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 Futureville Reinvestment Act

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Groot
kokonus
Soul of Jack
Grand Imperial Thunder
Commander Error
Avenger_7
The Schmetterling
ACH0225
Thel Vadam
Joel
torrentialAberration
Ivan2006
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSat Sep 29, 2012 11:58 pm

catsonmeth wrote:
blockman42 wrote:
Roxy Lalonde wrote:
blockman42 wrote:
Tiel wrote:
Get server downloader and make a schematic file using SPC, then.

Overall, there must be a backup of Futureville. Mehrunes Dagon demands it.

I'll get avenger to do that...


BUT! I need everyone's help to make New Symphony.

When and where.

I've started to work on elevating the area where we will build so we can have a subway system, etc...

How much will it be elevated?

5-7 blocks
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torrentialAberration
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 12:07 am

blockman42 wrote:
catsonmeth wrote:
blockman42 wrote:
Roxy Lalonde wrote:
blockman42 wrote:
Tiel wrote:
Get server downloader and make a schematic file using SPC, then.

Overall, there must be a backup of Futureville. Mehrunes Dagon demands it.

I'll get avenger to do that...


BUT! I need everyone's help to make New Symphony.

When and where.

I've started to work on elevating the area where we will build so we can have a subway system, etc...

How much will it be elevated?

5-7 blocks

I think a little higher than 7, better to have it and not need it than to realize your underground garage needs those three extra blocks...

E: 300TH POST!
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The Schmetterling
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 3:41 am

Raise the city by 30 blocks. Don't make the ground above 40 blocks high. That will mean we can use my tower as a central point in the city:

http://www.planetminecraft.com/project/steve-2200-ad/

We can import the city, then fix up the terrain/ roads.



Also, we need sky-roads.

I will draw a ground plan of the city, so we ca get a idea of what it should look like. If we do this properly, it will be awesome.
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Tiel+
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 3:41 am

Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.
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Ivan2006
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 3:55 am

Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 6:27 am

Surp. Grm. Ivan Kintobor wrote:
Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.

Where is this being made.
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 8:05 am

Surp. Grm. Ivan Kintobor wrote:
Tiel wrote:
Typical.

The whole reason the UF building was the centerpiece in the original Futureville was because it was a collaboration, a symbol of what people can accomplish when they work together, not some overly elaborate structure made by a sole bored Australian.

For that reason it should remain the fulcrum point of the town. As for air traffic, that will only end up looking messy. A few feet off the ground, perhaps, but any higher and roads are made useless which completely shakes the very framework of city creation.

I think by sky-roads he meant streets that are located above the buildings, like a really high Highway.

Cars will be on one road on the ground, then we will have monorails going along skyscrapers, and then we will have planes spacecraft above the skyscrapers.
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torrentialAberration
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 10:40 am

How about a magnetoway? Have the transports a few meters above a road of grass with an iron strip running down the middle of it.
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 11:50 am

Again where is this taking place.
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 4:28 pm

caltech117 wrote:
Again where is this taking place.

about 100 meters from FV
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 6:58 pm

Come on Avenger, bring the server back online. I haz to blovv stuffz up!
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Thel Vadam
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PostSubject: Avenger   Futureville Reinvestment Act - Page 2 Icon_minitimeSun Sep 30, 2012 10:25 pm

blockman42 wrote:
Come on Avenger, bring the server back online. I haz to blovv stuffz up!

Avenger hasn't signed in since Friday... Sad Hope everything is ok with him....
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http://morphorum.forumotion.com/u9
Tiel+
Lord/Lady Rear Admiral 1st
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Tiel+


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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 1:16 am

Avenger-7 Assault Rifle.
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Avenger_7
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 1:25 am

K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 4:22 am

Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).
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torrentialAberration
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 7:03 am

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).


I can be vice property/architecture manager maybe?
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Guest
Guest




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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 11:59 am

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

Can I be transport manager.
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The Schmetterling
DEV
DEV
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 5:36 pm

blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

I don't come on the server much, so I won't ask to be put on the governing body. However, if I do come on the server, do I have permission to remove any sub-standard buildings? I will use World Edit to cut-paste them a far way away from the city, so as not destroy anyone's "hard work".
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Tiel+
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 5:44 pm

Mackeroth, why must you tempt me so? pale
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeMon Oct 01, 2012 7:35 pm

The Schmetterling wrote:
blockman42 wrote:
Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.

Okay sounds good, but we need ranks for the city.

I've come up with some


Mayor: Governs the City, also controls Property Manager and Transportation Manager blockman?

Property Manager: Makes and maintains lots

Transportation Manager: Makes roads etc


We don't need more than 3 spots as it is a small community (and we need slaves).

I don't come on the server much, so I won't ask to be put on the governing body. However, if I do come on the server, do I have permission to remove any sub-standard buildings? I will use World Edit to cut-paste them a far way away from the city, so as not destroy anyone's "hard work".

You can be Assistant Property manager???

EDIT: edited OP
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Grand Imperial Thunder
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeTue Oct 02, 2012 1:07 pm

Avenger_7 wrote:
K back. We need a new community build as a centerpiece, a new form of the embassy would be good. Make it a tower this time though. We should have a total of 32 blocks raised level, to accommodate subways and the occasional underground reactor or bunker. And it needs a proper shipyard. And sleek architecture...and can someone make a portal?

Server is being reset.
Can you give the save file?
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeWed Oct 03, 2012 12:33 am

Finished the Foundation for the Old and New Symphony. Until Avenger can get the server back up, we will have to wait.
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Avenger_7
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeWed Oct 03, 2012 1:27 pm

Restarting it now. Please stop crashing it.
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blockman42
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeWed Oct 03, 2012 10:12 pm

Avenger_7 wrote:
Restarting it now. Please stop crashing it.

Most of the large WE's are done, making roads/buildings will NOT crash the server.
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Commander Error
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PostSubject: Re: Futureville Reinvestment Act   Futureville Reinvestment Act - Page 2 Icon_minitimeThu Oct 04, 2012 9:42 am

Is this city replacing the current Futureville world?

If no, where it it located?
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