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Birchwall
Regular
Posts: 5
Posted on Wed Jul 4, 2018 5:27 pm

First a quick question: isn't a Baron lower than a Count, which is lower than a Duke?  so shouldn't it be Knight

I think that I have finally finished my area for Lordship.  Here are the locations:
Houses: 76560 x-12580 8 houses for rent.
Market place: 76523 x-12399 small market with stable.  I plan to bring a path around to the NE from the front gate to guild other players here if needed.  I can also put it in the village.
Smelter: 76529 x -12516. Has most of the good faction there, and more behind the door.  Thinking about changing it up, but it looks good here.
Pasture: pasture and stable at 76534 x -12534.  I like the smaller pasture, but I can expand it if needed.
Training camp: 76600 x -12490. This is the archery field. The wrestle area is up the hill to the NW. barracks at 76539 x -12487. Barracks up the hill as well.
Capital building: 76482 x -12547 still haven’t put the throne room in or adjusted the basement. Working on it.
Active: as much as I can while going to school



Last edited by Presence10 - Thu Jul 19, 2018 11:28 am
Presence10
Web Developer
Posts: 192
Posted on Thu Jul 5, 2018 10:25 am

First Impression: Well its about bloody time. The marketplace needs to look bigger. You have the few trade booths but they should look like small market stalls. Nothing huge but something to look nice.

2 Player Houses; Requirement Met

 Marketplace; This should include stalls for the trade booths. Small little ones like you'd see in a real life marketplace.

 Smeltery; Requirement Met; just be sure to keep more space availible should you upgrade it.

 Pasture; Should definately be larger. This is a simple fix so Requirement Met

 Training Camp; Requirement Met

 Capital Building; Requirement Met

 Active Player; Requirement Met

Birchwall
Regular
Posts: 5
Posted on Tue Jul 17, 2018 12:00 am

I think that I have finished it.  The new pasture is just north of the village, (shouldn't miss it, 1 barn, 5 stalls in the corners, animals, fence all the way around.

The market is in the same place.  I added stalls and changed some of it around.

let me know if that works.  Thanks

Presence10
Web Developer
Posts: 192
Posted on Thu Jul 19, 2018 11:28 am

Accepted.

Birchwall
Regular
Posts: 5
Posted on Tue Nov 20, 2018 5:47 pm

Morning Presence,

I think that I have completed my next step in Lordship.  The smithy underneith the Barracks is really good I think.  I will get you coordinates for where I would like some NPCs over the weekend.

Thanks

Presence10
Web Developer
Posts: 192
Posted on Mon Nov 26, 2018 3:03 pm

Post Coords when you can.

Birchwall
Regular
Posts: 5
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 Developer
Posts: 192
Posted on Sun Jan 6, 2019 5:37 pm

Market shoppe Approved

Stables Approved

Smithy. Approved

Barracks Approved; Please mark out 2 paths with Cloth Blocks so I can make the routes for patrols.

Bakery Approved

Windmill at: Not sure how the Windmill works with the trees next to it. Is there a way you can make it so it feels like it can work. I will take a Watermill otherwise. Build is still approved jsut clear some trees so it can 'rotate'

Granary Approved 

Grain fields; Approved

Vegetable Approved 

 

 

Exotic Stables, Trade-House, Garrison, And Specialized Industry requires you to be a Baron

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

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.