader Tuvya, who does honour to the cause of song, story, and of mirth. Let his joyous name be extolled as we entertain upon his earth! But cursed shall be the House of Ruthern - let it be trampled in the dirt! LORD EXTORTION, or, THE FLIGHT OF THE EMERALD COMPANY Written by Aemyn Verde of the Emerald Company 17th of The Grand Harvest, 1457
  12. * A man slaps on another notice * THE EMERALD COMPANY Has been expelled from its position upon the road near Kvaz; Thank Lord Ivan Ruthern for his disgraceful crime against humanity. We're on the other side of the lake.
  13. I think when a few people stagnate their local action by not reacting, it affects, soon enough, the whole FRP. Also, when people aren't on the same page in their understanding of the 'mechanics', it becomes overcomplicated. Set out some rules, and I think we'd be better off.
  14. * A fancy poster finds itself upon your local noticeboard, slapped on by a dancing man in a fabulous green coat... * The One, The Only... THE EMERALD COMPANY Anthos' Finest Entertainers The Fringe's Too often, upon stating that I belong to the Emerald Company, am I confused for a merchant... But, upon reflection, I am indeed; I am a merchant in story, song, and mirth! -x- And so, this is our purpose; the Emerald Company exists solely to provide the people of Anthos The Fringe with warmed hearts, and the all-engulfing joy of music, in the midst of despair and destruction. The Emerald Company strives to offer the best in the fields of: - Song - Dance - Acting - Storytelling - Acrobatics - Poetry - Comedy However, we struggle to, by ourselves, in our current state, provide all these things - unfortunate, I know... And so, this is why we, now, open ourselves up to the public! In conjunction with 'Open Stage' events to showcase hidden talent in our communities, the Emerald Company invites all who wish to apply to, rather than filling out some frivolous, impersonal form, to find us at the main crossroad - from the Temple, and near the town of Kvaz. There, we implore you to showcase your performing abilities upon our stage - hopefully in front of a crowd. The community has, so far, received us gladly, and we are hopeful of our future in this world. I invite you, also, to express interest upon this noticeboard, that a bird might be sent to you. ~Aemyn Verde of the Emerald Company~ Did I mention that green is a theme? ((Contact dmastrantuono (Aemyn Verde) in-game; Skype chat also 'in existence')) -x- Members:
  15. ----x---- Aemyn Verde retreated backstage after the latest show put on by 'the one and only Emerald Company', by the roadside near the newly-established township of Kvaz. He sat at his desk within the main caravan, and set about his habitual task of composing material to be performed onstage. He leaned back in his chair for a moment, humming as he studyied the shelf that contained his work. One day, soon, he would arrange for copies to be made of each volume as he filled book after book. But for now, his literature would be simply stored. ----x---- The EMERALD COLLECTION of STORY and SONG Written and Compiled by Aemyn Verde of the Emerald Company Volume One: BALLAD: AN END OF GOLD AND WATER By Aemyn Verde of the Emerald Company 3rd of The Grand Harvest, 1457 Volume Two: LORD EXTORTION, or, THE FLIGHT OF THE EMERALD COMPANY By Aemyn Verde of the Emerald Company 17th of The Grand Harvest, 1457
  16. The One, The Only, The Emerald Company! The Fringe's Finest Entertainers!

    1. Demotheus

      Demotheus

      *Dahnee runs to this company only to find there are no ...'exotic' dancers, and leaves.*

    2. Emp

      Emp

      *Aemyn Verde pins up a new notice*

      NOW HIRING: 'EXOTIC' DANCERS

  17. SULTANATE OF MOROCCO BATTLE OF VALLADOLID The Moorish army, having advanced significantly into the land of Castille, lies a short distance from Valladolid. Reports of the Castilian reactionary force arrive, and positions are drawn out. ((It seems like this will happen over Skype, with mod observation, and then summary posted in a following post)) BATTLE OF GIBRALTAR The Gibraltan fleet prepare themselves as the Aragonese ships sail past Malaga, and towards the Strait. Land forces watch anxiously from coastal fortifications, bracing themselves for the worst eventuality. ((Same thing)) SOUTHERN DEFENSIVE Fortification of the city and surrounding area of Granada has continued. Supplies continue to be transported from the countryside into the city. The crusading force's advance would be delayed by the destruction of bridges ((maybe delays the action a turn?)). The walls of Granada are reinforced; fletchers ensure that no archer will want for arrows; measurements are made for the firing of arrows and siege equipment. The fort of Alhambra has been restored to an optimum state, and shelters the planning of Moroccan generals. The main influx of reinforcements has finally arrived, and the forces are bolstered by a considerable amount. Blacksmiths and armourers continue to outfit troops, and training drills constantly take place on the fields outside the walls. (@Digital_Rescue: Murcia has been emptied; forces are holding in Granada) A CONTINENT AWAY... The proposed trade route in Tumbktu is a success. Moorish merchants excitedly establish a trade post in the city, and an increased level of trade is worked upon. African forces are offered recruitment, and sent along the route towards Fes with the returning miltary force. The requests for aid sent to Tunisia, Tripolitania, and the Fatimid Sultanate return, fruitless. As the messengers begin to pass through the lands of MOSUL and of the SELJUKS, the likelihood of aid becomes less hopeful, as these nations are distant and embroiled in their own conflicts. Nevertheless, responses are awaited. As a byproduct of the dissemination of this news, mercenary bands begin to wander into Moorish territory.
  18. Will initiate some Moroccan v. Spanish action in next post... Soon™
  19. OH MY GOODNESS I WAS STUCK ON THAT FIGHT FOR DAYS... ...back when I was twelve...
  20. I understand your point, but the thing is that on one hand some might want dangerous roads, but then on the other the community wants RP on roads - there was that whole discussion about how nobody 'hails' anyone anymore. It doesn't happen because people have time to engage in RP; they don't have time to do so because it's either nearing night or already is, and they're going to be pummeled by mobs. I see this every time I try and RP as my roadside caravan entertainer - people walk up out of interest, RP starts, mobs appear out of nowhere, they try and fend them off; I'm waving a sword from the stage - it's ridiculous! People don't want to risk it - OOC mobfests are why they don't stop to watch and engage in RP. And so, I don't think that the PvE danger felt on roads is worth the toll on potential conversational RP. The threat on roads should stem from RP causes - bandits, etc. - they're what made me scared of going along Brigand's Pass to Abresi! My villain encounters made me wary of the roads; mobs didn't. With mobs, you're going to travel anyway, and either kill or dodge them. RP is something people enjoy - even villain RP, and LotC's rules deter dodging RP. Dangerous RP is what is needed, not dangers to RP. LotC and everything that I see cultivated in this community is for the development of quality RP; in their current state, Mobs =/= RP.
  21. Hahah. Even though our great minds may think alike, having this mob area is only one part of the message. I'd like to know whether removing mobs from everywhere else is a possibility - addressing the fact that mobs don't help RP. Implementing this action-packed biome isn't effective if the rest of the peaceful world is being spammed with mobs anyway. I and a great number of people are frustrated with the purposeless interference of mobs in situations where they really don't fit in, and are an immersion-breaking, MC-Mechanic menace. Anyway, thanks for the support and discussion thus far, guys; I like those thoughts, Aengoth!
  22. And that doesn't really convince nor excite me. Mobs can be given adequate lore to justify them being in the world, sure; but that's not the contention of what I've written. As it is, mobs do not contribute to RP; they detract from interactions, and otherwise annoy people. They're in LotC as an MC mechanic; my proposal is for them to be an effective form of RP storytelling and player engagement.
  23. Hullo guys, I made a post about this on Richard of Mallister's topic requesting the removal of mobs (http://www.lordofthecraft.net/topic/108650-remove-mobs/), but as I developed it, I felt that it warranted an idea topic of its own; specifically concerning 4.0, as I presume there's more time/chance for it to be considered and, should there be support for it, implemented. The problem highlighted in that thread, and evident in many RP interactions, is that mobs have become a hindrance and a nuisance to RP - everybody has witnessed characters attacked by mobs mid-conversation, fend them off, and then continue with little to no RP regarding it. It makes no sense IC (I'm not even aware of any lore regarding it), so they ignore it. Whether that's right or wrong is not my issue, but I propose a solution in which: - Mobs are removed from where they're not conducive to RP, - Put into a context where they are conducive; they're readily available to those who need/want them, - People who are frustrated by PvE and random mob swarms are catered to, - People who love PvE, action, loot, etc. are catered to, - Fantasy RP atmosphere is maintained, and probably a few other beneficial elements.. So, the grand idea that I've got floating around in my head, and will try to convey, is a concept wherein there are areas that are effectively perpetual war-zones. I expect that a connection to whatever 4.0 antagonist arises would justify this. This would also create an antagonist presence felt by all players, were it to be implemented. Rather than a matter of being in the right time-zone, for the right event, there's always a battlefield for adventurers, guilds, etc. to work together in facing the advancing tide of evil. I imagine there would be guilds taking on such purposes as the Night's Watch (easy example; I'm not suggesting ASoIaF/GoT-copying), dedicated to holding back the dark forces, and regularly stage expeditions into this hostile area. This is also spares non-warrior characters from having to survive in a world constantly plagued by mobs. Please note, I don't mean to propose an end to sense of danger on roads, but that this should be provided by the looming threat of bandits and such. Now, we know what the 4.0 map will look like, but the purposes of some areas are still unknown I don't know what the purpose of that area stretching into The Void is, but I imagine it's supernatural, ominous, basically suitable for antagonist territory. Similarly, I don't know any details about 4.0's antagonist, so I'll throw some vague ideas around. Perhaps there's some portal they're using, bringing an invading horde of minions through to take over the world of A__?__. Or perhaps they've got some evil base there, and are creating their zombies in a similar fashion to Morgoth's creation of the orcs in Tolkien's lore, or Isengard spawning the Uruk-hai in The Two Towers (Again, examples). Thus, mobs are given an RP justification for their presence in the world, and peoples' desire to kill them. A antagonist explanation for my proposal is easily achieved. Now, what the area could be like.. You could compare it to the North in G.R.R.M.'s A Song of Ice and Fire, but what I like to think of it as is something like the following: In the book series, The Wheel of Time (Fantastic, by the way, if you like fantasy!), there's this main continent, but along its northern edge (omg the north) is this desolate region called the Blight, and above that, the deeper regions of The Blasted Lands. Therein lies a mountain (omg mount doom) wherein the overarching antagonist, the Dark One, is imprisoned. Stick with me. The seals on his prison are faulted; hordes of mutated, monstrous beasts called Trollocs regularly attempt to push through the Borderlands. There is a culture of honour, duty, grimness, etc. prevalent in the Borderlands, where people are used to the ever-present threat of destruction. They basically protect the rest of the world from this physical embodiment of evil through their constant warring state; this, of course, does not mean that evil is not present in the world. I hope this example isn't too vague or boring for you to read through, but I've tried to make it concise, and, in doing so, haven't done justice to the series. So, I envision an environment wherein, if someone wanted to establish an edgy guild of world-protectors (which, in this context, would be exponentially more suitable) or a city with a duty-bound culture, my concept offers the opportunity for that. It also means that there's an environment for Halflings and High Elves, etc.; peoples that would be far from physical evil, and perhaps take peace for granted - will also result in any antagonist events having a profound impact upon these communities, which, I suppose such events as the destruction of Lin'evaral did quite well. I almost forgot to touch on the actual battlefield; a place of devastation, the dying grounds of all races and mobs. Something of a perpetual Field of Dagorlad. High spawn rates, or spawners, could ensure that it's always populated. This point quickly makes me think of the issue of lag, but I expect that the stress would be negated by the absence of mobs elsewhere in the world. Also, I think that with the right atmosphere, literal hordes are not needed, just enough to ensure a constant source of combat. There could be a physical environment preventing players from progressing into the far reaches of the Void - effectively the Black Gates of Mordor; impassable terrain, impenetrable antagonist fortress, wall of bodies - Thermopylae style, etc., but from which spew forth the servants of evil. And always, guilds, etc., are able to organise expeditions into the Void, to fulfill missions set by the Event Team, perhaps, or simply harvest as much loot as possible. This might even justify bringing back some of the removed mobs - Skeletons, etc. I feel that this is more achievable in its simplicity compared to the ambitious task of organising players for the Anthosian antagonist to have any foothold in the world. Random Google images to get my point across: Also, don't misunderstand me - I don't want to suggest that no mobs appear outside of this area. I expect that the Minecraft-generated terrain would be suitable for mob-spawning, as it is basically the Wilds equivalent. Antagonist events; invasions, etc. would bring mobs into the world when there's an RP need for them. I never witnessed a single Anthosian antagonist event, being in an off-peak timezone. I only ever saw the aftermath, RP hubs destroyed, posts and videos about all the fun, etc. With this, players in every timezone are able to interact with the antagonist in the way that we were all promised last year. Maybe this will also allow people to vent their need for action, and alleviate some of the OOC problems arising when the only war RP people get is fighting each other. Whilst I have discussed antagonist ideas, the main purpose of this is regarding the implementation of PvE in 4.0, and I hope that there is still 'room' for development. Well, that's it for now. Hopefully it makes sense. I invite arguments against; hopefully some productive discussion can arise. I personally see a great deal of potential, but, of course, this needs to correlate with the wishes of a community diverse in values, and the plan of the 4.0 development team. I feel confident that this idea caters to the different contentions regarding mobs in LotC. -braces for impact, and fixes typos- All TL;DR comments will be regarded with exasperation, and a heavy sigh ;P
  24. SULTANATE OF MOROCCO IBERIAN CAMPAIGN; WEST Troops had continued to be mustered from the surrounding major cities of Obidos, Tomar, and Evora, as well as levied from the countryside of Lisboa. The city of Lisbon bustled with the activity of thousands of soldiers. Blacksmiths hammered away at equipping this force with quality equipment. As well as this, the siege equipment had finally been completed, and crews trained. Even now, troops poured in as the army prepared for an offensive into Portuguese territory. IBERIAN CAMPAIGN; NORTH While resting at the border with Castille, the Moorish army finds itself facing the advancing lines of the Castilian forces. Ensuing engagements would find the Moors fighting deeper into Spanish territory, heading for Valladolid. For now, the army simply sought to destroy these holding forces of garrisons and miscellaneous crusaders. However, with every skirmish, the Moorish commanders appear anxious, anticipating a major Castilian attack at any point. IBERIAN CAMPAIGN; SOUTH: With the crusading force's advance imminent, Granada is primed for defending against the infidels. The fort of Alhambra, at the city of Granada, renovated last century, is the central point of the defensive initiative. Existing defensive artillery is primed for use after years of inaction, and new weapons established alongside them. Large stockpiles of supplies are gathered in anticipation of a potentially lengthy siege. Thousands of soldiers patrol the area, attending to walls in need of strengthening. Peasants are brought in from around the region to contribute to the effort, and the Murcian force has reached the main defensive. STALEMATE AT THE BATTLE OF THE ALBORAN As the naval battle raged on, it became clear that continued conflict would destroy both fleets. An uneasy white peace seems to be acknowledged by the opposing captains - the frustrated Genoese retreat back into the Mediterranean, and the Moorish fleet, damaged physically, and in their pride, hastily retreat to the port of Malaga to repair and resupply. 210 ships survive the battle and ensuing journey. DEFENSES BOLSTERED AT GIBRALTAR With this most recent attack, it is clear that the crossing between continents is to be targeted by the Europeans. Fortifications along both coasts are readied for imminent usage. Troops are gathered from both continents, some North African men being ferried across hastily to bolster the defenses at Gibraltar. Every available vessel is commandeered and readied for battle. A CONTINENT AWAY... The Moroccan expedition arrives in Timbuktu, and is eager to rest, but not before messengers are sent to the rulers of the area, seeking an audience. The Moorish traders wish to establish strong relations - a trade post in Timbuktu, among other things. The abundance of mercenaries provides a significant contribution to the expedition. The military force prepares to leave the traders to their business. ^ MODERATION NEEDED ^ EDIT: The Moroccan ships sent down the African coast many months ago find business along the Gulf of Guinea; they tap into the trade there, and arrange for slaves to be sent north through Timbuktu to Moroccan lands. SEEKING AID: The defensive campaign against the Spanish is becoming a great source of frustration for the Sultan. He sends messengers east, to his allies in Tunisia, and beyond, requesting aid in fighting off the advancing infidel. TUNISIA, TRIPOLITANIA, the FATIMID SULTANATE will receive the plea for aid on this first leg of the messengers' journey. ^ MODERATION NEEDED ^ Whilst passing through these territories, the messengers spread the word of the infidel threat, seeking to provoke fanatical Muslims into aiding the effort, should it be more accessible than the Middle-Eastern jihad. They also spread word of the Moroccan hunger for mercenary forces; this news will send mameluke, turkomans, and other mercenary forces towards North Africa, seeking employment.
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