Asarnil2005-10-10 23:32:52
Thank you Estarra!
I have been missing Capture the Flag for AGES.
That is all.
I have been missing Capture the Flag for AGES.
That is all.
Unknown2005-10-10 23:46:58
My problem is serpent, uproot, ghost. It's unstoppable.
Richter2005-10-10 23:49:21
You've lost me. What's goin on?
Unknown2005-10-10 23:50:17
WILDNODES
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
Type MORE to continue reading. (48% shown)
2205h, 2995m, 1204e, 10p ex-more
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
requires a short amount of time, in which you may do no other action.
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
and you may see the location of all the wild nodes using WILDNODES NODES.
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
Type MORE to continue reading. (48% shown)
2205h, 2995m, 1204e, 10p ex-more
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
requires a short amount of time, in which you may do no other action.
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
and you may see the location of all the wild nodes using WILDNODES NODES.
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
Asarnil2005-10-10 23:51:56
QUOTE
WILDNODES
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
Unknown2005-10-10 23:53:34
Ninjaed.
Unknown2005-10-10 23:56:43
Beckon, Serpent, Trueheal. These are the main problems I've noticed heresofar. Trueheart I'm kind of okay, but others are getting waxed.
Unknown2005-10-11 00:00:48
But! It's awesome, and I love the idea, and can't wait. We just got screwed, as we had Munsia for fighters. No Gregori, Malicia, Narsrim, Terenas. No capable leaders, nuthin'. So.. Yea. But, I can't wait for the Envoy reports to be done with, so hopefully Beckon will be changed appropriately.
Munsia2005-10-11 00:06:17
Beckon has had troubles for ages since they changed it making walls, doors, sitting, and anything alike not stop it
Unknown2005-10-11 00:10:51
Aye. I think Trueheal/serpent should not be allowed, or one should at least not be able to uproot while th/serp.
I want to say ghosting should cause them to lose it, but in that vein, so should flow.
I want to say ghosting should cause them to lose it, but in that vein, so should flow.
Shamarah2005-10-11 00:12:24
Thank you all for using my idea... even if it's an altered version... or you thought of it before I posted my idea...
Ialie2005-10-11 00:14:40
After these events the powernodes should become filled to maximun. *inno*.
Munsia2005-10-11 00:22:12
It shouldnt have been started when seren only had one active fighter
Edit: and if people die and arent trans planar they better congulit..... or else the game is totally pointless for the loss of exp isnt worth it
Edit: and if people die and arent trans planar they better congulit..... or else the game is totally pointless for the loss of exp isnt worth it
Unknown2005-10-11 00:24:26
QUOTE(munsia @ Oct 10 2005, 07:22 PM)
It shouldnt have been started when seren only had one active fighter
Edit: and if people die and arent trans planar they better congulit..... or else the game is totally pointless for the loss of exp isnt worth it
Edit: and if people die and arent trans planar they better congulit..... or else the game is totally pointless for the loss of exp isnt worth it
203239
QUOTE(Ye of Little Faith @ Oct 10 2005, 06:50 PM)
WILDNODES
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
Type MORE to continue reading. (48% shown)
2205h, 2995m, 1204e, 10p ex-more
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
requires a short amount of time, in which you may do no other action.
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
and you may see the location of all the wild nodes using WILDNODES NODES.
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
The Wild Nodes event is a special event that occasionally occurs upon the
Astral Plane, and lasts approximately one and a half Lusternian days. The
basis of the event is that the major nations of Lusternia (the cities and
communes) must compete with each other to control as many wild nodes as
possible.
Controlling wild nodes is achieved by finding them upon the plane, and
planting them in the Astrosphere that is linked to your city or commune.
The nations and the Astrospheres they are linked to are listed below:
Glomdoring - the Astrosphere of Scorpio
Magnagora - the Astrosphere of Capricorn
New Celest - the Astrosphere of Cancer
Serenwilde - the Astrosphere of Taurus
To plant a wild node, you must first have it in your inventory, then move
onto the Astrosphere that is linked to your nation, and PLANT NODE. It is
also possible for these planted nodes to be taken by your enemies, and you
Type MORE to continue reading. (48% shown)
2205h, 2995m, 1204e, 10p ex-more
may do the same to opposing nations, by going to a planted node in another
Astrosphere and using UPROOT NODE. Both planting and uprooting wild nodes
requires a short amount of time, in which you may do no other action.
Wild nodes generate some power continuously while planted, which adds to
the score of the nation that planted them, though this can occasionally
cause strange surges. Additionally, planting a wild node increases the
score of the planting nation marginally, and when a planted node is
uprooted it decreases that score slightly also.
Finally, wild nodes may not be taken from the Astral Plane, if they are,
they will be drawn inexorably back. You may at any time check the scores
of the nations and time remaining in the event by using WILDNODES STATUS,
and you may see the location of all the wild nodes using WILDNODES NODES.
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
203226
Munsia2005-10-11 00:25:41
good
Unknown2005-10-11 01:10:53
Congrats to Magnagora for wining the first ever Wild Nodes Event!!
Asarnil2005-10-11 01:12:15
QUOTE
NOTE: Anyone who dies on the astral plane while wild nodes are in play will
conglutinate whether or not they have the skill.
RAMIFICATIONS OF WILD NODES
===========================
o Because of the mystic energies generated between the astrosphere and nodes
 while they are in play, the nexus associated with the city or commune will
 receive one-half of the 'score' as power on a monthly basis. This is
 permanent until wild nodes go into play again.
o The city or commune with the highest score will further receive additional
 benefits from the wild nodes: guards will cost 10% less in power plus all
 discretionary powers will cost only half their normal power cost. These
 benefits also last until wild nodes go into play again.
conglutinate whether or not they have the skill.
RAMIFICATIONS OF WILD NODES
===========================
o Because of the mystic energies generated between the astrosphere and nodes
 while they are in play, the nexus associated with the city or commune will
 receive one-half of the 'score' as power on a monthly basis. This is
 permanent until wild nodes go into play again.
o The city or commune with the highest score will further receive additional
 benefits from the wild nodes: guards will cost 10% less in power plus all
 discretionary powers will cost only half their normal power cost. These
 benefits also last until wild nodes go into play again.
Shamarah2005-10-11 01:14:03
Congrats! You guys got an early head start, I didn't know you could use WILDNODES NODES to see where the nodes were. That was a lot of fun.
Couple suggestions:
1. Disable cubixes?
2. Make spheres link and unlink MUCH more frequently.
How often is this going to happen?
Couple suggestions:
1. Disable cubixes?
2. Make spheres link and unlink MUCH more frequently.
How often is this going to happen?
Athana2005-10-11 01:14:50
That was so much fun, thank you!!!!!! I liked that way better than village revolts And thanks Shamarah for the idea
Shayle2005-10-11 01:15:34
Yay! So fun! And Power!!