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Persistent Kingdoms [City vs City]

PostPosted: Wed May 11, 2016 13:16
by sparky
Welcome to Persistent Kingdoms [City vs City]!

Image
(I like to imagine the Inn full of players, hollering for their bread and ale)

Server IP: elkien3.com (138.197.22.104) Port: 30000
Mumble: elkien3.com (138.197.22.104) Port 64738
Discord: https://discord.gg/jYTEftV

Basic idea: create a world were players interact in a way different, more cinematic way than normal. also its medieval. (so build accordingly)
(not sure if these are quite the right words for it, but oh well.)

Player's objective: build, at the moment. (not destroy quite yet)

Rules: basically "don't be a jerk all the time, and keep it appropriate." to keep it fun for as many players as possible. also try to make your builds fit in with the medieval time period. see /rules ingame.

Mods:

First and foremost, I have most of rubenwardy's ctf_pvp_engine modpack.

I've set stuff up so everything *should* be lootable, for future wars.

minetest_game changes: diamond and mese swords removed. steel doors can be dug by anyone (if the door isn't protected by their flag)

voice mod is on for private conversation purposes, /msg has been removed. Also there are some sound-making devices for longer range communication. (horns, bells...)
+ Spoiler

painting, a bit buggy/messy (but awesome)

tags ATM there are entity based tags. normal tags are 100% hidden. (stealth ftw)

shooter's crossbow is loaded by crafting, to avoid machinegunning arrows out.

3d_armor has been balanced: diamond and mithril have been removed, steel, bronze, and gold slows you down a bit. (listed lightest to heaviest)

(this list is not all the mods, just the fairly important ones)

Other Notes:

Flags protect 50 blocks in a sphere.

Strict protocol checking is on, you will need Minetest 0.4.14 or newer to play.

Enjoy!

Re: City vs City

PostPosted: Wed May 11, 2016 13:19
by rubenwardy
Awesome!

Do you have diplomacy enabled? It would be cool to have democratic team leader elections. Maybe to be nominated you need a certain score/power/wealth, and the votes last for a few days.

Re: City vs City

PostPosted: Wed May 11, 2016 13:49
by sparky
yup, diplomacy is enabled. If democratic elections were a feature, that would be quite cool :D

Re: Persistent Kingdoms [City vs City]

PostPosted: Tue Jul 12, 2016 21:41
by solars
Connection timed out...
Is the server not online?

Re: Persistent Kingdoms [City vs City]

PostPosted: Wed Jul 13, 2016 00:02
by sparky
wups. the IP changed and I forgot to update the topic, try now with the updated IP, thanks!

Re: Persistent Kingdoms [City vs City]

PostPosted: Sun Aug 21, 2016 22:52
by solars
Ups. Wrong post. I used the favorites and not the adress from the first post and get timeout...

Time to build again. :)

Re: Persistent Kingdoms [City vs City]

PostPosted: Sun Aug 21, 2016 23:41
by sparky
yea, the server IP changed :)

Re: Persistent Kingdoms [City vs City] [OFFLINE

PostPosted: Mon Jan 30, 2017 04:27
by vultblooop
Open the Server Sparky, we require blood for the blood throne.

Re: Persistent Kingdoms [City vs City] [OFFLINE

PostPosted: Mon Jan 30, 2017 05:19
by vultblooop
also, people still use Mumble?

Re: Persistent Kingdoms [City vs City] [OFFLINE

PostPosted: Mon Jan 30, 2017 14:08
by Diamond knight
I have been waiting for a good server like this, when will it be up

Re: Persistent Kingdoms [City vs City] [OFFLINE

PostPosted: Mon Jan 30, 2017 14:31
by sparky
I occasionally use the mumble.

I'll see how my cheaper vps fares. at least its not a very resource-heavy gamemode. Hopefully will be running later today.

Re: Persistent Kingdoms [City vs City] [OFFLINE

PostPosted: Tue Jan 31, 2017 00:12
by vultblooop
kk, you should think about using discord mate.

Re: Persistent Kingdoms [City vs City]

PostPosted: Tue Jan 31, 2017 01:02
by sparky
Server is up and running now. I decided to use a fresh v7 map. Also I made a Discord thingy, if anyone wants to use it.

Re: Persistent Kingdoms [City vs City]

PostPosted: Tue Jan 31, 2017 01:54
by vultblooop
nvmlol

Re: Persistent Kingdoms [City vs City]

PostPosted: Wed Feb 01, 2017 10:36
by vultblooop
Image

We are finally starting on the dual fortresses :D

Re: Persistent Kingdoms [City vs City]

PostPosted: Wed Feb 01, 2017 23:49
by Diamond knight
removed as sparky got the skin

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 02, 2017 00:50
by TumeniNodes
This just may[i] be the first server I ever visit :P Looks pretty cool

Only problem is... I'm [i]really
used to being a jerk "all the time" so...., not sure if I will be able to meet the requirements. : D

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 02, 2017 22:27
by Diamond knight
suggestions:
-horses
-more bows
-cloaks (a special "armor" set that covers up your skin a little making long rang identification harder for enemy)
-remove global chat and make it clear how to use soundblocks and items to make "morse code"
-smoke signals
-siege engines (use code from cannons mod)
-make natural healing slower to add an actual use for bandages
-re add diamonds and add more gems used to craft "nobleman" tools and crowns (3d_armor helmet) and for decoration items and blocks
-a throne chair that you can sit on (similar to infurn couches) and a scepter item
-bandit mobs
-viking mobs (history)

Re: Persistent Kingdoms [City vs City]

PostPosted: Fri Feb 03, 2017 03:19
by sparky
Tumeni: I believe in you.

DK: I'll see what I can do, thanks for the suggestions.

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 01:25
by vultblooop
Ima start documenting news n stuff that I know of here.

Peace Treaty announced between Aliamas and Jayixthenland-Umardoloth, details are not to be specified, but it is mainly put in place to make the territorial claims J.U. (Jayixthenland-Umardoloth) had on the North of the continent (It's unnamed as for now) official, and is now their territory. The natural border between Jayixthenland-Umardoloth is at a river that divides the continent in half, named "Der Fluss Linkendorf", or "The River Linkendorf". Along the J.U. border are also birdges and several fortresses meant to reinforce the border, and to also server as landmarks, aside from the river, that remind people that they are about to enter the territory of Jayixthenland-Umardoloth.

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 01:52
by Diamond knight
Suggestion: the realistic fork of the throwing mod (one with arbalests) and horses (mounted archers :) )

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 02:00
by TumeniNodes
vultblooop wrote:Ima start documenting news n stuff that I know of here.

Peace Treaty announced between Aliamas and Jayixthenland-Umardoloth, details are not to be specified, but it is mainly put in place to make the territorial claims J.U. (Jayixthenland-Umardoloth) had on the North of the continent (It's unnamed as for now) official, and is now their territory. The natural border between Jayixthenland-Umardoloth is at a river that divides the continent in half, named "Der Fluss Linkendorf", or "The River Linkendorf". Along the J.U. border are also birdges and several fortresses meant to reinforce the border, and to also server as landmarks, aside from the river, that remind people that they are about to enter the territory of Jayixthenland-Umardoloth.


SO much better than real-world news : ) I'm tuning in.

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 02:59
by sparky
and in other news... I lost my grappling hook to a 100 meter death fall...

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 09:22
by vultblooop
rip, lol, hopefully you didn't loose much stuff :P

Re: Persistent Kingdoms [City vs City]

PostPosted: Thu Feb 09, 2017 22:12
by juli
lol i'am also here :)
My terretory (Viaggiatori) are the hills around -500, y, -100 in jungle ok? :D

Re: Persistent Kingdoms [City vs City]

PostPosted: Sat Feb 11, 2017 01:01
by Diamond knight
how does one make thier own team

Re: Persistent Kingdoms [City vs City]

PostPosted: Sat Feb 11, 2017 01:06
by rubenwardy
A few comments of areas to improve on. Feel free to correct me, I didn't play for long.

Finding Bases

It's hard to find player bases. You should spawn in your own base, or near, imo.
It would also be good to have a map of base locations. You shouldn't be able to see building locations (as that gives military advantages), but approximate territory locations.

Joining teams

It's not immediately obvious how one joins a kingdom when starting the game

Colors

It would be good if the bases of each team had a shit load of the team color, to brand it as such. This would be mostly banners.

Warfare mechanics

The mechanics of looting and taking areas should be thought about more, really. Idk how.

Re: Persistent Kingdoms [City vs City]

PostPosted: Sat Feb 11, 2017 15:00
by sparky
hey Ruben!

Most of that info I have, or hope to have in the wiki.
Wanna elaborate on what needs to be done with looting and taking areas?

Re: Persistent Kingdoms [City vs City]

PostPosted: Sat Feb 11, 2017 15:38
by Diamond knight
New kingdom request:
Leader: me
Team color: navy blue (or normal blue as second choice if taken, diamond blue 3rd choice)
Team name: the diamond empire

Pm me the flag coords and kind of make it in a good spot where it won't be conquered before I even log on.

Re: Persistent Kingdoms [City vs City]

PostPosted: Sun Feb 12, 2017 14:56
by sparky
flags usually go the other way around
could you build yourself a base, and a flag building, then /report the coords to me?
I'll make the kingdom when you have done this.
also, the diamond empire sounds a bit silly, and it wouldrequier a lot of underscores, so a different name might be better.