a multiplayer game of parenting and civilization building
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Then go fight the apocalypse? Thats what is so great about it, it allows the two factions that exist to decide what the future is. If you're a preservationist then go try to stop it, if youre bored and want to restart then ignore or help the effort. At the end of the tech tree, there is nothing for you to do to keep your line alive other than fight the apocalypse. As for the roleplayers, I mean, the apocalypse is great opportunity for a different kind of RP. If a generation averages 20-30 minutes, thats 50+ generations a day in a civ, which means that not just the tech, but all of the roleplays have likely been done. Not by you, but by others. Advancing the tech tree closes the door on some roleplay, and opens up for other kinds, and then the apocalypse opens up all those old roles again. Its a great mechanic and im still dumbfounded at the opposition. If you just want to keep a line going for a long time, hop on discord, and make a group, or even better, start eve chain, find great spot, set up basics, then bring in others and set a new record, thats how the 288 gen village was done. Its unlikely to happen again even without the apocalypse because people get bored.
I would love to have silk worm farming and silk clothes added to the game. And tea could be a multiple-servings food for yum.
Also alcohol could have some funny effect like messing up your speech and/or making you see double. Some games do this sort of thing.
Ah ha! Thats exactly what we need for the cooling clothes(or just tier two, moves temp towards center clothing). We could make cooling clothes out of other fibers on the loom, but I feel like it should be tech locked behind silk cultivation.
narla_hotep wrote:We really need to start taking screenshots of this game more often. If anyone has any screenshots of Anal Town or any other lost city (such as Fresh Town) post them here.
And yes, I totally agree... for me, part of the fun of this game is seeing the same place in multiple lives, and seeing my family's legacy live on... Wiping the map completely destroys that and gives people a sense of futility in building new towns.
Totally agree though. But unfortunately I don't think any any amount of bad reviews will change Jason's mind on this. Seems like its in his vision for the game.
One last detail I forgot to add, a man ran into the village with a decayed backpack, saying he came from 3k away. I said I did too, and he said that I showed up as his cousin many times removed! But when I moused over him it simply said no relation. He had a different last name as well.
With everyone on bigserver it's definitely getting a lot more interesting with family trees. I hope this is something we see more of in the future!
What exactly do you all want? The apocalypse doesn't happen until after the tech tree has been explored. What are you getting from keeping said civ alive for days after there is nothing new to do? Its easy to stop the apocalypse anyways. I dont know about you all, but Ive been playing since almost the beginning and this is starting to become exactly the game I was hoping for back then. So much has changed and so much will continue to. The last apocalypse was stupid because tech tree was too short and wide(relatively speaking) whereas now the tech tree is very twiggy, but is in a great place to expand in all directions. The apocalypse is renewal, and the further the game progresses, the more sense it makes to include it. This game is horribly boring when you reach a steady state.
Yasss, for some time during my eve chaining, I was like ,"I'm not doing anything I don't already know how to do why is this so hard" and then it occurred to me that free labor is the best labor.
I like the mod too, Jason doesn't though because it does completely change the gameplay. He has a very specific vision for this game, and you bought the wrong one if you dont see that vision too. The whole point is that you cant do anything very meaningful in one life( unless your memory and reflexes are sharp, and you have some luck), and that you have to work with others. Now he isnt preventing you from using the mod, or building it yourself(there is a guide!). As for griefers, that's a "feature" too. This isn't a creative sandbox, you must think of all facets of societal life and that includes managing low productivity people, and dealing with greifers. Without them, all villages are: find spot, make bowls, farm, find iron, make some stuff. Since the tech tree can be finished in under ten generations for now, there is no point in super long term civs, so that also is a response to griefs and the low pop at different times of day. When the tech tree takes hundreds of lives to explore, it will be worth having long term civs. If you want to play a game with none of the risk or reward of other players, do solo eve on an empty server. You will respawn where you die as long as you make it to 60. Side note, Jason already has provided the option to curse. If people dont want to play alone endlessly, they will behave better, or they will get bored of having a couple grief lives and then hours of donkey town and will quit playing. Work on being a better eve, because the majority of griefers do so on civs and not eve camps.
Maybe the different colored rugs could have different temp properties depending on how the temp overhaul ends up working ?
This is the game we all wanted to play lets just be honest
Yesterday I got a multipurpose newcomen in a 5 eve chain. I want to keep going today but I think ive exhausted all of my iron in every nearby direction, and im too afraid of the fever to search out more. I have caught it twice on iron runs already and was just really lucky to be right next to snow and have a backpack of food. I kinda wanna build a car (or even a plane) solo but I think ill need to scout a better spot next time. I think I could do third gen multipurpose newcomen in a good spot. I think I will mostly skip farming next, and just try to fine a good desert, badlands, and swamp intersection with lots of cacti and go ham. I also like the idea of bringing in a couple people after set up
Thanks
Overall the lag problem was better. Instead of everything being slow every couple of minutes, I would just get the bouncing lag every couple of lives. What happened?
Best one yet fuck me
The problem with baby suicide is that towns are hard, its more fun being like eve's grandchildren, a spot has been found for you, but there is still plenty to do. I hate being in a finished town, it just feels pointless since the tech tree essentially ends with sheep. So you have new people who dont know how to do anything, making a developed town intimidating to them, and vets are bored and dont want to waste an hour not advancing a civ. Just wait for more shits on the tech tree and it will get better.
If your interpretation is correct then this discrepancy could probably be explained by wasteful eaters. The number of pips would be lower every time someone overeats that food.
Maybe there could also be a risk of having a heart attack that goes up as you age while you're obese. It could be that the chance goes up for consecutive obese years and the average time to death is 5 or ten years, resetting if you go back to a normal weight. You could also have it just be tied to age, regardless of the length of time they have been obese, with an asymmetric distribution where few die young of obesity with the average age of death slowly working up to 45 or 50 and then rapidly leveling off to 90%+ dead by 50-55. A third option is premature loss of food bars.
I was this old fart http://lineage.onehouronelife.com/serve … _id=320012. I farmed a butload of food with those tools you made, i think you were the old man who told me of snakes you killed in the desert. There werent many people left when I was born. At the end it was my younger sister and brother, she was going to be old soon and had already lost two kids. The last girl, Future, just randomly died after she was set down and then my brother accidentally killed my sister when trying to give her a knife. I was the last of the sarics.