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you can go into admin mode to destroy the door if you are trying to get supplies.
I thought if I recreate the clan I would or should get ownership of everything I had built.
But would enable me to go through relevelling my character with current bases intact.
might be a mod that lets you other than that i don't know of any way to regain ownership.
Don't know if Pippi mod allows you to join an existing clan when you take admin role, maybe with some console command, perhaps... not sure I have seen that functionality myself.
I did have a couple of previously saved back ups of my Conan saved file. So I did load a previous save back up and will double check that for all relevant info before restarting
As single player the server I guess only starts as I fire up the game. but will do these changes without steam active.
An older thread on this topic that I found since posting had this helpful advice for using a DB browser.
1. backup game.db and copy 1 instance to my "editing Folder"
2. open game.db with DB Browser
3. in the tab "browse data" > "characters" find my (character) id (not playerId) and edit the rank (2) and guildId
4. go to the "guilds" tab and set the owner to my (character) id
5. delete game.db from the server
6. upload the edited game.db to the server
What would be handy is if it possible to use SQLite to reset thralls health to full health rather than at minimum and rebuilding on server start for 95% of the thralls. ( I have 5 or 6 that have full health at all times unless getting attacked all others onlty start with 150 - 200 health. Any ideas on doing that?
And I can say for sure that this work, because I did it in my game a long time ago when I created a new character in the same world as my old one and in order to be able to use the structures and stuff (and don't get killed by my old thralls) was to set up the clan correctly (new char need to be a member of the same clan as the old), and the game doesn't let you do this by any means that I know of... so only recourse is to get to the DB level and tweak it there!
Hope you can make it work :)
EDIT: As for the thrall's health problem, I really have no clue. I personally think is a server processing issue and not related to how the thralls are persisted in the DB... but I'm not sure at all if that assumption is correct.
My guess is that when the server first loads, all "persistent" characters (i.e. placed ones and players, excluding dynamically spawned chars and monsters) are loaded with no stats and thus no bonuses applied that would come from them, so the low health... i.e. as a base char if you hadn't had any VIT points, you'd have ~150 HP, the rest comes from that, and that's for the player, ofc... but my guess is that there's something similar for thralls placed in the world.
My only clue is the fact that the player ALSO loads into the game missing all the bonus health (when logging first time after a server restart) and that the health that's missing it's exactly the bonus value that comes from VIT (in my case that amounts to ~480 HP.)
And that happens because when the server loads none of the world is really active and loaded up, and only the stuff loaded is an area that has an active player connected, around that player... so after first start, nothing is loaded and logging in kicks the loading process and loads up all character stats and stuff and apply the bonus HP there but only the max health changes, not the actual/current health, so the health has to increase normally starting up from the base value by the normal regen means that the game provides.
I really *really* REALLY hope they solve this issue as it's really annoying, and I'd say game breaking for people that gets attacked in areas where no one is (purge) because if you're not there and no one is there, your thralls will have ~140 HP no matter the tier or where you got the from... and that makes them totally useless.
Once when I completed the game I had expected that Nothing of my former buildings had survived and just started rebuilding having tweaked XP settings a bit. I was stunned how quickly levels were gained. I had reached L24 before getting to the river; but had discovered several places and quite a lot of journal entries.
When I saw my base from a distance I was excited by also apprehensive about what the thralls would do. The closest thralls came running up to me as if to fight ... then stopped looked hard at me then after a little while ran back to their spots. However at that time I couldn't react with the thralls so I decided I would be better off continuing as I had been before restarting.
With the losing health as I said out of the ~ 120 thralls 5 or 6 do not suffer from reduced health on restart which does suggest that somehow it should be possible for all thralls to have full health.
I wondered whether a thrall that is created on the wheel and taken out placed and following straight away may avoid the health lowering with delayed storage. Mind you several thralls have so little health that they would seem to be at full anyway with only 150 health; as opposed to Daicus with over ~3000 who takes several hours to regain his health whereas Frigga Falsehope lives up to her name with barely more than a tier one thrall.
I know you have a load of fun testing, tweaking and trying out new ideas ... as well as looking for fun mod ideas!
Speaking of which how would one find animations that Derketo priests could use to tie up sacrificial thralls .... no not into bondage just into making priests look the part more than just going down on one knee.
Would dragging a thrall to a Derketo Altar unbroken placing them bound in the altar between the tusks for THE pleasure ... it is a pleasure Palace after all whatever roleplay that means.
Hearing that Thrall AI will be improved sounds good, I guess it does need a lot but depends on what gets improved and whether there are any side effects.
Thanks Multigun
No. Back when the Purge was first introduced this was a bug, but that's been long gone now.
Ya, wouldn't that be nice. I'm really really hopping that with the extra time they are taking to make this pet patch right, that they will also have the new dev kit available sooner then normal. But I also won't be surprised if we end up having to wait 2-4 days like usual (sigh).