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Spirited last won the day on May 4

Spirited had the most liked content!

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About Spirited


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  1. Spirited

    Board Rules

    Updated: Please observe the new rule against poaching members. Creating threads asking for hired work is no longer allowed.
  2. Spirited

    Help with making a Private Server

    Sorry, I don't join private discords. If there's anything I can help clarify, just let me know.
  3. Spirited

    Help with making a Private Server

    Well, Comet is definitely as bare bones as you can get. Maps aren't even implemented in that source. Maybe you can try one of CptSky's sources. But to answer your question about connecting failed, some of the older clients block the 127.0.0.x and 192.168.x.x subnets. If you use the ConquerLoader that I mention in this thread (below), you should be able to use the 192.168.x.x subnet to connect. Just make sure your firewall has a port punched out for the account server and game server (ports 9958 and 5816). You can also try setting up port forwarding, but I recommend doing that after you get it working locally on your own system first. Does all that make sense? I know that was a bit of an info dump. I don't mind going into something in further detail if you need me to.
  4. Spirited

    Help with making a Private Server

    Conquer Online private server sources aren't really in a great place. They're either haphazardly put together and extremely buggy, or they're a good starting point but with no features programmed. There's not really anything out there that's both well done and complete. It's hard to recommend where to start... I can give you a link to something, but nothing is really up-to-date. The developers I used to work with for the wiki and open source community left a long time ago. Sources are almost a decade out of date. The Conquer Online private server development community is pretty dead, or the public community is. Here's a link to the sources this board recommends, but they all will require work. I guess my question for you is, what are you looking to do?
  5. Spirited

    Radifying Server Advertising Rules

    Alrighty. It's been more than a week and this has definitely passed. I'm glad to see this got the backing of members here. If anyone has any further concerns, they can follow up with me privately. The next steps are to rectify some existing advertisements and follow up with those owners. Thanks.
  6. Spirited

    Radifying Server Advertising Rules

    It's not necessarily always going to be verifiable, though it can be pretty easy to spot if they're running just another copy server. In any case: if found to be an issue, it should definitely be removed from our board. Btw, I plan to close this poll this tomorrow (1 full week after being opened).
  7. Hi all, With the popularity of Cooldown and this section slowly increasing, I have some concerns about the lack of guidelines in place for ensuring our advertisement section remains clean and player-focused. This thread serves as a draft for outlining advertising rules, and I'd love to hear your feedback / suggestions. Most of my points are focused on security and player friendliness, and some are just guidelines. No shop or gambling focused servers Outgoing links from Cooldown must be secured over HTTPS Outgoing links from Cooldown must contain a linkback to help the community find other servers which meet these standards Outgoing links must run on up-to-date hosting software no older than 2 years ago Player passwords should be hashed before being stored in the database, i.e. no plaintext passwords Player account recovery should validate identity, whether through security codes or emailed validation codes/links Server owners must advertise their servers, and should not post more than 1 advertisement per 6 months across all servers Servers should not run on Hamachi or similar dynamic server IP services which require installing network clients Please use thread tags rather than jamming all of your server features into the title of the thread Thoughts? Thanks, Spirited
  8. Spirited

    [Proof of Concept] Item Renting

    I like how you solved the first problem; that totally makes sense. I'm not sure about the level part though. In the same case of a player renting equipment to himself, that could mean an easier/cheatier path to getting high level gear without any of the work involved in upgrading it. Also, does that mean the gear only works on Free-PK maps? What happens if you're in a guild and an enemy guild attacks you while you're hunting in bird island?
  9. Spirited

    [Proof of Concept] Item Renting

    Interesting, I like the concept. It kinda reminds me of Link Between Worlds. So, what happens if the player dies as a red/black title? Does the item still get dropped but now the other character has a rented item that gets returned after that amount of time? Or does the item stay on the killed character and the player who killed the red/black title doesn't get a reward for enacting justice? A player could theoretically abuse the system by renting to himself from a second character. That way, the gear is protected at all times. It's a small exploit, but a pretty powerful one if you're really into PVP. One way around that could be a penalty system where the items go immediately back to the seller but the player can no longer rent gear for a full week or longer. You'd also have to find a reward for the other player though, like being rewarded the bail money at the very least. Still kinda the short end of the stick though.
  10. Spirited

    Guide: Client Patch Notes

    The client contains no information about quests (unless you're on a higher level client) nor NPC dialogs. The server is what dictates all of that. Honestly, I'd say try working with a private server first before trying to do something completely new that we only have proof of concepts for. Get a feel for how they work before you try adapting it to a client hook. That's a pretty complicated project for your first time around.
  11. Spirited

    Guide: Client Patch Notes

    The way I would approach it is to have a SQLite database that just sits in the client folder. But yes, mostly everything we do is reverse engineered / from memory. There is a leaked database from TQ that you could reference, but you'd need to translate it into English. What's your level of programming experience right now?
  12. Spirited

    Conquer Online Singleplayer - Design & Brainstorming

    You know, you might like D&D. I wasn't sure about it at first when I started, but there's a lot of fun you can have with players or by being a player. You can create whatever world you want against whatever enemies you want, create wars or thin alliances, explore the depths of tombs or sore through the stars (though, that's technically Starfinder). Conquer Online is going to limit you greatly. Maybe you could create a campaign around Ancient China that's Conquer themed, and sit down with your two brothers and cousin again. Or maybe you can try something totally new. There are tons of campaigns online, and lots of rich content on D&D Beyond for getting started.
  13. Spirited

    Conquer Online Singleplayer - Design & Brainstorming

    So, I find this pretty interesting for two reasons. The first is that this approach reminds me a lot of Diablo, but backwards. Diablo started off as a single player game but became multiplayer online starting with Diablo III. I think it's interesting that you'd want to take what's traditionally an online-only game and evaluate what that would look like as an action RPG. The second reason I find this interesting is that Conquer Online is traditionally very PVP focused. A lot of my time playing the game (even when hunting) was spent with friends. That's not to say you couldn't make your single player game able to host multiplayer sessions as well, but that's not the RTS you were thinking of. I'm personally not a fan of RTS games at all; I'm a very social gamer. Another spin of this for people more interested in social/PVP gameplay might be to make it more of a multiplayer/party action RPG (think Divinity: Original Sin 2).
  14. Spirited

    Guide: Client Patch Notes

    CptSky wrote a project like that a few years ago. The idea is that you hook the client's send and receive methods and handle the requests in-client using an injected library. Let me talk with him and see if I can get him to release it here and on GitLab. It was a pretty cool example. I know someone else took that project and made / released their own version as well. I can't remember who that was though (I'll try and find out and have them post it here). Overall though, pretty easy to do. You can take existing memory bot projects and write in server logic as well.
  15. Spirited

    Guide: Client Patch Notes

    Introduction Conquer Online has a notoriously bad website. Their patch notes have been broken since 2010 and have never been fixed. This threads helps construct a full history of major patches for Conquer Online. I may continue updating this thread, but with Conquer Online being a declining game, it may not. Technical details of patches end around 5600. Conquer 1.0 The original client is buggy and difficult to run on modern versions of Windows. Though the client was clean and had a unique brown-wood interface which is no longer available, it's not recommended that you run these versions. You can easily take the interface from these patches and apply it to early Conquer 2.0 patches which are more stable. 4217 - The alpha release of Conquer 1.0 with 16-bit graphics and open PK across all maps. 4267 - New item looks and 32-bit graphics. The last major patch for Conquer 1.0. Conquer 2.0 The golden standard for classic servers. Most run on patch 5017, since older patches are less stable. My favorite patch from this series is 4294 since the interface is extremely clean without CPs, potency, etc. It's Conquer 2.0 at its bare core. 4282 - The first patch for Conquer 2.0 with a new blue interface. Some graphical glitches. 4294 - The first Christmas in Conquer with some fixes for graphical issues. The cleanest Conquer 2.0 patch. 4348 - Conquer Points added (CPs) and the shopping mall. Potency and second reborn added at some point. 4353 - Background music and fix for patch 4351, which contained a virus (no longer available to download). 5002 - Demon Exterminator quests, +12 items added, WuXing oven, new methods of adding sockets, and GMs are blue pigs. 5017 - New fonts, nobility ranks, pathfinding, auto team invite, chat filters. 5022 - Guild leaders get 3000 CPs when winning guild wars, trade partners, item locks, PK rules changed, level increased to 137. 5031 - New client with gold dragons and watercolor background added with cleaner looking buttons. Conquer 2.0 New Dynasty A favorite era for most in the community, but divisive. Ninjas were a difficult addition as they resulted in class unbalance. The addition of talismans were also divisive as it gave preference to paid players. This was a very clear sign that most free players were just content for paid players, and a large percentage of the community left to create private servers. 5053 - New hairstyles added, new shields and headgear options, flame lit event. 5066 - TQ official servers leaked, many exploits. Confiscator system, arrows auto-reload, new item composition system. 5078 - Talismans, guild war halos, and flower rankings added. 5095 - Ninja class, bound equipment, PK tickets no longer required. 5103 - Quiz show added and a disconnection bug was fixed. 5127 - Enlightenment system, interaction emotes, new chat log interface, and world chat. 5135 - Some interactions removed for being a bit too explicit (can easily be re-added to client until patch 5290). Conquer 2.0 Raiding Clans Another favorite era which introduced horses for mounted travel. Arenas and clans were fun additions to PVP, but the expansion was pretty short lived. Lots of private servers in the community emulate these patches. First and last names were removed almost as quickly as they were added. 5165 - Frozen Grotto map, mounts, clans. 5187 - Martial arsenal system, arenas, and couple PK tournament. 5212 - Poker system, alternative equipment switching, refinery, horse racing, item stabilization, arena store, first and last names. Conquer 2.0 Legends Return This expansion added a lot of good and bad. Most legacy players quit at this point due to more unbalance added by Monks and item systems. Though, mounted combat and mount armor gave a lot of players more customization options. PVP was a big center focus as TQ attempted to win back players (hence the expansion name). 5250 - Subclasses, artifact system, weapon accessories, boss hunting, new warehouses and shopping mall. 5290 - Reincarnation, pure skills, permanent stones, clan qualifiers, elite PK tournaments, hide buttons button. 5310 - Max level increased to 138, new house maps and horse racing maps, logout button added, create character auto-logs in. 5355 - Monk class with updated skills. 5376 - Team PK tournaments, capture the flag, team qualifiers, new spear and wand skills, and escort missions. 5395 - First macOS client. New garments, VIP window, wrangler subclass, and mount armors added. 5517 - Guild recruitment, new menu options, mounted combat. Conquer 2.0 Invasion of Pirates Lots of players left again with the introduction to pirates and skill boosting systems which off-balanced the classes even more. Besides the large boost to paid players which led to large player gaps, the lore of Conquer Online was also broken. The Japanese were pirates, not the Chinese (who barely knew how to fish). Most of the private server community ignores patches higher than this, as community interest in Conquer Online is dead at this point. Nation flags also led to more racism and nationalism between players. 5570 - Pirate class, new pirate themed maps. 5607 - New skills and weapons added for ninjas and warriors to help them compete with other classes. 5619 - Mine caves removed due to abuse from botters, first anti-bot system patch added which began to kill the botting scene. 5622 - Chi system added, which allowed players to dump money into stats. 5639 - Nation flags, more gambling systems, new composition and subclass systems. Conquer 2.0 The Oriental Assassin Ignoring the bad translation of the expansion name using racist terminology, this patch introduced additional PVP options and map overhauls. For those still in the game, these were very welcome changes that brought some players back for a short time. Other systems that focused on paid players and gambling again also drove them away. Private servers rip maps from these patches. Most patches from now on are for temporary cash-grabbing events and free tickets to try gambling/lottery. 5697 - Assassin profession added to archers, composition systems added to one Forge menu. 5706 - Skills and items modified for assassins and archers. 5729 - Champion's arena, character transfer options, and hunting bots built into client for paid players. 5761 - Jiang Hu added for partitioned overworld PVP anywhere. 5838 - Conquer 3.0 as a remake is canceled, and maps are overhauled and merged into Conquer 2.0. 5920 - Epic quests for getting overpowered weapons in the game, Sky Path event, and Apex of the Forbidden City event. 5932 - Roulette wheels and gambling game managers added, cross server travelling, attribute point manager, login rewards. 5939 - New character creation, Ninja war events, and ninja skills. Conquer 3.0 King of Kung Fu TQ got very shamelessly money grabby at this point and embraced sucking wealthy players dry. They experimented with a lot of ways to draw in crowds of players, but this ultimately demanded that players spend large amounts of money to compete and participate in these events while holding a large sum at the end of the event for them. It turned into a gambling competition for real world money, which is a dangerous bridge to cross. The game is only gambling and PVP at this point, which is where I lost focus on keeping up with events. 5987 - Dragon Warrior class added, mine caves return, new bosses, new server events for paid players. 5993 - Way of Heroes system added to aid in level up experience, tower ascension event with eSports prize. 6000 - Added quests which can reward you 690,000 CPs for already being completely overpowered. 6005 - Added bidding for a Kingdom Guild War event (the higher you bid, the greater the chance you can compete). 6023 - Increased server transfer price, added more poker tables, slot machines, wheel of fortune, and more gambling games. 6073 - Removed Flash dependency from the login screen and updated with new art for Taoists. Conquer 3.0 Taoist Ascending At this point, TQ continues to embrace that their game is unbalanced and broken. They hold tournaments for battle power (potency) and continue to host routine gambling game events and items which improve attributes. They begin boot-legging mounts and bosses from Blizzard games and pop culture. This will continue for the rest of Conquer's history so far (ripping from anime, games, movies, etc). 6075 - New epic weapon and skills for Taoists, sashes are now mobile warehouses with 200 slots. 6085 - New login screen image, new boss which looks very Diablo ripped called "The Chaos Ripper". 6118 - Fast & Furious event which is just a race on a previous event with higher CP rewards. 6216 - New PK log interface for showing who you've killed. Conquer 3.0 Might of Shadow Fan I can no longer write descriptions for these expansions. It really is the same formula over and over again now. Introduce a new class and weapons that people need to pay money into, introduce new PVP and poker tournaments for paid players, steal content from other games, rinse and repeat. 6385 - New Windwalker class, weapons, and skills. 6569 - Cross server poker, team PK tournaments, and guild wars which they call "Super Guild Wars". Conquer Online past this point is not worth looking at. They add Dominos gambling games, more lottery, even more poker tables and "instant play" poker features, devils from Diablo, mounts from World of Warcraft, ninja skills and tailed beasts from Naruto, the nether from Minecraft, in-game FIFA world cup betting, etc. Do yourself a favor and don't invest in Conquer. It crashed in 2014 and never recovered.

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