70347
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Everything posted by 70347
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From a post I made about map bugs in the test version. This bug is still around after the update. 66,51 in Sedicolis are the coords of the workshop. This is the SegV guildmap I am talking about. [EDITED BY ROJA] FIXED.
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This bug is still around after the update. I lost 2.5k to find it, would be nice if I could get that back. Edit: i didn't lose it because the rollback but still the bug is a problem Edit2: 66,51 in Sedicolis are the coords of the workshop.
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The first two aren't bugs. The priest npcs have not been moved yet and the temple in DP no longer belongs to the def god Aluwen so it doesn't have a mark.
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Yes and this has been reported before (although not fixed for some reason).
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lol that article is great, kangaroos missles
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There is a house at 160, 236 in TG that has some messed up enterance coords. If I am not really close to the door when I click it my chara will walk the whole way around the block of houses and up the stairs to the back of the house before he teleports inside.
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Something happened while trying to process: Couldn't open the book: books/monsterofghealansea.xml
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Yes you have probably because of a map error in Sedicolis. The Stonecutter's workshop in the city sends people to our guildmap instead of to the inside map. Probably just a typo in the map number in the def file. No idea why you can't get out of our huts though, they worked fine before.
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i know it does this with "You can't hold 1 (item)" messages but i have never seen it with too little mana.
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i also couldn't open that book, i have the file but i think it is bugged since it won't open in IE either. Gave this error: Invalid at the top level of the document. Error processing resource 'file:///D:/My_Downloaded_Files/Eternal Lands_110T3/books/monsterofghealansea.xml'. Line 1, Position 1
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I don't know if this is a bug or a feature but when I open the map and try to map walk to somewhere far away (like the lakeside docks to grahams) the game lags for a second and I don't go anywhere, the red X doesn't appear either.
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They aren't new, they just haven't been in the game.
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I know Ent was going to do something like this with plants in barren moon but I would like to see this in EL too. Would be cool if fighters were forced to let at least some of the creatures reach maturity by making new creatures only spawn when another of the same creature reaches maturity. (They have babies) In this way it would be possible to hunt creatures to extinction. (Not forever, maybe they move there from another map in a few ingame days but for that time no one can use the spawn since they were careless in their hunt practices)
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It doesn't matter whether or not gnomes are ugly...You can't see them inside the barrel.
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That was a good history of the Empire, Lyanna. Very well written.
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http://www.animals-b-gone.com/Mole_Info/mole_info.html
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Right shift works for me. Maybe you should get a newer version of the editor.
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Open heightmap mode, open the height choices box and click any height. Then click another height, the new height will be selected but the old height will be on the ground tile that was under where you clicked in the box. This is annoying when switching back and forth between unwalkable and 0 where using insert and delete to switch takes a while. The only way to prevent this is to right click to take the original off then click on the second one.
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I have been wondering this for a while. Up till now I just went by the forum, but didn't know for sure. Thx to Arnieman I know for sure it was 2004-5-13 (made sure it was in correct international form).
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I think that all the neg perks should be taken out and the reset command as well. I think that the only fair way to do this would be the way that Shivar suggested. I think that it is the only way that wouldn't cheat people out of the points that they had earned. I may be overlooking something, but I believe that this is the only way to take out neg perks totally, assuming that that will ever happen.
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Since Anti did some Grum quotes, I'll do some from him. Also here are some Woodchuck quotes
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This first one is from the day when Carmien Manor was first out. LV(stage_crew at the time) and I were exploring it when we found Roja being attacked by two ogres at once. Here is some random stuff from Tumaros. This next one was pretty long so I put it here. It may not make sense to some people and it may be offensive in some places. You have been warned.
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fighting npc's and a cure against bagjumping
70347 replied to Infamous's topic in Suggestions - General, Misc.
I don't like either idea. First with the npc, if he gives xp then it would be just like giving away free attack def and oa xp. It would be fine if he didn't give exp and people used him only for fun or to test their skills. For the bagjumping idea, it destroys the whole point of bags which is that anyone can pick them up. Bagjumping is part of the game. It has been said many times before but apparrently people haven't been paying attention, don't put anything in a bag that you aren't willing to lose. -
When I'm standing in the right place (magic school 50, 189) and with the camera at the right angle this happens. This happens with perspective at any level and even with perspective off.\ Edit: Actually it is gone from any spot that is close to the door at that camera angle. As the character gets closer to the center of the room the stairs begin to "materialize" with the yellow supports first and then the steps when the character is nearer the middle of the room.