Bandies and Houses

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Hawkins
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Bandies and Houses

Post by Hawkins »

First:

http://wiki.uosecondage.com/index.php?t ... 05/25/1999

"Tailoring

* Bandages will now automatically stack when you make them. There will also only be one type created (instead of two types that do not stack together, like now). "

Currently wool bandages and cotton bandages are different and cannot be stacked. Not to mention different color bandages. This passage is kind of vague, but seems to indicate that all bandages should be of a single type and color.

Second:

http://wiki.uosecondage.com/index.php?t ... 09/22/1999

"Unraveling

* Clothing and leather armor can be cut back into cloth and leather respectively.
o Use scissors on clothing or leather armor to get the cloth or leather.
o The amount of cloth or leather yielded is tied to the tailoring skill. The higher your skill in tailoring, the more cloth/leather you will get.
o Items you wish to unravel must be in your backpack.
o "Newbie" items and death robes cannot be unraveled. "

Death Robes can currently be "unraveled".

Third:

http://wiki.uosecondage.com/index.php?t ... 11/23/1999


"Phase II (Lock downs and Secures) Nov 23 1999 2:25PM CST

Lock Down and Secure Containers

As part of Phase II, the number of secure containers and locked down items will be increased for most house types. The numbers are detailed below. The total items column is the maximum number of items that can be stored in each house. Designating a container as secure will take up 125 of your lockdowns, regardless of how many items you actually put in the secure container. Note that containers within a container do not have a weight limit. This allows players to forego secure storage for more lockdowns. Secure containers do not have weight limits.

* All Small Houses have 3 and 425 lock downs for a total of 425 items.
* Brick Houses have 8 secure and 1100 lock downs for a total of 1100 items.
* Large Patio Houses have 8 secures and 1100 lock downs for a total of 1100 items.
* Both Two Story Houses have 10 secures and 1370 lock downs for a total of 1370 items.
* Towers have 15 secures and 2119 lock downs for a total of 2119 items.
* Small Stone Keeps have 18 secures and 2625 lock downs for a total of 2625 items.
* Castles have 28 secures and 4076 lock downs for a total of 4076 items.

These changes, along with the ability to lock down stackable items and the removal of weight restrictions from secure containers and bank boxes, should offer you adequate room to store your most valuable and useful items and decorate your home.

You will also be able to lockdown containers and the items inside of them. These items will not be subject to decay once locked down in the container. Saying "I wish to lock this down" on a container will:

* Count the items that can be locked down inside the container.
* Check the available number of lockdowns you have left for your house.
* If you have enough lockdowns available, the system will lock all items down, including the container, and report success.
* If you do not have enough lockdowns available, the system will report the failure and give the reason.
* Releasing a locked down container will automatically release all of the items in it.

Locked down items can be used in the following manner:

* Only the owner, co-owner, and friends of the house may use or take items from a locked down stack. "


I don't think I need to point out all the differences here.

Let me know if this site is considered trustworthy or not, if not I will attempt to verify elsewhere.
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Kaivan
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Re: Bandies and Houses

Post by Kaivan »

For tailoring, prior to that patch when a player created a bandage it would create a bandage which faced in one of two different directions. Because of the mismatched item types, they could not be stacked. The color of the cloth would remain with the bandage when cut.

For unraveling, this is something that we do need to implement.

For the house lock downs, the information was part of the new lock down system being introduced on OSI servers. Our target time frame for housing is before that patch note, and thus we don't have any of the features included in that patch.
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Derrick
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Re: Bandies and Houses

Post by Derrick »

Can you list the steps to produce different facing bandages? They should all face the same way.

Unraveling noob items will be fixed in next patch.

Thanks!

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Re: Bandies and Houses

Post by Xukluk Tuguznal »

Derrick wrote:Can you list the steps to produce different facing bandages? They should all face the same way.

Unraveling noob items will be fixed in next patch.

Thanks!
While not a noob item. I remember cutting up death robes. will that be made possible in light of the info given?
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Re: Bandies and Houses

Post by Hawkins »

I was thinking the difference between wool and cotton bandies was what they were talking about. It seems that "type" and "color" in this case are two different things.

Xuk, I remember cutting up death robes too, but according to this it shouldn't be possible.
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Re: Bandies and Houses

Post by Eulogy »

Bandages used to show up in two different froms; the fat stack and the long stack.

You can see these graphics if you take a look at the two different "bloody bandage" rares.

I totally forgot about that, pretty cool.
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Re: Bandies and Houses

Post by Derrick »

Hawkins wrote:I was thinking the difference between wool and cotton bandies was what they were talking about. It seems that "type" and "color" in this case are two different things.

Xuk, I remember cutting up death robes too, but according to this it shouldn't be possible.
I'm still a little confused then. All bandages now stack the same way on UOSA, as consistent with the cited patch note, or not?

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Re: Bandies and Houses

Post by Hawkins »

They all stack the same direction, yes.
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kill drizitz
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Re: Bandies and Houses

Post by kill drizitz »

the bandies that faced the oppo way were spawn drops from monsters. im pretty sure an occasional lich would carry them. kinda like a not-so-semi, semi-rare.

on houses: i brought this up in another thread and believe it got dismissed, but one of the biggest parts of t2a feel and accuracy was improperly placed houses. this was proabably the best thing about the t2a era imo. having houses anywhere that could fit them. all around the moonglow walkway to the entrance, all around the public gates, ALL around the graveyards.

we already have the 1 house per char limit here which is great because hording houses was completely t2a accurate, but this was another thing that i always wondered why it wasnt here. it was just as big of a part of t2a as hording houses. if it cant be done on the scripting side, then so be it. but it would bring soo much to the shard imo.
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Re: Bandies and Houses

Post by Derrick »

kill drizitz wrote:on houses: i brought this up in another thread and believe it got dismissed, but one of the biggest parts of t2a feel and accuracy was improperly placed houses. this was proabably the best thing about the t2a era imo. having houses anywhere that could fit them. all around the moonglow walkway to the entrance, all around the public gates, ALL around the graveyards.
I think this should be seriously considered.

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Re: Bandies and Houses

Post by Silverfoot »

Thinking about loosening house placement requirements?

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Re: Bandies and Houses

Post by TheDon »

I definately think we should be able to place houses anywhere, I remember during one era you could place inside dungeons, of course, GM's would remove the house pretty quickly but it just showed there were no placement rules, if it did fit there, it was placeable.

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Re: Bandies and Houses

Post by Faust »

There were rules in place during the t2a era. Most people are referring to the pre-t2a rules when you could place houses on roads, in towns, dungeons, on top of towers, etc... This was fixed way before the t2a era. The only rules that should be fixed is the rules outlined in the early '00 patch with the fix to the version we are using now.

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Re: Bandies and Houses

Post by Hawkins »

# Placement of houses enforces a space limit around the newly placed house.

* There must be a completely clear 1 tile space all the way around the building.
* There must be a 5 tile space in the front and back of the house wherein there are no "dynamic" objects. This means that trees and underbrush are OK, but another house is not.

http://wiki.uosecondage.com/index.php?t ... 12/21/1998

The placement rules for houses were tweaked slightly so that the five tile "yard" in front and back is not quite as sensitive to small objects.

http://wiki.uosecondage.com/index.php?t ... 12/23/1998

House Placement

A new system has been created to ensure that houses are not placed outside of the house placement rules. The system will do thorough checks when attempting to place a house.

The house placement system includes the following:

* Various checks to ensure the house meets the housing requirements, including whether it is on level ground.
* Provides the ability to preview an area with the deed to see if the area is valid.
o Once a position is chosen, you will be told whether the area is a valid location or not.
o If the area is valid, you will be asked if you wish to place the house.
o If the area is not valid, you will be given a message telling you why not and you will not be able to place the house in that location.
* The following plants will not block the placement of a house:
o All mushrooms
o All small flowers
o Poppies
o Red poppies
o Orfluer flowers
o White flowers
o Foxglove flowers
o Campion Flowers
o Snowdrops


http://wiki.uosecondage.com/index.php?t ... 01/24/2000

That last one is the biggest bombshell ever. It seems to suggest that prior to this patch, you could place on ground that wasn't level, amongst other things. This patch is after our target date.
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kill drizitz
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Re: Bandies and Houses

Post by kill drizitz »

Faust wrote:There were rules in place during the t2a era. Most people are referring to the pre-t2a rules when you could place houses on roads, in towns, dungeons, on top of towers, etc... This was fixed way before the t2a era. The only rules that should be fixed is the rules outlined in the early '00 patch with the fix to the version we are using now.

i was just refering to being able to place them, with lesser constrictions. i wasnt thinking about the pre-t2a house placement rules. i think hawkins actually posted it in the post above mine. im pretty sure u know what i mean tho.

sorry for the thread hijack, but when i saw the topic on "houses" i always seem to think of this, and how completely amazing it would be to have those "improperly placed" houses linning the roads and making some really cool new pvp spots.
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