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f13.net General Forums => Conan Exiles => Topic started by: Samwise on June 16, 2018, 08:01:19 PM



Title: Urban Planning
Post by: Samwise on June 16, 2018, 08:01:19 PM
Handy game maps:
https://conanexiles.ginfo.gg/  (this is the one with handy grid markers on the map)
https://www.conanexilesmap.com/  (this one has more granular coords and better filtering)

Soln:
  • E14 (possible meth lab)

Rattran:
  • H11 (Map Room and crafting)
  • W22 (Map Room and crafting, wheel on the way to the Derketo trainer)

Mandella:
  • J24 (country house with wheels and crafting)

Teleku:
  • K20 (large base with three towers and a map room, good place for noobs to get their bearings)

Yoru:
  • M18 House of Pain (one of the seven wonders of the world)

Khaldun (Mangwende):
  • M20 (main base just south of the giant croc)

Unowned (catchall for useful outposts that nobody really has a stake on):
  • N19 Black Galleon crossroads (wheel, crafting stations, trebuchet, great spot to camp and collect thralls)

Satael:
  • R16 Satael's Jungle Meadhouse (near the obelisk)

Samwise (Marique):
  • Q21 Cliff House (house and crafting stations on the island, wheels near the NPC spawns in P21)
  • S20 Trad'r Sam's (now a fully operational T2 base with guest beds)

Schild (Actual Kirsten Dunst):
  • U17 - The Federal Bureau of Brutalism - It's an entire goddamn city of black ice.


Completed routes of the Great Dong Road:

Trad'r Sam's (S20) <-> Mandella Manor (J22) <-> House of Pain (M18) <-> Black Galleon (N19)
Mangwende Manor (M20) <->  Black Galleon (N19) <-> Cliff House (Q21) <-> Trad'r Sam's (S20) <-> Federal Bureau of Brutalism (U17)




Wheel locations for all your thralling needs:
D12 for Cimmerians, in the water south of town
D20 southwest corner for the neutral city
I14 for Nords, on a hill north of their city
K7 for named Thralls near the volcano dungeon
L8 for the other named Thralls in the volcano
L15 north of Freya's hut on the roof of someone's house
N19 at the Black Galleon camp
S20 in the basement of Trad'r Sam's
W22 near the Derketo trainer, just up the hill from Hotel Rattran
X18 near someone's cliffside home right on the beach for pirates


Title: Re: Conan Exiles - Bat Country - Urban Planning
Post by: Samwise on June 16, 2018, 08:05:00 PM
Basically I don't want to hunt around in Discord or the other thread to find this information so I'ma collect it here.  What I want to know is where people have built settlements and what's there -- both for couchsurfing purposes and so that I can put my next major outpost in an area that's largely unclaimed.  It might also be fun to collaborate on building a fortress somewhere.

So far I've built one little house/workshop setup on a little island in the south river (Q21) but I'm starting to think about starting over and building something more ambitious in some other part of the map.  Currently eyeballing W19 and P19 as possible building sites but curious to hear where other people have built stuff.


Title: Re: Conan Exiles - Bat Country - Urban Planning
Post by: rattran on June 16, 2018, 08:37:21 PM
H11 and W22 are where my two building sites are located. H11 I built for easy volcano back entrance access, and W22 was just a nifty looking area.  Both feature an outdoor Map Room, pretty much every crafting station and plenty of open floor space for crashing securely. Someone else put a wheel between W22 and the Derketo trainer, H11 has no wheel.


Title: Re: Conan Exiles - Bat Country - Urban Planning
Post by: Samwise on June 16, 2018, 09:22:37 PM
I stumbled across Hotel Rattran a while back; I remember wandering all over it with a bound thrall looking for a wheel.   :awesome_for_real:


Title: Re: Conan Exiles - Bat Country - Urban Planning
Post by: schild on June 16, 2018, 09:29:24 PM
omg

does conan need a subforum?


Title: Re: Urban Planning
Post by: schild on June 16, 2018, 09:50:18 PM
https://www.conanexilesmap.com/

surely this is better for nearly exact coordinates?

Man, someone needs to dump this into google maps with all the resource/thrall/bullshit info so we can edit it

or we need a server plugin


Title: Re: Urban Planning
Post by: Samwise on June 16, 2018, 10:09:44 PM
I like the detail on that map but don't like that it lacks labeled axes, meaning that I have to mouse around to find something by its coordinates. 

What I'd really like is a map with different "neighborhoods" or major landmarks marked -- like Xel-Ha and the Black Galleon, stuff that one tends to orient oneself relative to.


Title: Re: Urban Planning
Post by: schild on June 16, 2018, 10:11:32 PM
just the in-game map, but editable on a server basis would be like, fucking perfect, and I'm not sure why the game doesn't have it


Title: Re: Urban Planning
Post by: Mandella on June 16, 2018, 10:45:12 PM
J-24 on the map Schild doesn't like, right in the middle on the island. Just a country estate surrounded by palisades, with low level wheels and all crafting stations. If we have any newbies still coming in wouldn't be a bad spot to stop and collect oneself for a minute, except that Segoris' giant brick monstrosity is right across the river and probably has more stuff.

I'm also making a project of linking various major settlements via bridge and torch bearing markers. Since we're all in the same clan I don't think I'm "claim griefing" by doing so, but if I put anything in anybody's way just let me know and I'll destroy it.

Gaming time this week vastly curtailed by the total meltdown of the low latency side of my network, and while the high ping satellite side is okay for building, it truly blows for any sort of combat.


Title: Re: Urban Planning
Post by: schild on June 16, 2018, 11:44:25 PM
i taxed segoris a few named thralls for building that section 8 housing right at the entrance


Title: Re: Urban Planning
Post by: Teleku on June 17, 2018, 12:08:38 AM
I have my... special base on the east side of K20 (basically, right over where the three rivers meet).  If any newbs are starting, I have plenty of space in one of my three forts you are free to setup shop in.  Mess around and level up a bit as you get the hang of the game, as its still in a fairly low level area.  Central to all the desert attractions, about equal distance in all directions:  East is the Black Hand pirate ship, north is the Savannah biome, west is the unknown city, and south is a whole lot of desert filled with cannibals and other horseshit (biggest attraction is "the summoning place", which is an easy jog, with a fast travel obelisk nearby).  Once you level up a bit and get the hang of things, you'll probably want to make your way to castle black dong in the north west for more rapid development.

I live in the tower in the middle, with every crafting station you could want about half way up.  Also have a map room on top of one of the fortresses for fast travel.  Again, any of the three fortresses have room for setting up.  Just like, please don't steal all my shit from the tower.


Title: Re: Urban Planning
Post by: Segoris on June 17, 2018, 04:38:03 PM
Oh snap, a subforum for a Funcom game...2018 is weird.

I have some newbie housing/wheels in southwestern J24 with an outside map. I'll be reducing that down a bit and likely just leaving the map room and guards once my warehouse is setup.

New place - Northern/Central L20 on top of a cliff. No clue what I'm doing with the space, but it's like 20x40 and makes me realize how much I wish we could put dry wood in a grinder to get bark.

I upgraded/placed some wheels down for easy thrall taking and have seen quite a few placed down from others. Here's the wheels I know of:

W22 near the Derketo trainer
X18 near someone's cliffside home right on the beach for pirates
N19 in the southeast corner on the path near the boat for pirates
D20 southwest corner for the neutral city
D12 for Cimmerians, in the water south of town
I14 for Nords, on a hill north of their city
L15 north of Freya's hut on the roof of someone's house
K7 for named Thralls near the volcano dungeon
L8 for the other named Thralls in the volcano

Which reminds me, I keep meaning to put one down for The Den, but whatever.

i taxed segoris a few named thralls for building that section 8 housing right at the entrance

Hah :why_so_serious: Long as it's not my bark or steel I'm good with it.


Title: Re: Urban Planning
Post by: Khaldun on June 17, 2018, 11:10:11 PM
I'm Mangwende in game. My main digs are right near N'batu and the Giant Crocodile in the desert, 2744.1876.

I'm building a northern hangout downriver from the big guild structures near the bridge.

Playtime going to be light in the coming week as I'm on the road.

I put a wheel on one side of the pirate ship; there's another wheel by my northern digs that you could drag a thrall to from the three towers or New Asgard but it's a bit of a haul, I put it up before getting access to the guild stuff. I have a third wheel by Set City on the northern side.


Title: Re: Urban Planning
Post by: Samwise on June 18, 2018, 12:37:23 PM
I decided my next outpost is going to be just a few sectors over from where I am now, sort of halfway to Rattran's and just south of Dagon's Descent, and I'm going to build a highway between that and my current base so I don't need to tie up my bedroll location on suicide-teleportation between the two spots.  Going to build the new structure out of insulated wood since it's in an area with lots of trees and iron.   :drill:

Managed to build my first bridge yesterday and there was some fun frustration figuring out how to get the pieces to snap together, but I think I've mastered the technique now.  The next thing in my path is a big fucking cliff and I'm debating between building stairs up the side or trying to put together an elevator...


Title: Re: Urban Planning
Post by: schild on June 18, 2018, 10:24:37 PM
(https://i.imgur.com/2sKR9QU.png)

i need an adult

(https://i.imgur.com/yNKEhsN.png)

i'm legit building an entire city of houses into the side of this mountain, i'll probably do a little decoration in each one

also in the steppes I'm going to build a monster sanctuary and using the POWER OF ADMIN, spawn all the bosses in cages because rad

edit: next to the massive torture wheel is a chest - in that chest is 100 wooden signs. if you'd like to claim a house when those are done, have at it.


Title: Re: Urban Planning
Post by: schild on June 18, 2018, 11:16:52 PM
different view

(https://i.imgur.com/eRfHdpe.png)



Title: Re: Urban Planning
Post by: Samwise on June 19, 2018, 12:35:42 AM
I built my first elevator.

These things could be faster.   :grin:


Title: Re: Urban Planning
Post by: Teleku on June 19, 2018, 01:12:48 AM
ITT, I learn that Schild is actually a Chinese property developer.  Building massive ghost cities with nobody living in them out in the swamp.


Title: Re: Urban Planning
Post by: schild on June 19, 2018, 01:16:56 AM
The Everglades are beautiful this time of year.


Title: Re: Urban Planning
Post by: schild on June 19, 2018, 10:34:31 PM
i still need an adult, i can't stop building

in other news, there are five houses that aren't decorated in my mountain city

i'm going to decorate them in the next couple days and then move on to building tier 2

one of them features an elevator.

the smallest from the outside is the largest on the inside

(https://i.imgur.com/1IvMTU9.png)


Title: Re: Urban Planning
Post by: Samwise on June 20, 2018, 05:14:44 PM
I've stayed up the last two nights building a nice torch-marked route (with overpasses and elevators to go over the mountains that I didn't want to go around) between my old base and the one I'm about to start on.  It's giving me the old Minecraft feels and I'm loving it.

Does it make sense to "prototype" foundations in sandstone to figure out what will fit where before I start laying down stonebrick, or do y'all generally just start plopping stuff and see what works?  The area I'm staking out is jungly and hilly so I expect there'll be a few obstacles to work around.


Title: Re: Urban Planning
Post by: schild on June 20, 2018, 05:23:29 PM
I scout the entire range of where I want to build, and see where the elevation changes are, and then start plopping down. Blowing up shit I JUST put down sucks when you're using black ice, but it's better than having to break down a bunch of shit.


Title: Re: Urban Planning
Post by: Mandella on June 20, 2018, 06:28:24 PM
I've stayed up the last two nights building a nice torch-marked route (with overpasses and elevators to go over the mountains that I didn't want to go around) between my old base and the one I'm about to start on.  It's giving me the old Minecraft feels and I'm loving it.

Does it make sense to "prototype" foundations in sandstone to figure out what will fit where before I start laying down stonebrick, or do y'all generally just start plopping stuff and see what works?  The area I'm staking out is jungly and hilly so I expect there'll be a few obstacles to work around.

Yep, sandstone blocks and ceiling tiles for spacing too, then bust them back up. It's the only way I know to keep everything lined up.


Title: Re: Urban Planning
Post by: Samwise on June 21, 2018, 01:23:24 PM
After building a few stonebrick foundations I understand why y'all said thralls are so important.  It didn't matter at all for sandstone since those are 100% hand-crafted but getting a discount on stuff built at crafting stations would speed this up a lot.  Gonna take a little break from building to go hunting at the Black Galleon.   :grin:


Title: Re: Urban Planning
Post by: Polysorbate80 on June 21, 2018, 01:59:36 PM
One bummer on that is that the smelter never discounts, just speeds up and burns fuel slower.  Because making steel must always be painful.


Title: Re: Urban Planning
Post by: Samwise on June 21, 2018, 02:48:38 PM
One bummer on that is that the smelter never discounts, just speeds up and burns fuel slower.  Because making steel must always be painful.

That's good to know before I waste too much time on getting a good smelter thrall -- I was really hoping to speed up the process of firing bricks.   :heartbreak:


Title: Re: Urban Planning
Post by: schild on June 21, 2018, 03:03:11 PM
my city has thralls and crafting stations and free housing

and positively gobs of resources because I'm a maniac


Title: Re: Urban Planning
Post by: Samwise on June 21, 2018, 04:20:48 PM
Where is your city again?  Now that I've gotten through the tutorial phase I'm no longer as resistant to twinking myself out with other people's shit.   :why_so_serious:

(edit) oh there it is


Title: Re: Urban Planning
Post by: schild on June 21, 2018, 04:26:09 PM
was about to say, it's in the top post

also, I'm not building anymore til i buy the khitai pack tomorrow, so, if you wanna build, have at it, but I wanna see how that shit looks


Title: Re: Urban Planning
Post by: Samwise on June 21, 2018, 04:45:19 PM
Oh snap, you're actually closer to my neighborhood than anyone else.  Maybe I'll just continue building my highway northeast until I get to your city.


Title: Re: Urban Planning
Post by: schild on June 21, 2018, 04:51:15 PM
Do it. Use black ice foundations. I should have enough insulated wood, black ice and steel reinforcements in the vault on the second floor. Have at it.


Title: Re: Urban Planning
Post by: Mandella on June 21, 2018, 07:33:34 PM
After building a few stonebrick foundations I understand why y'all said thralls are so important.  It didn't matter at all for sandstone since those are 100% hand-crafted but getting a discount on stuff built at crafting stations would speed this up a lot.  Gonna take a little break from building to go hunting at the Black Galleon.   :grin:

And repairs too.

I *always* forget this. I'll be standing right next to the armorer going through and clicking repair on my stuff still in inventory...

sigh......


Title: Re: Urban Planning
Post by: Samwise on June 23, 2018, 04:14:33 PM
Added a couple of crafting stations to the Black Ship campsite to make field repairs easier -- sucks to be out thrall hunting and need to go home because your truncheon broke and you forgot to pack leather.  Now I can just use pirate skin.   :why_so_serious:  Got my first named thrall too!


Title: Re: Urban Planning
Post by: Soln on June 23, 2018, 05:07:44 PM
How and where do you get the map coordinates? I havenít seen that on the 2 stickied maps above.

Edit:  nevermind.  Appears now.  Can we get some map mods working on the server?  I got a message server didnít support mods.


Title: Re: Urban Planning
Post by: Bunk on June 26, 2018, 10:59:15 PM
I've decided to upgrade my original "base" at N21 (mostly because Schild laughed at it). Using the old base at the Bat Tower to gather resources.

Damn do tier 3 buildings take a lot of shit.


Title: Re: Urban Planning
Post by: schild on June 27, 2018, 12:16:11 AM
Damn do tier 3 buildings take a lot of shit.

Come raid my vault.

How and where do you get the map coordinates? I havenít seen that on the 2 stickied maps above.

Edit:  nevermind.  Appears now.  Can we get some map mods working on the server?  I got a message server didnít support mods.

There isnít a good map mod last I looked (10ish days ago)


Title: Re: Urban Planning
Post by: Soln on June 29, 2018, 09:07:37 PM
I'm having trouble placing building components together.  Particularly with roofing.  Is there some way to know if you have the right stability in place before trying to add another component.  In other words, is there a way to know that one piece will fit with another?  I'm trying to use triangular wall components with angled roof tiles.  Thanks.


Title: Re: Urban Planning
Post by: Mandella on June 29, 2018, 09:37:42 PM
I'm having trouble placing building components together.  Particularly with roofing.  Is there some way to know if you have the right stability in place before trying to add another component.  In other words, is there a way to know that one piece will fit with another?  I'm trying to use triangular wall components with angled roof tiles.  Thanks.

Had exactly the same problem. Ended up designing in "smoke vents." After all, I have open fires and foundries in the building, so I really should need them.

If you equip the repair hammer and press E (I think) near a block you will see stats for that block, including structural integrity. If the integrity is too low you can't attach another piece. As far as I can tell, sometimes it depends on the order you build. I've had success tearing stuff down and rebuilding in a slightly different order. Also the dang wooden beams (vertical) only support (as far as I can tell) if they project through your roof, not if you sensibly build them up to just touching the ceiling.

I've found you unconscious near my Shrine to Mitra, so you know where my manor is if you want to take a look.


Title: Re: Urban Planning
Post by: Soln on June 29, 2018, 10:37:58 PM
Thanks very much for the tip I'll get a hammer and check out your build. 

I think I really should have spent more time designing and building out everything first in sandstone.  So damn expensive in Tier3.


Title: Re: Urban Planning
Post by: Mandella on June 30, 2018, 12:06:31 PM
Also, as far as I can tell those downward pointing wedges can only be initially attached at the base, or short edge, and they have to have walled support. They may work off a beam too, haven't tried that.

It does add an extra "challenge" when you get to what looks like it should be an obvious and easy connection point that just won't connect...


Title: Re: Urban Planning
Post by: Khaldun on June 30, 2018, 12:57:17 PM
I like trying to build off cliffs but it is really hard to fully grasp the rules of when it will let you extend another row of foundations outward.


Title: Re: Urban Planning
Post by: Samwise on July 01, 2018, 08:32:57 PM
Still a lot of work to do before the grand opening...

(https://i.imgur.com/WFAYHoO.jpg)


Title: Re: Urban Planning
Post by: Soln on July 01, 2018, 09:25:22 PM
This guy does a good of explaining stability  (https://www.youtube.com/watch?v=qPDoOWfqTlY).  Check it out.


Title: Re: Urban Planning
Post by: schild on July 01, 2018, 09:46:10 PM
just hire teleku to do your stability shit


Title: Re: Urban Planning
Post by: Mandella on July 05, 2018, 01:04:38 PM
My roads are running from my riverside manor (J24) westward and then north into the desert. It skirts the what now seems abandoned settlement near (J22-21) and then progresses northward to where I have installed an elevator system to get over the high ridge at L17, there among the Sentinel statues and waterfalls. It's also about a hundred yards east of the somewhat hidden easy way to cross the ridge taking you into the forestlands on the way to the volcano. I did not know of this way up when I built the elevator. Also to the east of the elevator is the amazing Donk & Dong's House of Pain (M18?) which should be on everyone's tourist list. I plan on extending the line all the way to the volcano. Maybe tonight.

Also working to connect most of the southern islands with a road and bridge network so you never have to step in the water running east or west.

I'm building using sandstone, usually a block or two under basic torches. Haven't even set foot in the jungle yet. It looks scary.


Title: Re: Urban Planning
Post by: schild on July 05, 2018, 01:23:44 PM
the jungle is a cakewalk


Title: Re: Urban Planning
Post by: Samwise on July 05, 2018, 03:15:40 PM
Oh snap -- I've been meaning to head north to try to get some leavening so I can make mead.  Your highway sounds like a useful route to follow.  I'll set out west from the galleon tonight and see how long it takes me to link it up.


Title: Re: Urban Planning
Post by: Mandella on July 05, 2018, 03:59:23 PM
Oh snap -- I've been meaning to head north to try to get some leavening so I can make mead.  Your highway sounds like a useful route to follow.  I'll set out west from the galleon tonight and see how long it takes me to link it up.

I know I gathered a bunch of it while scouting just a little beyond my elevator point, so yeah that will work.

To be fair, if you go a little beyond my elevator and use the easy way up that goes right into a field of whatever those purple plants are that give the leavening agent, so that works too.

But since I spent an evening building that elevator it *will* be where the road goes....


Title: Re: Urban Planning
Post by: Samwise on July 05, 2018, 05:02:30 PM
Yeah, I started my highway off with the intent of making it a straight line, which meant having an elevator up the side of a giant cliff -- then once I actually used the elevator for the first time and saw how slow they are, I got a lot more flexible about going around things instead.    :oh_i_see:

I gotta say this game does exploration better than most.  Even with the map built in, orienteering and figuring out the best paths between points is actually challenging enough to be fun. 


Title: Re: Urban Planning
Post by: Mandella on July 05, 2018, 10:10:17 PM
I have a bad tendency to lag off stairs right now, and rails on stairs are just for looks only -- no object collision.

Of course I've also had the dog jump up on me while using the elevator and backflip off it too, so....


Title: Re: Urban Planning
Post by: Samwise on July 07, 2018, 01:39:56 PM
The Great Dong Road is really taking shape.  It now goes all the way from Khaldun's place to Schild's place.

(https://i.imgur.com/ngeHXus.jpg)

My bar is almost ready for business, just need to head north for that leavening so I can start up the meadery:

(https://i.imgur.com/dscBtH1.jpg)


Title: Re: Urban Planning
Post by: Samwise on July 07, 2018, 01:56:23 PM
This is the extent of the Dong Road that I've built so far.  I'm a little fuzzy on the exact route through the east (from Trad'r Sam's to the Bureau) as it relates to the map, but I know the torch path is navigable.



Title: Re: Urban Planning
Post by: Chimpy on July 07, 2018, 04:01:10 PM
"My" Island is the little island at M24 that is shown as connected to the long island.

I am just noobin it up from there at the moment. Eventually I will join civilization elsewhere.


Title: Re: Urban Planning
Post by: Mandella on July 08, 2018, 01:48:55 AM
This is the extent of the Dong Road that I've built so far.  I'm a little fuzzy on the exact route through the east (from Trad'r Sam's to the Bureau) as it relates to the map, but I know the torch path is navigable.



I ran a short spur up from that terrifying bridge at the Black Galleon north to my road running from the House of Pain to the elevator over the Sentinels (and then south). Our roads are officially connected now, although mine still needs a bit of work in some areas. Feel free to run it and let me know how easy it is to follow. I can do it in the dark, but then I built it so I know where to expect twists and turns.

I also need to craft some signs to make directions easier.


Title: Re: Urban Planning
Post by: Teleku on July 08, 2018, 07:23:05 AM
Guess I should finish the last little bit to connect my base over to it.   :awesome_for_real:


Title: Re: Urban Planning
Post by: Samwise on July 08, 2018, 02:51:18 PM
Oh yeah, I totally drew that path to the Bureau wrong, it cuts east through the Bay of Hulks or whatever and then north through the swamp past the Inlet of the Hook.  Spent this morning building horizontal elevators across all the water crossings on that route which is why it's fresher in my head now.  The only part of the road that requires swimming now is the western approach to Trad'r Sam's, and I'm gonna do that one next.

Will definitely go check out the new highway connections next time I'm on.

that terrifying bridge at the Black Galleon

 :why_so_serious: I went splat so many times building that thing, let me tell you.  It's got those horrible bends in it to avoid the Galleon's no-build zone (at least I think that's what was screwing me up).  At some point I might go back and widen it out and add railings so it's a little less scary.


Title: Re: Urban Planning
Post by: Chimpy on July 08, 2018, 06:25:06 PM
You need more torches along the route. I ran it from West to East mostly at night (I crossed the narrow bridge of doom just as it got dark). And you need to mark some kind of path past Trad'r Sam's.



Title: Re: Urban Planning
Post by: Samwise on July 09, 2018, 01:08:05 AM
Oh yeah, bridge of doom needs more light, good point.  It's a little treacherous at night if you don't have your own torch.

Did you find that you ever got to a torch and weren't able to see the next one?  As I place them I always look back and make sure I can still see the previous one as I'm planting the next, but maybe the draw distance varies between clients.  I like Mandella's tactic of putting them on elevated blocks to make them stand out a little more.

The path to the Bureau after Trad'r Sam's is along the river, at the bottom of the elevator.  I'll add another sign by the elevator with an arrow...

I went and checked out the House of Pain/Pleasure via the northern route -- can't believe I hadn't seen that place before!  Puts my little bar to shame.   :sad_panda:  Who even made that thing?  I didn't recognize the name.


Title: Re: Urban Planning
Post by: Mandella on July 09, 2018, 01:35:44 PM
Oh yeah, bridge of doom needs more light, good point.  It's a little treacherous at night if you don't have your own torch.

Did you find that you ever got to a torch and weren't able to see the next one?  As I place them I always look back and make sure I can still see the previous one as I'm planting the next, but maybe the draw distance varies between clients.  I like Mandella's tactic of putting them on elevated blocks to make them stand out a little more.

The path to the Bureau after Trad'r Sam's is along the river, at the bottom of the elevator.  I'll add another sign by the elevator with an arrow...

I went and checked out the House of Pain/Pleasure via the northern route -- can't believe I hadn't seen that place before!  Puts my little bar to shame.   :sad_panda:  Who even made that thing?  I didn't recognize the name.


The House of Pain is built by Yoru and wife, whom I suspect are totally burned out after spending so much time and effort in building that marvel. I think they might have lost a couple of guard thralls too from desert rippers (aptly named since the models are ripped off from Secret World) that used to be standing in front.

I love their garden rooms.

The torches can sometimes take a while to "pop." When running forward I often don't see the light from them until I am nearly on them. I'm sure it's a view distance lag thing. I try to place mine so that if you stop at one and look around for a few seconds you will see the next, but then I have my draw distance set out pretty far so that might be a problem on my road too if someone is running at a lesser range.

In other news they apparently changed how palisades work. The good is that they don't take as many branches as before, but the bad is that apparently you can no longer slightly overlap them. So when I pulled out one unit to adjust it a bit it means I had to rebuild the whole line, and since they can no longer overlap it just looks sloppier.

I'm sure people were just stacking palisades by the hundreds making an impervious barrier that disintegrated anything that touched them, so they felt it needed to be "fixed."


Title: Re: Urban Planning
Post by: Samwise on July 09, 2018, 02:01:13 PM
I added a shitton of torches and signs at the confusing intersection under Trad'r Sam's.   :grin:  Also more horizontal elevator goodness.  I don't even use them half the time since they go at about the same speed as swimming, but if nothing else they're a much better "CROSS RIVER HERE" indicator than a torch at the water's edge, and they look better than bridges IMO.

(edit) oo, maybe I should try to replace the Bridge of Doom with a series of elevators....  :drill:  Being able to use the existing bridge as scaffolding would make that project pretty easy.


Title: Re: Urban Planning
Post by: Mandella on July 11, 2018, 01:59:00 PM
Mostly got the southern road run south of the river last night. Man, we got a lot of half completed "first houses" down there. I'm not saying we should clean them up -- I kinda think they blend in with the concept that most exiles just don't make it. You get eaten by something halfway through trying to put a wall up.

On a related note, if any of my roads are blocking construction of anywhere anyone would like to build just let me know and I'll change it up promptly.

I actually like that Conan Exiles makes you work your orientating skills -- I wouldn't want an ingame mini-map mod at all.


Title: Re: Urban Planning
Post by: Samwise on July 11, 2018, 05:04:15 PM
I actually like that Conan Exiles makes you work your orientating skills -- I wouldn't want an ingame mini-map mod at all.

Same.  The fact that discovering and blazing trails is actual gameplay in a game about being exiled to a hostile wilderness is fantastic.  The cooperative aspect of being able to mark those trails for other people to discover organically as they follow in your footsteps is wonderful icing.


Title: Re: Urban Planning
Post by: Chimpy on July 11, 2018, 08:44:10 PM
I just want a damn compass.


Title: Re: Urban Planning
Post by: schild on July 11, 2018, 10:54:43 PM
fuck ya'll I want a map


Title: Re: Urban Planning
Post by: Samwise on July 13, 2018, 01:59:21 PM
Speaking of maps, how feasible would it be to build map rooms in relatively obvious locations near each obelisk so they could form a fast travel network?  Are they all in the middle of giant no-build zones like the one in the Unnamed City (which is the only one I've been to so far)?


Title: Re: Urban Planning
Post by: HaemishM on July 13, 2018, 02:32:02 PM
It's actually pretty feasible. On my own server, I've built a castle with a map room that is visible from the obelisk at the Sinkhole, and a buddy of mine built a base within like 200 feet of the obelisk at the Mounds of the Dead and at the Southern Jungle Obelisk (Dagon's Eye I think). The no-build zones around the obelisks are not very large.


Title: Re: Urban Planning
Post by: Samwise on July 13, 2018, 02:47:56 PM
Time to see how long it takes to scrounge together the stuff for a map room then.  I guess as long as you've got one near your spawn point it doesn't actually matter if there's one near an obelisk, I just like the idea of being able to fast-travel around the world without respawn-cheesing.


Title: Re: Urban Planning
Post by: schild on July 13, 2018, 03:23:40 PM
Hm. I could put map rooms near every obelisk if that's a thing people want.


Title: Re: Urban Planning
Post by: Soln on July 13, 2018, 07:58:03 PM
Sure.  Also are there any build limits on elevators?  Could hypothetically cart ourselves over mountains and all over the map?


Title: Re: Urban Planning
Post by: schild on July 13, 2018, 09:33:05 PM
there almost certainly has to be a max, but I have no clue what it is.


Title: Re: Urban Planning
Post by: HaemishM on July 14, 2018, 12:14:38 AM
I think vertical elevators may max out somewhere around 10-15 foundations tall - I think I have one out my back door that's 14 foundations.

The map room is actually not that bad once you are able to visit the volcano. The rock demons (not the rocknoses but the other ones) in the volcano drop demon blood (use a pick) in great quantities - I could get 100 by killing about 10 of them. Grab the named alchemist Sayd Secretkeeper in the volcano garden and put him in an improved firebowl cauldron - he cuts down on the amount of some ingredients by a good deal. Swim underneath the pirate ships in Bucaneer's Bay to get gold and silver coins and bars from chests. The rest of the stuff is much easier to get.


Title: Re: Urban Planning
Post by: Segoris on July 14, 2018, 04:19:16 PM
For the elevator - on the north side of my mountain warehouse I have an vertical elevator that's around 35 or so foundations tall and takes 1:15 to ride each way. Goes from the mountain on the western side of Thugra's stand down to the river north of the mountain. It did stall out when setting it up around the 20 foundations tall mark where it stopped, but hitting the switch to force it to go back down worked and it's worked fine since.

Think I'm going to try placing one on top of the tower near the newbie river...wonder if that would work.




Title: Re: Urban Planning
Post by: Segoris on July 14, 2018, 05:04:19 PM
And it seems that ~35-37 is the tallest an elevator will go. I tried on the sky tower thingie, timing the ride it's at 1:15 again and it takes about 2s per foundation to go up or down in an elevator. When I tried at higher levels I received an error along the lines of 'unable to find landing point' even when I built a platform I lined up for the landing point.


Title: Re: Urban Planning
Post by: Chimpy on July 14, 2018, 09:42:16 PM
I staked a claim for "Castle Dongington" up north today. All there is right now is a bonfire, a wooden box, and a sign.

It is due West of Passage Exit by the lake shore. It is just at the edge of where everything is snow covered. I won't be starting construction anytime soon. I spent most of today catching thralls for use when I get the place setup.


Title: Re: Urban Planning
Post by: Soln on July 15, 2018, 12:07:06 AM
My compound is in E14.  Just West of the Lake, down South from the Wardtowers.  I dwell among the hill people.  Just need to figure out how to craft meth.


Title: Re: Urban Planning
Post by: Chimpy on July 15, 2018, 10:34:02 PM
I nabbed several tier 1 and tier 2 taskmasters in Sepemeru today while trying to catch some named thralls. There is a box next to one of the double wheels on the NE side of the city that has like 3-4 Journeymen in it if someone is putting in a wheel in a new location and needs a little boost in effectiveness.


Title: Re: Urban Planning
Post by: Chimpy on July 16, 2018, 12:45:36 AM
So they took the grid off conanexilesmap.com so it is basically the same as the other one with icons and shit.

Unless that wasn't the map with the grid?


Title: Re: Urban Planning
Post by: Mandella on July 16, 2018, 01:21:18 PM
So they took the grid off conanexilesmap.com so it is basically the same as the other one with icons and shit.

Unless that wasn't the map with the grid?

Yep. Instead of a grid there is now a sort of lat/long readout in the lower left of the screen.


Title: Re: Urban Planning
Post by: Chimpy on July 16, 2018, 09:15:01 PM
I made a path of torches on the quickest path between New Asgarth and Dongus Manor for thralling. I got totally turned around in the dark trying to drag a thrall back in the dead of night/thunderstorm and ended up back on the north side with the mammoths.


Title: Re: Urban Planning
Post by: satael on July 17, 2018, 09:22:16 AM
Satael's Jungle Meadhouse is now open next to the NW jungle obelisk.  :why_so_serious:

edit: map room added for extra convenience.