Reporting Sabotage/Building Messages

Public discussion channel to report possible breaches of the capital rule and for the public investigation of suspected cases. Note that in many cases it might be preferred to report such cases in private to players@cantr.net instead of on this forum.

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chrlid76
Posts: 26
Joined: Fri Jan 07, 2005 7:36 pm
Location: Stockholm, Sweden

Postby chrlid76 » Fri Jan 01, 2010 3:50 pm

Thanks for the help. Maybe a way to deal with this kind of shit ingame could be implemented?

Also, could I ask for someone to remove some more projects started by the same character? They are all in Dimmornas Dal.

Outside: Two projects for smoking 22000 grams of meat, both with just 2 grams of wood added.

Inside the building Huset Som Gudarna Glömde

Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building -PIRACI I MORDERCY!!- (hall)
Building a coin press
Building a coin press
Building a coin press
Building a primitive smelting furnace
Building a primitive smelting furnace
Building a primitive smelting furnace
Building a primitive smelting furnace
Building a primitive smelting furnace
Building a primitive smelting furnace
Building a primitive smelting furnace
Polishing rice

Inside Steninge Slott, in the room Ting sal
Building -PIRACI I MORDERCY!!- (hall)

Cheers
tazer
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Postby tazer » Sun Jan 31, 2010 2:30 pm

Building -SAM IS A MURDERER! HELP US!-

Mokquasdorni Seaside Forest South
(Omeo Northpoint)
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Pilot
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Postby Pilot » Sun Jan 31, 2010 2:36 pm

In Mianir, Casa de Esperanza:
PROYECTO: Stone extension -ASESINOS -
Participantes:
Iniciador: (2866-0)
Progreso: 0.0 por ciento
Días requeridos: 12
Tipo de proyecto: Manual
Materiales: piedra (3 gramos usados de 10000 gramos necesarios)

PROYECTO: Stone extension -CRIMINALES-
Participantes:
Iniciador: (2866-0)
Progreso: 0.0 por ciento
Días requeridos: 12
Tipo de proyecto: Manual
Materiales: piedra (40 gramos usados de 10000 gramos necesarios)

PROYECTO: Stone extension -DAIS PENA-
Participantes:
Iniciador: (2866-0)
Progreso: 0.0 por ciento
Días requeridos: 12
Tipo de proyecto: Manual
Materiales: piedra (10 gramos usados de 10000 gramos necesarios)

PROYECTO: Stone extension -MIANIR ESTÁ LLENO DE BABOSOS-
Participantes:
Iniciador: (2866-0)
Progreso: 0.0 por ciento
Días requeridos: 12
Tipo de proyecto: Manual
Materiales: piedra (90 gramos usados de 10000 gramos necesarios)

PROYECTO: Stone extension -SOIS LOS PEORES PERSONAJES QUE HE CONOCIDO NUNCA-
Participantes:
Iniciador: (2866-0)
Progreso: 0.0 por ciento
Días requeridos: 12
Tipo de proyecto: Manual
Materiales: piedra (5 gramos usados de 10000 gramos necesarios)


I removed the name of the responsible for privacy but he's still locked inside. :wink:
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Doug R.
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Re: Reporting Sabotage/Building Messages

Postby Doug R. » Fri Feb 05, 2010 9:05 pm

Removed.
Hamsters is nice. ~Kaylee, Firefly
BIKR
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Re: Reporting Sabotage/Building Messages

Postby BIKR » Sun Feb 07, 2010 5:46 am

Why do you remove them? Because if you lock some one up you run the risk of it. I have used up peoples supplies when I used to play all the time if they left them laying around and it was never fixed. What changed?
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Ice-Man
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Re: Reporting Sabotage/Building Messages

Postby Ice-Man » Sun Feb 07, 2010 10:26 am

BIKR wrote:Why do you remove them? Because if you lock some one up you run the risk of it. I have used up peoples supplies when I used to play all the time if they left them laying around and it was never fixed. What changed?



Becouse of inability to remove those projects in-game,
Image
ImageImage
tazer
Posts: 91
Joined: Sat Jan 03, 2009 7:50 pm

Re: Reporting Sabotage/Building Messages

Postby tazer » Wed Feb 10, 2010 10:20 pm

Building -SAM IS A MURDERER! HELP US!-

Mokquasdorni Seaside Forest South
(Omeo Northpoint)



You said removed but it's still there. I think it was my fault I failed to specify that this was a project...
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Doug R.
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Re: Reporting Sabotage/Building Messages

Postby Doug R. » Thu Feb 11, 2010 12:00 am

I didn't see your post sandwiched in there. Removed.
Hamsters is nice. ~Kaylee, Firefly
returner
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Location: Melbourne, Australia

Re: Reporting Sabotage/Building Messages

Postby returner » Thu Feb 11, 2010 1:07 am

Could we get a definition of wrongful building messages? Or must all buildings have names and no messages?

I can think of a couple of Harbours which have messages instructing boatfarers where to dock.. is this a CRB?
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returner
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Re: Reporting Sabotage/Building Messages

Postby returner » Thu Feb 11, 2010 1:08 am

Also, I've seen wooden carts named 'a woman in her twenties' and things like that, which is just plain dumb.. are they against the rules? I mean, it's playing on OOC game mechanics to make a joke.
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SekoETC
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Re: Reporting Sabotage/Building Messages

Postby SekoETC » Thu Feb 11, 2010 3:24 pm

The only problem with vehicles named a (wo)man in his/her (some age group) is that they can be seen as a person if the observer doesn't load the vehicles or people list while the vehicle is still in town. It's an accepted suggestion that vehicle type should appear in event messages but no one has gotten around to implementing it yet. Maybe it could even be made so that you only saw the type and had to go to the vehicles page to see the name, that way vehicles could go through a town "so fast that no one saw what it was called" rather than "so far that no one saw if it was a bike or a car". That would certainly be more logical.

As for harbor names saying dock here and not there, that's an in-game message, it's a sign that someone wrote and people can read it. But when someone starts a project they have no intentions to finish (most likely because they know they'll soon be dead) and makes it irremovable by adding a bit of material but doesn't spend any time to write the message, yet the message is visible to anyone reading the projects page, that's an OOC message since people shouldn't be able to see text that hasn't been written yet. Maybe it could be fixed by having buildings and vehicles created without a name, and a sign would have to be added separately, but even then the contents of the sign should only be visible up to the percentage that has been written, and if someone else picked up the project after it was abandoned, they would have to write how they want to continue the message. Or they could also work on erasing what was written so far and the project would be cancelled if it went back to 0%. Or then the project would end when it's dropped, just like resting, and both the time of writing and erasing would depend on the amount of letters.
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returner
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Re: Reporting Sabotage/Building Messages

Postby returner » Fri Feb 12, 2010 2:23 am

Thanks for clearing that up / clarifying the building messages issue. It all makes sense now.
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trojo
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Re: Reporting Sabotage/Building Messages

Postby trojo » Sat Apr 03, 2010 12:41 am

Malzovaro, three of the small fire pits there were jammed with 80,000 gram dung-drying projects, to which one gram each of dung was contributed. Been that way for a while I guess, all three projects were started 2604-0. Needless to say, the initiator is long gone.
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EchoMan
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Re:

Postby EchoMan » Sat Apr 03, 2010 1:59 pm

chrlid76 wrote:Also, could I ask for someone to remove some more projects started by the same character? They are all in Dimmornas Dal.

Outside: Two projects for smoking 22000 grams of meat, both with just 2 grams of wood added.
...


These still haven't been removed I'm told.
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Genevieve
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Re: Re:

Postby Genevieve » Sat Apr 03, 2010 3:43 pm

EchoMan wrote:
chrlid76 wrote:Also, could I ask for someone to remove some more projects started by the same character? They are all in Dimmornas Dal.

Outside: Two projects for smoking 22000 grams of meat, both with just 2 grams of wood added.
...


These still haven't been removed I'm told.


Removed

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