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Goblin Squad Member. 32 posts. No reviews. No lists. No wishlists. 2 aliases.


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Goblin Squad Member

PFU claims of territory 2 hexes out http://paizo.com/threads/rzs2s44d?Pathfinder-University-A-safe-place-for-ne w

Ozems Vigil 2 hex radius https://goblinworks.com/forum/topic/2147/

The emerald lodge gives a description of their borders here http://paizo.com/threads/rzs2s2em?Crowdforging-the-laws-of-the-Emerald-Lodg e#1

Goblin Squad Member

Thanks Edam. I have put the landmarks in which should be visible when I update the site tomorrow.

Goblin Squad Member

Yes, the graphics are poor. Changing to a different engine is not going to change that. What would make it better is spending a lot of time working on better animations, higher detail models, better effects, reflections, shadows, lighting. Now UE 4 will do this better, but Unity can look reasonable too. The issue is that graphics are not the priority as Goblinworks does now have the people power to do this.

You can use Cryengine in and you will get the same result as you need a very large team to make a beautiful realistic looking game. When it comes to it, looks help to sell a game, but it is very possible to have av average or worse looking game but still be hugely popular. See games such as minecraft, dwarf fortress as examples of this.

Changing from Unity to Unreal simply cannot be done through a conversion script/software. The way that the code talks to the engine is just way too different. The way they have the be structured is also completely different too. Converting C# to c++ may work for small projects where you have access to all the source code but will not work to convert the code from one engine to another.

Goblin Squad Member

I like the GW map too. The issue though is the map is very big so it can take several seconds to load leaving the map white. I set it to hex types by default so that a map can be seen while the map image is loaded in the background.

There is the potential I can set a cookie so that it remembers your preferences. It means having a cookie stored on your PC though.

Goblin Squad Member

Yeah, APi is probably a long way away. Additionally, since the War for towers will end, I would not think it worth the effort to have an api for it.

In other news in the last update today, I have included the base for showing the borders of claimed territory of different settlements. Still a work in progress but I have put some borders in for the Everbloom alliance, Riverbank, Ozems vigil and I have put something in for the Emerald Lodge.

The Emerald Lodge is tricky as their claimed territory includes "Unless otherwise specified these laws apply to all lands that are closer to the settlement of Emerald Lodge as to any other settlement that isn’t abandoned". Can someone from the Emerald lodge give be a good idea of which hexes your counting and whether you are claiming half hexes? btw half hexes will make me a sad cartographer.

Are there any other settlements that have claimed territory that I have missed?

I shall add color to the borders soon.

Goblin Squad Member

Ok, turns out I have a old laptop with IE 9 on it. The map did not work. I found out that IE 9 and 10 would run in compatibility mode unless it has a specific tag up top (I had a comment at the top). This meant that it would not run the canvas element. I have fixed it up and it now runs on IE 9 on my computer so it should now work on IE 10.

Thank you so so much Bunibuni for spending the time to report this to me.

Goblin Squad Member

Thanks Bunibuni. I believe IE 10 should be supported (it says it is supported here)so it is surprising that you got that message. I have it working on IE 11 (on windows 7). I will see I have IE 10 on any of my machines and if it runs on that.

The next 2 things I am trying to put in are claimed territory by the different settlements, different hex features that provide achievements and hex names.

Goblin Squad Member

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At this stage, moving to Unreal would be a terrible idea. There has been 2 years worth of programmer that would be thrown out. Art and animation assets may also need converting and changing to what unreal uses. Also what Unity offers over Unreal is amazing developer tools for small teams. Unity has a very good pipeline that Goblinworks would then be missing.

It is fully possible for Goblinworks to use unity to make the game appear much better. But that is not a priority. Even if they were using Unreal I would expect the game to look relatively similar the looks right now as the computer graphics are not a priority.

Goblin Squad Member

1) I have to update the data manually. I will wet my pants if I am ever able to get the site to automatically update tower and population information. I keep a "Last Updated" in the top left corner to try and indicate when I last updated the info. So far I have been able to keep the map up to date within about 12 hours of server update, but that won't go on for ever. As it is a manual process, it is prone to mistakes.

2) Adding names would be great! it is certainly something I could do as long as most people agree on a single name.

Goblin Squad Member

Ok, I have made a small update. Added towers and population as well as adding the location of the Fanes.

Goblin Squad Member

I can change the alignment to any reasonable short piece of text that the Emerald Lodge wishes.

I may get access to an ipad in the next couple of weeks so I may be able to do some testing then. I was able to test on my android phone using chrome but I did not test any further. The browser could be out of date on the original ipad, or I may have done something thats just acts weird on it.

Goblin Squad Member

Ok, updated with todays towers. I also added the ability to double click on a hex and have it stay selected. Clicking will then unselect the hex. Isn't perfect as i do not believe double clicking on a touch device (I only have my phone to test with, no tablet). Double clicking also seems to select text on the side panel which I will have to try and fix.

Thod, are you saying you were unable to open it on your ipad because it didn't work or just weren't able to for other reasons?

Goblin Squad Member

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Hi everyone

I have been working on my own version of a map of the pathfinder online world. My goal was to summaries and make it easy to visualize alliances, settlement types, tower locations and who controls each tower. The map can be accessed at http://www.pfomap.com/.

Special thanks to Harad Navar and the Aeonian League who already have excellent maps, and the people from Forgeholm who put up with some of the initial bugs.

What I am attempting to do is to update the settlement population numbers and tower information each morning. This is a manual process so is prone to error. Additionally, there are 3 towers which are a bit of a mystery. No one seems to be controlling the towers at (-5, 15) and at (-9,9). Also, the company info tab shows that the Emerald lodge controls a tower at (-7,8) even though the map shows no tower at this location which is right next to the Emerald Lodge.

There are most likely other errors, like wrong hex types, things being in the incorrect location and bugs in different browsers. If you spot an error, then please let me know.

Goblin Squad Member

Hammerfall is active and Blackfeather Keep is active (low).

Goblin Squad Member

I was under the impression that it was possible to use d20 SRD rules within a computer game. The issue I have always seen is that d20 rules are good for tabletop pen and paper play, but it does not translate well to the computer. One of the big issues, is that a sizeable fight on the table, a fight my take a whole hour. On the computer, it may take just 30 seconds. This means things like spells, or any other expendables can be used up very quickly. It also make rolling a 20, or a 1, a much more frequent event, which is bad if that is auto succeed, or auto fail.

I would expect that all the devs have played pathfinder.

Goblin Squad Member

Gol Phyllain wrote:
Did you make it to KB unmolested?

I had just as much attention given as the mumber if items I sold in KB's auction House. I ended up taking the items from KB and was able to sell it all in Marchmont. There just isn't enough activity in KB.

Goblin Squad Member

Well Iron ore is selling in Marchmont. I have restocked it today along with Silver and Antithesis Essence.

True Iron Ore is now going for 29c each.
Solid Silver Ore is 9c each.
Uncanny Antithesis Essence is 5c each.

Rich Load stone is also available for those who want to make tier 2 items.

The Goods at Kruez Bernstein are still available. Their price right now is about 60% of what the initial price making the iron about 7c or 8c. If no one buys anything there then I will concentrate on selling in Marchmont only.

Also, if anyone want to make a mint, then I suggest selling lots of coal at Marchmont as it keeps selling out at high prices (27c last I saw).

Goblin Squad Member

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Forgeholm is selling Ore and some other items in the Auction House in Marchmont and Kruez Bernstein. Items for sale with their starting price are as follows:

Marchmont:
True Iron Ore, 15c each (100 available)
Solid Silver Ore, 10c each (50 available)
TIER 2 Rich Loadstone, 35c each (50 available)
Uncanny Antithesis Essence, 2c each (50 available)

Kreuz Bernstein: (Cheaper prices since it is closer to Forgeholm)
True Iron Ore, 10c each (50 available)
Solid Silver Ore, 5c each (50 available)
TIER 2 Rich Loadstone, 30c each (50 available)
Uncanny Antithesis Essence, 2c each (50 available)

Forgeholm will also buy Coal, so long as we sell Ore.

Goblin Squad Member

If other people are also willing to travel to Kreuz Bernstein then that will be where I try and sell items most. The other serious contender I am thinking about is Marchmont. Where would most settlements like to do their trading?

Goblin Squad Member

I chose Thornkeep because it was close and more active then some other places nearby. Potentially other places we could try are Kreuz Bernstein, Marchmont, New Daggermark, Canis Castrum, Hammerfall. If the Emerald Lodge had an auction house then I would try there. If enough people would like to trade in a single, relatively center settlement, then I will haul my merchants there next time.

Goblin Squad Member

In an attempt to see if we can start moving the economy, I have put some raw materials in the Thornkeep auction house for sale.

Initial quantity and price are as follows.

100 Rich Loadstone: 100c each
100 True Iron Ore: 20c each
100 Solid Silver Ore: 10c each
100 Uncanny Antithesis Essence: 5c each

Goblin Squad Member

Hawkshield wrote:

Hi, new to the board, didn't see any way to "PM"

I recently joined Forgeholm (Deepforge) and was wondering if there was a website established yet, as for the member activities etc...

We are very active on the Forgeholm board at [http://forgeholm.guildlaunch.com/. We moved from the Deepforge guildlaunch site as that was for a single company while the Forgeholm site is for the entire settlement including multiple Dwarf companies such as Deepforge.

Goblin Squad Member

It was really fun to adventure with everyone. The jumping over head chop was epic. I would love to do some more inter-settlement adventuring again sometime.

Goblin Squad Member

I would agree that the major bugs should be fixed before Early Enrollment starts. I have not been able to travel without falling through the ground, desyncing or teleporting across the map. In the group I was with, a couple people just gave up as they could not get to where they intended to go. In my opinion, these must be fixed whether they are fixed by the 30th, or if it takes 2 weeks or even a month or more.

Goblin Squad Member

I have my late 2013 Macbook Pro running OSX and Windows 8.1 with bootcamp. I have been able to (briefly) play PFO in windows on this machine. When a mac client comes out then I will use that.

Goblin Squad Member

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I certainly hope that the Dwarves of Forgeholm can also become experts in brewing. We will need good ale to feed the young beardlings and braidlings to help them grow their hair. Plus ale is needed when working at the forge.

Goblin Squad Member

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The Deepforge guild is going quite well and we are gathering many members for the settlement of Forgeholm. The more Dwarves we have, the more mining, crafting, and brewing we can do. Hopefully Dwarves will get something like the bonus that D&D Dwarves get for crafting with stone and metals.

Goblin Squad Member

If you plan on working with stone or metals and your heart lives underground with those who craft the best then the Deepforge Company is the right place for you. The Deepforge company is a Dwarven group who as Dwarves, seek to also become the best workers of metal and stone.

Goblin Squad Member

Huzzar. My Application is submitted.

I also throw a greetings to Wyldethorne and acknowledge your presence. At this present moment we are still undergoing internal structuring but I do expect for us to get back to you in short order.

Goblin Squad Member

Throwing out some combinations, we could be the:
Grey/Black/White/Iron/Silver/Gold/Stone/Hammer/Axe/Deep/Forge
Mountain
Company/Fellowship/Group/Guild/Throng/League/Organization/Community

I like the combination of 'Forge Mountain Community'.

Goblin Squad Member

Should we even want to call our selves a clan? Perhaps we should not be a clan as such, but a more broader group that accepts Dwarves from different clans.

The way I see it (without knowing too much about the Pathfinder world) is that the River Kingdoms is mostly a human land. Any Dwarves who are there, probably traveled there for work, whether smithing, trade or mercenary jobs. There would still be Dwarves who grew up in the River Kingdoms but I suspect it would be mostly Dwarves from many different clans.

As such I foresee that we should perhaps be a group that is a collective of Dwarves from many clans. This can allow us to in the future, hold a settlement of our own with many clans within it.

On the other hand, perhaps we want to be our own clan and have Dwarves simply join us.

As for name, perhaps we could be "Togra's Folk", where Togra is the main deity of the Dwarves.

Goblin Squad Member

Lord of Elder Days wrote:

The vision I have for a dwarven community is of an independent group that sells its considerable mining building smiting and fighting skills to worthy groups with a lot of gold. Since the early game map will not include any mountains it is unlikely that we will find a place to build a home that would be worthy of our ancestors. While we wait to find a proper home we might build a modest temporary settlement. Wondrous works of dwarven skill would flow out of this settlement while riches flow into it.

You certainly shall gain my hammer. Perhaps early on we will be able to settle around Mt Branthlend.

Race

Half Orc

Classes/Levels

Brawler 4/ Barbarian (Invulnerable Rager) 2 | HP 64/64| AC 18 T 13 FF 15| Fort +11 Ref +7 Will +3 | CMD 21 | Init +6 | Perception +10

Gender

Male

Age

32

Alignment

NG

Deity

Kurgess

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 7