Tuesday, December 18, 2018

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Caistaf
New User
Posts: 1
Posted 19 minutes ago

Hey everyone, before I talk about the topic I should introduce myself. My name is Caistaf (IGN is the same) and I've played on this server for only about a week playing on the 'evil' side.

For the last couple of days I have been muted. I believe the reason being that I typed a word in caps ("WHAT"). An hour or perhaps two before this incident I capitalized the word "OUR" within a sentence for emphasis purposes and was warned by one of the moderaters, which I initially questioned, as a three letter word being capitalized does not generally classify as "Excessive caps", as the rules put it, although I reluctantly accepted the warning as to avoid unnecessary conflict. I generally type very quickly so by reflex I capitalized another three letter word and was warned once more. After this I decided to simply stop typing. Later on an admin logged on and warned me and my friends about staff disrespect (and if my memory serves me right, a small threat on the side), to which I responded with a clarification that I had not in any intended or visible manner disrespected staff (my friends were directly insulting and disrespecting the staff member which warned me about the server's CAPS rule). The admin then set me on fire, and when I asked why I had been set on fire the admin responded with yet more fire. About an hour after this happened I was riding through the desert while my friend was talking to staff members and I was suddenly teleported 1k blocks in the air. Instinctively I typed "WHAT" in chat, as this immensely confusing in the moment, and I fell to my death. I said in chat that I had just been teleported 1k blocks into the air, and was then muted. I would not have made this post if it had been a 1 day mute, or something similar, but it has been several days and my ability to type in chat is still revoked. At the very I would like have  the reason and time that I am muted clarified. 

*For any wondering if I was being snarky at any point in time, I made sure to clarify that if I was coming off as snarky then it was not intended, multiple times*



p0pdr0p
Regular
Posts: 1
Posted on Sun Dec 16, 2018 9:43 pm

My ingame name is p0pdr0p and my Discord username is Kaiser Wilhelm II#0851 (Used to be Benito Mussolini)

Knight: _TheDonJuan_

Capital: X:46527 Z: 126358

Player plots: X: 46421 Z: 126259

Barracks/Training camp: X:46442 Z: 126283

Pasture: X:46495 Z:126321

Market: X:46506 Z:126347

Cart: X:46483 Z:126340

Smith: X:46602 Z:126368

Farm: X: 46380 Z: 126463



Last edited by p0pdr0p - Sun Dec 16, 2018 10:57 pm


MetrozGaming
Regular
Posts: 1
Posted on Sun Dec 16, 2018 8:58 pm

The city of WindHelm is a fast growing reign out in the middle of The Mountians Of The Wind, and is ready for lordship. we have over 9 active members and 2 other citys in the making. 

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



Froosty11
Regular
Posts: 26
Posted on Sun Dec 16, 2018 1:35 pm

Abbey
41719 74 18556

Trade House
47063 76 18472

Guard Tower 4
41671 120 18555

Patrol Route 1 Start
41740 12 18488

Patrol Route 2 Start
41793 47 18428

Patrol Route 3 Start
41707 68 18472

Patrol Route 4 Start
41574 80 18435

Patrol Route 5 Start
41536 73 18296

Froosty, Lord of Khazad-dûm



HadesZues
Regular
Posts: 12
Posted on Sat Dec 15, 2018 2:22 pm

i have fixed up the knight's guild and estate 



Zyphlos
Regular
Posts: 7
Posted on Sun Dec 9, 2018 10:51 am

New Knight: Beartod



SimoTheZimon
Member
Posts: 2
Posted on Sat Dec 8, 2018 3:13 pm

Also the warg pit as well as the camps are meant to act as the pasture build.



SimoTheZimon
Member
Posts: 2
Posted on Sat Dec 8, 2018 3:11 pm

Hi as I'm sure you can tell I'm SimoTheZimon, and I'm here to request a countship with Gundabad.

 

coordinates of my settlement: X:50447 Y:78 Z:-12461

the cave itself is meant to act as the capital building by the way.



Presence10
Web Administrator
Posts: 164
Posted on Fri Dec 7, 2018 6:07 pm

Could you post Coordinates for each build? The area is quite a collage of many builds. 

Generally overall it needs some work and fit the same style. Others need work in improving the build quality which is 80% of the review process.

But if you could please post the coordinates for each of the requirements.




RainyZachmando
Regular
Posts: 5
Posted on Tue Dec 4, 2018 12:41 pm

I took my flags down so I hope the entities are gone if not its the natural npcs.



Scipio
Member
Posts: 1
Posted on Tue Dec 4, 2018 12:35 pm

I Have finished building all of the required buildings to become a count, it is located in the Rhudel Steppes (coords - x=151474 z=34056) All of the buildings are within the fortress' walls or just outside. there is still a lot of empty space within the walls that have purposely been left that way for expansion. the only thing left to do is the interior of the Keep (may be done by the time this is inspected) but I would like to know if all the requirements are approved. Thanks in advance 



RainyZachmando
Regular
Posts: 5
Posted on Tue Dec 4, 2018 12:12 pm

Pasture is x:67126.05 z58283.37

Marketplace X:67091.81 Z:58309.94

Does chess stuff count as entities.



dragonsnick
Regular
Posts: 7
Posted on Thu Nov 29, 2018 6:30 pm

lol almost a month its ok though 

Barracks

x 42732

y 89

z 10307



TheSquidychicken
Regular
Posts: 7
Posted on Wed Nov 28, 2018 10:46 am

Archimedes ships is quite the glitchy mod. I think its best to stick with normal boats until the LOTR mod itself gets ships tbh.



Spaceface123
Regular
Posts: 5
Posted on Tue Nov 27, 2018 10:31 pm

Smeltery has been moved to +25891 75 -28324, and stables are next to the pasture.



sam123wow
Member
Posts: 1
Posted on Mon Nov 26, 2018 8:22 pm

I also think this would be a good idea. would make it so shipping would be easier and more efficient.



mr_i_am_penguin
Regular
Posts: 2
Posted on Mon Nov 26, 2018 8:13 pm

When i did x- i meant thats the cord for x sorry for the confusion thats why i put the () there is to show that thats negative



Presence10
Web Administrator
Posts: 164
Posted on Mon Nov 26, 2018 8:01 pm

Overall builds look better when fitting a theme; rather than a collage of styles and architectures. Though if you can make it look great I say go for it! But it is far easier to fit one pallette and building style.



aidan8751
Member
Posts: 3
Posted on Mon Nov 26, 2018 6:47 pm

is it required to use only one style of building i kind of like multiple types



HadesZues
Regular
Posts: 12
Posted on Mon Nov 26, 2018 6:30 pm

i found them in one of the crates in my base left by mrminecraft



Birchwall
Regular
Posts: 4
Posted on Mon Nov 26, 2018 4:45 pm

Market shoppe (depends on the flowers or saplings) 76515 88 -12619

Stables 76552 84 -12633

Smithy. Item giver at: 76548 51 -12494

Barracks 76526 115 -12487

 The colonel’s office and chair are at  76550 117 -12488

Other locals

Bakery 76481 89 -12617

Windmill at: 76370 99 -12594

Granary at: 76392 95 -12617

Grain fields at: 76434 86 -12635

Vegetable patch at 76461 90 -12532

Ware house at: oops, not done yet

 

Other questions

Can the Knight Captain at the capitol be moved to sitting on the throne up one level?

 

I am going to put my travel wagon in Trade house. I will note it when done.

Exotic Stables: my current stable seems to fit this bill. Does it qualify?

Trader’s have signs in entry area.

My Barracks.  I built it to qualify for the Garrison.  Does it?  Also I am trying to decide the patrol offices paths. I will note when ready as well as the Patrol officers. What are the parameters for them?

Industrial building-smithy.  I think that my smithy qualifies for this. The storage is above the

Armorers 76576 51 -12504

Weapons 76578 51 -12481

Smithy trader as above.



Presence10
Web Administrator
Posts: 164
Posted on Mon Nov 26, 2018 3:46 pm

I like the inside decor... I have been working on the outside a tad bit to see what can be done to make it look great. Contact me when I am online; perhaps we can work at it and figure out what needs to be done. I am thinking adding in some sort of wood or design change?

I really want this to work out XD



Presence10
Web Administrator
Posts: 164
Posted on Mon Nov 26, 2018 3:21 pm

The builds are Absolutely Fantastic. However it seems most of the area is not finished just yet. 

As such I would not be able to approve builds that look incomplete. I would say, once you've finished up the major builds. Re-apply and it probably will be a quick approval.



Presence10
Web Administrator
Posts: 164
Posted on Mon Nov 26, 2018 3:13 pm

First Impression: 80% of the lordship is in the quality of the build itself. Some tips I do have is to use variations of blocks; There are Beams for Wood, which are great. Pillars for stone, and then stairs and slabs of both to mix up the flat walls you have.

Each building needs to be designed in that way; I would also stick with a single pallet of blocks. Such as a color theme or a building type. As part of Rohan you may want to stick with their theme and their builds. 



Presence10
Web Administrator
Posts: 164
Posted on Mon Nov 26, 2018 3:10 pm

Approved