Monday, February 18, 2019

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InsaneLucifer
Regular
Posts: 6
Posted on Fri Feb 15, 2019 7:47 pm

MetrozGaming has given WindHelm to me along as passed the lordship to me as well, MilkMc was a witness to these talks. 

Here are the cords for requirements:

Player Houses: X: +189041 Z: 106772

Travelers Wagon: X: 188946 Z: 106636

MarketPlace: X: 189058 Z: 106715

Smeltry: X: 189066 Z: 106683

Pasture: X: 188941 Z: 106851

Training Camp: X: 188996 Z: 106766

Capital Building: X: 189180 Z: 106684

FilthyWeaboo 



GryphonBoss
Regular
Posts: 7
Posted on Fri Feb 15, 2019 6:12 pm

Once again I have redone what i could and I believe it is once again countship ready.

Changes i made:

1) I did some renovations to the dock (changed the outside and added supports)

2) I changed the outside of the smeltery using carpenter blocks

3) I have blended a lot of the land surrounding my city and put a couple of roads to make it look less out of place

Coordinates are still 106929 z149225.



KingKriptor9
Regular
Posts: 2
Posted on Thu Feb 14, 2019 12:13 pm

I believe I have all the required buildings.

The coordinates are X: 92419 Z:105343

IGN is KingKriptor9

The base is fairly simple so it should be easy to locate the buildings.



tungdil
Regular
Posts: 2
Posted on Thu Jan 31, 2019 2:43 pm

ive done some inprovements:

 

player houses: i think you missed them they are located ata X 44483 Y 152 Z 17086

market area: i changed the colour of the stalls i hope this is enough

trade wagon: it is stated in the lordship post that there needs to be a travelers wagon or a "place'' wher he parks his wagon

the cords are X 44449 Y 152 Z 17144

 

just posted it in advance



Last edited by tungdil - Thu Jan 31, 2019 2:44 pm


BenkoSVK
Regular
Posts: 3
Posted on Thu Jan 31, 2019 1:25 pm

Requesting a knight to be added: Foldall

 

Added Smithy:

x: +45 865 z:-20 063

explanation to doors on right side with nothing behind: left space for upgrade to castle smithy, as I plan to make entrance there to a huge chamber where will be also Armorer's Workshop, Weapon Master's Workshop and their homes.

 

Added Inn:

x: +45 770 z: -20 006

 

Added Tavern:

x: +45 730 z: -20 032

 

Added Stables: (Warg seller)

X: +45 860 z: -20 022

 



Last edited by BenkoSVK - Mon Feb 11, 2019 12:06 pm


VMYCode
Regular
Posts: 7
Posted on Thu Jan 31, 2019 10:49 am

I herewith gratefully thank for the notice and will do my best to further improve in the points stated aboce and hope for the best.



finndevries
Regular
Posts: 6
Posted on Wed Jan 30, 2019 1:24 pm

Shoppe (as said i have never done that before): 830750 71 52646  Wargpit (Underground): 83677 62 52649 more areas for the wargs: 1: 83663 69 62642 2: 83682 72 52600  Barracks (upgraded with a room for the commander) : 83720 67 52907   Houses were build all over the place     i sense a lazy presence ;P  thx for reading

 



BenkoSVK
Regular
Posts: 3
Posted on Wed Jan 30, 2019 5:35 am

== Cairn Khazgur ==

 

 

Username:   BenkoSVK

Knights:   currently none

Population:   2

Town name:   Cairn Khazgur

 

Hello, I am BenkoSVK and I am the main architect of Cairn Khazgur, the great Angmar orc fortress. It is located in a place where 3biomes meet in one point (Angmar, Misty mountains and Angmar mountains). In future fortress will have huge tower in the center, in style of Orthanc/Barad dur ( now only platform for it is built), huge mines, smelteries, cave system beneath and arround in mountains, Rhudaur Hillmen village next to fortress & lot of other cool stuff.

The best way to get here is to use fast travel to Mount Gundabad and head West until you reach Angmar, and when you reach it continue North-West right to the point where 3biomes (mentioned above) meet.

Any fellow orcs in search of home are greeted! I am in search of active players, who will become my knights if they prove themselves, and I will provide help so they could become counts too!

Cairn Khazgur is also available for visitors, so if you are interested you are free to just stop by.

 

 

 

 

 

Location:

X: + 45 800   Y: 67   Z: -20 020

 

 

 

 



Last edited by BenkoSVK - Wed Jan 30, 2019 5:38 am


Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 5:30 pm

Smeltery and the Stable areas, do not seem to have been touched. These look alright from the inside but the outside looks terrible. It looks like a mound of blocks that resemble no building. This was a previous point I made several times before.

This plus because the base was pasted in. Nearby land needs to be blended a bit better.

The dock area, needs to be removed. That was another point I made previously. It is still floating in the water and looks dreary when compared to the rest.



Last edited by Presence10 - Tue Jan 29, 2019 5:32 pm


Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 5:26 pm

 First Impression: if you could, post individual coordinates for each location when you know the base is a maze. Its rather confusing.

 2 Player Houses; No clue where these are at.

 Marketplace;I feel it needs more colors. Having a stone trading area is a bit dull

 Smeltery; Aproved

 Pasture; No Pasture

 Training Camp; maze to find it, approved

 Capital Building; Whole base would be Capital

 Active Player; Active Player

 Trade Wagon; No wagon



Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 4:46 pm

Please post coords to new builds like this;

1. Shoppe 123 45 6789
2. Wargpit 456 78 9010
3. Barracks 765 43 1234


This way I can easily see a list, copy and paste the coordinates and review it quick and simple. Rather than flying around searching for each individual place.



Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 4:44 pm

At this time you're still not allowed to become a lord.

When you start to get better and work towards being what we wanted a lord to be. You seem to throw it away in a single instance. Just need more time and work towards it. I recommend not worrying about it. Tho do remind me about once or twice a month. But know its not going to be quick and easy.



Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 4:41 pm

Shoppes; Approved ofc.

Smithy; Approved

Stables; Approved

Barracks; Approved

NPC Housing; Would like to see more furniture in them. Table, chairs, shelves, book shelves. Something more homely.

Homes; Probablyh fine.

 

The only thing you need now is 2 more Counts.



Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 4:37 pm

First Impression: A lot of the build is very conflicting. You have a bit of Elven, some Cobble [Which is usually a terrible choice], and it feels cluttered.
Most of the build is very square. Some of the roofs need work and other parts seem thrown together. Especially some roofs need real work to become quality.

 2 Player Houses; Approved

 Marketplace; Approved

 Smeltery; 1Approved

 Pasture; Approved

Captial Building; Needs serious work. The roof itself is the main point. Its just stairs and theres no form to it. Look online for examples of curved roofs or add something to bring some texture into it.

 Training Camp; Looks excellent

 Active Player; Approved

 Trade Wagon; Approved

Work on building some better roofs, and I would recommend removing the trees as they clash very much with the dwarf style build. I would go with Pine or Spruce as trees nearby as they fit neatly with the area and buildings. I would also stick to a single build pallette for the base to make everything fit in. Lastly remove as much cobble as possible. Its a clashy building block and I am sure you can find other cobble that would fit in. Even replacing with Stained clay would make the builds look good.

 



Presence10
Web Administrator
Posts: 187
Posted on Tue Jan 29, 2019 4:19 pm

Approved



GryphonBoss
Regular
Posts: 7
Posted on Sat Jan 26, 2019 7:46 pm

I have redone it once again and I beleive it is finished. 

The city is at x106929 z149225.

I have changed my city's name to Imperium Magna Harad



Last edited by GryphonBoss - Sun Jan 27, 2019 11:26 am


tungdil
Regular
Posts: 2
Posted on Tue Jan 22, 2019 1:50 pm

i think i have finished my lordship

here are the coordinates :X 44410 Y 167 Z 17084

 

everything  is quite packed together so you should be able to find anything

 

my ign is tungdil_bolofar2

 

thanks for your time



anglinex
Administrator
Posts: 16
Posted on Sat Jan 19, 2019 3:40 pm

This is not where you make a ban appeal.  This is: http://anglinex.net/customf...



HarrySonOden
Member
Posts: 2
Posted on Fri Jan 18, 2019 7:06 pm

Is despair the opposite of faith?

I certainly have despaired heartily over being banned, though I keep faith in my heart that I will soon play again.  Kierkegaard would say that I a knight of infinate resignation.  This may be true.  I yearn for a thing that may not be.  This server is my Regine Olsen.

Please I implore you.  Lift this unfair saction from my life.  I am not an alternate account. 

HarrySonOden  

 



HarrySonOden
Member
Posts: 2
Posted on Fri Jan 18, 2019 6:57 pm

To Whom it may concern,

Yesterday I came to the server to play some lord of the rings minecraft.  I was playing when I found that my friend, Planet68, was muted.  I plead for his right to speak during which time several people thought that I was an alternate account.  My account it HarrySonOden.  I am certainly not an alternate account.  I am my own person.

Please let me play in the server again,

Respectfully yourn,

HarrySonOden



finndevries
Regular
Posts: 6
Posted on Wed Jan 16, 2019 1:23 pm

1. I added a Shoppe (as well as i could since idk what that is / google didnt help either) pls dont be too harsh on it ;P 2. Wargpit now continues a bit underground+ new areas for the wargs to live (behind the pit, seperated by a road) 3. Added the office beneath the barracks  (path didnt marked out yet since i have to think about where to set it) 4. me and my friend added more houses which fit the standards thx for reading   and uh... dont be surprised...my orcs decided that horses > wargs for some reason

 

 



Last edited by finndevries - Wed Jan 16, 2019 1:33 pm


VMYCode
Regular
Posts: 7
Posted on Sun Jan 13, 2019 8:37 am

Hello there first things first... So I know I did mess up quite a bit which is why I lost my Lordship a while ago and I tried to better my behaviour and so I hope that I will get accepted as a Lord again.

The Coordinates of the two "Centers" of My base are as follows however the first one is the one with moast or all of the lordship requirements.

1: x:40704 y:74 z:18786

2: x:40927 y:72 z:18682

If annything is wrong with this message exempli gratia The coordinates just message me on DC.

I wish you all a good day and hope to get a responce as soon or late as it fits.

-VMYCode (Cicero#8873)



Last edited by VMYCode - Mon Jan 14, 2019 3:09 pm


Presence10
Web Administrator
Posts: 187
Posted on Sat Jan 12, 2019 8:27 am

So few things; The wall needs some work. Its very plain on the outside and doesnt reach below the water. Second, most places seem half-built and some need to be finished. Others do not meet quality standards. Players may be building their own homes but they still need to meet some quality.

 3 Player Houses; You have plenty of people. [Not gonna go looking for houses lol]

Market Shoppe; You have no Shoppes

Smithy; Looks fantastic

Stables; I would like the area to have more stalls. The warg Pit can be extended underground which would be interesting. 

Barracks; Its a very interesting shape, which I love. However its missing the beds and office for the Captain to sit at. Additionally you need paths marked out for the patrol routes. 

60% Residents to 40% Structures; Can definately use more NPC housing It will also help fill out the area.

2 Counts: HadesZues; AngliNex

Active Player; Active



Last edited by Presence10 - Sat Jan 12, 2019 8:29 am


TheSquidychicken
Regular
Posts: 10
Posted on Thu Jan 10, 2019 9:14 pm

Okay so here are the buildings needed for baron

Market Shoppes: x115000 y7 z-14540 (the other one has not been approved, if possible put in the sapling guys)
Smithy: x114947 y12 z-14591
Stables: x114985 y100 z-14621
Barracks: x114910 y76 z-14571
Npc Housing x114977 y51 z-14596
Knights plot for home (third knight house, the other two are the same as before) x114954 y56 z-14577

Some things have already been approved (barracks, one of the shoppes, stables) but I figured i would put them here again incase I re did them or whatever.



Last edited by TheSquidychicken - Mon Jan 14, 2019 12:29 pm


Birchwall
Regular
Posts: 5
Posted on Wed Jan 9, 2019 1:47 am

Windmill: I think that I have got it cleaned up to actually rotate.  I relaly like the idea of a watermill, and will look for a good place to install one.  that is a great idea for a riverside village!

My questions on the others were to get your oppinion to see if they are ready to be passed as baron-understanding that you have limited time. (Thanks for all you do).

for the paths, how long can I make them?  I would like one to go from this office to the tower on the north side, (I can make signs for the path), and teh other to circle around the trader isle that I am currently making.  I just need to know what the limitations are.  thanks