Cantr II Dzień: 7990 Czas: 0:30:39 |
37 graczy było aktywnych w ciągu ostatnich 15 minut. |
Pytania, które odnoszą się do rzeczy w grze (Ostatnia modyfikacja: 14 Listopada 2004)
This is a rounding issue, the project hasn't really reached 100% yet, the displayed pecentage has just been rounded up to 100%. Just wait until the next project tick, then your project will be finished. Projects can only be canceled after enough time has passed since they were started. This is to prevent people from taking resources from other people's projects. Also you can't cancel old projects if someone is currently working on them. Your own projects you can cancel any time. There are only a few exceptions, for example reclaiming projects, since the type of keys and coins isn't recorded. If somebody with clearly malicious intents of sabotage is blocking machines with large projects on which he only used small amounts of resources, you may want to post about this on the Capital Rule Breaches Forum or contact the support support@cantr.net. This means Out Of Character; it's the player, not the character, saying this. It is encouraged, though, that all OOC chatter remains OUT of the game because otherwise it ruins the role playing atmosphere for the other players. If it cannot be avoided completely, it should at least stay in whispers between the players. Notice, though, that whispers can be overheard by other characters in the location with a certain chance. You can whisper by clicking on a person's name in the events and then clicking on the button that looks like a speech bubble to talk to this person specifically, meaning whisper to that person. Alternatively you can open the "People" list and then click on the button with the speech bubble next to the character you want to whisper to. Normally, whispered messages are only heard by the two involved persons (the one whispering and the one whispered to), but there is a certain chance that other characters in the same location can overhear whispers. If you don't overhear a whisper of two other characters, it just looks like "You see PersonA talking to PersonB". Dragging is to move things from one room to the other (also, dragging applies to the outside as well). Notes can be dragged instantly into a building, even if you do not have the key (imagine sliding the note under the door). When dragging a person, since they're heavy, you'll usually need help. Dragging isn't a project that would be listed on the "Activity" page, so if you want to help someone with dragging, you can't participate via the projects list, but have to click on the name of the person who is already dragging on the "Events" page. Then press the "P" button to assist in dragging. Alternatively, you can click on the "People" button and then on the "P" button next to the character you want to help with dragging. Dragging isn't a "normal" project in other respects, too. It won't progress over time like other projects, but will only be finished when enough people participate in it so that their combined strength is sufficient to drag whatever it is that should be dragged. You can see how much of the required strength the participants of the dragging already have by going back to your login screen with the character list and looking at the percentage next to the respective character. When dragging persons, this percentage is dependent on the fighting skill and strength of the dragger in comparison to the dragged one. When not dragging persons, wheelbarrows can increase how much a character can drag (this does not apply to dragging characters). This may happen when two people are dragging from different locations (for example one from inside a car, the other one from outside). To make the dragging project succeed, the initiator of the dragging needs to stop participating in the dragging for a moment, then participate again and the dragging should be successful. These letters before the percentage of the progressed project are to represent their type. "P" simply means "Project", for example building or manufacturing something or collecting a resource. "D" means "Dragging" and tells you that you're currently dragging something (more than likely a body or person) and the percentage tells you how much of the required strength you have. "T" means that you're traveling, and the percentage is the progress you've made to the next location. At the moment the only important bars are those for damage, tiredness and hunger. Damage: The only way in which a character can get damage is by the attack of another character (or himself) or an animal, or by consuming certain poisons. Damage influences some features like fighting negatively and only heals very slowly, so it would be advisable to keep the bar at 0%. A faster way to get your damage bar back to 0 % is eating healing foods with the "eat" button in your inventory next to the healing food. Healing food must normally be eaten manually, the only time a character will eat a healing food automatically is if it's a dual action food (=also nourishing) and there are no single action nourishing foods that would be preferred. Which types of food are healing foods can be looked up in the list of healing foods in the Wiki. If your damage bar reaches 100 %, your character will go in near death state. Carrying a shield in your inventory can prevent lots of damage, whereas shields made of better material can also prevent more damage. Information about all types of shields can also be found in the Wiki by clicking on a particular shield in this list. Tiredness: Unlike in real life, Cantr characters don't have to sleep every day. The tiredness bar raises slightly when working on projects and hunting, but as it decreases automatically at a higher rate than working on projects or hunting make it rise, there is no need to do anything about it. However, if your character drags and especially if he attacks other characters (or himself), the tiredness bar raises rapidly. As tiredness influences your character's fighting capabilities and other things negatively, it could be wise to speed up the decrease of the tiredness by resting on special kinds of furniture like benches, rugs or beds (for a full list of resting furniture consult this list in the Wiki) or by drinking revitalizing things like tea. To rest on such furniture, you have to click on the button with the symbol of a bed next to the furniture. Hunger: Cantr characters need to eat every day and do so automatically at a fixed time each day if they have any kind of nourishing food in their inventory. You can also eat in advance using the eat button, in which case the food will go in the stomach and gets digested at the eating tick. If your character doesn't have any nourishing food in his stomach or inventory at the eating time, the hunger bar will raise 5% each day and you will get the message that your character is hungry. As soon as your character has nourishing food again, the hunger bar will decrease 4% each day that your character eats normally. When the hunger bar reaches 100 %, your character will die, but there probably will be a delay of several Cantr minutes between reaching 100 % and dying. If the bar has reached 100 %, you can only save your character by eating manually, because they will die before the next eating tick. One Cantr day is just as long as a real life day, but consists only of 8 hours (turns/ticks). Therefore, 1 Cantr hour equals 3 real life hours. 1 Cantr year = 20 Cantr days = 20 real life days 1 Cantr day = 8 Cantr hours = 1 real life day 1 Cantr hour = 36 Cantr minutes = 3 real life hours 1 Cantr minute = 60 Cantr seconds = 5 real life minutes 1 Cantr second = 5 real life seconds [10 Cantr years = 200 real life days] [100 Cantr years = 2000 real life days, thus about 5 and a half real life years] In the events the time is displayed in the following format: day-hour.minute So if, for example, the time of an event is 2864-2.29, this means it is day 2864, hour 2, minute 29 (in Cantr time of course). Seconds aren't displayed in the events, even though you can always see the current second of the Cantr time on top of the screen. The orange dot is you, always in the center of the map and at your momentary location. Big black dots are cities and small black dots are boats in the water (or on shore). The most important thing to know about travelling is that on the Cantr location map the top is not pointing north, even if we are used to this in real life. North is actually to the RIGHT of the map (i.e.: The map is rotated 90 degrees clockwise). Because of this, east is really down, south is really left and west is really up. When travelling by foot, entering the command for a boat to move or reading maps, remember this and everything should make sense. When clicking on the "Location" button and looking at the map there, you can also see the directions next to the picture. Currently, this isn't entirely possible, but can be done with creative means. If both you and the other person have the same amount, or close to, of weight, and you both leave at the same time, you will more than likely travel together on the road. But not always does this happen. If one of you leaves before the other or if one carries more than the other, one might eventually get so far ahead that communication will be impossible. Clicking on the person's smiley face in the "People" list, you can see at the end of their description how fast they are walking in relation to you, where they are in relation to you and what direction they are going. Clicking on the equal sign next to the person in the "People" list, your character's speed will automatically be adjusted to that of the other person. Of course it's the fastest person of a travelling party who needs to do this as he can slow down, but the slower ones cannot go any faster. If any of the involved characters is using a vehicle, the button for the automatic speed adjustment won't work and the speed needs to be adjusted manually with the >> button. You can always check if the manual adjustment was correct by clicking on the smiley face next to the other character again. If it says at the end of their description that they are travelling at your speed, it worked, if they are still slower you need to slow down more. There is always a chance that your boat gets stuck on the land when undocking, or even while traveling, and it can be a nuisance to get out. Some tips to remember: aim your boat's direction toward the quickest way to the water. When in the land, never say to take "0" turns (since with 0 turns, the boat will keep moving until it hits land. Guess what? You're ON land! You won't move.), but try 4 turns (half a day). If you're in water and you're not moving, perhaps you've completed how many turns you specified to move, or you've hit a small piece of land that sticks out and is barely noticable. Try changing your direction or increasing the number of movement turns. Post in the General Support Forum or contact support by email to support@cantr.net. A staff member will send your ship back to where it came from. Contact the support using the General Support Forum or via email to support@cantr.net, and the body can be removed. All paths between locations are linear, meaning they are straight lines. There may be some paths that go from one place to the other and lead over water in between, so your character will walk over it. Don't worry, you can't drown... yet... Yes and no. It is only possible if the person who gets hit already has lots of damage. It is not possible, with any weapon, if they have full health (even without protection). Notice that you can hit a character only once a day. When your character has died, you won't be able to access the events for this character anymore, but you will receive an e-mail with the last events for this character. If you don't receive this e-mail, look into your junk-mail folder to make sure the e-mail didn't end up there. If the e-mail isn't there either, you may want to contact the support support@cantr.net about this or post on the General Support Forum. When your character dies, everything that he/she was carrying - your notes, food etc. - will drop to the ground. This means anyone there can take them. Only the clothes your character was wearing (not carrying in his inventory, but really wearing) won't drop to the ground, but remain on his body. They can still be removed, however, until somebody starts to bury your character. Your possessions and your character's body will appear on the ground in the location to your rear. By hitting with the bare fist and 0% force. Just like a real person, your character should be thought of as having the brain functions of memory and intelligence. Notes that are taken to aid your character's memory should be kept in the game, since this is purely in-character. However, some players use documents that aid in their character's intelligence. For example, players of savvy merchants may keep complicated excel spreadsheets to aid them in fair pricing. Obviously, these can't be imported into the game, and it is just assumed that the character is either very intelligent or figures it out by other laborious means in-character. Copying memory notes for personal OOC use is of course ethical. However, the Capital Rule must be observed at all times when dealing with in-character notes OOC, and the distribution of maps to other parties is strictly forbidden. Yes, you can. But make sure you close all your HTML tags, or it may mess up the note completely. It's also no longer possible (as of May 25th, 2004) to put HTML in the note title, but all existing notes with HTML in the title will still have the tags existing, although editing these notes causes them to lose the HTML in their title. Change the encoding of the note you want to copy to UTF-8. You can do this by clicking the encoding link on the upper right of the screen while viewing the note. | |