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Posts posted by bkc56
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Oh poop, I missed the post that had the two utility pointers. :-(
Thanks.
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try this one ->
I already do that: sharing files between computers (and posted several times to that thread). But that doesn't help for files that AREN'T being shared via DropBox (or whatever), like the counter files in my case.
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I recently had one of the computers I use a lot to play EL die. Its got counter files on it and I would like to recover that information. What I'd like to do is merge all those counts in with the counts for those chars on another computer I use.
So I'm wondering, does a utility exists, or can one be written without too much difficulty that could take two counter files, add all the counts together and write it to a third file? I'm thinking of a simple DOS program that you'd run like:
merge_counters input-file1 input-file2 output-file
Thanks.
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Dark asked me to verify the colors in this room. Right or wrong, I see the same thing pictured above: red, brighter-green, blue, darker-green. This is on a Win-7 system with Nvidia graphics.
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There's a number of problems that would be nice to solve with a rehab.
Release mods from having to be playground monitors
* Remove all gear requirements (armor, weapons)
* Remove all ranging requirements (box, arrow count)
* Remove participation requirements (sit on your butt, no one cares)
People just want to have fun
* Remove all above requirements
* Remove gatekeeper - put a gate/grate over the entrance you click on (like in Melinis) to keep the monsters out and the fort safe for re-entering
* Invances are time-limit only (monsters can no longer enter fort)
Provide skill-appropriate experience bonus based on active participation
* A/D experience based on participation (not effectiveness), so a multiplier based on the number of times you hit or were hit up to a max of the current bonus.
* Ranging experience based on the number of arrow hits up to some max that is similar to the a/d max.
* Magic experience based on the number of "useful" spells cast (harm, poison, remote heal, heal summon, etc) up to some max that is similar to the a/d max.
Removing the requirements frees up the mods and allows anyone to participate in a way and investment they are comfortable with.
Changing the bonus formula allows those who participate, and use better gear, to gain more experience that those who don't. Using better armor/weapons means you die less (you don't get exp waking back to the invance). Using better bows/arrows means you hit more (you don't get exp for missing). And of course better gear means you have better odds of finishing the invance (no exp if you don't finish).
Skill-appropriate experience means more people will want to play because they can get experience in the skill they are interested in, which may NOT be a/d.
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Just for reference, levels 1-100 is 43.7M experience. It will take another 72.3M exp to get from 100-120 (116M total). So what you already did, plus another 60% more.
Just so everyone understands how much additional work it'll be to re-cap. :-)
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The list of improvements and fixes is impressive. We definitely need an update.
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This is a nice idea, and consistent with the idea of a "teleport" device.
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Could we keep the change of instant reading, but add the faster reading? Then if you fail, you have a chance to try again as you won't waste the entire day on that one book.
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By the way, who would actually be interested in reading it when it's done?I'm be interested in seeing it (no promise I'll get all the way through it).
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But the rationale is excluding harvesting from the formula makes sure that the people who get rewarded are not harvesting alts.But that sets the bar too high for "normal" people. Do you really think there are that many harvesting alts with harvest level 100+ for this to be a problem? What about harvest 110? 120? There's some appropriate harvest skill specific threshold that could be set that would provide reasonable assurance only real players achieved the perk without making it so difficult that virtually no one could reach it.
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Requirements:
Herbalist rank 3Miner rank 3Mother Nature hates me rank 350 Xaquelina Missions(if the above is viewed as not enough, add:)Lucky Finder rank 3Prerequisite:
Harvest level 100Reward:
No harvesting mini-events (no change to regular harvesting events)Optional (as radu sees fit):
It could nullify the penalty of Dedicated Harvester, or exclude that perk (making Old-School mutually exclusive with Dedicated (one or the other, not both)).Comments:
I suspect there aren't a lot of gc farmers at the level of harvest 100, so there's little need for them to be burdened with mini-events. The lack of mini-events is also one of the best things about the PK server (and not the reason for it's demise). And if you like the gc/exp of mini-events, don't get the perk.(Personally, I think a gradual reduction in mini-events should simply be a benefit for reaching harvest 100 and above since there are few (if any) other advantages for such levels. But that would be a different discussion.) -
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Last night I was prompted to do a normal update on Ubuntu and today EL crashes at startup before it even gets to the signin screen.
I'm running Ubuntu 10.04 LTSl
It looks like the kernel version is: linux-headers-2.6.32-49-generic (2.6.32-49.111)
According to the package logfile, the last updates were:
Start-Date: 2013-07-15 20:15:13Upgrade: python-libxml2 (2.7.6.dfsg-1ubuntu1.8, 2.7.6.dfsg-1ubuntu1.9),libxml2 (2.7.6.dfsg-1ubuntu1.8, 2.7.6.dfsg-1ubuntu1.9),libxml2-utils (2.7.6.dfsg-1ubuntu1.8, 2.7.6.dfsg-1ubuntu1.9)End-Date: 2013-07-15 20:15:29I'm going to try rebooting to the previous kernel version next.
Anyone have any ideas what is going on or what I can do to fix it?
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I've installed them and am looking around (just through normal usage). They do look really nice.
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Seconded.
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Nowadays it doesn't benefit your bots anyway so it's just as good to stop them from spamming.Agreed. Done (if I configured it correctly) on 2 bots.
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Die (#suicide) - non drop map
KF on the PK server is a drop map.
Either way, it still needs to be fixed.
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I was harvesting some fruit in KF and hit a teleport nexus. It placed me at 67,106 which is between a rock, the fort wall, and some plants. There is no way to walk out of that spot. And since KF does not allow beaming, you can't get out that way either.
Here's a pic: http://www.eternal-l...lery&image=1607
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would also be nice if there can be an achievement showing for full mule.I'd like to see three level of achievement like most other things have. Say for 50%, 75% and max mule levels.
And I really like the eye icon idea too so you have some clue about your status and next level.
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Harvesting in VotD (on the PK server) and a teleport nexus put me in a nearby tree.
Yea, it was a nice view, thanks for asking.
g
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I got one. Ping me in-game.
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The original problem with the hydro can be easily solved by making some of the tiles unwalkable in that area.Not trying to be too dense, but just what was the problem "solved" by changing the range?
Make modable swords worth more than non-modable swords
in Suggestions - General, Misc.
Posted · Report reply
I like this idea and suggested something similar in another thread:
http://www.eternal-lands.com/forum/index.php?showtopic=57164&page=2&do=findComment&comment=567316