a multiplayer game of parenting and civilization building
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This is what we are looking for! It's a game about society and civilization after all, not magic forcefields preventing you from doing an action
I like this! Here are some more food for thought:
-The claiming of land starts with a king/queen saying "I claim this land" wich creates a kingdom, represented by a big octagonal area around them marked by a small line of the same color as the badges;
-The kingdom and its area can be upgraded to empire once an emperor is elected and declares "I expand this land";
-Everyone entering the area receives a ding message informing "Entered the Jones Kingdom" or "Entered the Smith Empire";
-Every item inside the kingdom's borders belongs to the hierarchy that claimed the land and are only interactable for them (this may or may not incentivize trade, albeit only outside the kingdom's borders, over just stealing);
-Other families/hierarchies are given access through peace;
-Other families that are neutral or at war plus people that have been exiled by a count or above have no access to the kingdom's goods (showing as "Owned by the Jones" on mouse over, while stuff in their backpack/hands are safe);
A system like this expands the leadership mechanics and incorporates a form of collective property, different from property fences wich are personal.
Possible effects:
-Incentive to trade over stealing;
-Meaningful downsides to being exiled;
-Walled cities with gates that are only usable by the trusted and unblockable by griefers, since everything they set down inside the borders becomes unsable by them.
If you have discord or another way to communicate outside the game, that will make teaching muuuuuch easier. .
Assuming he likes the game and understands the basics, I would also encourage you to try twin on the main server. It lets you be in the same town together at the same age. The downside of twinning with a new player on the big server is that he will probably starve a few (dozen) times while learning the ropes, which means killing yourself and restarting if you want to stay together. Also, you are more likely to get identified as a potential griefer if your friend does something wrong by accident. And being in a busy town will generally increase the danger of being murdered or getting separated.
But I would consider playing on BS2 the "real OHOL experience". Playing on a low pop server is much calmer, but not as interesting in the long run.
Oh, of course, we'll be using Discord, and yeah I do hope he'll be interested enough to move on to the main server and most likely get confused with gimmicky mechanics such as property and leadership.
So I just bought this game for a friend and would like some tips and help with strategies on how to get a new player interested in it and general teaching advice. I'm planning on getting him started with the hetuw mod already installed and on a low population server for a less hostile environment. If there are any effective teaching methods for hooking someone new, feel free to share them!
Thanks.
pein wrote:that sounds nice
but to make mine carts and rails viable we would need some buffs:
-carts shouldn't break so easy or more springs per iron
-more storage per mine cart, makes sense since it's so slow, but should be sturdy since is made of iron partly and mining resources weight a lot generally
-more function, to make It better than carts or at least useful for something else
-that could be done with auto loading/unloading: the target area would load filtered resources from the start and unload to the end. that could be used for firewood, bones, etc.
-levers at chosen locations which redirect or stop the cart. that would help on partial stripping of resources further away, or to make system that can be used differently than it was built, extend it, stop cart rom being broken by temporarily blocking an open exit, switch directions based on where you need resourcesthe transport could be like the planes now, except it would need an underground location, a mine shaft, then a rail would go there, a train could transport you to other locations with train
it could be other requirements too, like upgrading the range, each iron would extend range with 6
then it would be like a metro rail with choosable exits, no need animation, just load screen onto the target areaOr how about this, Train stops act like landing pads but needs to be connected by tracks.
I like this! It's abstract and fits right in with the plane mechanics. We don't need an actual train, just the engine and some space for cargo. The travelling is represented by the loading screen, stops act like landing strips and, just like with the plane, you could place a waystone pointing to a certain station to always make sure you stop there, blocking random "troll stations". No waystone - you stop at the nearest station, no station - you stop at the track end, and no end, well ... then the locomotive derails.
I back this!
I guess an interesting "solution" to the restrictions put up by family specialty would be the reduction of so by the addition of the highly asked marriage and dads feature, as to create mixed babies that have both specializations. We gotta remember that there are still two unused skin tones.
I can't help but think radios should go onto tables
So nice to see way stones in game. These latest updates have shaken up the experience quite a bit and the steam sale has brought so many new players in, it's a shame my friends find the game too complicated for their liking.
Great idea!
How about it works by "pinning" an existing map to the stone?
So you make a map to the destination, then make a waystone by embedding the map on it. Maybe it could be removed after, and "copy" the map, so as not to waste the map.
Sounds way more convenient and simpler
So it'd just write the current home marker location to an immovable / readable object?
Exactly, that's a nice way for it to work. I forgot to describe this part
Upon speaking "To -Destination Name-" it pairs your current home marker (maybe ignoring bell/apocalypse home markers) with its destination.
Why:
1. To make it easier to direct people into towns or other major permanent points of interest
2. To potentially aid in player made "adventures" and expand the thrill of exploration in game
What:
- Constructable waystones that set a home marker to its destination, similar to maps but imovable
- Speaking "To -Destination Name-" in front of it while holding a charcoal pencil sets its destination, applying your current home marker to it
How:
- Freestanding Newcomen Foundation 2 + Charcoal pencil = Blank Waystone
- Blank Waystone "Destination set" = Waystone to "Destination Name"
Reasoning:
- Need for other families now essential to long term survival
- Can be used as "directional signs" on a road network
Details:
- Clicking on a waystone sets your home marker to its desination for 60 seconds and forces the player to speak its destination name
- Waystones can be removed with chisel and mallet
- Waystones become ancient after 10 hours
Expectations:
- Setting up waystones on all cardinal directions far away from town
- Use in conjunction with roads in a network conecting multiple towns/locations
Hat drops when Jason dies I think
So every hat you see is Jason dieing once
But, what's up with the Jasons? Are they Jason himself playing, are they bots, mindless animals, a new skin?
It's purposeful he made squash turn into pumpkins to reduce having to add in another plant to a biome + everything that comes with it. It was the quickest way to introduce a pumpkin without a bunch of work.
Although it seems like just a simple design choice in order to reduce work, I'm sure he did some research before adding it, as this correlates very well with real life.
Both hubbard and pumpkins are squashes, they're both in the Cucurbita genus and they both originated form Cucurbita andreana, the wild squash in game. They even have very similar flowers.
Now, I'm sure they're vastly different species, but they're similar enough to reason the simplification done in game.
Normal chests are pretty worthless, and we don't want worthless items do we? It would be more intuitive if it held 8 items just like tire carts but can't be moved. I just want better storage options, it's all I ask.
Possible problems:
-Trolls locking stuff away;
-Chests spilling items upon disassembly.
Possible solutions:
-"Finger pinch guard" that can be added to the chest making it unable to be closed and thus locked;
-Chests can't be disassembled with an adze but rather moved around by free horses with no carts with a slow down.
Managed to build one in Deville Town yesterday
By today the building's carts were gone along with most of all other tire carts in town, guess peolple didn't bother upgrading them...
@sircaio
Did you use an editor for this pic?
If yes where can I get it?
It was made with GIMP and the sprites were taken from onetech.info
Why does it need walls in the first place?
They serve more of a psychological function rather than efficiency. The walls isolate the carts from all the action outside preventing them to be taken, it's as if they were shouting "Hey this is a dedicated storage space and these carts are not for taking!". I guess what breaks this concept is the fact that people are very individualistic in game, wich is to be expected from a game were you have limited time to live, that's why MOST players don't bother returning stuff to their original place, contributing to the giant mess.
Dont know if thats still an issue but that door can be locked and then youre screwed
It doesn't necessarily need to be an exact replica of the example image, you could build it out of plastered adobe walls for example. And even if the door gets locked and the walls turn ancient you can still get in by moving one of the boxes.
Simple warehouse for non edible clutter items:
Reshape it, repurpose it, use it as you see fit!
Any ideas on how to improve it?
If you are holding a weapon while joining a posse chasing after yourself you'll attack yourself.
Oh my! What an unexpected bug, or feature?
Can we get property fence slot boxes?
I get what you are saying man, just tried a life and couldn't play more than 20 min. and quit just out of pure boredom. I haven't been interested in playing anyways, but there is just something that keeps me so hyped about this game still. I find myself scrolling through the forums and looking at the live dev changes at the Discord all the time, even though nothing REALLY has happened in quite some time.
-Dug barrel cactus are spawning naturally;
-Useless trees require hungry work;
-The arc end condition is still far from ideal.
Extra:
-Why have an end condition at all? We already have the apocalypse, I don't get why we need to have both.
Oh God the music! It caught me off gard by the end xD