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Building and Bases (Rules): Difference between revisions

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There are limitations in place for personal and clan building. These limits include the total number of build parts, placeables (deco), crafting stations and lighting. Further aesthetic restrictions are in place for us as a role-play server. <includeonly> [[Building and Bases (Rules)|<Read More>]] </includeonly><noinclude>[[category:TOC]][[category:Rules]]
'''Season 4:''' Private clans are being de-emphasized in favor of Gorean settlements. The build area is restricted to the COLORED highlighted areas on the map. No residential building is allowed in the Fair Grounds. There are new pre-built buildings available this season at the /warp craft area. <includeonly> [[Building and Bases (Rules)|<Read More>]] </includeonly><noinclude>[[category:TOC]][[category:Rules]]


=Rules=
Players are required to join a clan - even if it's solo for now. Players are required to build close to the starter port until the lands have been discovered via rp expeditions. [[Building and Bases (Rules)#Exceptions| Exceptions]]


==General Rules==
;Cliffs
===Limits===
:All buildings must be accessible via walk/run from merchant road without climbing, using elevators or other man-made elevation structures requiring more than two sets of stairs. If you can not realistically reach the building by cart you should find a new location.
# 200 build parts per person
# 100 placeables per person
# With a MAXIMUM of 1000 build parts and 750 placeable per clan.
# 1 type of crafting station per clan. This includes Campfires, Wheel of Pain, Stables, Deconstruction Bench and Fashionist bench. Some benches are craftable and some can be purchased at the OOC Area.
# NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Shani's lights. Most crafting benches are not available to players for use in their homes/bases.
# '''No bed rolls in dungeons:''' Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.


===Aesthetics===
;Water
At an absolute bare minimum your base/home must actually look appropriate to a medieval or Gorean building. Ideally your build should be created with role-play in mind. The following guidelines are in place to maintain the immersion of the server.
:''Unless you are building a boat as your base, buildings should be kept predominantly on land without excessive overhang into water - shallow waters and streams are an exception.


''If you are not a skilled builder and/or can not decorate -- please build away from RP Hub(s), caravans and roads. Or get help!''
=Allotment=
=== Build Restrictions ===
You are not allowed to exploit the game mechanics at the expense of game play and fiction.  It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.


# Our RP Hub(s) will have their building styles enforced. If you have built in such a location unintentionally, please open a ticket and we will help you find a new place and rebuild.
# You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. ''Specifically, if you can not be attacked during a [[Sieging (Rules)|siege]] you can't build there. [[image:buildstupid.jpg|300px|right]]
# Roads should be remain clear and usable.
# Elevators have been disabled.
# There are some building styles in game which are pretty over the top when used predominantly in a build. Frontier and Black Ice have some useful parts but are not acceptable for an entire building. Halfling has a lot of really usable parts, but don't try and create a hobbit hole please.
# You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges. No more than two lockpickable gates should be used to restrict access to the main part of the base.
 
# All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
===Pippi Move===
# You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
If you would like Pippi Move functionality added to your account, you will need to register and then open a ticket. Pippi move is not granted to everyone because it can be abused, abuse of the Pippi move function would count as a cheating. We will confirm you understand this when requested. Pippi resizing must be limited to no more then 50% larger or smaller with some exceptions. i.e. don't use it to make one of Shani's tiny tools even tinier so no one "can find it".
# If there is a road -- build along side it or at the end of it, not ON it.  
 
# '''No bed rolls in dungeons:''' Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.
===Building Services===
If you do not have the DLC items you wish to build with, or do not have the skill to build, we will (Admin) build for you.  We work best from pictures of actual builds or with good concept art.


===Enforcement===
===Residential Build Size===
If you do not register and we do not have a way to contact you off-line we can not be expected to wait for you to log in. We will remove items that break our rules without notification in such cases. Otherwise we will give you 72 hours to make the changes requested yourself.
# '''Where to build''' - You must build within the highlighted colored area on the map. You may build (secondary) temporary structures outside of the build area for the purposes of events or story arcs.
# '''One Base per clan.''' All permanent buildings must be near to each other. Market areas at the Fair Grounds are built under the fair grounds clan - see the Overseer there.
# '''200 build parts <b>per person</b>'''.
# '''100 placeables <b>per person</b>'''.
# '''Two Unlock Plus containers <b>per person</b>'''. Unlock plus containers do not require the player to be in the clan that they were in when it was placed.
# '''One Basement''' used for role-play purposes, not for the purposes of storage or crafting. (Which shouldn't be the purpose of a RESIDENTIAL clan in the first place.)
# '''NO base game lighting or lighting with flame flickering'''. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.


;What we won't enforce
===Settlement Build Size===
* This land is small -- 7 to 8 passings in each direction. We are not going to force a Tahari player to live in the desert nor a Red Hunter in the arctic.  
# '''A MAXIMUM of 2500 build parts and 750 placeable.''' (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability or the settlement never grows.)
* We are not going to enforced the aesthetics of deco (placeables), especially if they are behind walls.
# '''One of each type of crafting station per clan'''. This includes Campfires, Wheel of Pain, Stables, and Deconstruction Bench. Some benches are craftable and some can be purchased at the OOC Area.
# '''One each of the Highmane's Universal Crafting Benches'''
# '''15 containers + 2 preservation boxes'''
# '''Up to four basements.''' Please make use of basements for the purposes of storing supplies and crafting stations/workbenches. It will help lag.
# '''NO base game lighting or lighting with flame flickering.''' Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.


==Homes within the City Limit==
===Region Aesthetics===
'' There is an city outline for Vargor on the Conan game map overlay.
Settlements are likely to have stricter building material requirements to maintain the immersion of the settlement. Styles not listed are probably small build sets used for accent and are not restricted. Neither Frontier, Stormglass  or Black Ice should be used for an entire build anywhere.  


If the plot can hold it, maximum size is 8x8, which is approx. 65 first floor foundation tiles - INCLUDING external patios and such.
;Northern and snow region
:Mostly a Norse and medieval aesthetic and should be comprised of Aesir, Nemedian, Insulated Wood, Bossonian, Northern Timber, Frontier, Stable, Stockade, Flotsam, and Tavern.


<u>The intention is for single family dwellings without defensive walls. Please do not try to build forts or castles in town.</u>
;Eastern region
:Mostly a medieval and Asian aesthetic and should be comprised of Insulated Wood, Bosnian, Flotsam, Murayama, Khitan, Yamatai, Stable, and Tavern.  


* Can not go over the road. Can not crowd the road. Leave at least one tile between the road and the foundation of your home.
;Southern and desert region
* Do not build into the lake over the water.
:Mostly a Greco-Roman and Arabic aesthetic and should be comprised of desert town, Ardashir, Muran, Aquilonian, Arena, Argossean, and Turanian.
* Most of the town of Vargor is single story, if you want two story, build near the edges of the city limits so it you don't loom over town buildings. Houses in the districts are 2.5 stories - see next.
* Can not exceed two and a half '''wall''' heights. This is typically a first floor of 1.5 high and a second floor of 1 tile with an peeked roof. Roof is additional, but think cottage not english estate or castle.
* Must match the district walls, this means tavern, poor and bank in Vargor. Greek/Roman and Asian in Argentum. Viking in Torvald and Arabic/Desert in Turan. There are lots of styles for each them, please compliment.
* No boring square buildings - no need for Tier 1 sandstone as building kits are free.  Must be medieval town appropriate buildings.
* Limit storage chests to no more then 3 per person in town - chests generate lag.
* Please avoid base game lighting and use Shani's lighting which is significantly less laggy.
 
We will build for you. We will roof for you.  The town is the FIRST place players arrive. And while we WANT you to build in town - it has to look nice or we will drive people off. Most role-players require attractive areas to role-play in. We have to enforce this for the good of the server.
 
If your idea does not work in town, we CAN try and move the build for you.
 
==Bases outside of the Town==
''It is our preference that players build modest homes within or near the role-play hub of Vargor. However if you wish to build some thing else some where else that is acceptable, as long as you stay within the limits and rules.
 
===Not Allowed===
You are not allowed to exploit the game mechanics at the expense of game play and fiction.  It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.
 
# You are not allowed to build in naturally inaccessible locations. ''Specifically, if you can not be attacked during a [[Sieging (Rules)|siege]] you can't build there. [[image:buildstupid.jpg|300px|right]]
# You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges. No more than two lockpickable gates should be used to restrict access to the main part of the base.
# All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
# You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
# If there is a road -- build along side it or at the end of it, not ON it. (Exceptions for story arcs maybe allowed.)
# All of the hubs have building aesthetic/material restrictions, know them!


;Blocking Resources
;Use Sparingly or not at all
:It is acceptable to build with the intention of controlling a particular resources AS LONG as you are regularly available for the role-play of trading or fighting over that resource. You must be able accommodate others access to the resource -- even if that means winning a fight to keep them from it. If this does not happen we will over ride the building damage settings and allow the players to damage your building - even if you are off line.
: Sandstone, Stonebrick, Reinforced, Black Ice, Hyperborean, Stormglass, Bank.


=Exceptions=
Currently only panther bands are exempt from the build area restriction, and may build any where that is realistic for role-play in the southern and northern jungle until the map is opened up via rp.


;See Also
;See Also

Latest revision as of 01:02, 23 November 2024

Season 4: Private clans are being de-emphasized in favor of Gorean settlements. The build area is restricted to the COLORED highlighted areas on the map. No residential building is allowed in the Fair Grounds. There are new pre-built buildings available this season at the /warp craft area.

Rules

Players are required to join a clan - even if it's solo for now. Players are required to build close to the starter port until the lands have been discovered via rp expeditions. Exceptions

Cliffs
All buildings must be accessible via walk/run from merchant road without climbing, using elevators or other man-made elevation structures requiring more than two sets of stairs. If you can not realistically reach the building by cart you should find a new location.
Water
Unless you are building a boat as your base, buildings should be kept predominantly on land without excessive overhang into water - shallow waters and streams are an exception.

Allotment

Build Restrictions

You are not allowed to exploit the game mechanics at the expense of game play and fiction. It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.

  1. You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. Specifically, if you can not be attacked during a siege you can't build there.
    Buildstupid.jpg
  2. Elevators have been disabled.
  3. You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges. No more than two lockpickable gates should be used to restrict access to the main part of the base.
  4. All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
  5. You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
  6. If there is a road -- build along side it or at the end of it, not ON it.
  7. No bed rolls in dungeons: Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.

Residential Build Size

  1. Where to build - You must build within the highlighted colored area on the map. You may build (secondary) temporary structures outside of the build area for the purposes of events or story arcs.
  2. One Base per clan. All permanent buildings must be near to each other. Market areas at the Fair Grounds are built under the fair grounds clan - see the Overseer there.
  3. 200 build parts per person.
  4. 100 placeables per person.
  5. Two Unlock Plus containers per person. Unlock plus containers do not require the player to be in the clan that they were in when it was placed.
  6. One Basement used for role-play purposes, not for the purposes of storage or crafting. (Which shouldn't be the purpose of a RESIDENTIAL clan in the first place.)
  7. NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.

Settlement Build Size

  1. A MAXIMUM of 2500 build parts and 750 placeable. (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability or the settlement never grows.)
  2. One of each type of crafting station per clan. This includes Campfires, Wheel of Pain, Stables, and Deconstruction Bench. Some benches are craftable and some can be purchased at the OOC Area.
  3. One each of the Highmane's Universal Crafting Benches
  4. 15 containers + 2 preservation boxes
  5. Up to four basements. Please make use of basements for the purposes of storing supplies and crafting stations/workbenches. It will help lag.
  6. NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.

Region Aesthetics

Settlements are likely to have stricter building material requirements to maintain the immersion of the settlement. Styles not listed are probably small build sets used for accent and are not restricted. Neither Frontier, Stormglass or Black Ice should be used for an entire build anywhere.

Northern and snow region
Mostly a Norse and medieval aesthetic and should be comprised of Aesir, Nemedian, Insulated Wood, Bossonian, Northern Timber, Frontier, Stable, Stockade, Flotsam, and Tavern.
Eastern region
Mostly a medieval and Asian aesthetic and should be comprised of Insulated Wood, Bosnian, Flotsam, Murayama, Khitan, Yamatai, Stable, and Tavern.
Southern and desert region
Mostly a Greco-Roman and Arabic aesthetic and should be comprised of desert town, Ardashir, Muran, Aquilonian, Arena, Argossean, and Turanian.
Use Sparingly or not at all
Sandstone, Stonebrick, Reinforced, Black Ice, Hyperborean, Stormglass, Bank.

Exceptions

Currently only panther bands are exempt from the build area restriction, and may build any where that is realistic for role-play in the southern and northern jungle until the map is opened up via rp.

See Also

Horizontalline.png