Saturday, April 20, 2019

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tungdil
Regular
Posts: 3
Posted on Thu Apr 4, 2019 3:52 pm

ive finished the requirements again the second playerhouse should be eazy to find and ive made the first one bigger there is a horse by the traderswagon

 



Froosty11
Regular
Posts: 28
Posted on Wed Apr 3, 2019 11:38 am

Playerhouses: Accepted.

Travelers Wagon: Accepted.

Marketplace: Accepted.

Smeltery: Accepted. Ehhh, I don't like the stacked 1-block furnaces. I'd replace them with a proper big forge using lava or fire, but it's nothing that ruins the build as I see why people want it to actually do the survival job.

Pasture: Accepted.

Training Camp/Barracks: Accepted. Can't find a training camp, but I can find a Barracks. 

Capital Building: Accepted. Not sure which one it is, but the big castle and big houses look great. Accepted either way. 

Active on Discord: Denied. I can not see you being active on discord under PimboyPim.

Froosty, Lord of Khazad-dûm



Froosty11
Regular
Posts: 28
Posted on Wed Apr 3, 2019 10:35 am

Capital Building: Accepted. Seems like a great fort to hide out in.

Smeltery: Accepted. While it could be a bit bigger, I really like the idea of two floors, and it looks great from both the inside and outside. 

House 1: Accepted.

House 2: Accepted.

Training Camp: Accepted. A bit small, but the good quality makes up for that. I'd recommend you expand it into the mountain when upgrading to a barracks. 

Marketplace: Accepted. Make sure you have a trade in the tradebooths, as only a builder I can't check that. I'd recommend you make it a bit less cramped though. The booths sit together, which is an original idea that I really like, but the current design is a bit cramped.

Pasture: Accepted. I'd like it bigger but after some consideration we've accepted it.

Wagon: Accepted.

Active Player on Discord: Accepted. I've seen some activity, but more wouldn't hurt. 



Last edited by Froosty11 - Wed Apr 3, 2019 11:39 am

Froosty, Lord of Khazad-dûm



GryphonBoss
Regular
Posts: 8
Posted on Wed Mar 20, 2019 7:30 pm

Guess whos back its me with another attempt at lordship (yay). 

I have added a new roof to the old smeltery and made a new 16x16 smeltery near the colloseum (it has a blue roof).

I have also gotten pllayer house at the reastrant on water to stop sticking out of the water so it look less like a tumor.

Coordinates are still 106929 z149225.



Last edited by GryphonBoss - Wed Mar 20, 2019 8:10 pm


SIGGEN
Regular
Posts: 1
Posted on Mon Mar 11, 2019 10:10 am

I would like to apply to become the lord of darrowvale in Dunland.

The cords are x:35308 z:33705.

Thanks.

Here's a screenshot of my settlement.



Last edited by SIGGEN - Tue Mar 12, 2019 2:32 pm


SparkWall
Regular
Posts: 3
Posted on Sun Mar 10, 2019 4:10 pm

I didn't had time to download the mod and im not that modder type, i dont really know how to make these mods work to be honest, i tought i will leave it to you guys who can do something with the idea.



InsaneLucifer
Regular
Posts: 6
Posted on Sun Mar 10, 2019 3:54 pm

I am Looking for good players who would be willing to join me and make The Valley lively as well as active again, if you wish to build your own lordship there is plenty of surrounding area that you could build a lordship on or you can live in one the pre-existing houses. Once you have gained my trust and I get to know you,il give you access to any materials you can ever need. If you wish to know more details message me on discord at Insane Lucifer #9081 

FilthyWeaboo 



Froosty11
Regular
Posts: 28
Posted on Sun Mar 10, 2019 1:19 pm

If you are suggesting OpenCubicChunks, it basically breaks every mod out there, since it drastically changes generation. If you got it to work on LOTR-mod, I doubt it would work on a server, and it's also very laggy. I don't know if it works with LOTR-mod, but I'm going to doubt it. Did you get it to work on your own? 

Froosty, Lord of Khazad-dûm



SparkWall
Regular
Posts: 3
Posted on Sun Mar 10, 2019 12:51 pm

I recently found a very cool mod. The height and the underground limits are now infinite. Those people in the dwarf faction would be able to build a much nicer and bigger underground base. I hope i will see it in the game.

CubicChunks



finndevries
Regular
Posts: 7
Posted on Sat Mar 9, 2019 2:33 pm

The only thing left for "review" is the 60%/40% thing. I apply for my barony then (since I think that all else is being approved)   again thx for reading :3 have a nice day



PimboyPim
Regular
Posts: 1
Posted on Tue Mar 5, 2019 6:57 am

I have all the requirements for Count, Coörds are:

X: 76919

Z: 66468 

I have 2 knight named IlligalCatToss and poop20



Last edited by PimboyPim - Tue Mar 5, 2019 12:56 pm


Foldall
Regular
Posts: 2
Posted on Mon Mar 4, 2019 12:56 pm

Hello, my city is located in Angmar. Here is the list of buildings with coordinates: Smile 
                         x                       z                      y
Capitol          +45851             -20228                 147

Smeltery       +45817             -20222                 130

House 1        +45844             -20230                 130

House 2        +45850             -20242                 130

Training Area +45826             -20268                 125

Marketplace   +45819            -20251                  119

Pasture          +45756            -20241                  115

Wagon           +45710            -20238                  107

IG name: Khamuul

 Knights: Ionmil



Last edited by Foldall - Tue Mar 12, 2019 11:15 am


Presence10
Web Developer
Posts: 192
Posted on Sun Mar 3, 2019 8:08 am

The smeltery looks alright. Still looks like a collage of blocks on the roof. That still needs to be fixed.

The Other one hasn't been touched... That still needs to be fixed. 

The docks look better, still the house at the one end is very out of place. 




Presence10
Web Developer
Posts: 192
Posted on Sun Mar 3, 2019 7:59 am

First Impression: The designs are very simple. That works but also doesn't work at the same time. The roofs are plain and I would like to see something more. Most buildings are copies of the ones around them, I would like to see some variety there. Interiors are lacking when you can add lush carpets and banners about.
Add in some other features. An oasis would look amazing in the middle of the desert. Some wood and trees around the area to give it color. 

2 Player Houses; You have 4 of these buildings. I would ask you place a banner in each one so they can be claimed by you and the knight only. For their own security

Marketplace; Suffers from the Blandness. I would say a different material for the stalls themselves. Wool always works for marketstalls. As well as some greenery to bring in more color. The floor can also be a different material rather than the sandstone blocks that the whole of the build is made from.

Smeltery; I do not see a smeltery

Pasture; Needs to be much larger. This may tie into the Oasis I suggested above.

Training Camp; Already good enough to be a Barracks

Capital Building; This one is odd. Theres nothing inside of it. Its just a few walls. Condsider making this feel like a Fortress, Palace, or something lived in.

Active Player; You are active

Trade Wagon; No wagon



Presence10
Web Developer
Posts: 192
Posted on Sun Mar 3, 2019 7:41 am

It looks better. 

I would prefer if the Player Houses had a bit more vertical room. If you turned the 2 houses to be a single place, then built a second like that one. That would look fantastic.

The trader's wagon should have some sort of animal nearby for travel. Post up a few Donkies or Horses and itll look good.



Presence10
Web Developer
Posts: 192
Posted on Sun Mar 3, 2019 7:29 am

Shoppe: Approved. You did not specify what shoppe you wanted, so I made it Saplings. [Shoppe is just an old fashion word for Shop.]
Wargpit: Approved. Sadly I do not have any wargs ready to be sold... So that will have to come at another time. Do they have different speeds and hp like horses?
Barracks: Approved, Please mark paths.



Presence10
Web Developer
Posts: 192
Posted on Sun Mar 3, 2019 7:17 am

Paths, I would say keep them to a few areas. You can always get more when the barracks is upgraded.



Wizanite
Regular
Posts: 7
Posted on Sat Mar 2, 2019 2:34 am

73826 72 -13829

 the county of buarum

 



BenkoSVK
Regular
Posts: 2
Posted on Fri Mar 1, 2019 4:10 pm

Requesting also knight to be added: Khamuul

 

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

 

Added Barracks:

X: +45 826 Z: -20 119

 

Added shoppe:

x: +45 815 z: -20 048



Froosty11
Regular
Posts: 28
Posted on Thu Feb 28, 2019 8:55 am

We had a road, it was removed in a reset. It's redone now, and should be saved properly.

Stables have been upgraded to Exotic Stables, I'd like the maxed lotr-horse if possible. The current stables has vanilla horses, that cant wear mithril armour. If you fix that, I'd rather have a maxed boar, but I really need maxed horses, preferably white or black.

 



Last edited by Froosty11 - Mon Mar 4, 2019 8:35 am

Froosty, Lord of Khazad-dûm



Foldall
Regular
Posts: 2
Posted on Sat Feb 23, 2019 1:29 pm

Hello i suggest add mod Bibliocraft. This mod have many good and usefull things to decorate bulding. This is official page of the mod --> https://www.bibliocraftmod.com/

(Sorry for no more information, english is not my native language)



GryphonBoss
Regular
Posts: 8
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: 3
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


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.