a multiplayer game of parenting and civilization building
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Are you talking about the spam thread that you commented on? To be honest I considered leaving it for the lols
You can try setting fullScreen.ini to 0. I think you can then set useLargestWindows.ini to 0 and change the resolution in screenWidth.ini and screenHeight.ini.
Another setting to check out is borderless.ini.
I think the resolution settings only work if you also set useLargestWindow.ini to 0 as well.
As a workaround it is possible to run in non fullscreen mode by setting fullScreen.ini to 0 on the settings folder.
Haha, nice.
the discord is a good place to look.
If you're not banned from there of course.
Sorry, I hadn't raised it but I have now.
I know why, and I'm pretty sure I've logged an issue for it. If you start the server then restart it without anyone joining for the first time, the Eve dB gets messed up. You need to remove all the db files and restart it. Once the first player has joined, it's fine from then on.
Remove the db files with:
rm *.db
The names are still really a limitation. How about "I CURSE YOU" ans then click on a player?
The 2:1 ratio of earned token time vs. curse-wear-off time means that this system will work as long as the non-griefers outnumber the griefers by more than 2 to 1. I think the ratio is more like 10:1 or even larger, so we're good.
Yes! This is key! The only way to beat griefers is to play to the strengths of the good players, and the only advantage that good players have over griefers is numbers.
Sometimes they are closer. I have followed a bell and found a town.
You can get a rough idea of how far away a bell is by walking perpendicular to the direction of the bell and seeing if the arrow changes at all. If a bell is very far away, the arrow won't change as you walk around.
But yes, it can be a trans-generational trip.
This would be easier if the arrow pointing to the home marker wasn't limited to the 8 main compass directions.
This is a step in the right direction I think.
I think an individual labelling system is the safest, even if it's just a good dot and a bad dot. Then I can label a griefer who just stabbed me and when I see a bad labelled player, I can avoid them, kill them first, tell other people, etc.
Just because someone has been "cursed" by someone else, doesn't mean that the curse was warranted or that I agree with it, but if I can track my own labelling, then I know that a lablled player is someone I already identified as someone to avoid.
And vice versa, if I grow to trust another player and put a good dot on them, and they later tell me "I have a bad dot on that player" I'll probably believe them.
Also if the server stops suddenly (i.e. crashes or is manually stopped) you will lose everything you're carrying.
That'd do it ^_^
Jason doesn't have it planned, but I have made a water biome mod with procedurally generated streams. The water biome can be configured as lakes or as ocean. There is functionality for boats.
I am planning on creating a historical mod, beginning in the stone age, and including things like fish and using the streams for fresh water.
The tutorial areas are created at x=50,000, which is pretty far away from 0,0 but clearly not so far away that the real spawning location can't eventually reach it.
Maybe up that offset to somewhere closer to the technical limit of the int data type? 2,000,000,000 ought to suffice.
It's gonna be a shitty experience for a new player who messes up and gets cursed and then people won't raise them.
I don't like it requiring a name. It just means that all a griefer needs to do is wait until they're nameless and go to town for free.
What if the voting was only available to people in the area?
What if it required a minimum number (more than 1) of people to vote in favour of removing the griefer?
What if it required a particular (type of) object?
What if using that object meant the griefer couldn't move and eventually starved to death, or was allowed to recover if they proved their innocence?
What if I've alread suggested this and have already made a mod of it?
Maybe being wounded should exclude you from having a baby....
This is the equivalent of how on games like Counterstrike you can vote to kick a player. This mechanism is good because it caters for all griefing. Making an anti-griefing system that only counters specific behaviours only works for those behaviours. But the voting system relies on knowing who the player is. This game revolves a lot around anonymity, except for in game names, which are not chosen by the players themselves unless they are Eve, and what about unnamed people? How do you vote them off? Also, the voting system calls for a vote from every player on the server, which doesn't translate to this setting.
So ideally what we want is something player driven, so that it can cater for any behaviour, but not relying on all players to cast a vote or naming the player to vote against.
Is it compatible with your vision?
1 and no.
Check your emails. You will receive an email with a download link and your code in it. When you get the email, keep it safe.