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Then I can add some even if I don't find an explanation as to why they're missing. You can press alt+shift+L ingame to get copyable coordinates of your location, so just go next to that cart and get the coords if you have the time.
I know that they're not all missing cuz I've seen some (their locations were taken from the beta version of the game as that still had the fort after it's been removed from the live one, so it's possible those weren't an exact match to live)
Once the boss is killed and all players leave the area it will reset, so even the destroyed building pieces will regenerate.
Funcom made it so that every time you damage ANY piece of the buiding, enemies are spawned and sent to your location (except the Funcom version even had a bug and sometimes sent them to the wrong places - which is why you have reports of Al-Merayah soldiers at the noob river or even inside dungeons in some cases).
This has nothing to do with the respawn rate of the server, it is triggered by you damaging the walls and this is how it was implemented in the vanilla game (If you google it you'll find various complaint threads of NPCs respawning "too fast" even while it was in the vanilla game).
If you read some of the old comments, I did mention that at some point I might add admin configuration for these so people who don't like it this way can adjust how many NPCs get spawned, but for now the fort is for the most part the way it was in the vanilla game prior to it being removed in March
@Xevyr There is definitely something going on with the spawn rates for the NPC's. I have my server setting at 15 minutes for respawns. But this place respawns them within a minute! I don't know exactly how long, as I was constantly fighting for my life just outside the gates. It was really fun for a few, but it quickly became overwhelming. I decided to report it here, as it really seems to be a bug. Not to mention the impact it had on my servers' performance. I can only imagine how bad the script ping to console was...
Anyway please look into it, as otherwise this mod is great!
the buildings are not being destroyed either as the pieces above are floating so they have no dependency on previously spawned pieces either
I also do not have any other buildings nearby and I suffered no lag from the official version so it's not a specs thing either (I know you didn't suggest this was the case but just letting you know it's not a hardware thing).
I'll just play with it a bit I think, maybe a load order change will help or removing and resubbing or some such thing
Anyway, thanks for replying... I wasn't expecting a change just for me or anything but maybe you might have had a similar issue during testing that you fixed somehow... or maybe someone else had the problem and they fixed it... I'll do the usual stuff of disabling other mads in case of conflict etc... thanks again
When the fort is active it doesn't build completely, and leaves it in an unfinished state with lots of gaps and floating architecture.
is there a fix for this?
on the other hand,you (i) don't need to have everything THAT easy :)
If you (or someone else here who knows which exact explosives you're talking about) have that client installed (it's still the way it was and hasn't been updated), could you perhaps check to see if said explosives are present there? Cuz if they're missing there too, that would explain it - otherwise something went wrong and maybe they're not spawning for some reason.
thank you for the mod!
one small question,there used to be 4 explosive jars on the wagon(i used them to knock on king's wall),they didn't spawn on my dedicated server,is it meant not to?
@Lufus Peanuts - probably not going to happen as that was never the original purpose of this fort and I don't particularly like the idea of making it that either. Players are free to build whatever castles they want all over the rest of the map, this one place was intended for players to repeatedly siege, sort of like a dungeon and to make siege weapons have some use in PvE as well.
What I might do though down the line is simplify it and try to reduce the performance impact and maybe add custom admin settings for weapon spawns and NPC density / respawn rates, etc. We'll see, depends on how much time I work on this, for now I just wanted to re-release it mostly as it was because I've seen some people upset by the removal so I figured what the heck..
Even GOOD systems slow down when near the castle of crap FAILCOM shoved onto people, instead of just putting it in the OPEN EMPTY DECADES LONG UNUSED NORTH EAST part of the map.
@Vanmare - always read the description of mods you install :P (the command is above, it's "dc togglefort" in the console as admin) and what NPCs? the ones at the fort? It's like they used to be in the vanilla game, you need to be slightly further for the encounter to begin, if you teleport straight on the fort it'll be empty, so walk back a bit until you hear the sound.
You can see it in the video above at 1:10 as I walk backwards the sound notification plays.
It's obscene that one of the most funny content of the game was deleted
You absolute LEGEND! x2