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a multiplayer game of parenting and civilization building

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#276 Re: Main Forum » Opposite of Curse, Trust! » 2018-08-26 19:47:22

What if we just make the blessed people more fertile, so that they have better chances of starting eve families and/or keeping a line going?


(No speech glitter please)

#277 Re: Main Forum » Ben Wiza » 2018-08-26 19:40:15

Well if it's written in a book, then it's gotta be true.

#278 Re: Main Forum » Coco wiza » 2018-08-26 19:23:37

This post makes me smile somehow smile

#279 Re: Main Forum » Ben Wiza » 2018-08-26 19:18:58

Let me present this person; Meri Moneymaker!
She wasn't very merry at all I found out when I tried proposing to her daughter (I was also her son btw)
It really cracked me up when I saw how her last speech went;

http://lineage.onehouronelife.com/serve … _id=948418

Bless you, you old hag.

- Ron

#280 Re: Main Forum » What has been the most annoying moment that ever happened to you? » 2018-08-25 19:00:57

Twin girls as eve.... They just plain suck and you just know they are going to be your only and only chance. I hate them so much.

#281 Re: Main Forum » My first sucesfull Eve camp turns into a dinasty » 2018-08-24 12:14:11

Amazing feat brothersister! Hope to play with you one day!

#282 Re: Main Forum » The prettiest town I have ever lived in » 2018-08-24 09:10:06

I had an omelette stand just north of this place, at the juncture between the swamp and the desert biome. I have really fond memories of working together with my daughter, Soma, before she sadly passed away.

#283 Re: Main Forum » Hall of Shame for Bad Children » 2018-08-23 23:07:32

When I'm well off I enjoy the idea of getting new players as babes so that I get the chance to teach them the basics.
I remember one time though, when I had gotten reborn as a woman into a family that I had started myself just a couple of gens ago;
I was born as the only woman and throughout fertility I ended up getting son, upon son, upon son. Most of them were actually really helpful, but I wasn't really happy until, finally, on my last "plop", I spawned a baby girl.
Now, the farm and the general food-production was all in place for generations to come, but I was really anxious seeing how it all came down to just one random player.
Naturally I had nothing to do but to chat with her and show her around.
I was keeping a real close eye on her and even closer still when she told me she was new. I made her place a homemarker and pleaded for her to stay close to the berry patch, attentively putting food in her mouth whenever I saw that she was struggling.
Then when she plopped a babygirl of her own I felt immensely relieved, for my hour had now passed.

I felt good until I checked the family tree;
That fuckin' noobshits' final word were "brb afk".
Dead, both she and the babe, only moment after I had hit the bucket.
One hour one life is not fair.

#284 Re: Main Forum » Future implementations to the game » 2018-08-23 22:14:09

I love the stackable clay plates! I was just about to suggest that.

#285 Re: Main Forum » Future implementations to the game » 2018-08-18 22:52:56

Wolves should spawn a new wolf each time they kill a player or if they land on a tile with a dead rabbit or mutton that item should be automatically consumed for the same purpose.

Later in the game development food conservation and storage tech should be a thing. Food unproperly cared for should despawn like berries.

#286 Re: Main Forum » List of Jobs » 2018-08-18 21:49:49

I like to find an open area not to far away from the swamp, make adobe oven, bake a shit-ton of clay plates, get a flat rock, kindling, firebrand and then cook all the omelettes!
Every life.
Eggs are too OP not to use.

Only thing important thing is to do it outside of town to avoid clutter. That also prevents a lot of food bar going to waste on toddlers. I don't mind though, because eggs are an infinite resource as long as there are ponds.

I hate when kids ask "job?". Just stay alive long enough and you'll surely think of someway to make your village more survivable for the future. God like childbirth wasn't already disruptive enough.

#287 Re: Main Forum » Sthilaire family- Alanis » 2018-08-13 14:23:33

The Shtilaires are back in atction baby!!!!


lineage. onehouronelife. com/server.php?action=character_page&id=855384&rel_id=855287

#288 Re: Main Forum » Sthilaire family- Alanis » 2018-08-06 13:50:37

All things have an end, Great Grandson. It especially seems to be a theme in this game.
I'm not from Quebec, I just wrote "I am .. " and smashed the keyboard.

#289 Re: Main Forum » Sthilaire family- Alanis » 2018-08-05 10:03:52

I founded this village at the end of my fertility years after spending my youth in a harsh and barren wasteland and abandoning my children there without any food by running ceaselessly upwards for countless tiles till I found a place with enough resources just enough to work.
Miraculously, I was blessed before the end; with one strong smart girl, and one good fast helperboy, and one more babygirl who got like eaten or something? (sorry)
I am so thankful though to see that I had finally founded my first +10 gen together with all of you 182 people if I counted correctly. The more players play, the more players will be good.

- Eve Sthilaire

#290 Main Forum » Future implementations to the game » 2018-07-31 17:41:29

Roblor
Replies: 13

Please post suggestions and discuss.

The three major items I think is important for the games further development in the future is;

Water terrain. Rivers with fords and lakes with lake biome (goose nests, tulereeds). Low level water areas are fordable and high level water areas are swimable. If every tile had an altitude level and a moisture value and after that a water level value natural water physics can take place. Water is generated from the snow tiles and absorbed into tiles giving them moisture value, then surface water which will rapidly move to lower altitude tiles. Moisture value should also move from high altitude to low altitude, but slower than surface water ofc.
When a tile has reached it's maximum water level and there are no lower altitude-tiles surrounding it any additional water value from higher altitude-tiles should just be negated to prevent flooding as water value is infinitely generated from snow tiles

The second is the altitude levels which are invisible to the players, but affects biome generation. Snow on the highest altitude-tiles will create natural water-flow to the map. This requires a sophisticated map generator that can form an altitude map that feels natural. Maybe set up a test server for players who want to test out this new feature. Stone biome should have highest chance of spawning on the second highest highest altitude levels. The other biomes should spawn depending on their moisture levels. Stone biome should also be able to hold double the moisture level of any other tile, but remain unaffected by any biome change. mountains have a lot of subterranean rivers.


For more advanced tech crafting is the introduction of a right-hand left-hand control.
It'd be also useful for toddlers who could really use having an extra inventory slot to survive adolescence. Some items should of course occupy both hand slots for obvious reasons. Anyway as crafting gets more and more advanced later on, two hand control toggled with the ctrl button, will allow for this.

Different types of storage furniture; like table! You can put bowls and plates on it to save space and people will get clear view of the food. Shelves are also useful.
Riding horses should give increased perspective field of view for the rider even at the loss of detail of small items such as seeds, needles, etc..
A compost box or house to make soil production more efficient   
facilities that include walls and support beams such as the windmill for ease of large scale wheat farming
crank-pumps for deep well water extraction .
Anvil and metal tongs and stone furnaces and maybe copper for easier but lower quality tools.
And bridges will be a thing if natural water landscapes are in the way.
Also sooner or later I feel that roofs should become a thing

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