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GreasyTroll4

Duke
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About GreasyTroll4

  • Rank
    Knight
  • Birthday 11/26/1997

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  1. TheFlamingSkull's Application

    Welcome to the forums!
  2. Moved this to the tech support, questions, and suggestions section. The last 3 maps lasted about 6 months each (mostly due to burnout and/or school or jobs), but we're aiming to hopefully make this one last longer this time. (Then again, we said that last map too...my poor city...)
  3. Minecraftmad7's Whitelist Application

    Welcome tot he forums!
  4. Rkji's Whitelist Application

    Welcome to the forums!
  5. JungleDweller's Whitelist Application

    Welcome to the forums!
  6. Season IV Dragon Fight!

    End Dragon Fight! Saturday, October 14th | 1PM EST Meeting place: Spawn Portal in the Nether (Coordinates: 0, 70, 0) End Portal Nether Tunnel Coordinates: 0, 70, -50 (Overworld Coordinates: -3000, -3000) ---------------------------------------------------------------------------- The map has been up for almost 2 weeks already and so far the skies of Everneth have not been conquered. It is time to search the world, to find the rift that will lead us to a new dimension. The brave warriors of Everneth shall once again gather to slay the horrible beast that guards this new and unexplored world and to steal the wings hidden inside the fortresses of its inhabitants. We will finally be able to see our kingdom and all its wonders from above! Details: The dragon fight will be hosted by the Ministry of the Interior at 1PM EST on Saturday, October 14th. We will meet up at the spawn portal in the nether so that we can all head over to the end portal together. A member of the Interior will open the portal and only then you may enter the End. Please try to be on time as we do not want to have to wait for anyone. In case you should miss it the Interior will have set up a temporary nether tunnel leading to the portal. Once the dragon is dead the end will be open for raiding so don't forget to bring all the materials you need, to get to the outer end islands and explore them. We wish you great fortune on your exploits! Oh, and for all those unaware, the Dragon Egg is claimed by Parliament and Interior for use in the official Everneth Museum. If anyone should pick up the egg after the battle, please give it to the nearest Staff member immediately so that it isn't lost. Regards, The Ministry of the Interior
  7. BlazeFury's Whitelist Application

    Welcome to the forums!
  8. Ultra Hardcore Season VIII Signups

    I might be able to make it for the first hour or so, but not the whole thing, so I don't think it would be worth it for me to sign up this time. Sorry guys.
  9. [DISCUSS] What to expect between now and the reset

    Oh wow, you're back! It's good to see you again! I hope you join us in season 4. Lots of new adventures and hilarity are just waiting to happen.
  10. A Reset and a New Chapter

    A Reset and a New Chapter It seems like only yesterday that we started this current map. We've had some great times, shared a lot of laughs, seen a lot of members (new and old) come and go, and have seen cities and bases rise and fall. But now it's time for the next chapter. Citizens of Everneth, it is my duty as King to inform you that on October 1st, we shall be resetting the map. I know I said before that we would be making a second vote for this, but after Parliament discussed the issue and after seeing overwhelming support for the idea, we felt it was necessary to go ahead with the reset plans. Of course, there are still many things to be discussed and sorted out before the deadline hits, so until then, prepare yourself for news/rikileaks, and some public discussions on how we will proceed. I can tell you the theme for the next spawn though. That theme shall be...NO THEME! That's right, we're going back to the good ol' days of Everneth, and going back to our roots with a free-building theme for spawn. Let your imagination run wild, and may your hands make wonderfully unique buildings for Spawn City. ---<>--- ---<>--- ---<>--- Now that the reset has been announced, there is one other thing that needs to be said. When October 1st and the reset arrives, I will be effectively stepping down as King, and Faceman will be reinstated as King. I know this announcement may come to a shock for a lot of you, but I feel that while I've had a good run, leading a server just isn't my thing. However, this does not mean I will be leaving Staff behind. Face has offered me the position of Duke, and I have accepted. Until the reset arrives, however, I will remain King and will be helping Parliament in the reset planning. Do not think that I was pressured into this by anyone. This is a decision I have made on my own. While I do wish in some ways that I could continue to be your King, I think that for now, the role is better suited for someone who is simply more experienced than me. Until then, I shall remain your King and do everything in my power to make this transition as easy as possible for everyone. GLORY TO EVERNETH! --King GreasyTroll4
  11. This or That?

    I'd live underground, since being in a Hobbit hole is still technically underground. Honey or jam?
  12. RP 1.2: The Construction Update It's been a while since the last update, but this one will hopefully be far more interesting. Something I've noticed lately is that all five factions in the RP have started getting burnt out due to having nothing to build once they've reached the City status. As such, I've decided to make this update post a little earlier than I originally planned, especially since the burnout is...quite real. Now then, first things first, the main point of this update is not to give a lot of major "fixes", but mostly to give people a goal or something to accomplish in the RP. With that out of the way, let's see what this new expansion has in store! Buildings: (Please note that these buildings are all optional and are not required to advance the settlement status progression.) Added Water Tower: Income - 0 ---<>--- Building Cap - 1 ---<>--- Specials: 70% protects against all income damages done in RP fire events, at the cost of 2 gold to refill the tower after the fire event. Added Docks: Income - 0.5 ---<>--- Building Cap - 1 ---<>--- Specials: Allows gold <-> item trades with all settlements with docks. (E.G.: One stack of dark oak wood for 2 gold.) Requires Market. At least 1 Market, 1 watch tower, and several storage facilities must be placed near the docks along the shores of the ocean nearest to the settlement, and the docks must have at least 1 ship built on the water. Added Temples: Income - 1 ---<>--- Building Cap - 1 ---<>--- Specials: Temples have three aspects, but only one can be chosen for a settlement: Weather-Weaver (Khoth, Dragon of Nature), Prosperity (Tabitha, the Golden Goddess), and Diplomacy (Ahrath, Archangel of Peace). The Weather-Weaver aspect gives a settlement an immunity to all weather-based events, but reduces the defense against raid events by 25% (including City status immunity). The Prosperity aspect increases the income of all buildings by 0.1 and allows an extra Gold Mine and Farm to be built, but disallows the use of the Gambler's Den and reduces the defense against famines and plagues by 20%. The Diplomacy aspect gives a settlement with the Town status an immunity to all raid events, makes raiders actually share some of their loot with you if your settlement has a City status, and increases the defensive grace period during wartimes for that settlement only from 2 to 3 days, but disallows the use of the Mercenary Camp and all potions that deal any sort of damage. Requires Town status. Added Infirmary: Income - 0.3 ---<>--- Building Cap - 1 ---<>--- Specials: Reduces damages done by the new plague events by 20% at the cost of 2 gold for medication. If a physician (cleric) villager is inside the infirmary, the reduction value is increased to 30%. Requires Mage Guild and Arcane Magic I. Added Gambler's Den: Income - 0.2 ---<>--- Building Cap - 1 ---<>--- Specials: At the cost of 15 gold, a settlement has a 25% chance to receive free, in-game items (such as wood, iron, stone, etc) from the King (me), or nothing at all. If you're willing to pay 300 gold for it, you can also buy an Elytra from the shady dealers that do business here. It's all in how you roll the dice! Add-on to Tavern, requires Tavern. Added Mercenary Camp: Income - 0.4 ---<>--- Building Cap - 1 ---<>--- Specials: Allows mercenaries (extra, permanent soldiers per player) to be bought for wartime (5 soldiers per player for 2 gold, but cannot be used if soldier count per player is already above 150). Requires Village status. Building additions listed here for convenience. New Random RP Events: Plagues ("kills" 20% of soldiers attached to a random person in a settlement; fatality rate decreased by having an infirmary, physician, and/or Arcane Magic) [Mentioned, but never implemented until now.] Fires (damages 1 random building and stops income from it for two days; repairs for the building will take 2 days to complete, and if the building has an attribute or ability (such as a blacksmith), that attribute/ability is delayed until repairs are complete; income reduction 70% negated with a Water Tower, at the cost of 2 gold to refill the Tower) Zombie Sieges (damages crops and buildings, causing an immediate 10-15 gold loss; affected the same way as raider events, but not affected by the Temple Diplomacy gold-gaining ability for Cities) Villager Visits (a villager visits the settlement, and buys some items from you; random immediate increase in gold, from either 1.5 to 4) Tourists (your settlement has attracted some tourists, who are eager to see the sights; an immediate increase of 2 gold) Good Fortune (your settlement has discovered a small vein of diamonds; gain 4 diamonds) Desertion (bad morale and poor treatment has hurt your troops, causing many to be AWOL; lose 10 troops per person in a settlement) [Mentioned, but never implemented until now.] Building Neglect (whether it was bad tenants or lazy landowners, some of your buildings have become neglected; lose 5 gold for repairs; gold loss affected by Reconstruction specialization) [Mentioned, but never implemented until now.] Famine (a drought has caused a severe famine throughout your settlement, killing crops and starving animals alike; all farms cannot produce income for 4 days) Clarification on RP events: Plagues and fires are not counted under the "weather-based" events (realism be damned in this case). Zombie siege events are counted under the "raid" events.
  13. RP Event #5

    RP Event #5 Kanada had no report. Income unchanged. Garmany had a small storm blow over them. Luckily, only minor damages were inflicted. -2 Gold lost - 30%, -1.4 Gold lost Xana helped a caravan of merchants escape some bandits, and was rewarded for their troubles. +3 Gold Heuvel found an abandoned troll lair, and raided it for leftover treasures. +4.5 Gold Glitnor had no report. Income unchanged. Notes: Events are generated at random with "No report" set to the highest single chance of 40%. No events are generated for settlements issued manual penalty.
  14. Roleplay Recruitment Drive

    Well, all the positions have been filled out! That's it for this recruitment drive, I'll see you on the next one whenever it arrives or is needed! Post locked.
  15. RP Event #4

    RP Event #4 Kanada experienced flooding and their crops were damaged. -4 Gold lost - 30%, -2.8 Gold lost. Garmany discovered a small vein of emeralds, which are highly prized by the nearby villages. +3 Gold Xana had no report. Income unchanged. Heuvel found a small goose that lays golden eggs. +2 Gold per day for 2 days. Glitnor's miners found an unusually large gold vein. +1.5 Gold Notes: Events are generated at random with "No report" set to the highest single chance of 40%. No events are generated for settlements issued manual penalty.
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