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Posts posted by antihax
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You can go 12 total without support but you need to build from both ends and you _must_ have foundation (not pillars) under it.
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2 minutes ago, dtmaster said:Will the new map as json also be available on the github for unofficial servers?
Also will need the new island images uploaded on github for custom maps to be properly generated.
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Agree make everything 12 day decay and make the items demolish-able 48 hours before it auto-decays so others can reuse the items rather than them just vanishing.
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XP sharing could be greatly improved to help reduce the grind since some of the games activities provide no experience to the players at all; including most naval activities.
Currently if you are on a tame or ship you get no experience. Instead all the experience is applied to the tame or ship. Examples:
- Flotsam: if you grapple them in while on a ship, the ship gets the XP.
- Whales: ship gets all the XP.
- Guillotine: kill a player on a ship with the guillotine, the ship gets the XP, not the executioner.
- AotD or mobs: killing AotD that spawn or mobs in general, the tame gets the XP. XP is shared to tribe members on foot, but not the rider.
- Tames commanded to attack get XP, no one else does at all.
- AI Manned turrets get XP, nothing is shared.
I would suggest increasing the tribe share XP rules to include sharing XP to players on a ship for all ship and AI actions and likewise for tribe tames so naval and tame actions are also rewarding for players.
Also would recommend increasing XP gains from activities: shipwrecks, flotsam, bosses, etc. so they are more rewarding and another XP path other than treasure maps.
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Resources are in the sublevels, so you could overlay multiple sublevels over an island and maybe get the results you want.
There are also biome overrides that can be applied.
This would work better with a really common island.
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The issue is due to poor error handling and hard-coded relative paths.
You _MUST_ execute the binary from the `./ShooterGame/Linux/Binaries` folder or it will just hang as the server never errors out when it cannot write the .atlas file.
Quote[pid 3621] openat(AT_FDCWD, "/atlas/ShooterGame/../../../ShooterGame/Saved/AA/ocean.atlas", O_RDWR|O_CREAT|O_CLOEXEC, 0644) = -1 ENOENT (No such file or directory)
[pid 3621] openat(AT_FDCWD, "/atlas/ShooterGame/../../../ShooterGame/Saved/AA/ocean.atlas", O_RDONLY|O_CLOEXEC) = -1 ENOENT (No such file or directory)
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Speed sails, ship weight, and cargo racks: A comprehensive guide
in Guides
Posted
L1 Ship 6 full cargo racks 48k weight (in racks) 125% handling 11.01 knots Speed sails 11.88 knots 156% weight 8.52 knots 256% weight 8.72 knots L47 Ship Weight Leveled 6 full cargo racks 48k weight (in racks) Speed Sails 14.10 knots 241% weight 8.9 knots L47 Ship Weight Leveled No racks 48k weight (on boat) 241% weight 11.15 knots
Couple data points including different sails with same boat configurations and max wind.
As of this point in time, speed sails are fastest, 125% accel handling following that, then base handling.
Weight sails are pointless with the introduction of cargo racks; their base speed is too slow for the weight bonus to be effective, even at high bonus rates.