Friday, June 22, 2018

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CREEPSSSSSE
Regular
Posts: 6
Posted on Wed Jun 20, 2018 10:21 pm

I have a suggestion for 2 more buildings;
 
A Dairy Farm; Perquisite for a Cheesery, a field where dairy based animals are put (Cows, Aurochs) (Same Sizing as a Grain Field/Vege Patch).
A Cheesery; Produces a random cheese block every 30mins, can be buffed by making more dairy farms (Same sizing as a Bakery).
 
I feel adding these will better help with the implementation of the cheese mod that is in the pack


youlogin123
New User
Posts: 1
Posted on Wed Jun 20, 2018 9:43 am

This is in the wrong section, I apologize. Anywho, I was banned about 6 moths ago for attacking a player's base illegally. I will not do that ever again or break any other rules should I be unbanned. I remember this server being very interesting and hope to play again soon.

Best regards.

Planet58



Presence10
Administrator
Posts: 63
Posted on Tue Jun 19, 2018 12:22 am

First Impression; I didnt like the great hall but then it grew on me. Its very nice. As well as several of the buildings.

First off; NPC generated structures do not count unless heavily altered to be completely different. That being said I did like a few of your builds. 

What I do not like is the wall around the area... Claim more land around to stop things from spawning like Invasions and Enemy Troops. Dont make a noob wall. There are still minecart tracks and small houses to keep npcs in. These would need to be upgraded.

Lastly please make sure you do all requirements before you apply.

  1. 2 Player Houses; I see none
  2. Marketplace; 17x17 area with Several small stalls containing either Traders and Trade Booths, or just Trade Booths. This is for players to sell and buy from, including ones in your lordship. You too should sell something here for players.
  3. Smeltery17 x 17 area with A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture33x33 area which needs to hold mounts and animals
  5. Training CampLooks good.
  6. Capital Building; Needs to meet size requirement. The great hall looks good but it should have rooms and be a building not just an overhanging roof for a dining hall. That can still be the center portion of said building; it looks good. It just needs more. I especially love the statue!
  7. Active Player; Requirement Met


Presence10
Administrator
Posts: 63
Posted on Tue Jun 19, 2018 12:13 am

Bakery; Accepted
Grainfield; Accepted
Silo/Granary; Should be bigger... but its fine enough.
Stables; Accepted



Presence10
Administrator
Posts: 63
Posted on Mon Jun 18, 2018 11:54 pm

First Impression: No floating fortresses. Make sure that thing has walls going all the way to the bottom. 

This still has a feel of at least some planning; but still a rush job. Most buildings are built of the same exact material. Either all wooden planks, or all stone block. Try adding some Pillars, Beams, Support structures and variation of type of blocks.

  1. 2 Player Houses; Need their own Copper-Banner to keep their House as their own
  2. Marketplace; Cramped, and the Willow Vines do not help. This seems more like a tiny set of tents than a Market. Th
  3. SmelteryLooks like a small fortress; also is made up of just one type of block.
  4. PastureDoes not meet the 33x33 size.
  5. Training CampOn a floating platform
  6. Capital Building; Does not Meet size Requirement.
  7. Active Player; Requirement Met


Last edited by Presence10 - Tue Jun 19, 2018 12:03 am


Presence10
Administrator
Posts: 63
Posted on Mon Jun 18, 2018 11:53 pm

Third impression: The straight wooden bridge to your farm... is an eyesore.

 

  1. 2 Player Houses; Please make sure you move out; they are for Knights and players, not yourself.
  2. Marketplace; Still small; cramped; and with 2 high ceilings. 
  3. SmelteryRequirement Met
  4. PastureRequirement Met
  5. Training CampAfter I showed you a better floor plan; the build looks much nicer.
  6. Capital Building; It feels more like a lothlorien captial build.
  7. Active Player on Discord; Requirement Met


Presence10
Administrator
Posts: 63
Posted on Mon Jun 18, 2018 11:45 pm

I see you added some pillars and fire. But the hut itself is still constructed of 1 material and lacks the same quality as the rest of the build. Minding the fact the rest of the build was not yours but the quality needs to be about the same.
Try adding a door; some bars for windows, an Orc Bed, and Table of some sort where they would practice their craft.


Healer's Hut: 9x9 building size; [Only 1 Per Count]

  • Somewhere to cook, Bed, Table, some storage [Can all be in one room]. Includes Herbs and medicines about
  • Benefit: 1 CNPC Healer; Rapidly heals anyone who comes into her tent.
  • Upgrades: None


Presence10
Administrator
Posts: 63
Posted on Mon Jun 18, 2018 11:39 pm

First Impression; Bright and I do like you did a contrast between different wood.

  1. 2 Player Houses; Requirement Met
  2. Marketplace; Looks good; just add in items for trade in the trade booths. Aside that Requirement is Met
  3. SmelteryRequirement Met
  4. PastureRequirement Met
  5. Training CampRequirement Met
  6. Capital Building; Requirement Met
  7. Active Player; Requirement Met


RHScott
Member
Posts: 1
Posted on Sun Jun 17, 2018 6:37 am

 my city Endinia is in Dor-Winion and is at theses cordanates, X 124155.94875

Y 71.000 Z 17418.02206 

 

I have a Mine mainly used for chalk its on the left of the Great hall 

The barraks hold 12 soldiers and train four, the barracks are on the right of the great hall.

the stables are  can hold up to eight horses and they are next to the mines.

The blacksmith has two diff forges/furnance and seven diff tables (Dorwin,Rangers,lothlorein, high wood elves, rohan, and iron hills, etc.

just for kicks there is a great hall with a statue of Endin(founder of Dorwin in lore) and a table stocked with food. 

i would have more soldiers but ive benn invaded alot recently so i onl have three left.  

there is two natraly generated structures (wine house, troop tents,) but im not using them to get lordship.

from LCol_Sherwood_R6

srry if i put appication in wrong spot =p



Last edited by RHScott - Sun Jun 17, 2018 6:38 am


CREEPSSSSSE
Regular
Posts: 6
Posted on Fri Jun 15, 2018 1:40 am

Originally posted by CREEPSSSSSE:

Accept these next week if you have too because of early application but I have a couple of builds i'd like to add.

 

Bakery@ x:67316 z:4422

Silo/Granary@ x:67304 z: 4400

Stables@ x:67382 z:4422


Can you have a wee geez at these, i also have a grainfield, visable in the area



ScarcelyLethal
Regular
Posts: 1
Posted on Thu Jun 14, 2018 12:43 am

Hello! I told you I would be restarting from scratch. im now in an area where if i do not meet the reuiremnts i will be able to fixem!

ok so lets start with the cords. 

x, 38281 z,2435

youll spawn where the barracks and traning camp AND the market is located. 

there is also a farm and an armoury 

we have two dams. one north in the lake and one south. The northern dam is our capital.

the southern damn youll find the player houses. they are much bigger and look alot better!

near the fort in the middle of the lake youll see a small castle like structure. this is the forge. next to the forge youll see the pasture. 

you asked for bigger and you got it.

thank you for your time.  



MysticalLord
Member
Posts: 5
Posted on Wed Jun 13, 2018 10:44 am

Also, I know that I live in the top flet at the moment but when I get another future knight I will move out of it.



GoddessArtemis
Member
Posts: 1
Posted on Tue Jun 12, 2018 9:02 pm

Hello, my name is GoddessArtemis, and I would like to apply for a lordship in Lothlorien. My city is named Irslean, and it is located in the in the Mallorn Forest of Lothlorien at x: 55208 z:24025. 

I have built the city alongside my knight Dekasaurus, formerly known as UGAD. We have built it balancing our capital buildings in the trees and on the forest floor for larger, more space-necessary services, such as a mine, a farm, pastures, and a market. This would allow the city to not be confined to one area and would be open to much more expansion.

I have read through all of the requirements and suggestions that you have given and I believe I have met them.

Thankyou for taking the time to look through this lordship application



Last edited by Presence10 - Mon Jun 18, 2018 11:42 pm


CREEPSSSSSE
Regular
Posts: 6
Posted on Mon Jun 11, 2018 1:03 am

Originally posted by MrMinecraft:

The real question is what Rhudaur are doing in The Vales of Anduin


Well, who knows



MysticalLord
Member
Posts: 5
Posted on Sat Jun 9, 2018 8:16 am

Alright Pres, I believe that I am finally done. I looked at your comments and followed them through. The market area is now expanded and has more trade offers. The training ground has been expanded with mallorn arches along the border. I have also built two new player homes that are flets (tree-house in a tree). The first flet is located in the tree next to the town center, and the second flet is located off the path up to the keep. Each flet includes a patio, weapons storage, item storage, lounge table, food table, and banner protection. Thank you for all of the tips you have given me, it has been fun!



Last edited by MysticalLord - Wed Jun 13, 2018 9:41 pm


MrMinecraft
Regular
Posts: 4
Posted on Thu Jun 7, 2018 12:15 am

The real question is what Rhudaur are doing in The Vales of Anduin



GrungeGrumpy
Member
Posts: 1
Posted on Wed Jun 6, 2018 5:10 am

The homely homes of Fromburg's proud townsfolk, situated to the south of the Mundbeorg.

The homely homes of Fromburg

 

The humble home of Gren & Lyv, Fromburg

The first finsihed house in Fromburg

 

The 'waeterpytt'

Waeterpytt

 

The rich fields, or 'aecers', with crops that can stand the harsh climate in the Coldfells

Aecers

 

Pasture or 'Hamland', with boar, elk and aurochs

 

The 'Ore geat', the gate to the mines of Fromburg

Ore geat

 

This post will be updated with more info and images on a regular basis.



Last edited by GrungeGrumpy - Wed Jun 13, 2018 8:27 am


CREEPSSSSSE
Regular
Posts: 6
Posted on Wed Jun 6, 2018 2:20 am

Accept these next week if you have too because of early application but I have a couple of builds i'd like to add.

 

Bakery@ x:67316 z:4422

Silo/Granary@ x:67304 z: 4400

Stables@ x:67382 z:4422



HadesZues
Regular
Posts: 3
Posted on Tue Jun 5, 2018 10:00 pm

I have made the upadates and made the quality better to the healers hut



Presence10
Administrator
Posts: 63
Posted on Tue Jun 5, 2018 6:01 pm

Accepted into Countship!



CREEPSSSSSE
Regular
Posts: 6
Posted on Mon Jun 4, 2018 1:11 am

Fenced off an area, and created back entrance into the pasture for the horse's



Presence10
Administrator
Posts: 63
Posted on Sun Jun 3, 2018 4:27 pm

Approved. Looks fantastic



Presence10
Administrator
Posts: 63
Posted on Sun Jun 3, 2018 4:16 pm

Second impression: Still have a lot of just mallorn planks but on the right path. Some places have 2 block tall ceilings. Not a good idea imho as it makes places feel cramped. Lothlorien is a difficult place to build in.

The dinning hall is fantastic in design. Except it feels more floating in the sky, and many of the buildings are too square if that makes sense. To rectify I would suggest some support branches under them, sort of cradling them to hold these structures up. Have them feel like resting on a branch.

You are definately on the right path. But for Lothlorien look to making the trees and the structure one in the same for a treehouse.

  1. 2 Player Houses; These places need banners and a 17x17 area to call their own.
  2. Marketplace; Its a tad small. And cramped. Try expaning the platform out a bit.
  3. SmelteryRequirement Met
  4. PastureRequirement Met
  5. Training CampTight and cramped. And needs to meet the size requirement.
  6. Capital Building; It feels more like a lothlorien captial build.
  7. Active Player on Discord; Requirement Met


BanAbonnen
Regular
Posts: 7
Posted on Sat Jun 2, 2018 6:57 pm

Hi there, I got a smithy to submit.

x: 25776, z: 20615

Indeed, even smithys were build mostly out of wood since most blacksmiths were not rich enough to afford a stone house (I know, I kindof undermine this argument with the stone roof but ehm... still) the parts for stalling ores and materials is in the bottom and can easily be expanded if the space is needed.

I completely destroyed the smeltery to fit everything into one building which is now submitted as the smithy.

Thank you!



MysticalLord
Member
Posts: 5
Posted on Sat Jun 2, 2018 9:08 am

Hello again Pres, I believe that I am ready to reapply. I sought advice from mrminecraft, ban, and others. The first time through, I really rushed through it and didn't do a good job. I have made many changes. The market is now located where the smeltery used to be, with hithlain and other items being sold and bought. The smeltery has been moved to where the stables was, which is now made out of galadhrim bricks reinforced with mallorn wood. I have put sideways mallorn beams within the paths, as well as brick slabs reinforcing it on bottom. I have anchored some of the paths to the trees above. I have created something similar to the Mirror of Galadriel in the center of town. I have furnished the tree fort and the player homes. I have created the sparring grounds, however I do not want to use the barracks as a barracks. Finally, I have built a Great Hall. It can seat and serve 26, with venison,rabbit, and mutton as the main course. Wine can be found in three barrels in the corner. I have also placed hanging brick lanterns in various locations around the entire town. I hope I did better this time, if I need to detail anything let me know.



Last edited by MysticalLord - Sat Jun 2, 2018 9:09 am