Tuesday, April 24, 2018

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Presence10
Administrator
Posts: 43
Posted 21 hours ago

  1. 2 Player Houses; Requirement Met
  2. Marketplace; Requirement Met
  3. Smeltery; Add a fenced in area to contain ores. But this Requirement is Met
  4. Pasture; You made stables; add a Pasture to the south. But this Requirement is Met
  5. Training Camp; Requirement Met
  6. Capital Building; Requirement Met
  7. Active Player; Requirement Met

You are accepted as a Count. Congrats and welcome.



Presence10
Administrator
Posts: 43
Posted on Sat Apr 21, 2018 10:32 am

Below are the Announcements to Lordship; As they are announced this part will be updated.

 

 

-Lordship Micro-Overhaul

 

As the Lordship Overhaul is underway I wanted to start introducing what it will entitle. Lordship is becoming easier to obtain, greater benefits, and overall bigger scope. We are hoping these changes will increase community and better builds

 

  • New Requirements
  • New Titles
  • New Benefits
  • Knights generate 100 Silver every 30ish minutes!

 

First off; Titles. Lordships previously used to display their town name with either green or red brackets.

 

Instead now; players will be given their title. Titles will be [Knight] [Count] [Baron] or [Duke]. Currently >>Only<< [Knight] and [Count] will be implemented.

 

Lordship; You must meet the new Requirements below. Note that these requirements are more about Quality, than Quantity. The requirements are not written in stone and can shape with the aesthetics of the place. IE: Orcs probably dont have much "pastures" so think of how to contain wargs and spiders.

 

  1. 2 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Marketplace; 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. Smeltery; A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture; To replace Stables; the pasture just needs to hold mounts and animals
  5. Training Camp; To replace Barracks; this should be a small post for Militia to train at, some weapons and gear and places to rest up.
  6. Capital Building; This is your main structure, a fortress, town hall, castle, etc. Should have the feel of it and be rather massive.
  7. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

 

Rewards: Upon becoming a lord you will recieve the following:

 

  • [Title] in chat; this being [Count]
  • Ability to hire 2 [Knights]
  • Generate 500 silver every 30ish or so minutes
  • Custom NPC: Knight Captain
  • Custom NPC: Courier and Mailbox
  • Custom NPC: Traveler and Traveler Wagon

 

Advancement: We spoke about Barons and Dukes; theyre still under construction. 

 

For a count to advance to a Baron; they will not only need to build more in their area; but also help 2 others become Counts. These counts will then need to vow to your service. By sending a message on Discord to Presence10. Both of these requirements when filled will allow a player to become a Baron.

 

EDIT: These counts will also have to be within the same region or area near the builder.

 

Details will be posted when this is fully fleshed out.

 

 

 

Other: Keep in mind; there will be ways to Upgrade your buildings to give benefits. Make room for expansion, there will be several dozen buildings!

 

All Lords MUST be active; this means they must either give us a heads up on their absence! Otherwise you will be stripped of title

 

 

 

Grandfathering:

 

All Lordships before this announcement date will have their builds grandfathered in. This means you wont lose anything for having less of a build.

But now for Part II: Structures!

Structures

Structures are buildings, duh, but these are specific to Lordship themselves. Some are Aesthetic only, these are ones that basically are listed as Ideas for you to break up a town or include things not usually necessary in them. They have no benefits, no real requirements, and are merely suggestions.
The rest come in 4 Categories. ResidentialIndustrialCommercial, and Military

  • Residential: These buildings are for residences and living quarters for Players, npcs, and custom npcs [from the mod]. For counts these houses rarely matter. But for Barons, they are necessary. 
  • Industrial: Buildings that produce resources or materials that are unprocessed. For counts, these do not do much. But when you are given the title of Baron you will be able to specialize your lordship to 2 special industries!
  • Commercial: As described these will be your traders. On a general note; traders will Always sell things at least 200% more expensive than other traders, and will only buy things at 50% of usual traders!
  • Military: These will benefit CNPC Guards, ones added in specifically by other buildings and may increase their health and damage.

Building Sizes

Each structure has a certain building size. While this doesnt mean the whole of a structure must fill this space, it does suggest a certain size the build must be. For example a Church is 17x17 or a "Bronze sized Claim". It later can upgrade to a Abbey [33x33] then into a Cathedral [65x65]. These "Upgrades" are explained later. The suggested size is merely to reflect the epicness of the structure. 

As a lord, you are looking to make Epic and Awesome buildings. Focus on each building and leave room for Expansion and upgrades!

You may also notice [Only 1 Per Lord]. This means for your specific area, you can only have 1 benefit from this structure. For example, you can make 8 smiths, but only 1 will have the CNPC there. The rest do nothing.

Upgrades

As you advance from Count to Baron and then to Duke you may notice Upgrades become availible for your buildings. The most common are the Core buildings. As a count you already built Training Grounds, but to become a Baron you must upgrade them to a Barracks.

This means one can build more onto the original structure, for this example the Training Grounds merely needs to have a structure near it that can house the platoon of soldiers and guards. Or if you didn't plan for expansion you just have to build the Upgrade Nearby.

Benefits

The best part of Structures are their benefits; to get the Benefit of a structure the Lord must do 1 thing. He must post the X, Y and Z coordinate of his build to their Lordship Application. The build will come under review, and finally will be either Accepted or Denied; with a reason why.

Once fully accepted you will be given your benefit. This can take some time, and due to the nature you will only be reviewed Once a week. No more than that.

Residential:

The following buildings are able to be constructed by Counts:

To advance to a Baron; you must ensure that 60% of all structures, or rooms if you built a fortress, are for Residents. This means that for every 10 Structures you build, 6 of them must be NPC Houses. These are squalid residents for the NPCs that will spawn nearby.

Once you achieve this balance of 60%, you will be given 4 evenly spaced NPC Spawners. These are part of the LotR mod and allow NPCs like Orcs, Southrons, or Gondorians [Any mob] to spawn inside your area. Thus making it look more populated. They will still follow normal spawning, which means you may have to have grass and sunlight for some.

Church: 17x17 building size; [Only 1 Per Count]

  • Including area to pray, side room for confessions, and a small adjacent room for the priest to speak with others.
  • Benefit: 1 CNPC: Priest [Hirable]; though a man of pious faith he attack meekly with his club, having 30% damage reduction and dealing about 9 damage a hit. The one thing he is useful for is his healing. Players nearby are healed by him slowly. Can be hired per day at 50silver. Once his time is over he returns back to the Church to await.
  • Upgrades: Abbey [33x33], Cathedral [65x65]. Enables more hirable Priests, with better stats.

NPC House: 9x9 building size;

  • Somewhere to cook, Bed, Table, some storage [Can all be in one room]
  • Benefit: None
  • Upgrades: None

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

Knights Estate: 33x33 building size; [Only 2 Per Count] [Requires: Knight's Guild]

Different than your [Knights] these knights are CNPCs who do nothing but practice their skills and wait for you to hire them.

  • A larger CNPC house; that consists of basic living, bedroom, storage, cook, and a servant's quarters with a bed.
  • Benefit: 1 CNPC Warrior [Knight; Hirable]: For the low cost of 1,000 a day, the Knight follows you, fighting everything nearby with a powerful 12 damage attack and defending with an admirable 70% reduction. These hirable knights are your protectors.
  • Upgrades: None

 

Commercial

The following buildings are able to be constructed by Counts:

Market Shoppe: 17x17 building size; [Upgrades Marketplace! Necessary for Baron!] [Only 2 Per Count]

  • Built nearby the Marketplace, including a place to sell, storage, and counter to do business.
  • Benefit: 1 CNPC Trader [Flowers]; Sells various flowers at 200% market value. OR 1 CNPC Trader [Sapling Seller] Sells various saplings at 200% market value
  • Upgrades: Castle Smithy [33x33]

Stables: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Can be build in the Pasture structure, or build nearby.
  • Benefit: 1 CNPC Trader [Horses/Wargs]; Sells several breeds of horses with various stats. Strong and Slow, Swift and Weak, Well Rounded. Additionally for Evil players may sell Wargs [Orc factions only].
  • Upgrades: Exotic Stables [33x33]

Tavern: 33x33 building size; [Only 1 Per Count]

  • Includes a Bar, Area to wine and dine, drink mead, etc; Kitchen/Storage for booze; Stage for a Bard
  • Benefit: 1 CNPC: Bard [Bard]; An entertainer from the lands of [Your Choice]. Playing just one song. They're not paid well enough because of this.
  • Upgrades: None

Inn: 33x33 building size; [Only 1 Per Count]

  • Has a dozen rooms of varying sizes [Singles, doubles, 3 or 4 beds] Lounge, Kitchen/Storage, Desk.
  • Benefit: 1 CNPC Inn-Keeper. She keeps track of your inn which generates an income of 100 Silver every hour. A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time as its 100 silver per each member of your Lordship.
  • Upgrades: None

Clothier/Cobbler/Shrubber: 9x9 to 17x17 building size; [Aesthetic]

  • Looms, places to store fabrics, shop area.
  • Benefit: None, but is a place for npcs to 'get their clothes'
  • Upgrades: None

 

Industrial

The following buildings are able to be constructed by Counts:

Smithy: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Structure around or nearby Smeltery, Includes house for NPC, Storage for smelted ingots, Storage for unsmelted Ores, 
  • Benefit: 1 CNPC Item Giver [Copper Ingots, Tin Ingots]; Generates 5 Copper Ingot, 4 Tin Ingot every Hour.  A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time.
  • Upgrades: Castle Smithy [33x33]

Windmill: 17x17 building size; [Only 1 Per Count]

  • Windmill, Above Ground, Milling area, Storage for Grain.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainary: 9x9 building size; [Only 1 Per Count]

  • Storage Silo to store wheat.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainfields: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Wheat fields Closed in with a fence, Above Ground.
  • Benefit: +5 Bread generated at the Bakery; 1 CNPC Trader [Grain and Starch]; Buys Wheat, Corn, and Potatos at 50% what NPC traders will. [40 wheat for 10 silver, 40 potato for 10 silver, 60 Corn for 30 Silver].
  • Upgrades: None

Vegetable Patch: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Any Vegetable or Other food is grown here, Closed in with a fence, Above Ground.
  • Benefit: 1 CNPC Trader [Vegetable Trader]; Buys a variety of food [64 (All trades) for 10 Silver].
  • Upgrades: None

Warehouse: 17x17 building size; [Aesthetic]

  • A desk for Logistics, Places to store items
  • Benefit: None
  • Upgrades: None

Bakery: 17x17 building size; [Only 1 Per Count]

  • Ovens, Delievery area, Food storage, Shop area and counter.
  • Benefit: 1 CNPC Item Giver [Bread]; Generates 5 Bread every 30 minutes. 1 CNPC Trader [Bread]; Sells Bread [8 Bread for 70 silver, 16 Bread for 140 silver, 32 Bread for 280 silver, 64 Bread for 560 silver]
  • UpgradesGrainary: +5 Bread for Item Giver. Windmill: +5 Bread for Item Giver. Grainfields: +5 Bread for Item Giver

 

Military

The following buildings are able to be constructed by Counts:

Barracks: 33x33 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • 18 beds, training area, armory, Patrol Office [For Captain], Mess Hall, Kitchen, Storage. 
  • Special: Need to mark 2 paths in your base for Patrol Officers to move through. There is a size limit to them, this will be determined. 
  • Benefit: 1 CNPC Captain; Does nothing. 2 CNPC Patrol Officers [Spawners]; When faced against a threat, these Officers summon 2 CNPC Warriors [Guard]; All three having a base 10 damage and 50% reduction. They patrol the routes noted in Special.
  • Upgrades: Garrison [65x65]; allowing for 5 Patrol Officers

 

 

 

Barony

To become a Baron you must have the following:

Baron 

  1. 3 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Market Shoppe
  3. Smithy
  4. Stables
  5. Barracks
  6. 60% Residents to 40% Structures; For every 4 structures you make, you must ensure 6 residents exist. This symbolizes the npcs and cnpcs that live in your town have places to live and sleep.
  7. 2 Counts: Bring two other Players to Countship and have them message Presence10 directly to confirm this on Discord [@presence10] or as responses to your thread.
  8. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

Benefits

  • [Baron] in chat
  • Ability to hire 3 [Knights] total
  • Generate 1000 silver every 30ish or so minutes
  • Unlocks Baron-Level Buildings
  • Unlock Specialized Industry [2 Maximum]

 



Presence10
Administrator
Posts: 43
Posted on Thu Apr 19, 2018 10:06 am

Countship Overhaul!

In continuation of the Lordship Overhaul, I present to you all the full overhaul of the first tier of Lords! The continuation of Counts!

Questions; Comments; or Feedback - Post below!

I rely on you and the community to give feedback about lordship and ask questions. What I feel may be understandable may confuse you. Your question may help answer questions others may have. Theres no such thing as a stupid question.

In the previous announcement I mentioned only how to obtain the status of Count. To do so one merely must have a claimed area, build a base, and have the buildings and structures listed on the previous announcement.

 

Lordship; You must meet the new Requirements below. Note that these requirements are more about Quality, than Quantity. The requirements are not written in stone and can shape with the aesthetics of the place. IE: Orcs probably dont have much "pastures" so think of how to contain wargs and spiders.

 

  1. 2 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Marketplace; 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. Smeltery; A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture; To replace Stables; the pasture just needs to hold mounts and animals
  5. Training Camp; To replace Barracks; this should be a small post for Militia to train at, some weapons and gear and places to rest up.
  6. Capital Building; This is your main structure, a fortress, town hall, castle, etc. Should have the feel of it and be rather massive.
  7. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

But now for Part II: Structures!

Structures

Structures are buildings, duh, but these are specific to Lordship themselves. Some are Aesthetic only, these are ones that basically are listed as Ideas for you to break up a town or include things not usually necessary in them. They have no benefits, no real requirements, and are merely suggestions.
The rest come in 4 Categories. ResidentialIndustrialCommercial, and Military

  • Residential: These buildings are for residences and living quarters for Players, npcs, and custom npcs [from the mod]. For counts these houses rarely matter. But for Barons, they are necessary. 
  • Industrial: Buildings that produce resources or materials that are unprocessed. For counts, these do not do much. But when you are given the title of Baron you will be able to specialize your lordship to 2 special industries!
  • Commercial: As described these will be your traders. On a general note; traders will Always sell things at least 200% more expensive than other traders, and will only buy things at 50% of usual traders!
  • Military: These will benefit CNPC Guards, ones added in specifically by other buildings and may increase their health and damage.

Building Sizes

Each structure has a certain building size. While this doesnt mean the whole of a structure must fill this space, it does suggest a certain size the build must be. For example a Church is 17x17 or a "Bronze sized Claim". It later can upgrade to a Abbey [33x33] then into a Cathedral [65x65]. These "Upgrades" are explained later. The suggested size is merely to reflect the epicness of the structure. 

As a lord, you are looking to make Epic and Awesome buildings. Focus on each building and leave room for Expansion and upgrades!

You may also notice [Only 1 Per Lord]. This means for your specific area, you can only have 1 benefit from this structure. For example, you can make 8 smiths, but only 1 will have the CNPC there. The rest do nothing.

Upgrades

As you advance from Count to Baron and then to Duke you may notice Upgrades become availible for your buildings. The most common are the Core buildings. As a count you already built Training Grounds, but to become a Baron you must upgrade them to a Barracks.

This means one can build more onto the original structure, for this example the Training Grounds merely needs to have a structure near it that can house the platoon of soldiers and guards. Or if you didn't plan for expansion you just have to build the Upgrade Nearby.

Benefits

The best part of Structures are their benefits; to get the Benefit of a structure the Lord must do 1 thing. He must post the X, Y and Z coordinate of his build to their Lordship Application. The build will come under review, and finally will be either Accepted or Denied; with a reason why.

Once fully accepted you will be given your benefit. This can take some time, and due to the nature you will only be reviewed Once a week. No more than that.

Residential:

The following buildings are able to be constructed by Counts:

To advance to a Baron; you must ensure that 60% of all structures, or rooms if you built a fortress, are for Residents. This means that for every 10 Structures you build, 6 of them must be NPC Houses. These are squalid residents for the NPCs that will spawn nearby.

Once you achieve this balance of 60%, you will be given 4 evenly spaced NPC Spawners. These are part of the LotR mod and allow NPCs like Orcs, Southrons, or Gondorians [Any mob] to spawn inside your area. Thus making it look more populated. They will still follow normal spawning, which means you may have to have grass and sunlight for some.

Church: 17x17 building size; [Only 1 Per Count]

  • Including area to pray, side room for confessions, and a small adjacent room for the priest to speak with others.
  • Benefit: 1 CNPC: Priest [Hirable]; though a man of pious faith he attack meekly with his club, having 30% damage reduction and dealing about 9 damage a hit. The one thing he is useful for is his healing. Players nearby are healed by him slowly. Can be hired per day at 50silver. Once his time is over he returns back to the Church to await.
  • Upgrades: Abbey [33x33], Cathedral [65x65]. Enables more hirable Priests, with better stats.

NPC House: 9x9 building size;

  • Somewhere to cook, Bed, Table, some storage [Can all be in one room]
  • Benefit: None
  • Upgrades: None

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

Knights Estate: 33x33 building size; [Only 2 Per Count] [Requires: Knight's Guild]

Different than your [Knights] these knights are CNPCs who do nothing but practice their skills and wait for you to hire them.

  • A larger CNPC house; that consists of basic living, bedroom, storage, cook, and a servant's quarters with a bed.
  • Benefit: 1 CNPC Warrior [Knight; Hirable]: For the low cost of 1,000 a day, the Knight follows you, fighting everything nearby with a powerful 12 damage attack and defending with an admirable 70% reduction. These hirable knights are your protectors.
  • Upgrades: None

 

Commercial

The following buildings are able to be constructed by Counts:

Market Shoppe: 17x17 building size; [Upgrades Marketplace! Necessary for Baron!] [Only 2 Per Count]

  • Built nearby the Marketplace, including a place to sell, storage, and counter to do business.
  • Benefit: 1 CNPC Trader [Flowers]; Sells various flowers at 200% market value. OR 1 CNPC Trader [Sapling Seller] Sells various saplings at 200% market value
  • Upgrades: Castle Smithy [33x33]

Stables: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Can be build in the Pasture structure, or build nearby.
  • Benefit: 1 CNPC Trader [Horses/Wargs]; Sells several breeds of horses with various stats. Strong and Slow, Swift and Weak, Well Rounded. Additionally for Evil players may sell Wargs [Orc factions only].
  • Upgrades: Exotic Stables [33x33]

Tavern: 33x33 building size; [Only 1 Per Count]

  • Includes a Bar, Area to wine and dine, drink mead, etc; Kitchen/Storage for booze; Stage for a Bard
  • Benefit: 1 CNPC: Bard [Bard]; An entertainer from the lands of [Your Choice]. Playing just one song. They're not paid well enough because of this.
  • Upgrades: None

Inn: 33x33 building size; [Only 1 Per Count]

  • Has a dozen rooms of varying sizes [Singles, doubles, 3 or 4 beds] Lounge, Kitchen/Storage, Desk.
  • Benefit: 1 CNPC Inn-Keeper. She keeps track of your inn which generates an income of 100 Silver every hour. A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time as its 100 silver per each member of your Lordship.
  • Upgrades: None

Clothier/Cobbler/Shrubber: 9x9 to 17x17 building size; [Aesthetic]

  • Looms, places to store fabrics, shop area.
  • Benefit: None, but is a place for npcs to 'get their clothes'
  • Upgrades: None

 

Industrial

The following buildings are able to be constructed by Counts:

Smithy: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Structure around or nearby Smeltery, Includes house for NPC, Storage for smelted ingots, Storage for unsmelted Ores, 
  • Benefit: 1 CNPC Item Giver [Copper Ingots, Tin Ingots]; Generates 5 Copper Ingot, 4 Tin Ingot every Hour.  A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time.
  • Upgrades: Castle Smithy [33x33]

Windmill: 17x17 building size; [Only 1 Per Count]

  • Windmill, Above Ground, Milling area, Storage for Grain.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainary: 9x9 building size; [Only 1 Per Count]

  • Storage Silo to store wheat.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainfields: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Wheat fields Closed in with a fence, Above Ground.
  • Benefit: +5 Bread generated at the Bakery; 1 CNPC Trader [Grain and Starch]; Buys Wheat, Corn, and Potatos at 50% what NPC traders will. [40 wheat for 10 silver, 40 potato for 10 silver, 60 Corn for 30 Silver].
  • Upgrades: None

Vegetable Patch: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Any Vegetable or Other food is grown here, Closed in with a fence, Above Ground.
  • Benefit: 1 CNPC Trader [Vegetable Trader]; Buys a variety of food [64 (All trades) for 10 Silver].
  • Upgrades: None

Warehouse: 17x17 building size; [Aesthetic]

  • A desk for Logistics, Places to store items
  • Benefit: None
  • Upgrades: None

Bakery: 17x17 building size; [Only 1 Per Count]

  • Ovens, Delievery area, Food storage, Shop area and counter.
  • Benefit: 1 CNPC Item Giver [Bread]; Generates 5 Bread every 30 minutes. 1 CNPC Trader [Bread]; Sells Bread [8 Bread for 70 silver, 16 Bread for 140 silver, 32 Bread for 280 silver, 64 Bread for 560 silver]
  • Upgrades: Grainary: +5 Bread for Item Giver. Windmill: +5 Bread for Item Giver. Grainfields: +5 Bread for Item Giver

 

Military

The following buildings are able to be constructed by Counts:

Barracks: 33x33 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • 18 beds, training area, armory, Patrol Office [For Captain], Mess Hall, Kitchen, Storage. 
  • Special: Need to mark 2 paths in your base for Patrol Officers to move through. There is a size limit to them, this will be determined. 
  • Benefit: 1 CNPC Captain; Does nothing. 2 CNPC Patrol Officers [Spawners]; When faced against a threat, these Officers summon 2 CNPC Warriors [Guard]; All three having a base 10 damage and 50% reduction. They patrol the routes noted in Special.
  • Upgrades: Garrison [65x65]; allowing for 5 Patrol Officers

 

 

 

Barony

To become a Baron you must have the following:

Baron 

  1. 3 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Market Shoppe
  3. Smithy
  4. Stables
  5. Barracks
  6. 60% Residents to 40% Structures; For every 4 structures you make, you must ensure 6 residents exist. This symbolizes the npcs and cnpcs that live in your town have places to live and sleep.
  7. 2 Counts: Bring two other Players to Countship and have them message Presence10 directly to confirm this on Discord [@presence10] or as responses to your thread.
  8. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

Benefits

  • [Baron] in chat
  • Ability to hire 3 [Knights] total
  • Generate 1000 silver every 30ish or so minutes
  • Unlocks Baron-Level Buildings
  • Unlock Specialized Industry [2 Maximum]


Last edited by Presence10 - Thu Apr 19, 2018 11:16 am


VMYCode
Member
Posts: 2
Posted on Thu Apr 19, 2018 7:03 am

Whoops sorry x:97586 and z:-15701



Presence10
Administrator
Posts: 43
Posted on Wed Apr 18, 2018 6:31 pm

Next time provide the Z coordinate... not sure how you'd expect us to find a base with only the X and Y?

Second; make sure you claim everywhere under your protection. To prevent griefing and raiding.

Lordship; You must meet the new Requirements below. Note that these requirements are more about Quality, than Quantity. The requirements are not written in stone and can shape with the aesthetics of the place. IE: Orcs probably dont have much "pastures" so think of how to contain wargs and spiders.

 

  1. 2 Player Houses; --Requrement Met-- ::Add Silver Banners so they are Claimed!::
  2. Marketplace; 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. 
    Do not just have these are single trade booths stuffed into a corner
  3. Smeltery; You have the previous blacksmith requirements but add in somewhere to process ores.
  4. Pasture; This has to be much larger; right now its tiny and petty
  5. Training Camp; --Requirement Met--
  6. Capital Building; --Requirement Met-- ::Consider adding something to break up the very entrance. The entrance you have sort of ends at dirt. Maybe add some sort of overhang. The dwarven brick abruptly ends at dirt.
  7. Active Player; --Requirement Met--


anglinex
Administrator
Posts: 11
Posted on Wed Apr 18, 2018 6:11 pm

the cords are wrong



VMYCode
Member
Posts: 2
Posted on Tue Apr 17, 2018 8:07 am

Hello I would Like to become Lord of the west Peak or entierty of the iron hills I have a Medium sized Castle at x:97586 y:27 that I just upgraded to fit the new requierments I am an allie with joeyspielt2003 of the grey mountains, mackyLP of the red mountains and froosty11 of moria when anyone needs more information contact me on discord VMYCode #8873

-VMYCode



Presence10
Administrator
Posts: 43
Posted on Mon Apr 16, 2018 6:22 am

Review on 04/08/2018

Requirements:

 

  • A minimum of 5 Town Homes/Player Houses - to house your citizens.

Requirement Met

  • A blacksmith building of some sort, that has the variation of 6 crafting tables for your faction. (GOOD or EVIL)

Its still a big clash; but it does meet criteria... It still feels like an eye sore.

  • A Stable, Barracks, and Mine (for mining) need to be present.

Mine - Unique and pretty. --Requirement Met--
Stable -Looks good! --Requirement Met--
Barracks - Barracks has training yard, beds, and equipment --Requirement Met--

  • A Keep/Stronghold/Castle/Capital building of some sort that is public to your citizens.

Interiors have been added. Looks better but still lacks quality.

  • A source of water in the shape of some type of Fountain.

Requirement Met

  • A market for your citizens to sell their goods within.

You have the stalls; include 2 of your own booths in which have Trade-Booths in them which you sell to your residents.

  • Roads and Paths must be clearly made.

Requirement Met -- Hard to see through the canopy 

  • The quality of your town must be atleast NPC Land Generation Quality or Better, if it doesn't look as nice as a Hobbit Bar, try harder.

The Fortress has more in it; but some areas seem to clash and are unplanned. But there are interriors; I suggest more rooms and close up the walls cause the fortress is basically open on the sides. 

Much improvement has been made over the week; I would like one more week of work from you

  • To be a Lord, one must be active on the Discord.

On Discord for about 8 days; would like to see you stay on it. Basically keeping in touch with announcements we do through it. Which you are so this requirement is met



Last edited by Presence10 - Mon Apr 16, 2018 6:22 am


Presence10
Administrator
Posts: 43
Posted on Sun Apr 15, 2018 10:35 pm

Announcement 4/15/18

-Lordship Micro-Overhaul

As the Lordship Overhaul is underway I wanted to start introducing what it will entitle. Lordship is becoming easier to obtain, greater benefits, and overall bigger scope. We are hoping these changes will increase community and better builds

  • New Requirements
  • New Titles
  • New Benefits
  • Knights generate 100 Silver every 30ish minutes!

First off; Titles. Lordships previously used to display their town name with either green or red brackets.

Instead now; players will be given their title. Titles will be [Knight] [Count] [Baron] or [Duke]. Currently >>Only<< [Knight] and [Count] will be implemented.

Lordship; You must meet the new Requirements below. Note that these requirements are more about Quality, than Quantity. The requirements are not written in stone and can shape with the aesthetics of the place. IE: Orcs probably dont have much "pastures" so think of how to contain wargs and spiders.

  1. 2 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Marketplace; 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. Smeltery; A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture; To replace Stables; the pasture just needs to hold mounts and animals
  5. Training Camp; To replace Barracks; this should be a small post for Militia to train at, some weapons and gear and places to rest up.
  6. Capital Building; This is your main structure, a fortress, town hall, castle, etc. Should have the feel of it and be rather massive.
  7. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

Rewards: Upon becoming a lord you will recieve the following:

  • [Title] in chat; this being [Count]
  • Ability to hire 2 [Knights]
  • Generate 500 silver every 30ish or so minutes
  • Custom NPC: Knight Captain
  • Custom NPC: Courier and Mailbox
  • Custom NPC: Traveler and Traveler Wagon

Advancement: We spoke about Barons and Dukes; theyre still under construction. 

For a count to advance to a Baron; they will not only need to build more in their area; but also help 2 others become Counts. These counts will then need to vow to your service. By sending a message on Discord to Presence10. Both of these requirements when filled will allow a player to become a Baron.

EDIT: These counts will also have to be within the same region or area near the builder.

Details will be posted when this is fully fleshed out.

 

Other: Keep in mind; there will be ways to Upgrade your buildings to give benefits. Make room for expansion, there will be several dozen buildings!

All Lords MUST be active; this means they must either give us a heads up on their absence! Otherwise you will be stripped of title

 

Grandfathering:

All Lordships before this announcement date will have their builds grandfathered in. This means you wont lose anything for having less of a build.



Last edited by Presence10 - Mon Apr 16, 2018 2:25 am


BanAbonnen
Member
Posts: 4
Posted on Sun Apr 15, 2018 6:40 am

Here is my request for a second review.

--A minimum of 5 Town houses-- there are 2 Tree Houses and 3 on the ground with at least one more on the ground in building process and a lot of tree structures in the making

--A blacksmith-- the clash is kindof a part of the lore (like the memorial inside the castle), there is an anvil and pictures of weapons, I am not shure yet how to make it more clear but it will receave a rework soon, I am not totally happy with it

--Barracks-- I addet some little structures for training measures, I think a much bigger military equippment would not make too much sence from a stragegic viewpoint since it is quite  far away from dangerpoints, there is a military academy more to the east on the agenda (and it is a part of the lore)

--castle-- I tried to improve the quality of the micro by adding more details especally to the inner parts of the towers and some rooms within the main building (you can find the agenda there as well ), tried to improve the representative feeling by adding more banners and the memorial, it is not perfekt still but I will update it when I get new inspirations

--market place-- trade-booths addet, prices are just a demo yet (I will look up prices from the market and add them), traders come as soon as possible

--building style-- I addet a lot more little details, upgrades are always in the making

--discord-- I finally found the discord to server channel and I am active there

--lore-- lore is above, I will try to include more of it into the village maybe in the form of books or a painted wall within the catacombes

--army and other npcs-- on the way

Thank you for your efforts

 



Last edited by BanAbonnen - Sun Apr 15, 2018 6:41 am


Presence10
Administrator
Posts: 43
Posted on Wed Apr 11, 2018 8:35 pm

Review on 04/11/2018

Requirements:

 

  • A minimum of 5 Town Homes/Player Houses - to house your citizens.

Requirement Met

  • A blacksmith building of some sort, that has the variation of 6 crafting tables for your faction. (GOOD or EVIL)

Requirement Met

  • A Stable, Barracks, and Mine (for mining) need to be present.

Mine; Requirement Met
Stable - Requirement Met
Barracks - Requirement Met

  • A Keep/Stronghold/Castle/Capital building of some sort that is public to your citizens.

Entire base is a Stronghold - Requirement Met

  • A source of water in the shape of some type of Fountain.

Requirement Met

  • A market for your citizens to sell their goods within.

Trade Booths are; minimum.
The mine is a 3x3 spiral staircase. Both are good enough but maybe improve

  • Roads and Paths must be clearly made.

Requirement Met

  • The quality of your town must be atleast NPC Land Generation Quality or Better, if it doesn't look as nice as a Hobbit Bar, try harder.

Requirement Met

  • To be a Lord, one must be active on the Discord.

Requirement Met



HadesZues
Member
Posts: 1
Posted on Tue Apr 10, 2018 5:35 pm

I am HadesZues and I want to apply for lordship.

 

I have worked on all requirements and I would really like to contribute to the server by being a lord.

 

The coordinates of my base are x98544 :; z:58397 .

 



Last edited by Presence10 - Wed Apr 11, 2018 8:36 pm


Presence10
Administrator
Posts: 43
Posted on Sun Apr 8, 2018 8:49 pm

Yes; Marketplace should have Trade Booths and; if possible traders. Think of it as a place where your players can sell stuff at their liesure.



BanAbonnen
Member
Posts: 4
Posted on Sun Apr 8, 2018 10:16 am

question about the trade-booths: You mean I should just include two trade-booths into my stalls?



BanAbonnen
Member
Posts: 4
Posted on Sun Apr 8, 2018 9:08 am

How the barracks, the broken tower and the blacksmith tie into the lore:

The lore of the village is about the alliance between elves, humans and dwarfs. It first was created during the first ring war with the help of the best builders of the dwarfes and the humans. This is reflected in the presence of the gondorian stones, the very human-typical castle and the contrast to the white stone with the dwarfen bricks. The dwarfen influence is represented by the existing of the catacombs and other underground structures (still working on it).

At first the military aspect was (in times of war) very important as the former great tower with the big hall of alliances shows, but was later left to die and crumble after the war ended (and the alliance lost a bit of its momentum) and was decidet to left untouched at last because of the location of the town very deep into the forrest from where it was almost impossible to send helpful soldiers to any place in an acceptable time. With time the tower came down, the big hall was not longer used and the barracks were left in dust, even a big tree was planted in the middle of the former training square (you still can see parts of it when you enter through the ruined tower).



Presence10
Administrator
Posts: 43
Posted on Sun Apr 8, 2018 8:41 am

Review on 04/08/2018

Requirements:

 

  • A minimum of 5 Town Homes/Player Houses - to house your citizens.

I see maybe 4 total; including yours? NPC generated ones do not count.

  • A blacksmith building of some sort, that has the variation of 6 crafting tables for your faction. (GOOD or EVIL)

You have everything necessary; but the dwarven/gondor is really a clash. Also theres not much that shows its a blacksmith.

  • A Stable, Barracks, and Mine (for mining) need to be present.

Mine - Unique and pretty. --Requirement Met--
Stable -Looks good! --Requirement Met--
Barracks - Barracks is rather small; beds and weapon racks. Maybe add a second structure nearby for like training it just seems to be missing something.

  • A Keep/Stronghold/Castle/Capital building of some sort that is public to your citizens.

This looks great on the outside; then feels like an empty shell. Rooms are barren and theres nothing that makes it feel like a Capital on the inside.

  • A source of water in the shape of some type of Fountain.

Requirement Met

  • A market for your citizens to sell their goods within.

You have the stalls; include 2 of your own booths in which have Trade-Booths in them which you sell to your residents.

  • Roads and Paths must be clearly made.

Requirement Met -- Hard to see through the canopy

  • The quality of your town must be atleast NPC Land Generation Quality or Better, if it doesn't look as nice as a Hobbit Bar, try harder.

The quality of the macro is good; it has a theme to it aside from one or two things. however; It is seriously lacking in the micro details. Most buildings are empty and barren. Void of little things to make them look nice. I would consider adding in smaller details like you did with the Barracks and the Player Homes I saw. Couple chests; some designs. You even made a ruined tower that looks great! 

  • To be a Lord, one must be active on the Discord.

I don't see you doing much on discord... I set you to Guest Role; and if you get everything in order from the above I can see pushing you to a Lord.

 

--Theres a 1 week waiting period between reviews; So see you in a week--

 



BanAbonnen
Member
Posts: 4
Posted on Sun Apr 8, 2018 8:16 am

I am BanAbonnen and I want to apply for lordship.

I have worked on all requirements and I would really like to contribute to the server by being a lord.

The coordinates of my base are x: 52692; z: 20612, the mine is a bit off: x: 52931; z: 20692 (it is lacking quality but a new, bigger and better decorated mine is planned in the catacombs of the town).



MilkMC
Web Administrator
Posts: 12
Posted on Thu Apr 5, 2018 6:45 pm

From now on, there will be monthly world resets on the 1st day of each month. We switched to a new server at the beginning of April, 2018 which came with a SSD rather than an HDD which means the storage is faster but there is a lot less of it and we need to keep the world size small.

I expect these resets to take about 2 hours. There are several things you can do to help reduce this time:

1. Specify an appropriate radius. If your build is contained in a radius of 100 blocks but you leave the default of 512, that is a huge area that is getting saved when it doesn't need to be. A few players doing this isn't too bad, but if everyone saves more than the need, it adds up and takes longer.

2. Limit the amount of areas you need saved. If you have something that doesn't need saved, let me know. I can provide a list of all areas you have marked to be saved if you would like to check them and see if you still need them saved.

To reduce the time it takes to do a world reset, players who have not been on the server in the last 8 weeks will not have their areas saved. See below for how to have these areas restored if you return to the server.

Restoring areas

If your base is deleted for whatever reason, there is a backup that we can restore it from. Just submit the coordinates to MilkMC (see below) and include the date (month and year should be sufficient) of when you last saw it so I know what backup to restore it from.

How can I mark my builds to be saved?

Any builds that were saved in previous resets will still be saved.

All you have to do is provide the x and z coordinates of your builds, and possibly a radius as well. Do NOT give me your y-coordinate! If the radius is unspecified it will be defaulted to 512. If you wish to have a radius greater than 1024, please provide an explanation of why you need such a large area. The radius is in a square shape, not a circle.

Important things to note: If you have hired units stored elsewhere, you will need to submit those coordinates as well or move your hired units to an area that has been marked. Meneltarma and Utumno will both be deleted in their entirety, NO EXCEPTIONS! Everything in a radius of 2000 of the ring portal will be saved.

Submitting Coordinates

Once you have your coordinates, you can submit them to MilkMC in several ways (in order of most preferred).

1. Discord message

2. My message wall on the LOTR wiki.

3. A comment on this post.



shadowplaying
Member
Posts: 1
Posted on Sun Apr 1, 2018 6:55 am

My house is at x : 84023  z : 65558 radius is 150



iiReplay
Member
Posts: 1
Posted on Thu Mar 29, 2018 4:18 pm

My house is at x : 77885  y : 72 z : 65594



Aratorg
Member
Posts: 1
Posted on Thu Mar 29, 2018 12:51 pm

the coords of my house and base are at X: 83547 Z: -12495 and 2 chunks around it



Presence10
Administrator
Posts: 43
Posted on Wed Mar 28, 2018 8:29 pm

April 1st: 10:00 Am Server Time [EST] until April 30th!
At this time Tol Morwen will be open for all players to take part in the Easter Event!


Special Rules;

  • Players may place; break; and build as they see fit. 
  • There is NO PVP. If you are caught it is an immediate 7 day temporary ban.

How to Participate;

Fast Travel to Tol Morwen.

From there the whole of the island is covered in chests. These range from Legendary to Common chests. From Legendary Items and 10,000 silver to 10 silver chests!

No chests are found below y=50.

Need an Axe? Speak to Easter Randy near the Fast Travel Point to be given one for free.

 

Rewards!

There are 3 Legendary Chests. Worth about 50k Silver Each! If anyone finds one there will be an announcement. But beware! They're not simple grabs.

 

There are 15 Greater Chests; worth about 10k Silver Each!

 

There are 50 Great Chests; Worth about 2k Silver Each!

 

Then there are over a 100 Uncommon Chests of 500 silver each, and many many many common chests worth a pitiful 10 silver each.

 

But Beware!

Not everything is what it seems. Beware the rabbits as they're not too happy about everyone on their island.

 

Have fun and Good Hunting!

 

If you have any questions, comments, concerns, etcetera. Post them below or put it in our support section in Discord! You can also message me directly. On here or on discord.



Last edited by Presence10 - Wed Mar 28, 2018 8:30 pm


Angry Uruk04
Member
Posts: 1
Posted on Mon Mar 26, 2018 11:15 pm

They were probably kidding around, idk maybe I'm crazy. (Its DavidBowie2k18 btwTongue Out)



mackyLP
Regular
Posts: 3
Posted on Mon Mar 26, 2018 3:23 pm

my base is at X: 57959 Z: -22934 radius is 500



mackyLP
Regular
Posts: 3
Posted on Mon Mar 26, 2018 3:22 pm

my base is at x 194996 y112 z8740 radius is 300

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