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[*TGC*] Amris

Pathfinder
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About [*TGC*] Amris

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  1. Hey, guys, it's been 2 years and the game's ship models and sailing engine hasn't been improved at all. It is high time now. I am about to give up. You have been losing players left and right. That's a dead giveaway that what you have been coming up with isn't what's needed! - need working foresails! - urgently - URGENTLY !!!! - fix your sail angles, damn it. This is getting ridiculous. - need ability to set the sails so that the ship sails backwards, like any real sailing vessel can! - need ability to trim sail angle different on the for and aft masts to assist in turning. Again like any real sailing vessel can. None of you ever sailed rl? - urgently need to replace the NPC motorships!? (ship of the damned) with NPC SAILING ships that actually move with the wind and set their sails accordingly. That this hasn't been reworked yet is becoming ridiculous too! - need better ship models. Your ships are - be honest: ugly. Sorry, but its the truth. Just look at any - ANY - real rl wooden sailing ship pic! They all looked much, MUCH better than the things you came up with. Please remodel. And face it: This isn't just an aesthetical issue. Building and sailing the ships is the CORE OF THE GAME! You need sexy ships so people are attracted to them, not repulsed! It is important! - I understand where the fortified dock idea comes from but - really ... don't you think it would be more realistic and much better looking to give us easier to handle harbour building parts instead? So we can more easily build real harbours with defendable walls and gates to protect the fleet and infrastructure? I mean - come on: An armored DOCK of all things? That's all you can do to fix the issue? Now I know you get angry when reading this but get over it and think. You don't have so many chances to save your game left. Time is running. Get a grip on things. Fast. Thank you.
  2. I have been looking into the game Naval Action and - boy - do they have great looking ship skins! Also they have realistic sail plans - with working foresails. * The sails on the foremast can be braced aback for instance to help turn the bow around quicker, like on real sailing vessels. The ship and sail look is essential because ATLAS is in big part a sailing and sea battle game. The ships can't continue to be an afterthought to an ARK game. They need to become the main thing. Time to get rid of the beta look! Give your game a boost and make it more attractive! Looking forward to it! Thank you, guys. *Edit: And sails pointing the right way lol. Come on - get your sail angles fixed! This bug exists since launch! It can't be that hard.
  3. Yeah we have the 'H'-effect too. My impression is it was caused by the patch of the patch (406.13) with which they changed the resources again and not by the patch itself (406.7). That's because H still shows the 406.7 resources. I wonder if the resources correct themselves if I remove the islands and place them again. Anyway thank you guys for updating the list!
  4. This is a very cool resource, thank you! However there seems to be a catch: Has this webpage been updated since patch 406.7 hit? (The resources got changed by that patch.) I tried to find that out by selecting a random island from the link you gave (Mnt_I_ER). I placed this island on the map and explored in-game if it really has the resources stated on that webpage. Turned out a lot of the resources are correctly given on the webpage (iridium for instance) but quite a few resources are different. On the webpage it says the only rock found on the island is limestone. In reality I found no limestone anywhere but there is marble and granite all over the place. Some other resources I did not find either. However the rocks are the most striking example as no one who has explored this island can conceivably have overlooked the marble and granite that is literally everywhere. But it is not mentioned on the webpage. To me that seems to indicate that this island was explored by somebody prior to 406.7, when it likely really had limestone, as stated on the webpage, and no marble and granite. But then 406.7 hit and the resources changed. Which would unfortunately mean that the webpage is of limited use now. Is that your impression too?
  5. Here is a topic I opened July 4th asking the devs to give us the removed islands back. No reply from them. Can you please at least reply, Grapeshot? This is your official community forum after all. And destroying all custom maps and not providing documentation are serious issues.
  6. Ah, sorry - I just found your question today. Here are the answers: 1) Place for maps: I know of no better place to get a map. I created my own 4x4, using the ServerGridEditor. That is fun - except that there is no official documentation about resources. And Grapeshot changed the resources in the latest patch. That means all resource lists that the player community made were voided by Grapeshot. (Question: How are people called who do something like this to their community? And without displaying any sort of sympathy even?) 2) Freeports: First make a copy of your ServerGrid.json (or whatever your map is called) and save it under a different name. So you have a backup in case something goes wrong. Now open your ServerGrid.json (or whatever your map is called) in the ServerGridEditor. On the right is the list of all available islands. You can recognize the freeport islands by their ending: ..._E (not EE). Now place new freeports on the map on your home server grid. If you want them to be in the exact same map spot as the old freeport islands that Grapeshot removed, do the following: a) open your old, unedited map in the ServerGridEditor (using the old islands.json !! -not the new one that they provided us the download link for when 406.7 hit) and look in the island list to the right, write down which freeports you had - you see that by their ending _E. (Example: One of the freeports I had was the island with the giant skull that they removed. I see on the map in the ServerGridEditor that it was called: Cay_H_WR_E). b) now open the ServerGrid.json (or what your map is called) in the windows editor (or any other text editor), use the search function to find your old freeport island in the .json, look for its coordinates. (Example: I search for Cay_H_WR_E in the text editor and find it. Now I scroll down until I see 'worldx', 'worldy' and 'rotation for that island. I copy these 3 lines.) c) now put the new islands.json that they gave us the download link for with 406.7 into the folder 'data' in your servergrideditor directory (save the old island.json under a different name first in case you need it again). Then add your new freeport island to your home server (must be the same grid server as the old map of course) in the ServerGridEditor. Save map. d) and then open the edited ServerGrid.json (or what your map is called) in a text editor, search for your new freeport island's name, again scroll down to 'worldx' etc, then replace worldx, worldy and rotation with the data from your old island. Save. e) open the servergrid.json again in the ServerGridEditor and look at the map to make sure the island is still there and now in the same location as the old one. Save. Now you can run your map again with the changed freeport in the same location. Warning concerning buildings: If you had buildings and flags on the old island then remove those before you swap out the islands. That's because the new island may have another shape or - even if it has the same shape - have other stuff on it (rocks, mountains) and in different places. So the old buildings risk being in the wrong places for the new island and maybe mess up your database. Remove them first. Better safe than sorry.
  7. They changed the resources on the islands that are still there, so the old player-made lists aren't usable anymore. Not to mention that they removed a lot of islands completely, some of which had important resources, like Ironwood, Iridium, Bamboo and Diamonds. I too am updating my map ofc. I have removed all structures and flags from the removed islands, then deleted those removed islands, map is clean now and still working. But now I have to put 6 of all types of resources back in. So here is my question to you: Do you know which resources are on the islands? If so please tell me!! (if no then your claim that we have everything we need to get our severs ready again is - ah - grandstanding :P)
  8. Question for the developers: In the patch notes 406.7 it says that certain islands were removed from the build and others added. I checked the islands that you added to the build and found that they all had been in the ServerGridEditor at least since november '19 already. So I guess by 'added' you meant added to the official map, not to the game itself where they were already. Anyway: Having a private 4x4 grid with a custom-designed map I was rather unpleasantly surprised by your announcement that I should do a wipe and remove the islands that you took from the build. The reason this surprise is such a nuisance is that it has taken months to find out which islands to put on the grid to have all resources. You know perfectly well that you haven't given us any documentation on which resources are one which islands so that we can design our grids. We have to find that all out ourselves by trial and error. It is a lot of effort and takes a long time. I finally had a map that was working very well, had all the resources, all the powerstones, the cave and the central maw. And then you nonchalantly destroy it. I can't just take the islands out and add others: since we do not know which islands have the same resources as the ones you took out I would have to test again for a long time to find replacements. Ontop of that changing the islands means a wipe. You could have left the islands in the build after all. No one forces you to take them out. Leaving them in costs you nothing. If you want to change the official server map you can do that by just not placing the islands there anymore. But you don't have to take them out of the grid editor and game completely. And ruin our hard work with a stroke of your pencil. Or click of your button rather. I buy the game, I support the game, I tell my friends about it, I put lots and lots of work into it, building a map (without documentation), invest a lot of money in a rack server to run 16 grid servers, not to mention the electricity cost. And then you just click your button. Please understand that I haven't yet given up on the game. But you really are making it hard. So my question is: Can you please put those islands back in? You still don't have to put them on your official map if you don't want them there. Just put them back into the game as an option for us to use. Please.
  9. They do but when I used the option the elephant disappeared. It's not on the ship, not on the boat, nowhere.
  10. Crew disappear overnight but guns still counts as 'mounted', can't be mounted or used anymore. Ship still counts them in but they are not there: I had 4 crew mounted on swivel guns on my galleon overnight. When I checked the next morning 2 were still on their swivel guns, the other two were inexplicitly gone. They are not dead: The log shows nothing. The food larder is full, gold is in the box. They were in range of the repair box and food larder. The other 2 NPCs that are still there were the same distance from the boxes. I can't mount the guns of the missing guys - the guns still count as 'mounted' even though no one is on them. Their hit boxes aren't there either: I can walk through the spot - only empty air there. So its not a case of invisible crew. It's a case of missing crew. However most annoyingly the ship still counts them as onboard. Which means I now have 2 less slots for crew onboard even though the two are not there. Please fix this! Update: I just found out that it is impossible to demolish the swivel guns the 2 crew were supposed to be on but are not. However demolishing the gun mount worked. Once mount and gun were destroyed the two missing crew magically reappeared.
  11. Holding N doesn't work for me. Any new ideas?
  12. Hello, everybody! When I logged on this morning I immediately got the red message that my brigantine was destroyed. In the log it just says she was destroyed. The time-stamp is the time when I logged on. The message appeared the moment I came on. I am at a loss to understand what happened? - The ship was not at a freeport. She was anchored at our base on another island at the same spot shje had been for weeks and always been safe. - there were 19 of 24 crew on board - so couldn't have sunk due to too many crew - she was not overweight. It had 6000 or 7000 unused weight left. - the ship is completely intact. All planks and decks are 100% still even after she has been destroyed. I checked. Graphic-wise it was still lying at anchor like before (only now with wreckage around it). - no player was on the server at the time I logged in. So no one can have been tampering with the ship - at least not at the moment I logged on and got the 'ship was destroyed' message. What happened? For instance if some player sank her somehow by using some exploit it would have been an unbelievable coincidence that the ship was destroyed right the same second I came on! (Not to mention no one was on the server at the time anyway so that can't have been it.) Unless someone destroyed the ship hours earlier and the log for some reason shows a ship destruction time not at the actual time the ship got destroyed but rather gives the time a tribe member (me) next logged on? That would make no sense though. Still: Anybody know if that's how the log works? And does anyone know if one does get a 'ship got destroyed' red message the moment one logs on even if a ship got destroyed hours earlier? And any idea what destroyed the ship in the first place? Thx for reading! Edit: - one idea I can come up with myself is that some player with overweight inventory walked onto the ship and waited til she sank. But is that bug even in existence anymore? - or another hypothesis: did maybe the crew allotment of the brigantine got somehow reset by that small patch that hit this morning? So that she reverted back to the 16 standard crew instead of the levelled up 24 and suddenly was overcrewed with 19? Anyone notice anything similar? Edit 2: - another player just logged onto our server and I got additional info on this bug: when she came on just now her brigantine also was shown as destroyed (also with her login time). A second of their tribe brigantines was at anchor next to the destroyed one - and that one was not yet destroyed but showed in red that it was sinking due to too many crew! We got numbers too: The not-yet-sunk but already sinking one had 28 allowed crew but showed that 32 were onboard. The player immediately whistled 2 animals and 4 crew off her. That stopped the sinking. However interestingly after the 6 had left the ship and she returned to look at it the ship now showed 23 crew of 28. That's impossible since before she removed 6 it had showed 32 of 28. There now should be 26 - but there are 23. Something is messed up with the number of crew calculation on the brigantines. And that seems to have been the reason for the inexplainable sinkings.
  13. I put a blue large cannon on a sloop and it has an interesting 'unseat' bug: I can whistle the crew onto the large cannon. They also load the cannon. However once a suitable target is lined up and they should fire they instead instantly unseat. To find out what's wrong I then tried the same by using the large cannon myself. I can mount the gun. I can swivel it up and down. It shows firing arc and aquisition coloring. It says it is loaded. But when I press the fire button it does not fire. Instead I get unseated. Like if I had pressed E instead of left mouse. To rule out certain standard mistakes: - the ship has an ammo container. It is in range (the cannon loaded from it.) - Ammo for the large cannon is in it - A repair box and food larder are on the ship - Foodstuff and gold are in them - The crew is paid and works just fine on the other ship stations (sails and swivel guns. I tested both.) - The large cannon is set to high range and ships only (I tried the same with 'all targets' and with 'wild only' settings too. The bug appears always, not matter the cannon setting.) - Grey and green large cannon work fine for me on the same kind of platform on other ships. The only difference here is 1) the large cannon is a blue one. 2) the ship is a sloop.
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