a multiplayer game of parenting and civilization building
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why not make it so if a bucket holds 10 bowls of water, using a bucket on a cistern will remove 10 bowls and using a bowl on a cistern will use 1 bowl?
the question is: what does that mean for the newcomen engine, for instance, would jason have to create an object for "newcomen engine with 1 bowl in boiler, newcomen engine with 2 bowls in boiler" etc.
i think the main problem is the interaction with clothes.
it was already in the files last week.
It's not implemented, just in case jasons wants to add it.
mrbah wrote:the wooden slot box seems to be a permanent storage, what seems to be the problem?
Holds ten small items. A box with four basket holds twelve items and the baskets don't decay which means the slot box is dead on arrival. It costs the same as 1.5 boxes rope wise, is harder on steel, and has to be redone if you want to move it.
Slot box basically arrived as dead content due to making baskets permanent. It's one niche is it is less clicks but in a game like ohol one less click so not worth more materials. The sort of thing you would want them for doesn't fit in them so overall they're a more expensive downgrade to storage.
I thought baskets did decay.
the wooden slot box seems to be a permanent storage, what seems to be the problem?
yay!
thanks for sharing.
make more foods, while nerfing yum chains (to account for more easily edible foods)
Tomatoes for instance might taste disgusting if not dried or mashed, but I have seen people eat it, so it seems to be edible.
I am new, I do not know what you mean. The soil was already spread out with a hoe, but it was dry after picking the plants. I've only ever seen people use a skewer to get the soil fresh again for replanting. I'm a newb, admittedly, so I'm sorry if I missed something obvious
I assume you have this:
https://onetech.info/848-Hardened-Row
and you want to produce this:
https://onetech.info/1136-Shallow-Tilled-Row-groundOnly
the wiki currently only shows skewer, but once you expand the ledger , you will see, that a stone hoe, or a metal hoe do the trick too, the skewer is simply one of the three tools in this game allowed to plough.
I remember when i was making mistakes, I would get yelled at, shearing the last sheep in our pen (before the poop update) or using a thread (two whole milkweed) to make a backpack, when we had sheep (making clothes with sheep thread is insanely cheaper than with milkweed, meaning only very early eve camps and griefers waste milkweed on clothes)
OHOL players want efficiency, often erratically so.
I am sorry you got killed and yelled at for making a minor mistake, generally, i advise asking for advice, I remember how stupid I felt when I learned that adobe could also be made from straw, not only reeds (for some reason straw and reeds together can not make a basket, though).
what about being able to repopulate a full pond with a goose too? that way it becomes a strategic thought, do I want the space now, or do i want the village to have more feathers for arrows later?
would removing them have potential benefits?
like digging for ressources in them?
Otherwise, free water is free water.
I expected the radio to enable towns to find each other.
Give us a building (astronomy tower or something) that tells us our absolute coordinates, then we can send people to a town we trust.
How does the language update work with radios by the way? Do kids who hear foreign language via the radio understand it?
it means space is valuable.
the most valuable ressource there is.
And fences occupy a lot of space.
Hey Jason, thanks for answering.
I have seen the trailer (and was a bit dissapointed to find out that some items of the trailer are ahead of the tech we have in the game, I also took the sentence "staying one step ahead of the players" too literaly, thinking that your plan was to always have items the players have not achieved yet)
It does not tell me if you want to single thread civilisations (oven-bushes, fire-rabbit,bellows-steel tools) or be able to sidegrade (in some countries the majority of the population lived nomadic sheperds and whatnot until 60 years ago)
There is out of design or programming-convenience often only one way to do something, when (using real life logic) a lot of other ways would achieve the same thing.
Ultimately it causes every civilisation in the game to look similar. That's the "flaw" I am currently seeing, in real life, towns are radically different, because they have different cultures, because they have different geography, because they have different industry.
This was the case for hundreds of years, not every town needed silver, it was sufficient when one town in the kingdom had silver from which to mint coins for the entire kingdom.
There is a critical path to survival and it allows for very little compensation. When the eve can't find a rabbit, she will never be able to do iron tools, even if you have sheep already.
I realize that creating dozends of different viable alternatives are out of the scope of a weekly update, but ultimately, the only thing making towns distinct is the amount of replenishing ressources (ponds, oil, wild gooseberry bushes, rabbits) and the actions of the players (building houses or fences).
Hey,
We are having a lot of discussions in this forum, on what should be done to improve the game.
I am getting the impression that essentially a lot of this is wasted effort, because we don't understand what exactly Jason wants to achieve with this game.
What level of realism does jason want?
How "game-y" does he want the game to be (no needle before you have fire, because raw rabbits don't have bones, no backpack unless you catch rabbits, because rabbit fur is the only fabric tough enough to transport four items)?
How much does he want the game to mirror real life, in regards to Trade, Politics and Administration?
What is the "End-point", the last item of the tech tree?
What mechanics can or can't the engine support, at what point could it be worth to rework the engine to allow for specific features?
I think the answers to some of these questions are important for us to make educated feedback and suggestions.
Kann man machen. Habe offengesagt kein problem in der internationalen sprache zu schreiben, es ist inzwischen wie eine zweite Muttersprache.
Ich finde allerdings, dass nach Öl suchen inzwischen zu viel wasser verbraucht. Ich habe vorhin ein Leben gespielt, in dem ich mich mit den maschinen vertraut machen musste, um weitere Rohre herzustellen, habe mehrere Eimer Wasser verschwendet, weil ich es bisher noch nie so weit gebracht habe.
Als ich alt und grau war, hatten wir endlich einen Ölförderturm, ich habe der Familie mitgeteilt, dass ich hoffe, sie stellen behälter dafür her.
Jason will probably not be sacrificing time with his family for streams, so stream would eat into dev time.
I actually like the idea of life tokens, maybe mainly, because it fits my playstyle anyways.
My suggestion:
When a player has used up all their tokens (hide how many tokens a player has), make them spawn in the middle of nowhere as a man (or infertile female) unable to hear the belltower.
Hah, you were my brother.
I taught a new player how to take care of berry bushes and make compost.
i had a guy from the line i was previously in come to wakanda and kill my uncle, was promptly stabbed for it.
We didn't send a team for revenge, because the other village probably didn't even know what he did.
cart with tires.
carrying 6 baskets full of valuable items/food is great for an eve camp.
oh yeah you are right
Just got born as willow brada.
The family apparently has at least two villages, one bigger(?) in the south and one smaller in the north.
I was born in the south. there were still fertile soil pits nearby and a large sheep pen. they were a little low on firewood, but had an axe.
Honestly, what that village needs is another building and a cow pen.
Someone also bred the good kinds of dogs.
It's rewind time.
I know that a lot of games use pseudorandom numbers to achieve a similar effect.
When a hero in dota has a 15% to crit, the game tracks how many attacks had no crit and eventually increases the actual % if there has been no critical hit for so and so many attacks.
This would require your game engine to memorize the actual % for each object that has a chance to transition, so I am not sure how viable such an approach is with your frankly gigantic map.