Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Azure_Zero

Azure_Zero
It should be LIVE this Friday,
Unless we are notified that it has been pushed back.
Azure_Zero
The best way I can think of at the moment is a separate console only patcher, with a console based menu for; accepting eula, verifying game cache, patching game, and running the game.

I can make that menu in under 10 minutes in C++, though the functions of each item, I could not do in that 10 minutes.
Azure_Zero
@ Mark Kalmes,
Can you give the console command as an example of running it from Play on Linux, with and without the -eula Accept.
Azure_Zero
The paizo database might of underwent maintenance.
Azure_Zero
Blackfeather has been purchased.

I think all these maps should also state if a settlement is now super dead (no company), or dead(one company, unknown activity).

The Atlas and Duffy's map need some updating.

Azure_Zero
I'll be doing Tests on this and updating the Guide when I get a moment.
Azure_Zero
Midnight
It would be very rude to login to an active feud, and sooner or later someone will.

The login screen needs a warning if your character is involved in an active feud.

That is a very good idea,

Though it should reference the character(s) that are in the Feud.
Azure_Zero
Now a question to ask is;
Should there be faction elements at not only the character level, but also at the company and settlement level?
Azure_Zero
They should have it that after the character has finished loading it sends the settlement company data, as company data hardly changes. We do like to review it at times, and if you want to reduce overhead and still give the data just send it once, or hourly.
Azure_Zero
Bob
Drogon
understandable, I am just trying to think outside the box until you get the bug fixed…, what about putting a hard cooldown on each monster hex of 2-3 days before it can respawn anything? is this what the fallow time is attached to already or is it tied to the specific type of escalation that was recently killed in that spot?

That's kind of what the fallow system does. When an escalation is defeated, it tells the hex not to launch another escalation for a certain number of hours, that number being specified by the defeated escalation. That effectively puts a cooldown on the hex. Unfortunately, something about downtime is clearing or ignoring that cooldown.

You could do a bit of a hack,
at about say 10 minutes before server down, the server writes a file with the STR of escalation, Defeated flag and a Defeat time stamp.
when the server boots it reads the file and if defeated == false it sets STR based on the STR in the file, or if Defeated == true it reads the Defeat time stamp and does some calculations and sets how much time is left before it spawns an escalaton.