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Topics - Elmetiacos

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1
Suggestions Corner / Helmets for Hot Chicks
« on: February 05, 2022, 09:37:39 pm »
If I want Hot Chick with a Sword's magnificent red hair to show, I can't wear a helmet except the Khergit Lady Leather whatsit, which is worth about 4 AP and means she gets one hit killed by sticks and stuff. Any chance of a better helmet that doesn't make your hair disappear?

2
cRPG Technical problems / The Shop is Broken
« on: April 05, 2018, 05:53:11 pm »
Items display no statistics whatsoever apart from price and weight - no damage or reach, no armour values, no speed or accuracy for missiles, no effect of heirlooms except on weight.

3
cRPG Technical problems / Invisible Crossbows
« on: March 08, 2018, 06:16:41 pm »
At least one crossbow model is currently invisible; it's whatever one the Vitez in DTV are using.

4
cRPG Technical problems / DTV Equipment Box Bug
« on: January 23, 2018, 12:00:55 am »
Trying to choose any combination including certain items from the equipment box in DTV will cause those items to be replaced by something else, for example if I choose anything with my +3 Caravan guard armour, the armour becomes a Peasant knife, and so no armour at all. Other people have talked about problems with other items. This bug was also present in the last version.

5
cRPG Technical problems / Armour: This Version Seems Broken
« on: December 17, 2017, 03:01:36 pm »
All armour with no difficulty setting is applying the armour value as a difficulty level instead, so for instance a robe has difficulty 11 set and is impossible to wear with less than 11 strength.

6
cRPG Technical problems / Gear Seems Wrong in New Patch
« on: November 30, 2017, 06:07:27 pm »
Played DTV this afternoon, various graphical bits of weirdness: my Wisby Gauntlets have become invisible, Weeaboos had European helmets and Tihrs had Japanese helmets. Other people were complaining about similar problems.

7
General Discussion / Where are the EU Servers?
« on: April 28, 2017, 08:08:10 pm »
I can't see them anymore. I can see all the the NA servers, but the EU ones seem to have disappeared. Is this due to Brexit or something?

8
General Discussion / cRPG Swimsuit Edition
« on: May 16, 2016, 06:50:48 pm »
I see that all females appear in bikinis in the character selection screen...

9
cRPG Technical problems / Head Missing
« on: April 18, 2015, 10:45:56 pm »
Ornamented Sugarloaf Helmet floats about 2m in front of a character's headless body. Apparently Hounskull Bascinet does the same. Someone on the Chinese boards put up pictures:
visitors can't see pics , please register or login

and
visitors can't see pics , please register or login

10
cRPG Technical problems / Particle Systems
« on: October 29, 2014, 01:38:33 am »
Rain really screws up my fighting, apparently causing lag. To try and fix the problem I've changed the number of particles in particle_systems.txt from 500 to 10, which is enough to see that it's raining but hopefully without making my graphics behave in the usual weird way. Is this allowed or is it an illegal (or just un-sporting) hack? The other effects of rain remain unchanged.

11
cRPG Technical problems / French Greatsword Glitch
« on: October 24, 2014, 11:55:59 pm »
Not exactly game breaking I know, but the French Greatsword shows a sword on the user's back, even when the sword has been drawn, rather than an empty scabbard.

12
Guides / DTV Guide, Map by Map. Part Two
« on: July 28, 2014, 04:18:48 pm »
DTV City Revolt
Description: A walled town with an arch leading out to fields and a bridge over a river. The viscount stands by a tree, there are a few ballistae on platforms and  two gates lead to this central area. Bots spawn outside the town and also in the streets further inside.
Tactics: The two gates which are closed will trap the bots, allowing you to split into two teams, one to form a shield wall between the platform and the buildings to the right of the players' spawn and the other to fight the bots spawning outside. Once these bots are dead, you can open the gates to fight the others. Occasionally one or two bots outside may stick on the bridge over the river, but otherwise this is quite a good map for a well organised team.

DTV Defend the Fort
Description: A platform full of ballistae and catapaults faces the open space where the bots spawn. There is a very large bridge behind.
Tactics: The front of the platform has a fence with gaps which can be defended, the best way of doing so is to split into teams of one shielder and one hitter. There is no place where you can form a proper shieldwall otherwise. The catapaults can't be used and they can get in the way of attacks with long weapons. There is also a platform on the platform with more ballistae which is slows the bots and is useful for archers and crossbows.

DTV Ozin Sea Raid
Description: One of the original Defend the Village maps: two wooden buildings by the beach joined by a narrow wooden bridge. There are no ballistae on this map. The bots spawn on the beach and on the cliffs behind. There is a third wooden building which is not playable.
Tactics: Don't leave the building which you spawn in. Two or three people can defend the door, but the difficult part is defending the upper floor because it will be attacked by bots who spawn on the cliffs behind in one direction and by bots coming from the beach across the narrow bridge between the buildings in the other direction. Later waves of bots will also shoot you from both the beach and cliffs if you let them. You therefore need to block the bots in three directions while being shot at. If the top floor shield walls are killed you can defend the stairs, although it is difficult. If the bots have a lot of cavalry, they will sometimes be stuck on the top floor by their own horses which makes defending easier: a single defender can kill a lot of bots in this situation so don't give up!

DTV Uzgha
Description: A modified Uzgha, a fortified town in the desert with two gaps in the walls, ahead and left. There is a platform with a ballista in the middle.
Tactics: This is not a good map because the left side is too wide for a shield wall, although the gap ahead under the arch can easily be defended by a shield wall while archers or crossbows shoot from the steps to the right. Earlier versions of this map had only one entrance; the addition of the second gap on the left side makes it very hard to play.

DTV Motte and Bailey
Description: The Viscount and the players start in front of a castle at the top of a hill. There is only one way down, protected by a wooden wall, to a bridge over a river at the bottom of the hill. The bots will spawn over the bridge and attack. Together with 2 or 3 other wooden buildings, there is a tower on the right towards the bottom of the hill which has a platform with a ballista.
Tactics: You cannot get to the bridge before the bots, so you must fight the first wave as a straight fight, unless you have cavalry who are fast enough to get to the bridge first. Cavalry becomes more and more important in later rounds, because a fight in the open will kill more and more of you the tougher the bots become. Once you can get to the bridge, make a shieldwall there and kill any other bots who try to cross the river to the left and right of the bridge. Be careful of horse archers sticking against the left side fence over the river on rounds which have them, particularly nomads and ard-ghalen. Be careful of bot archers shooting you if you try to cross the river. If a lot of bots cross the bridge your best tactic may be to retreat back to the tower and fight up the stairs, but because it is slow climbing the hill, make sure someone is there to defend the Viscount if bots attack him.

Turin Castle
Description: A modified version of the original Turin Castle used for Siege. There is a gate (always open) a small back door in the castle wall and a tower. Bots will spawn in front of the main gate, behind the back door and on the top floor of the tower, coming down the stairs. Near the gate is a ladder up to a straw roof which archers can use.
Tactics: Form three groups - the largest to form a shieldwall at the main gate while smaller groups of two or three fighters each can block the back door and the entry or the stairs in the tower. Make sure that each has enough people to do its work. If all three can hold, this will be a good map in which you can fight your way to the final rounds. Don't try to break the doors on the top floor of the tower - invisible walls stop you going through them.

Viking Village
Description: A village of wooden buildings on one side of a river crossed by two bridges. Two of the buildings are joined by a wooden bridge on the top floors. Another building on the left has a ladder to its top floor, on which is a ballista.The viscount is in the middle of the village, and next to him is a wooden platform with another ballista.
Tactics: The bots don't always use the bridges to cross the river, so a shield wall on a bridge does not work as well as it does on other maps. One of the best places to fight can be the ladder to the ballista, as only one or two bots at a time can a attack: two or three good fighters at the top of the ladder can get a lot of kills there. Another tactic is to block the gap in the left wall of the building in the middle and try to pull as many bots as possible to it, similar to the tactic for Ozin Sea Raid, above. If this is done, people on the other side must be careful not to pull bots on the right inside so they can attack from behind.

Desert Ruins
Description: What looks like a ruined mosque in the desert, entered from outside through a gap in a wooden fence behind and a wider gap in the half-buried wall ahead. There is a tent near the Viscount which has the equipment box and one or two ballistae stand on falling buildings in the ruin.
Tactics: You need two teams, a larger one to defend the gap in the wall and a smaller one to defend the gap in the fence. Archers and crossbows can stand on the low battlements on the walls to shoot. There is a bug in this map at the time of writing: a bot sometimes gets stuck having spawned on the wrong side of a fence outside. This bot must either be shot or killed with a long polearm since most weapons can't hit him.

Lichen's Island
Description: A fort on a tropical island. There is a gate which can be opened and closed and a smaller doorway in the fort wall and a road leading down to the beach where the bots spawn. The Viscount is in a sort of tent and the equipment box is on its roof. There is one ballista defending the road.
Tactics: The bots will split into 2 groups and cross a river, one group will attack the gate and doorway and the other group will charge up the road. The doorway can be defended fairly easily by two people, perhaps even one shielder in an emergency. Lots of bots should stick outside the gate and you can ignore them until you want to open the gate to let them in and kill them. The difficult part is fighting the bots who attack up the road, as it is wide and difficult to block with a shield wall.

Grey Havens
Description: You seem to be on a sort of roof with two sets of steps leading up to it from docks below. There is also another area behind a gate. Bots spawn behind the gate and at the docks, from where they climb up the steps to attack. The equipment box is on a colonnade behind the Viscount.
Tactics: The tactics here are simple, but the map at the time of writing has problems. Keep the gate closed until you are ready to let in the bots to kill them. Set up shieldwalls or just lines of attackers to block the bots at the bottom of both sets of stairs. Archers and crossbows can shoot down at the bots, as can two ballistae. If there are not many players alive, don't be pulled too far from the viscount as the steps are slow to climb if you need to run back to save him. Bots also get stuck behind the row of barrels at their spawn point and it can be difficult to kill them here: the safest way is by shooting them.

13
Guides / DTV Guide, Map by Map. Part One
« on: July 28, 2014, 04:16:23 pm »
The Basics:
DTV stands for Defend The Viscount. The game mode used to be called Defend The Virgin and before that, Defend the Village. Viscount Valdemar is a bearded gentleman in a fur hat who must be defended against waves of more and more powerful attackers (bots) by the players. He can't move but he can fight a little with a dagger. DTV game mode works a little differently from the others: you don't get a multiplier, instead you get gold and XP when the round ends, after three waves of attackers. The amount you get depends on how tough the bots are, how quickly you beat them and how many of you are still alive. If Viscount Valdemar is wounded, your reward is slightly less. Pink text will appear to warn you that he is being attacked. At the end of each wave, all horses die, so although you can bring a horse it will die after the first wave. Siege equipment cannot be used at all. Usually somewhere near the Viscount is a box tagged Equipment. You can use this to repair or replace your gear, although doing so will eventually use it up. Press F or whatever key you use to open doors to use it. Although there is no siege equipment, a lot of maps feature a ballista or two. To use one, choose Pull the crank, Arm ballista (or Use ballista) and then Take aim. Ballistae can often kill 2 or 3 bots at once, but they need practice to aim properly.

Tips:
A Shieldwall is important on most maps. The best kind of shieldwall is both shielders and hitters, with 2H and polearm str builds as the best hitters. Shielders in the wall are best simply standing still and taking the hits - you might want more than one shield per player if the bots have weapons that can break shields easily. Once you are part of a shieldwall, don't leave it! If you do, you risk letting the bots through to attack the others from behind. Don't stand too close behind a shieldwall so that you back-block attacks and don't be too hungry for kills for yourself: winning is what matters.

Map by Map

Istiniar
Description: This is a modifed version of the village of Istiniar. The Viscount stands in a field on the edge of the village. There are two ballistae nearby and the bots spawn from opposite directions at either end of the village. There is a ladder up to the roof of one of the buildings in the middle of the village.
Tactics: The bots spawning on your right will arrive sooner than the ones spawning on your left. They will often split into two groups, a larger one moving into the middle of the village and a smaller one, usually only 2 or 3 bots, coming up the hill towards the ballistae. You can block the larger group on the right with a shieldwall. Archers and crossbows can climb the ladder and shoot from the roof, but they should stay alert as bots will often climb the ladder and attack them. If a good shielder can pull the second, left side group of bots into a corner this makes things much easier.

Arena
Description: An arena (obviously) Bots spawn from three directions, one of which is a raised wooden walkway. There are steps up to a platorm opposite this route used by the bots.
Tactics: For most teams, this is just a horrible map. Unless you have around 10 shielders or more, all you can do is have a straight fight and kill the bots before they kill you, which quickly becomes impossible. If you do have enough shields, your only tactic is to form three shield walls, one for each spawn, which can win quite a lot of rounds for you.

DTV Helms Deep
Description: A fortress with ballistae, a wall and a river running out of a gate. There are stairs leading up to battlements on the wall and ladders on the other side of the wall.
Tactics: The bots will either climb the ladders and attack the battlements or wade through the river and attack through the gate (which does not close) If you fight in the river, watch your breath bar or you may drown: the water is shallow enough so that you can reset your bar by jumping. Block the bots for long enough here and some of them may drown. Fighting on the battlements and on the staircase may difficult if you are using long 2H weapons or polearms. Watch out for bots shooting the viscount from the top of the stairs, too. One problem with the map is that bots on horses often get stuck against a fence on the map edge or just stuck among all the horses at the ladders. Be careful of being shot if you go out to kill them.

DTV Battlemasters
Description: A fortress town dominated by two large towers with round stone passages overhead connecting them and which overlook a wide road with stairs at each end. The Viscount is in front of double doors and guarded by 4 ballistae. On the left seems to be a row of market stalls, on the right is another road cut in half by a low wall. Bots attack from all 3 directions.
Tactics: Most players hate this map because once again there is little you can do to stop the bots getting to the Viscount: it's just a straight fight. One thing that can help is getting a good shielder into the corner of the steps, but he won't pull many bots to himself. To make things even worse the map is large and very slow and one or two bots will always always stick at the middle spawn. Be careful if you go to kill them - if this isn't the last wave remember that the bots spawn very close.

Grunwalder Castle
Description: A modified version of Grunwalder - the Viscount is in front of a castle keep at the top of some steps. One group of bots will spawn on the castle walls opposite him and a larger group will spawn near the castle gates and charge up the hill.
Tactics: Split into two teams, one to fight the bots on the walls and the other to form a shieldwall across the steps. Archers and crossbows can shoot from the sides. Make sure both teams stay strong enough to do their work. This map is much easier with a large number of players.

Ballista Madness
Description: A wide open grassy map with trees at the edge. The players and the Viscount are in a wooden walled area with lots of ballistae aiming out. There is a mountain pass behind. Bots spawn ahead and to the right. The equipment box is on the left side.
Tactics: In spite of the name, the ballistae are not much use to you. This isn't an easy map, but it isn't quite a straight fight because bots will stick against a big fallen tree on the right side and cavalry bots will often stick against the walls too. The most important thing is not to let bots kill the viscount while you are away fighting somewhere else on the map.

DTV Sea Raid
Description: This is the sea raid map from Siege with a few changes. A fortified town with 3 doors and a gate overlooks sea cliffs. Bots spawn outside the walls, in front of the nearest door to the Viscount and in the field in front of the gate. The equipment box is under the walkway behind the Viscount. Note that the door nearest the cliffs isn't used in the DTV version and there are only two roofs that you can get onto.
Tactics: Many players think that this is the best map and it's the only one I've ever seen where the team has beaten every wave of bots. The tactics are simple: two shieldwalls, one at each door. Once all the bots here have been killed, the best fighters should run round to the gate and start killing them there before someone opens the gate to let them in and finish killing the bots inside the walls. Only open the gate when you think your team is strong enough: usually this will be when about 10-15 bots are left, perhaps a lower number on later rounds but it will depend on how many players are left. Opening the gate too soon is a sure way to lose. Avoid also trapping your teammates outside the gate to be killed by the next wave. At the time of writing, there is a glitch where you can stick bots outside by jumping over a fence against the wall: admins may kick you for doing this as it's considered cheating.

DTV Mein Bridge
Description: A mine with a deep chasm filled with water and one very wide and one very narrow bridge across it. Bots come from the other side but also down some steps behind from outside the mine.Two ballistae watch the wide, left side bridge.There is a blacksmith's forge on the right - the equipment box is here.
Tactics: The bridge on the right is wide and it is hard to block it with a shieldwall, although steps slow any bots that do get across. You need to split into 3 teams, the strongest to fight on the wide, left side bridge, a smaller group to block the narrow bridge and another small group to fight on the stairs behind. Make sure that you keep these 3 groups strong enough to do their work or the bots will get to the viscount. Cavalry bots will often ride over the edge of the chasm, killing their horses and drowning in the water, but occasionally one of them will stick halfway down and have to be shot. These stuck bots can be hard to see sometimes. Bots also stick on the edge of the narrow bridge and can be kicked off to their doom. Although this map is quite fun in some ways, it's hard to get very far here because defending the left side is not easy.

Celtic Ruins
Description: The ruins of a castle, with the Viscount standing in front of a small church. Outside the castle walls is a field and a bridge across a river. Bots spawn from here and attack through a gate beyond two ruined towers (each of which has a ballista, which won't really be used) and also from a tower at the end of a path on the right, guarded by a ballista. There is also a wooden platform at the top of some steps with another ballista.
Tactics: Two teams are needed, one to fight the smaller group spawning at the tower and another - the most important - to form a shieldwall between the two towers on the left. Be careful, as the bots from the outside come in two groups and you can think you have killed them all only for more to attack you. The ballista guarding the path is useful, the the one on the platform isn't. Archers and crossbows are best standing on the two towers. No matter how much you want kills yourself, don't run round the the towers and attack the bots from the left and right unless you are sure they are nearly all dead: the one way to lose this map quickly is to pull lots of bots away from the shieldwall then get killed so that the bots turn round, climb the towers to slaughter the archers and attack the shieldwall in the back!

Thermopylae
Description: A rocky island out at sea with a single road. The Viscount is on the road, guarded by a wooden platform with two ballistae. Bots will charge round the corner from the other end of the road.
Tactics: Lots of players like this map because it's quick and easy: form a shieldwall between the cliff and the platform, archers, crossbows, throwers shoot the bots from the platform. Anyone not in the shieldwall wait behind to kill any bots that get through. That's it. Bots sometimes glitch and ride into the platform.

Desert Mountains
Description: A mountain pass with ballistae at the top.
Tactics: This isn't an easy map but it is possible to form a shieldwall halfway across the pass, or form an unusual shield wall in a semicircle against one cliff wall. The best place to form a wall is at the top of the steepest slope so that cavalry bots are slowed. Be careful not to teamkill with the ballistae.

14
Suggestions Corner / Remove K:D from Character Page
« on: April 28, 2014, 10:18:35 pm »
Do this and there will be less rage quitting in battle, not that there is too much of a problem at the moment. Replace it with accumulated score and this will encourage more participation.

15
General Discussion / Upkeep No Longer Works
« on: April 24, 2014, 05:45:48 pm »
I've been playing this mod a long time. People were annoyed at the way old established players accumulated money and got to run about as super skilled tin cans or bump everyone to death on a plated charger like The_Finn used to do. So, in came Upkeep. Now you had to continually pay for expensive stuff nobody could do that anymore and in came the soft level cap so nobody would be able to get too far ahead in PS and WPF either.

This has worked for a while, but now, we are back where we were before upkeep. I don't think anyone back then saw the mod lasting another four years. With nobody much above above level 30 for very long, it's very hard to get ahead in terms of WPF or Health or Power Anything. Any build that is too successful gets adopted by everyone before being nerfed by the devs to balance things out. So, that leaves gear as the only way to get ahead and thanks to clan banks, sale of loompoints and transfer between alts, there are players with millions in gold for whom expense is no object at all; they can ignore the upkeep rules (four plated chargers out of 30 players on EU1 last night) and party like it's 2010.

We need some kind of new system, but I can't think yet what it would be... I don't want to see everyone wiped and restarted but it might come to that.

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