NOTE: Typing !rules currently refers people (indirectly) to this page. UTILIZE IT.
Op guidelines are at the bottom of the post.
When you build, you need to build mines and find ores in order to use them and their corresponding metals in construction. Exhaust them periodaically as you use the ores, and when you run out go find a new mine.
To use wood more than sporadically, there need to be trees near your settlement. The more trees are nearby, the more wood you can use. It's perfectly acceptable to plant trees nearby your buildings.
Sharing of resources is allowed between nearby cultures.
To gain access to a resource or trade to something far away, you can build a path (at least 2 tiles wide, preferably) to connect it to your area.
When building, you build houses, in addition to armories, gates, farms, etc. Use common sense in deciding what should be needed to support a colony.
Houses must consist of a bed (no less than 2 tiles large) some sort of food area (no less than 2 tiles large) and a bookshelf (no less than 2 tiles large). For every house you build, you gain 3 worker citizens. (1 man, 1 woman, 1 child) and for every 2 houses you build, you get 1 soldier/guard.
Citizens are represented by 2 tiles in a vertical unit: a white cloth torso and your race's corresponding head. Soldiers typically have a black cloth torso. Please always use the same head material throughout your city as an indicator of what culture each being belongs to. (Humans = Sand/Stone/Double Stepblock/Soil/Yellow Cloth, Dwarves = Gravel/Cobblestone/Obsidian/Opblock/Red Cloth, Elves = Wood/Log/Leaves/Orange Cloth, Merfolk = Aqua/Blue/Green Cloth or Green Cobblestone, Orc = Green Cobblestone torso for soldiers and normal Cobblestone for citizens, and Green/Red Cloth or Gravel/Sand for the head, Undead = Use a shade of green cloth torso and a soil, sand, or green head)
In order to station soldiers anywhere other than closeby to your base, you need to build barracks with access to ample resources and conveniences.
Farms are absolutely required to support a town. Make it decently sized according to you population. It cannot be considered a farm if it is not irrigated.
Standard anti-grief policies apply. In the event of a war, destruction or flooding of property is unallowed except on very small and repairable scale. You conquer other settlements by replacing their flags, crests, or insignias with your own.
I reserve the right to alter these rules in any way at any time. If any op attempts to do this, please notify me. The new rules will be given thought.
Ok, now there's a solid turn-based combat system in place. You have your soldiers and you bring them to the enemy's gate and you can do battle over territories. The server script has a tentative !roll command, but it's usually not up due to me trying to get a better option.
There are 3 types of soldiers: Archers, Infantry, and Generals. Archers are indicated by your army's body block and a silver head. Infantry have your race's normal head, and Generals have a gold head. Please don't use white torsos for your units, so they're not confused with your citizens. Archers have ranged attacks, Infantry are melee, and Generals are capable of both forms of combat. Additionally, in every battle you may have no more than 1 general; battle is conducted until one side's army is depleted ebnough that they call for surrender (killed soldiers are not recovered except via construction of new houses) or if the General unit is killed.
When 2 units fight, a die is rolled. The players decide who gets high and who gets low rolls. 1-3 means the unit with the low roll wins and the other unit dies. 4-6 means high rolling player wins. When attacking a melee unit with a ranged unit, visa-versa, or a ranged unit with greater distance than the defender, if the offender toses the roll nothing happens.
There are 3 unit levels. Weak, Strong, and General. When you have a stronger type, the other player's highest/lowest number, if it is rolled, does nothing. Example: if you're the high roller and your unit is up against a better unit, and you roll a 4 (lowest of your 4-6 victorious rolls) then nothing happens and everyone lives. Undead units and Civilians (who attack with melee) are weak, Infantry and Archers are strong, and Generals are, of course, General.
An extra die advantage occurs when a melee unit attacks or defends against another from atop a ledge. Melee units are not allowed to attack each other from 2 or more height differences.
When you move your soldiers, they may move up to 5 spaces in a straight line. (Think rooks in chess) No diagonals. They can move up 1 block high ledges, but in doing so they forfeit their ability to attack for that turn. On one turn, you may move all your units no more than once.
On the server, saying "Get in there, you big furry oaf." indicates that you have read the rules.
Once you execute your attack on your turn, your turn is over; you only get 1 attack and you may not move any more units after you've used your attack.
Ranged units have a span of 6 spaces over which they can fire. That means that if the enemy is within 6 tiles of your archer, you can hit them. 1 additional space of range is gained for every block of elevation you are above the target.
The races are:
Human - Build on the surface.
Dwarf - Build in, on, or near mountains. for every building you have overground, you should have twice as many at least underneath.
Elf - Build in or near forests.
Orc - Build always in shadow.
Merfolk - Build underwater, or right at the shore.
Undead - Don't build anywhere near water. Farm red mushrooms without using irrigation.
Please play nice. Server will be up at every time possible. If you don't understand something, the ops will be more than happy to help you out.
These posts make me feel all warm and fuzzy inside:
Quote from IDFK »
This is a great server, good people.
Quote from Snake »
Absolutely love the server. I've made a note in my iPhone logging my activities.
Op guidelines
So now you're an op! But being an op gives you responsbility.
Attend to the spawn jail!
Ops are forbidden to make any structural or locational changes to the spawn. I've had too many ops not know to put glitch bubbles above the spawn, or put the spawnpoint far too close to other people's signifigant work. Do not put windows on the jail. I will construct a new jail with every new map. Offenders will be de-opped.
If someone new comes on, tp to them in the jail quite immediately. if they've been on the server before and were let out of the jail, they're good. Let them out. Don't make them repeat the phrase over and over again. If they haven't been before, there are 5 kinds of players who join the server:
Pushers
They will see you or other ops and start running and pushing you around, generally being annoying, and don't respond to your chat. They are taking up player slots on the server that could belong to someone who will play well. Kick them.
AFKers
These people will join the server and stand still someplace inside the spawn without chatting, moving, or looking around. They are taking up player slots on the server that could belong to someone who will play well. Kick them.
Whiners
These are the ones who hate RPing and join the "Madk's Roleplay" server for Lord-knows-why. Griefing, most probably. These people are the ones who seem sociable at first, but when you tell them to visit this topic become angry or frustrated. They usually disconnect on their own. If they don't disconnect, just too lazy to look up the rules, they are too lazy to contribute anything positive to the server. Ban them.
"i not grefer"s
There are many players who will join, and when asked for the passphrase, say "I'm not a griefer" with improper grammar. I personally don't trust anyone like this, they're either young enough that they shouldn't be playing an online game, or a dumb enough griefer that they think I believe them. Ban them instantly. People who use correct grammar or obviously just made a small typo are to be informed of the rules, not banned.
Players
These are the players that agree to look at the rules here on this topic or who used the link and already know the passphrase. Let them out of the jail.
Preventing griefing
Every 30-40 minutes, go through the player list and /tp to everybody. Kick them if they're AFK unless they have said in the chat that they'd be right back. Politely comment on their work if they're building. If they are griefing, ban first, ask questions later. Griefing is defined as removing blocks constructed by another player, without the creator's permission. They can appeal in this topic if a mistake was made.
Abuse of powers
This server has a -hax option to help prevent griefers from doing their job easily. The map is large enough that takes a dedicated person to find something to grief. As an op, I discourage using your hacks excessively. They're helpful and good for building, but I'm getting tired of some of the ops shift-flying all over the place almost nonstop. I don't care a bit if you abuse /say, but /kick, /ban, or /deop without a good reason and you will lose your opping privileges, likely permanently. Honest mistakes will be tolerated.
Assigning new ops
Other ops are not allowed to recruit new ops without my permission. This is not a huge offense, but if anything goes awry as a result, I will take action.
The criteria for opping somebody is that they
1) Don't ask more than once, ever
2) Have played for approximately 4-5 hours at least
3) Have disconnected then later reconnected at a significantly later time at least once. (to know that they'll come back once they leave)
4) They keep the chat relatively family-friendly
5) They build along these guidelines; don't op someone if all they've build is a house for themself. They can't enforce the RP guidelines if they don't follow them themselves.
6) They have built something that plainly took some time to do
Deopping current ops
If an op uses excessive foul language, builds obsene structures, blatantly disobeys the RP guidelines, or tinkers with the spawn jail, it is within the other ops' responsibility to remove this person's op and correct any damage done. I will personally decide if they can have it back at a later time.
Ops are required to post here every time they op or deop somebody and why, or when they ban someone for grieving, if I was not on the server at the time. Failure to abide by this rule may result in a /deop.
I have the correct router IP. Actual IP is [DONT STEAL MAH INTERNETZ!] and gateway IP is [DONT STEAL MAH INTERNETZ!]
I have the correct username/pass. [blank user, pass = [DONT STEAL MAH INTERNETZ!]]
There are 2 different routers that may be mine. They are [DONT STEAL MAH INTERNETZ!] and [DONT STEAL MAH v7 INTERNETZ!]. I have tried both. EDIT: it is v7
Router name is [DONT STEAL MAH INTERNETZ!]. There is no available Host or Domain Name.
Subnet Mask is [DONT STEAL MAH INTERNETZ!]
My IP is [DONT STEAL MAH INTERNETZ!]
When I try "Update Router" with Simple Port Forwarding, I get the following error:
EDIT: Wow, those new slots filled up in a hurry :biggrin.gif:
It's not exactly extremely convenient to add more slots, and it opens the door for hostiles. If you're determined to get on, however, post, and I'll add a few more spots.
http://rolep.webs.com/
NOTE: Typing !rules currently refers people (indirectly) to this page. UTILIZE IT.
Op guidelines are at the bottom of the post.
When you build, you need to build mines and find ores in order to use them and their corresponding metals in construction. Exhaust them periodaically as you use the ores, and when you run out go find a new mine.
To use wood more than sporadically, there need to be trees near your settlement. The more trees are nearby, the more wood you can use. It's perfectly acceptable to plant trees nearby your buildings.
Sharing of resources is allowed between nearby cultures.
To gain access to a resource or trade to something far away, you can build a path (at least 2 tiles wide, preferably) to connect it to your area.
When building, you build houses, in addition to armories, gates, farms, etc. Use common sense in deciding what should be needed to support a colony.
Houses must consist of a bed (no less than 2 tiles large) some sort of food area (no less than 2 tiles large) and a bookshelf (no less than 2 tiles large). For every house you build, you gain 3 worker citizens. (1 man, 1 woman, 1 child) and for every 2 houses you build, you get 1 soldier/guard.
Citizens are represented by 2 tiles in a vertical unit: a white cloth torso and your race's corresponding head. Soldiers typically have a black cloth torso. Please always use the same head material throughout your city as an indicator of what culture each being belongs to. (Humans = Sand/Stone/Double Stepblock/Soil/Yellow Cloth, Dwarves = Gravel/Cobblestone/Obsidian/Opblock/Red Cloth, Elves = Wood/Log/Leaves/Orange Cloth, Merfolk = Aqua/Blue/Green Cloth or Green Cobblestone, Orc = Green Cobblestone torso for soldiers and normal Cobblestone for citizens, and Green/Red Cloth or Gravel/Sand for the head, Undead = Use a shade of green cloth torso and a soil, sand, or green head)
In order to station soldiers anywhere other than closeby to your base, you need to build barracks with access to ample resources and conveniences.
Farms are absolutely required to support a town. Make it decently sized according to you population. It cannot be considered a farm if it is not irrigated.
Standard anti-grief policies apply. In the event of a war, destruction or flooding of property is unallowed except on very small and repairable scale. You conquer other settlements by replacing their flags, crests, or insignias with your own.
I reserve the right to alter these rules in any way at any time. If any op attempts to do this, please notify me. The new rules will be given thought.
Ok, now there's a solid turn-based combat system in place. You have your soldiers and you bring them to the enemy's gate and you can do battle over territories. The server script has a tentative !roll command, but it's usually not up due to me trying to get a better option.
There are 3 types of soldiers: Archers, Infantry, and Generals. Archers are indicated by your army's body block and a silver head. Infantry have your race's normal head, and Generals have a gold head. Please don't use white torsos for your units, so they're not confused with your citizens. Archers have ranged attacks, Infantry are melee, and Generals are capable of both forms of combat. Additionally, in every battle you may have no more than 1 general; battle is conducted until one side's army is depleted ebnough that they call for surrender (killed soldiers are not recovered except via construction of new houses) or if the General unit is killed.
When 2 units fight, a die is rolled. The players decide who gets high and who gets low rolls. 1-3 means the unit with the low roll wins and the other unit dies. 4-6 means high rolling player wins. When attacking a melee unit with a ranged unit, visa-versa, or a ranged unit with greater distance than the defender, if the offender toses the roll nothing happens.
There are 3 unit levels. Weak, Strong, and General. When you have a stronger type, the other player's highest/lowest number, if it is rolled, does nothing. Example: if you're the high roller and your unit is up against a better unit, and you roll a 4 (lowest of your 4-6 victorious rolls) then nothing happens and everyone lives. Undead units and Civilians (who attack with melee) are weak, Infantry and Archers are strong, and Generals are, of course, General.
An extra die advantage occurs when a melee unit attacks or defends against another from atop a ledge. Melee units are not allowed to attack each other from 2 or more height differences.
When you move your soldiers, they may move up to 5 spaces in a straight line. (Think rooks in chess) No diagonals. They can move up 1 block high ledges, but in doing so they forfeit their ability to attack for that turn. On one turn, you may move all your units no more than once.
On the server, saying "Get in there, you big furry oaf." indicates that you have read the rules.
Once you execute your attack on your turn, your turn is over; you only get 1 attack and you may not move any more units after you've used your attack.
Ranged units have a span of 6 spaces over which they can fire. That means that if the enemy is within 6 tiles of your archer, you can hit them. 1 additional space of range is gained for every block of elevation you are above the target.
The races are:
Human - Build on the surface.
Dwarf - Build in, on, or near mountains. for every building you have overground, you should have twice as many at least underneath.
Elf - Build in or near forests.
Orc - Build always in shadow.
Merfolk - Build underwater, or right at the shore.
Undead - Don't build anywhere near water. Farm red mushrooms without using irrigation.
Connect to the server at http://minecraft.net/play.jsp?server=db7473bb5f31530afdbbe1f7df2269cc
Please play nice. Server will be up at every time possible. If you don't understand something, the ops will be more than happy to help you out.
These posts make me feel all warm and fuzzy inside:
Op guidelines
So now you're an op! But being an op gives you responsbility.
Attend to the spawn jail!
Ops are forbidden to make any structural or locational changes to the spawn. I've had too many ops not know to put glitch bubbles above the spawn, or put the spawnpoint far too close to other people's signifigant work. Do not put windows on the jail. I will construct a new jail with every new map. Offenders will be de-opped.
If someone new comes on, tp to them in the jail quite immediately. if they've been on the server before and were let out of the jail, they're good. Let them out. Don't make them repeat the phrase over and over again. If they haven't been before, there are 5 kinds of players who join the server:
Pushers
They will see you or other ops and start running and pushing you around, generally being annoying, and don't respond to your chat. They are taking up player slots on the server that could belong to someone who will play well. Kick them.
AFKers
These people will join the server and stand still someplace inside the spawn without chatting, moving, or looking around. They are taking up player slots on the server that could belong to someone who will play well. Kick them.
Whiners
These are the ones who hate RPing and join the "Madk's Roleplay" server for Lord-knows-why. Griefing, most probably. These people are the ones who seem sociable at first, but when you tell them to visit this topic become angry or frustrated. They usually disconnect on their own. If they don't disconnect, just too lazy to look up the rules, they are too lazy to contribute anything positive to the server. Ban them.
"i not grefer"s
There are many players who will join, and when asked for the passphrase, say "I'm not a griefer" with improper grammar. I personally don't trust anyone like this, they're either young enough that they shouldn't be playing an online game, or a dumb enough griefer that they think I believe them. Ban them instantly. People who use correct grammar or obviously just made a small typo are to be informed of the rules, not banned.
Players
These are the players that agree to look at the rules here on this topic or who used the link and already know the passphrase. Let them out of the jail.
Preventing griefing
Every 30-40 minutes, go through the player list and /tp to everybody. Kick them if they're AFK unless they have said in the chat that they'd be right back. Politely comment on their work if they're building. If they are griefing, ban first, ask questions later. Griefing is defined as removing blocks constructed by another player, without the creator's permission. They can appeal in this topic if a mistake was made.
Abuse of powers
This server has a -hax option to help prevent griefers from doing their job easily. The map is large enough that takes a dedicated person to find something to grief. As an op, I discourage using your hacks excessively. They're helpful and good for building, but I'm getting tired of some of the ops shift-flying all over the place almost nonstop. I don't care a bit if you abuse /say, but /kick, /ban, or /deop without a good reason and you will lose your opping privileges, likely permanently. Honest mistakes will be tolerated.
Assigning new ops
Other ops are not allowed to recruit new ops without my permission. This is not a huge offense, but if anything goes awry as a result, I will take action.
The criteria for opping somebody is that they
1) Don't ask more than once, ever
2) Have played for approximately 4-5 hours at least
3) Have disconnected then later reconnected at a significantly later time at least once. (to know that they'll come back once they leave)
4) They keep the chat relatively family-friendly
5) They build along these guidelines; don't op someone if all they've build is a house for themself. They can't enforce the RP guidelines if they don't follow them themselves.
6) They have built something that plainly took some time to do
Deopping current ops
If an op uses excessive foul language, builds obsene structures, blatantly disobeys the RP guidelines, or tinkers with the spawn jail, it is within the other ops' responsibility to remove this person's op and correct any damage done. I will personally decide if they can have it back at a later time.
Ops are required to post here every time they op or deop somebody and why, or when they ban someone for grieving, if I was not on the server at the time. Failure to abide by this rule may result in a /deop.
Edit: Found it the link does not work.
Did some tweaks. Try connecting again, if you please
But I can't connect. Custom server? Unblocked ports?
Merfolk were my attempt at something new and original :tongue.gif:
"is" ~Dysgalt
"coffee" ~Makoto
Victory Clan Ambassador ; Omnimodus | The Minecraft Frontier
Not necessarily between all members of a race, but between other nations.
Nations are what would typically become the result of a web of alliances & hostilities.
And I'm trying to fix! I hate port forwarding <.<
THE FACTS:
I have the correct router IP. Actual IP is [DONT STEAL MAH INTERNETZ!] and gateway IP is [DONT STEAL MAH INTERNETZ!]
I have the correct username/pass. [blank user, pass = [DONT STEAL MAH INTERNETZ!]]
There are 2 different routers that may be mine. They are [DONT STEAL MAH INTERNETZ!] and [DONT STEAL MAH v7 INTERNETZ!]. I have tried both. EDIT: it is v7
Router name is [DONT STEAL MAH INTERNETZ!]. There is no available Host or Domain Name.
Subnet Mask is [DONT STEAL MAH INTERNETZ!]
My IP is [DONT STEAL MAH INTERNETZ!]
When I try "Update Router" with Simple Port Forwarding, I get the following error:
run
cmd
ipconfig
paste default gateway into a browser
find ports in router settings
add them
yay!
I think 1 guy is AFK or something, so I'll kick him so you can join
I'll add more slots soon, didn't know how many I could have without lag, plus servers with less people are more fun
EDIT: Wow, those new slots filled up in a hurry :biggrin.gif:
It's not exactly extremely convenient to add more slots, and it opens the door for hostiles. If you're determined to get on, however, post, and I'll add a few more spots.