a multiplayer game of parenting and civilization building
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Assuming your ID system is at least a short, just multiply all your Item ID values by 100 and stash their ‘health’ In the lower digits. Just divide by 100 for the actual ID and mod 100 for the health.
That way you’re not adding any extra data fields to the server just a slightly different Accessor for the ID. You would have to do a quick zap of the server data to multiply the current IDs by 100 though
*100 rather than *256 btw to make it easier to read the IDs bs their old values.
Because birth in this game is determined by players joining the game rather than being a reproductive case the rules for what makes a mother likely to spawn a surviving baby are a bit different to real life. When a player is spawned as a baby, a lot will simply suicide if they're born to a mother that's obviously got too many other mouths to feed, is stuck in a dead end scenario or is currently running across the wasteland near the start of their game looking for somewhere to start their camp.
So factors such as how well fed and warm the mother is right now tend to be irrelevant to the longer term survival of a baby. She could easily have a full stomach and be warm just by wiping out the last berry bush nearby and standing at the edge of a desert, but still be doomed.
What clothing a player has (ie they've actually got clothes so must have got somewhere already), is there a fire nearby, have they managed to water crops etc. vs how many other babies are being fed in the area are probably better indicators. The upside of this is that villages will have higher birth rates as they're more established, which is when you need the extra hands to expand and eventually migrate. From the player's point of view, you get more chance to have a good game, so may reduce the baby suicide rate a bit.
No, I don't mean suspended animation.
You still consume food and you still age when you are disconnected. You will die of hunger or old age, eventually.
BUT, if people keep feeding you, you will live until old age (a full hour).
Not really sure how to implement banishment, especially since it would happen in the next life.... I mean, obviously, being born as a lone male hermit repeatedly for the next hour would do it. But how to trigger it?
That would mean the servers would have to "listen" to other people's decisions in the current life to decide what happens to the person in the next life. Essentially a "dance on their grave" mechanic, or the curse that was discussed in the other thread.
Maybe a banishment server (the phantom zone) would work for that. Server clock tied to the player's ID which always directs you to the phantom zone server on spawning until it times out. And of course, the phantom zone would be just that bit harder to survive in
If ultimately the best way to escape the imprisonment (good or bad) is to stop playing, you'll simply lose players.
The problem with spawning as an eve is that unless you specifically make them barren, innocent players can be born to them as babies and share their punishment and/or be griiefed by them.
Also, hit points don't change anything.
They make it harder to murder, but also harder to kill griefers.
Same with armor or whatever. And how would more weapons help? Or making every tool deadly?
All those things would help murderers as much as town guards.
Only if there are the same number of murderers as townsfolk. You might get away with the odd solo killing but anyone going on a rampage or trying to mess with a large town is inevitably going to be killed by the angry mob.
Perhaps you could fix this problem and some of the spawn-related problems simultaneously, by making spawn rules more deterministic.
For example, you could spawn players with better karma in rich towns. Policemen will have to sacrifice their own karma to keep their towns safe.
Or simply use it to spawn serial killers/griefers on their own as males, far, far from civilisation for a fixed period of real time (say 24 hours or more) or until they complete a monument or similar task that shows they can play the game constructively (or just until they’ve broken 100 rocks )
Determining the rules of who is a ‘bad’ murderer is a fun coding challenge but again, killing multiple people without creating something in a village is a good trigger.
The problem with player killing btw is because what’s in the game isn’t a combat system per-se but a kill system. It’s designed more like tool use for hunting animals (and potentially executing bad or excess players) but it isn’t a combat system where it’s balanced in such a way that both players have the capability to attack ad defend while fighting. There are a lot of elements needed to make this work though, not just being limited to how you actually attack. There’s the oft mentioned visibility problem as well as the attack button also being the drop button. Then there’s the option to balance things by letting players defend themselves with whatever is at hand (axe, hatchet, sharp rock, fists, etc. So in a scenario where someone comes in murdering an angry mob armed with the equivalent of pitchforks can dispose of them)
Zwilnik wrote:There’s a major bug with the mushrooms it seems. If you die while tripping you are permanently tripping in every game (which makes it even more impossible to play)
I'm accidentally died while tripping, because you know... eat a fence was weird...
When I was reconnecting a new life, I wasn't tripping...
conclusion: the first urban legend of the game!
It definitely happened (wouldn’t have reported it as a bug if it didn’t )
Don’t mistake a single “Could not reproduce” for “not a big”
For some reason the game is sometimes setup so command click is the ‘kill/drop’ button instead of ctrl-click which is what the right mouse button on the Mac triggers. Must be configurable though as my iMac is playing ok. It was just weird on my MacBook.
IIRC there was a mention of it on another thread somewhere too.
Workaround. Quit the game and restart will reset the effect.
There’s a major bug with the mushrooms it seems. If you die while tripping you are permanently tripping in every game (which makes it even more impossible to play)
If you die while under the effect of a shroom it seems to stay on permanently (timer/flags reset when you die but the effects don’t)
My gf’s character got fed a shroom as a kid in one game and didn’t survive the experience. Now all her games are in trip out mode as the effect won’t reset. She’s seeing if she can somehow eat another one and survive long enough for the timer to zap it.
It’s an open game where the author releases the source code for you to do what you want with it and has stated that he doesn’t want rules. So there’s not really a lot that truly qualifies as cheating.
Very nice
But we are starting to cross the "hack" line.
It’s a game where the source code for both the server and client are provided by the author for players to do with ‘as they like’. So that would probably include making your own client or mods using the data to play how you want. I don’t think anything really counts as ‘a hack’
Is it me or are coordinates randomising each time you spawn now? If so I’m guessing the sever is giving you a new 0,0 point each spawn and working your coordinates as an offset so players can’t find one another or previous camps anymore.
Has anyone gotten this to work on a Mac?
When I ran the script with Powershell it just kept printing error messages that "stdout.txt" doesn't exist. There is a file called log.txt, so I tried setting $LogLocation = "log.txt" but that didn't seem to work either.
Run it from the Terminal with > stdout.txt
You’ll need to cd to the game folder or wherever you installed it then ./OneLife_v72.app/contents/MacOS/OneLife > stdout.txt
Or thereabouts
So that means there’a a speed run challenge to nuke all the non restarted servers before he cycles them
I think the apocalypse has nerfed the game entirely at the moment. Basically you've done the WOPPR bit at the end of WarGames and come up with the "The only way to win is not to play" result
I do have 2 different radical ideas for how to make the Apocalypse more interesting.
1) Seeing as it's effectively a game ending win scenario for nihilists why not add in the extra requirements like you suggested but also make it so that triggering an apocalypse *permanently* deletes your game key. That way you get to feel the destruction personally. Think of it as the ultimate rage quit
2) The really traditional option. When you trigger the apocalypse it emails Jason personally but otherwise doesn't do anything immediately. When Jason gets your email, he emails you back with a riddle. *if* you answer the riddle correctly, the apocalypse triggers. (and if you get it wrong your account is deleted and nothing else happens )
Sure but at least you wont get interupted every 2 hours because they are speedrunning it
but you will. Once there are enough people playing the game on all the servers, it's pretty inevitable there'll be one every couple of hours just because it's possible.
Can't you try your speedrun on private server ? you're like... ruining everyone experience with your speedrun.
I can understand that it's important for you (speedrun community) to have the best score possible on it, and i'm supporting you.
The question is ''will the best time be official if it's on a private server ?''.
Well, the point of the game now appears to be to trigger an apocalypse. There's even a counter for them on the main page of the site.
Because *anyone* can trigger one, it doesn't matter whether there's people doing them as speed runs or not really, basically whatever you're doing will randomly reset now.
Papooses would be an obvious one. Being able to nitrate a baby and do something else at the same time is a major benefit.
Cool. Turns out the lasso works on wolves too. If you rope them with some Muflon meat in your backpack it tames them and they’ll follow around.
Zwilnik wrote:If you’re set to use a custom server switch it off so your client can update.
I updated the game before. Its on the newest version.
Before the servers updated? Jason pushed a new client update with the server update. The app version is the same but your client data is updated.
If you’re set to use a custom server switch it off so your client can update.
There is an advantage. You can go out collecting supplies from long range without having to worry about randomly spawning babies you have to look after. Unfortunately a lot of the players don't realise this advantage and are still sending youngsters out to collect stuff and die because they don't have the food range.