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TruWrecks

Pathfinder
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Posts posted by TruWrecks


  1. Update - As of 10.75 I am regularly seeing 10 to 15 Damned ships in clusters around each island. It is almost impossible to sail in the is game without getting slaughtered. It is not a "Pirate" game. It is a "Zombie at Sea" simulator.

     

    The game is no longer fun. The Ship of the Damned have to either be removed or severely reduced.

     

    Put the "Pirate" back in the game!

    Either that or tell me how to block them on my server. If they don't fit into the pirate theme they don't belong.

    • Like 1

  2. To date I have lost 7 ships. 1 of every type except a galleon (because I din't build one yet), to the Fleet of the Damned in the Super Yachts from the future.

    I even had one attack me when I swam out near one that was sitting at a Free Port entrance. I wasn't in a boat, ship or on a raft. I was swimming and it opened fire with cannons. BTW, Damned ships don't take any fire damage. They SHOULD.


  3. 17 hours ago, Cole said:

    you can easily go travel around with a raft or a small boat because the aggro range is much smaller and you will have a much higher chance of survival

    I proved this BS last night. I built a Sloop with a medium speed sail and I had 3 Damned ships, 2 Red and 1 Green, agro and start shooting at me from the same range as they do the Brigatine and Schooners.

    Grapeshot - make these a rare spawns or give me the NPC Tag name that I need to block them on my server! So far I have tried all the methods of reducing them on this forum and they don't work long term.


  4. 59 minutes ago, Cole said:

    While this would be nice GrapeShot loves a challenge. Without all the Ship's of the Damned rolling about their would be almost no action on the water. They don't want you to be able just to turn around and avoid one. They want you to have to fight your way to get around them or sink them. While this might seem like a pain in the ass you can easily go travel around with a raft or a small boat because the aggro range is much smaller and you will have a much higher chance of survival until your able to get NPC's for your bigger ships to fight with.

    There is a BIG difference between action on the high seas and "Not a Damned chance in Hell!"

    And more spawned behind us completely surrounding us so we had no where to go in an un-armed ship. If that is what GrapeShot calls quality game play they need a lobatomy!

    20190101225533_1.jpg

    20190101225854_1.jpg

    • Thanks 1

  5. Today I found 12 ships leaving my Free Port this morning and 5 are red.. 1 red ship is sitting right outside of the South Free Port on my server making it a prison island. They are clumping together like a roaches.

     

    Please reduce them by an additional 80% or 90% for the sake of adventure! That will even open up PvP opportunities on the open seas for players that would like to test ship on ship combat, like this game implies in the videos. Right now that is impossible because the Damned ships keeps interfering when we are fighting each other. As long as the Damned Ships are spawning is high numbers this game will be severely limited in potential. And I think this game has massive potential.


  6. While I know this is to present a challenge on the high seas, but it is also preventing game play as this is a Pirate Adventure game.

     

    The Ship of the Damned in modern Power Yachts don't even fit into the feel of the game, and they are regularly found spawning at a rate where 7 to 12 at a time while trying to sail between islands. They don't fit into the Survival aspect, not the Pirate era feel.

     

    I think the game would be much more "Pirate like" if these ships were a much more rare sighting that you needed to be vigilantly looking out for. Not a field of landmines with legs that roam around and hunt and kill in packs.

    If you want to give us "The Adventure of a Lifetime", make it feel like an adventure not 7 Days to Sink.

    • Like 4

  7. I installed Windblows on my server to run Atlas. That is a complete MESS! Atlas runs but I have to restart Windblows sometimes 3 times per day to keep everything running smooth! My Windblows server uptime is only measured in hours. My Linux server uptime was measured in months!

     

    PLEASE give us a Linux server for Atlas! And WINE is NOT a Linux server version.

    • Like 2

  8. 6 hours ago, HelixU4 said:

    Very strange. Then I'm out of options. It works fine on my server, and a lot of other people have it working fine too.
    That is at least the config that is needed to reduce the spawn rate of the damned.

     

     

    I noticed mine added a space trailing instead of a comma needed for XML to work. Testing again with the training comma.


  9. This was added to the ServerGrid.json after saving and exporting the from the editor.

     

          "oceanEpicSpawnEntriesOverrideTemplateName": "NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult",
          "NPCShipSpawnEntriesOverrideTemplateName": "",
          "ServerCustomDatas1": "NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult ",
          "ServerCustomDatas2": "1.0,1.0,0.1 ",

     

    Found more than 30 in less than 20 min all spawning in fleets.


  10. 40 minutes ago, HelixU4 said:

    You added those values in the GridEditor, exported and overwrote the existing ones? Then restarted and did the admin command?

    It works on my server. I have 6 grids, Sailed a lot today, only saw 1 damned during a 4 hour session

    Where in the GridEditor do these need to go? Global Setup or somewhere else? Can you screenshot the way you entered it? Be careful not to show passwords.


  11. 7 hours ago, HelixU4 said:

    You can change the Damned spawnrate by using the following arguments.

    ServerCustomDatas1: NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult

    ServerCustomDatas2: 1.0,1.0,0.1

    This will reduce the spawn rate of damned with 90%
    EDIT: Play around with the last value (0.1) of ServerCustomDatas2 to change the spawn rate.

    0.1 = 10% of Normal spawnrate
    0.2 = 20%
    0.3 = 30%
    And so on
    1.0 is normal official server spawnrate


    After applying the arguments, you must restart server, and then you need to visit every grid (by ghost cmd or fly cmd) and use "cheat DestroyWildDinos" to remove already spawned damned from the server. This will kill animals too, but they respawn quite fast.

    I added

    ServerCustomDatas1: NPCShipDifficultyMult,NPCShipDifficultyLerp,NPCShipNumMult

    ServerCustomDatas2: 1.0,1.0,0.1

    to my server. Restarted everything. Did a destroywilddinos in logged in as admin. Watched the fleet of the Damned explode then spawn right back in. I tried 0.1, 0.01 and 0.001. No change. They are just as bad a cockroaches.


  12. The script pauses while the server is running. If the server crashes for any reason the script counts to 30 and keeps checking for the process in case it recovers. If it doesn't recover in 30 seconds the script launches the server again. Each grid tile is monitored individually and can be recovered 1 at a time. Launching the main launch script should ignore the existing servers, but I need to test that a bit further to make sure.

    • Like 1
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