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How to start proceedings to join CoPaP

Posted: Wed Nov 19, 2003 3:48 pm
by Orleron
The following is an excerpt from our latest copy of the Articles of Confederation. Follow the steps here, and you'll be set. Whenever you see reference to a "contact person", that would be me. I can be reached at orleron@avlis.org.

1) Prospective member must read the Articles of Confederation. If they are not in agreement with them, stop here. If you find that you like what they propose, go on.

2) Send a message to the person who recruited them. Include the following information:

* Notify that the Articles of Confederation have been read.

* Send name and world's name (does not have to be a final name for the world)

* Give a summary of how far along the world's development is and, how many players if any

* Brief background and history of the setting

* Whether world will be an Avlis compliant server or a non-Avlis compliant server... if making a NACS, how will the server differ?


3) The contact person who received this information from the prospective member must then post the information up in the CoPaP Ambassadors forum for all members to review. This information must be posted in the format of a normal proposal as dictated in Article 6 Section 5.

4) The proposal is debated and voted on in the usual way described in Article 6 Section 5.

The results of the vote are submitted to the council of four. If none of the members of the council have an issue with the result, it is allowed to stand and the server is admitted to CoPaP as a probationary 'World in Progress'.

The world leader and new ambassadors from the World in Progress will be given access to the CoPaP forums, and the Avlis Zero module. They will also be added to a mailing list where you can talk with other CoPaP leaders.

5) The new team is to start/continue building their server, using the CoPaP forums for support, giving periodic estimates of when they think they'll be online.

6) When the new server's development reaches a point where the leader thinks they are able to link to CoPaP, the world will be checked for compliance. This is done by announcing the readiness in the CoPaP Ambassador forum, and having all Ambassadors visit the world at various unannounced times to search for compliance issues.

7) Once initial compliance issues are worked out, the server may begin to work on its plotline to link to CoPaP, with the help of any DM's and ambassadors willing to help.

8) If desired, the new server will be allowed to run for 2 or 3 weeks unlinked so it can build up its own playerbase and work out bugs and balance. More time will be given if needed.

9) At the end of the testing and player recruitement period, the server will be given the VaultSTER software (if it has not been distributed to the public yet). A test link will be set up between the new world and the world they are linked with directly. Once this step is achieved, the World in Progress becomes a full member with voting rights in CoPaP.


Posted: Fri Aug 27, 2004 4:21 pm
by Themicles
Orleron is currently unavailable to handle new world additions and other CoPaP coordination.

In Orleron's absence, please contact me instead.

-Themicles

Posted: Sun Jan 02, 2005 5:12 pm
by Orleron
I am once again managing CoPaP and will be taking new recruit requests.

Thanks in advance!

Trying for membership

Posted: Sat Apr 01, 2006 5:37 pm
by Fessuy
Ok I have e-mail this 3 times and so far I am not certain that anyone in power knows about my wish to join confederation!
So hopefully here my info will get notice, plus I think players need to be inform about all new server anyways J

I have read all Articles of Confederation.
The Name of my world is IRON CITY
The world is developed enough to handle players from levels 1 to 4 at the moment and growing weekly, so far they are 3 team members/players and we have a forum at:
http://nwn.bioware.com/guilds_registry/ ... ?gid=13469

Iron City takes many of the futuristic concepts found in the Rifts RPG. For a history of that check this site:
http://www.palladiumbooks.com/WhatIsRifts.html
Of course there is a twist to make it NWN compatible.
The world will be Avlis compliant so I will eventually need the module scripts for the world to run properly.

If anyone has any questions please let me know:
Fessuy@netscape.net

Yours truly,
Server Admin
Fessuy

Posted: Sun Apr 02, 2006 8:48 am
by Orleron
Themicles will hopefully get to you soon. I would also PM this to him.

Posted: Sun Apr 02, 2006 11:14 am
by Themicles
My apologies. I dropped the ball on this one.

A few things got lost in the shuffle while Orleron was handing management over. He did forward your e-mail.

I'll look for it in my inbox.

Posted: Sun Apr 02, 2006 4:26 pm
by Fessuy
Cool :D
Thank you :P

------

World of Iron City
Server Admin.
Fessuy

Posted: Sun Jun 24, 2007 3:16 am
by Joyrock
Hi I am Joyrock/Delor/DM Onyx of AstoriaLITE the admin of the latest in the NWN Astoria line. We wish a new face and so the server was brought down, While reworking it I thought how great it would be this go around to Join CoPaP.

We wish to be a ACS Server, the current Idea of the server is something dealing with vampires. Astoria is well known for it vampire RP and the battle between them and mortals, moving away from Astoria while our sister server continues that we wish to build a plane Some what like the abyss, but would instead with a more undead twist of it being run by vampire lords, battling of control over it with devils, and mortals.

We would like if no one has taken them to add a shadow plane, and Thanos Orcus's plane added to our server if no one else has done so al'ready.

We have not started much building we only have 300 area's made for the new server + 700 from the old, though we wish to start over and use Hak tiles.

I have sent a request though I left out some info explaning about the server.

We have many skilled builders and scripters and could finish the server in a few weeks once work is started. Any advice, info on what is needed in CoPaP, (updated) would be great, we really wish to join the CoPaP and really bring something to the table.

Posted: Mon Jun 25, 2007 11:48 am
by Themicles
I will get back to you soon. Been busy with life.

If any of the current world leaders want to take down your info to start the process, they're welcome to.

Posted: Mon Jun 25, 2007 5:47 pm
by Final Shinryuu
Sorry, just noticed this.
Feel free to send me a PM with a detailed description of your server (both what you have and plans). Currently, we have Abyss, Ysgard, Hades, and three prime material servers. Your idea sounds interesting so far, I'd love to hear it. I'll make sure it gets posted for CoPaP WL discussion.

Actually having the builders and scripters to help is a huge first step. =)
Usually, proposed worlds are understaffed, and have difficulty becoming live.

Posted: Mon Jun 25, 2007 6:48 pm
by Joyrock
Thanks! I Have built a few servers, So over that time I met alot of skilled builders. Currently the builders are downloading the haks CoPaP currently uses, I have not looked into them yet one question that.

Does the Hak File have custom tiles & PRC's? We are trying to keep to the standard haks, if not we plan to add them anyway.

Currently we are unsure how we wish to Go about the story, we might even just keep to are old good one, but we want to move away from it.

the current one Is a cool Idea, but while we have builders and scripters story was not much we put much thought to because we planned to keep to the old one, then we some where took a vote to cast it out and do something completely new, and exciting.

that has brought forth a theme, but not much story. As soon as I get that worked out with a few others, we will get back to you.

But please feel free to drop idea's, with things you feel CoPaP could really use but no one ever did. Since we are unsure of where we are going we can work alot in. :D

Posted: Mon Jun 25, 2007 7:31 pm
by terryrayc
The copap haks are just base common haks that ensure all copap worlds support the same races, classes, skill, spells, etc. Most worlds, if not all, have custom world haks that comtain different tilesets, monsters, etc.

Posted: Mon Jun 25, 2007 8:46 pm
by Zebranky
To clarify what Terry said, copaphak has custom PRCs, but no custom tilesets. Rule of thumb: anything that could possibly need to be transferred between worlds on a character (character models, classes, races, item types, skills, spells, feats, etc.) MUST go into copaphak or universalhak. copaphak contains mostly 2das; universalhak contains mostly models. Anything that is specific to and contained within a world (tilesets, NPC/monster appearances, etc.) goes in the world's own hak(s). This does mean that sometimes a world hak will override a CoPaP hak (e.g. appearance.2da for NPC models). However, all world haks have to be based off of the CoPaP haks for compatibility.

Posted: Tue Jun 26, 2007 9:22 am
by Joyrock
Thanks thats what I needed to know. Also of the custom tile haks out there any that you recommend?

Also one problem I do see is that we use Vampire as a subrace, we trigger through a script which checks on every area. we can add that to are own area's but not others worlds. So while on the server being made vampires would take damage from sunlight area's by DnD rules. on other servers that would not happen. Any idea's on how to work around this?

Posted: Tue Jun 26, 2007 3:53 pm
by Zombie
How about building the server to a Ravenloft theme? You could have players wandering the mists for ages....

The vampire in sunlight issue is a tough one. I would be tempted to block vampires from portaling (the Ravenloft theme would help with this) as most of the other worlds (except perhaps Hades) would be close to instantly fatal to vampires anyway.

Posted: Tue Jun 26, 2007 5:35 pm
by Zebranky
I don't know how amenable you are to this, but I almost feel like vampires should not be playable. I think this reduces the work required by you and other worlds (significantly), and, to be honest, greatly boosts your chances of being accepted into CoPaP. I think your theme would still work fine with mortal PCs vs. vampire NPCs, and would probably be able to integrate off-world visitors more readily.

Another thought I have upon rereading your first post is that that number of areas REALLY needs to have some decent scripted content (e.g. quests) or at least some good dungeon-crawlin' areas to have any chance at attracting a critical mass of players to make it worthwhile. DM coverage cannot possibly be 24/7, and when introducing into a new set of servers, you'll have to provide a good number of hooks that do not rely on DMs.

For perspective, Hades has somewhere in the neighborhood of 100-150 areas, I think, and we have a good... (*counts on fingers*) five major dungeon-type regions (not counting city sewers). That, and pretty much that alone, has allowed us to regularly reach 3-7 players during peak times. It may seem low, but that's a perfect number for our DM staff, and a perfect number to form one group even if a DM doesn't show. If you don't get those players on with static content, DMs aren't going to bother logging (so players won't bother logging), and the world will wither and die from lack of team interest. Sorry to paint such a bleak picture. :)

One final thought: we probably want to split this thread at this point, as it has gone pretty far from the original topic. I'll leave that to an admin. Cheers.

Posted: Tue Jun 26, 2007 7:15 pm
by Joyrock
yes a split would be handy. I have been building a dungeon for a few weeks called Dark Depths maze it a super dungeon with 10 floors each floor has 7 doors, all but one take you back to the start it has puzzles and a few other things, levels don't matter in it as much as team work, and it is a very drawing aspect to the server, apart from that we have a island built for NPC quests.

As far as Vampires go, We could just keep them from traveling to the other planes, our playerbase has always had them.

Currently we have a nice size playerbase, messing with the formula and changing things much more then what we already plan to might not float with them.

the current module we have has about 27 dungeons, with about 100 spred through different modules. some as large as 4 area's of 12X12.

it does sound very ravenloftish and does sound like a good route to take.

Posted: Tue Jun 26, 2007 7:59 pm
by Zebranky
Ah, I thought this was something of a "reboot" of the server. If you already have players, then yes, not letting them portal works (though nobody really ever likes that solution).

If you want to discuss the technical integration aspects, the best way is probably to chat me up on IRC sometime. I'm usually around after 5:30 Eastern; the server is irc.stratics.com, channel #copap. I'll start the formal proceedings for you if you PM me the things mentioned in the Articles.

Posted: Wed Jun 27, 2007 7:54 am
by Joyrock
Will do.

Posted: Sat Jun 30, 2007 1:16 am
by Joyrock
We almost have the storyline and the rest ready to submit, but I have a very important question. Can anyone recommend Some good hak tiles?

I know there are some really nice ones out there, but I don't know which ones are the best so I was hoping someone here could shed some light on it.

Posted: Sat Jun 30, 2007 8:31 am
by terryrayc
it's real hard to say because it depends on what you are wanting to do. There are a lot good tilesets out there but you need to find ones that match your setting and plans.

Also please start a new thread if you want help and such this thread isn't really the correct one for figuring out what haks to use.