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Messages - Komrage

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101
The Battleground / Re: Red Front
« on: 2014 06 19, 01:44:20 »
added something to sheet.

102
The Battleground / Re: more bg ideas
« on: 2014 06 18, 16:50:42 »
not an idea, but sponges seem useful

lava is the only true fluid  ;)

https://i.imgur.com/QOJSB70.png

104
The Battleground / Re: more bg ideas
« on: 2014 06 17, 02:30:33 »
i love it yqt. imagine if you walked into afghanistan and it looked like central park. no! it should be utterly destroyed! i would love it if one day you could walk into the battleground and see bases built on top of older destroyed bases and so on, with lava and craters everywhere. wonderful!

105
The Battleground / Red Front
« on: 2014 06 16, 01:06:25 »
I actually made a spreadsheet for redfront members (bla and rod are added). to discuss stuff right.

https://docs.google.com/document/d/1rruhC_jS9N9j3ZpzY9KmGZQzPzdd5VdvOYQfZCYy-7k/edit


106
The Battleground / Re: more bg ideas
« on: 2014 06 15, 13:07:10 »
i came up with this one:

only fists and snowballs allowed, and armor is unrestricted. weapons like lava or tnt are restricted.

BUT.

there is no respawn on death. when you die, you are out of the battle.

this ruleset can be applied to most battle "types". we could use it with a (it would have to be looong) timer, or just have people fight until all the people on one side are dead

107
Land Division / Re: Lumaea [Approved]
« on: 2014 06 15, 13:03:53 »
vote no. there is no discernable shortage of land in lumaea and open land so close to spawntown is rather too valuable to be trivially allocated.

108
The Battleground / Re: more bg ideas
« on: 2014 06 15, 13:01:02 »
then why would anyone bother finishing off the battleground just to lose the land and everything they've built up?

109
The Battleground / more bg ideas
« on: 2014 06 14, 03:08:41 »
two way battles:
just like normal battles, except both zones are simultaneously attacking and defending. this probably requires at least 4v4. if when either zone is seized, the battle in that zone ceases, but the battle continues in the other zone until time is up or that zone's flag is seized.

progressive battles:
instead of a flag, each province has a 'pillar' which is obsidian stacked over a chest stacked over an obsidian stacked over a chest ... about 3 to 5 times. an enchanted stick with a special code is placed in the chests. during each battle, attackers may break obsidian and take the stick, but defenders may not rebuild the obsidian and chests. at the end of each battle, defenders may repair one level of chest/obsidian up to the maximum value. if attackers wear down the defense until they seize all the sticks, they conquer the zone.

using this method, it probably takes multiple battles to take a zone. perhaps to compensate for how slow it is, progressive battles can operate over several zones instead of a single one.

110
Blacraft General / Re: blacraft trading thread
« on: 2014 06 14, 02:17:39 »
trade removed

111
Land Division / Re: Novascotchara
« on: 2014 06 11, 10:36:58 »
someone was building in ns today, not sure if they had permission
http://5.9.158.50:8123/?worldname=world&mapname=flat&zoom=5&x=-443.5&y=64&z=345.625

112
i don't feel a burning need for a better server, this one is fine as is, unless we're expecting more players.

113
Blacraft General / Re: Kallistmalthea
« on: 2014 06 01, 05:21:18 »
yesss

114
Blacraft General / Re: blacraft trading thread
« on: 2014 05 26, 19:15:17 »
beacon block for 3 nether skulls no longer needed

115
Blacraft General / blacraft trading thread
« on: 2014 05 26, 19:14:03 »
starting.

post trades in the format A for B, where A is the item you want to get rid of, and B is the item you want to acquire

116
Blacraft General / Re: Item Collection Bragging Thread
« on: 2014 05 23, 19:31:37 »
i kept on thinking

"a record what? a record breaking number of arrows on your head?"

then i quit and realized 5 minutes later what record you found.

117
Land Division / Re: Lumaea
« on: 2014 05 21, 03:59:27 »
<osmotikol2>"I vote yes under the obligation of Kallistan Police and Federal Forces."
<osmotikol2>omg tuto
<osmotikol2>omg
<osmotikol2>OMGMGMSD
<Tuto>lol what
<osmotikol2>i don't know how to feel about this
<osmotikol2>good night
<Tuto>lmao

118
Land Division / Re: Lumaea
« on: 2014 05 20, 10:26:36 »
vote yes

119
Land Division / Re: Alteus (New Wyverncliff) [VOTING]
« on: 2014 05 19, 19:28:55 »
k

120
Blacraft General / Re: Projekts
« on: 2014 05 13, 20:50:14 »
I JUST HAD INSPIRATION TO START A NEW PROJECT

basing it off this:

121
Land Division / Mudkipzania [Approved]
« on: 2014 05 13, 01:13:09 »
do i

122
Blacraft General / Re: Projekts
« on: 2014 05 10, 20:08:40 »

123
The Battleground / Re: Battleground Information
« on: 2014 05 09, 10:42:51 »
tnt mines lower the ground level and effectively raise the flag height. is it legal for the defending team to place mines to deliberately lower the ground level so that the flag is harder to reach?

124
Blacraft General / blacraft problems
« on: 2014 04 20, 13:56:15 »

125
The Battleground / Re: Battleground Information
« on: 2014 04 14, 20:19:19 »
Quote
<osmotischen>blabla44 is a piston mechanism that rebuilds the flag when it is mined legal in the battleground?

126
Blacraft General / Re: Recruiting More Members
« on: 2014 04 06, 22:26:21 »
of course. after you convert that you can build an info center registry along

127
Blacraft General / Re: Recruiting More Members
« on: 2014 04 06, 16:23:02 »
build the information center first before advertising.

also perhaps prearrange a small region around spawn that's open so everyone doesn't have to wait until there is an admin online before being able to do anything.

128
Blacraft General / Re: World Map and Land Division Thread
« on: 2014 04 04, 02:55:31 »
can i get a file with just the region borders (no municipalities)? i might be able to hack them into dynmap

130
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 19:38:25 »
i've got this idea to satisfy both short-term and long-term pvp games:

each territory consists of a flag, and a hard task (explained later). when two teams declare war on each other, they can set up traditional capture the flag battles. the team that wins has occupied the zone. an occupied zone is in a state of anarchy and free pvp combat. if the occupying team solves the hard task before the occupied team successfully wins a liberating capture the flag battle, the occupying team now owns the zone.

i'm still coming up with possible hard tasks, here are a few:
guessing the password to a locked chest: too easy to automate and boring
have each fortress in a zone be built out of team-colored clay, and the task is to eradicate all traces of the color: too fast?
rename all items in a chest to the team's name: too boring again



131
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 13:25:24 »
i don't have the same pressing urge to standardize everything or lower the time cost for new players in the nether so i'm not inclined to spend time moving everything.


132
Blacraft General / Re: Nether Ice Roads
« on: 2014 03 30, 03:37:20 »
We will estimate it takes 8 seconds to 1 meter of 2m-wide ice road at the current level, and 6 seconds at the ceiling.
Ice mining: 4s
Tunneling cost: 2s
Walling cost: 4s (at current y)

To move a portal takes 60 seconds. 15 to remove the obsidian, 10 to record the coordinates, and 15 to move and rebuild and relight. Also add 20 seconds to dig out the surrounding area and connect it to other portals and the roads

These numbers are on the high side, but then again i've never completed any of my projects in calculated time due to getting materials, food, and a bunch of other complications. I will assume these are correct for now.

I will estimate that there are 600 m of ice roads. 200m on the desertopia side, 200 on aeridani's side, and 200 near yqt. I will also guess that there are around 30 portals (around 10 in the desertopia region and probably similar amounts elsewhere). Therefore, to move everything up currently will require 6*600+30*60 = 5400 seconds. This seems like somewhat of an underestimate but i'll go by it for now.

Smooth tunnel junctions don't make travel faster. The vast majority of the time, I am trying to get to spawntown, not aeridani. A smooth junction would most likely result in overshooting, which would waste as much time as having to slowdown and speed up. And as high speed rail comes closer to reality, it is likely that there will be no difference between a perfectly flat junction and one involving one or two block gradients (because of ejector rails). It is probably the case that all tunnels at the same y level would not save any time nor waste any.

New ice tunnels will save 2 seconds per meter. Assuming two new players join each year and each build 60 meters of ice tunnels (480m overworld), and an additional 180m of ice tunnels is extended(1440m overworld), 300m of ice road is added onto the network each year, saving 600 seconds. At this rate, the costs of moving everything up will be recovered in 9 years.

It's not as simple though. I have a furnace center at y = 30 or so, a wither skelaton farm at the same level, and darvince still uses the blaze farm at y = 60. I make an average of 30 trips to the furnace a year and 50 to the wither skelaton a year. I assume other people take lava from the nether too, or travel down as it is hard to glowstone from the ceiling. If there are 100 trips to y = 60 each year, each taking 60 seconds from the ceiling (and 30 from the current level), then we are set back 3000 seconds per year, which means we have negative benefit.

If we allocate 3600 seconds to build 10 portal elevators to the most commonly descended places, then our total time cost is 9000 seconds which will take 15 years to recover.

If we move downwards, and assume there is no cost for making any trips up or down since we are not as far, then the original estimate of 9 years still stands.

I consider both 9 and 15 years somewhat optimistic for how long people will be playing on minecraft. The doomsday argument suggests something like 4 years. Therefore, I don't think it is worth the time.

I also consider 5400 seconds an underestimate, although some may consider it an overestimate. If they do, then I wouldn't mind them moving my portals and roads up there along with everyone else's -- it'd only take about half an hour of two people's time. I don't mean this in a condescending manner, but it's probably be more efficient than six people running around trying to connect everything.

While the mode of transport may be different (ice road, high speed rail, enderpearl), once the tunnel is built, changing the insides doesn't take different amounts of effort depending on where you are. I will install high-speed rail in my ice tunnels and fiah's when it comes out, so that is not a factor in my decision.

I've never been obstructed, bothered, or blocked by a ice road or similar tunnel before, and i like the aesthetic appearance of human dominance over the terrain, so that is also not a factor in my decision

133
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 03:35:29 »
how about a 2 chunk wide strip along the chunk borders :P

134
Blacraft General / Re: A Second Battleground?
« on: 2014 03 30, 02:46:43 »
Quote
So a battleground in the mesas? Hm

Personally, I don't like the idea of turning an already rare biome into a place where you destroy the terrain. However, it might make some sense to turn exactly such an area into a place where you fight for terrain, because the terrain has value. Even though stained clay is already common enough that you can't really call it rare I guess.

i agree that it's a bad idea to turn such a rare location into a battleground. unless the terrain there is somehow unique and radically changes battles, it doesn't accomplish anything except ruining the terrain.

i don't agree it makes sense that we fight over terrain that has value because that means battling becomes less of an optional part of gameplay and more necessary if people want clay. of course there is plenty of clay so this isn't as big of a problem (but don't disregard it either), but a similar battleground on the ice spikes would be an awful idea.


135
Blacraft General / Re: A Second Battleground?
« on: 2014 03 29, 23:57:16 »
i don't think they're too regulated. it's nice right now

an anarchy zone would be cool though

136
Blacraft General / Re: Praise Mudkipz
« on: 2014 03 10, 21:05:20 »

137
Blacraft General / Re: Praise Mudkipz
« on: 2014 03 10, 20:13:53 »
inspecting your chests...

138
Blacraft General / Re: Dynmap
« on: 2014 03 09, 03:57:55 »
can't markers be done in dynmap? if you want to overlay the borders i suppose you'd have to do polygons to get it working officially.

 i could hack together a map viewer that accesses dynmap and overlaps the border layer, though the interface wouldn't be as nice.

139
Blacraft General / Re: World Map and Land Division Thread
« on: 2014 02 24, 11:51:50 »
i wish the request was more ridiculous so i could say

"fiah, no!"

140
Blacraft General / Re: endstone mining permit
« on: 2014 02 24, 02:54:15 »
requesting another 9000 endstone in the same (nonvisible) quarry.

141
Blacraft General / Re: Horse Racing Track Plan
« on: 2014 02 23, 08:03:51 »
actually this project is to make bla's mesa road not completely useless.

as for path length, you can put many meanders in the track such that the total course length is adjustable.

if the loop is 500m and there are 5 loops of 300m each you can get a track from 500m to 2000m

obstacles should be done with pistons, and redstone, such that they are easily turned on and off
(make sure all the redstone is loaded, or have multiple switches)

each person should build a small portion of the track, which would keep it more interesting since i expect everyone's building styles are different.

142
The Battleground / Re: Battleground Information
« on: 2014 02 23, 01:32:36 »
i suppose you have to specify that the max build height is below the bottom block in the flag or else they'd just surround it with lava instead of putting it above, and that the flagpole is exempt from this max build height limitation

but isn't there that rule that the flag must be visible or something which means the defenders could not cover it in lava anyways so the build height rule is not necessary to prevent that from happening.

143
The Battleground / Re: Battleground Information
« on: 2014 02 19, 23:57:46 »
is it just me or is it really hard to tell who controls which zones on the battleground map unless you squint your eyes and guess well?

http://img1.wikia.nocookie.net/__cb20130905173940/blacraft/images/f/ff/The_Battleground_20130905.png

144
The Battleground / Re: Battle Planning
« on: 2014 02 18, 14:00:42 »
mfw i thought deathchest was uninstalled

145
Blacraft General / Re: Collective Storages
« on: 2014 02 04, 13:42:28 »
before we had storage stats, there was hardly a single occassion if that, where we did not have enough resources to fulfill a poll request. And if we ever did, then the poll amount could be easily reduced, or only however many resources were present would be given. so it seems quite feasible to create a poll without knowing how many resources are available.

146
Blacraft General / Re: Collective Storages
« on: 2014 02 03, 03:10:06 »
why do you conduct a poll on every material once a month? wouldn't it be easier to conduct a poll on whatever material you need whenever there is a request in the voting center, which happens like once a year? unless you're just interested i knowing how much stuff you have all the time

147
Blacraft General / Re: Problem Solving Requests
« on: 2014 01 27, 16:42:36 »
from the rollback

unbreaking 3 protection 4 pants , chestplate, helmet, named
unbreaking 3 protection 4, feather falling 4 boots, named
one efficiency 5 unbreaking 3 pickaxe, named
one fortune 2 pickaxe
three axes
23 books enchanted at level 30, containing all sorts of enchantments except unbreaking III
(all diamond. i threw out the diamonds i used to make all of the stuff above so as not to cause duplicates)

naming cost (since you can't do that with commands) of those combined is level 17 for each pant, chestplate, helmet
naming cost is 36 for the boots
naming cost is 25 for the pickaxe

this adds up to 292*4 + 1347 + 560 = 3075 exp or 440 bottles of exp

i guess you could enchant 23 books randomly for me or just give me another 475*23/7 = 1561 bottles of exp and 23 books

148
Blacraft General / kol multicraft
« on: 2014 01 13, 01:46:47 »
multicraft accepts bitcoin payments.

that is all


149
Blacraft General / Re: Problem Solving Requests
« on: 2013 12 31, 03:06:12 »
missing:

full set of diamond armor enchanted with protection. all named after darvince. edit: helmet and boots recovered
diamond pickaxe and diamond shovel, shovel was 3 unbreak 3 eff, pick was 3 unbreak 4 eff recovered
enchanted bow. something like power II or III
30 arrows
22 enderpearls
one stack of redstone
40 bread
11 baked potatoes
potion of invisibility

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