a multiplayer game of parenting and civilization building
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Jason: "I want rich and robust trade networks"
Also Jason: Locks communication behind an obtuse game mechanic, stifling negotiations between players
Jason: "Complex leadership structures will be the backbone of ohol societies"
Also Jason: Limits births to a local area, preventing social propagation
In the before times we could just split the town and send people off to go settle another area. If I wanted to trade sulfur for fish I could just type "Have sulfur, need fish". If there's some part of the puzzle we're not seeing here I think it would help to clarify that in update notes, but as it is these mechanics just don't work together.
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I think you have a point.
I think you have two points!
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add this to the list
https://onehouronelife.com/forums/viewtopic.php?id=9001
http://onehouronelife.com/reflector/ser … ion=report
http://publicdata.onehouronelife.com/publicLifeLogData/
https://onemap.wondible.com/
You are... Megan, Max, Morgan, Masha or Misha? u are my kid!
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What Jason says : Fences should protect valuables and prevent outsiders to come and steal them. Followers of the person who owns a property gate have now easy access to it.
What we have in game : Anyone, from any family, can follow the person who owns the property gate of a fenced in area, can destroy it and can take whatever they want, making fences useless.
The one and only Eve Kelderman
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there is a bug with normal gate, that now also allies have access. its reported in github.
That you can just follow someone to become ally is long known. It was more above defense against one that you exiled, he should not be able to use the gate.
For sure it would be still nice to fix it.
That an ally can destroy the gate is not nice, so i reportet it as an issue in github. Thx for reporting it!
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I don't even know how you could trade. Say you have a horsecart full of tradegoods. You get of your horse to write your letter to negotiate the trade. Meanwhile the horse gets stolen and you are left with nothing.
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The horse cart doesn't even need to get stolen. It will just run away while you are messing about with paper and charcoal.
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Jason: War mechanics allows wars. Leader mechanics gives protection.
Reality: War swords are useless. Become leader by following foreign leader, exile and shank people from another fam.
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Jason: War mechanics allows wars. Leader mechanics gives protection.
Become leader by following foreign leader, exile and shank people from another fam.
how you can become leader by following foreign leader?
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After leader's death.
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After leader's death.
Only if you have a high score or? but then you can become also leader in your village or?
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Highest score gets leadership and you can follow only one hierarchy. If you're leader who wants to follow member of another tribe, your hierarchies will merge.
Last edited by Gogo (2020-10-07 20:47:19)
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I suppose as long as you only stab unrelated people, you could maintain a high enough gene score to be elected as a terrible leader to other families.
Next level griefing right there.
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Become leader by following foreign leader
Is this a bug? Shouldn't you become a subordinate by following someone?
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Gogo wrote:Become leader by following foreign leader
Is this a bug? Shouldn't you become a subordinate by following someone?
If your score is high enough, you can inherit the leader position when the leader you followed dies.
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I always felt that the method that jason uses to develop OHOL is to focus on a single mechanic and to finish it (or at least make it playable) by any means neccesary, even if it means reworking (or retweaking) some aspects of the game to make it work, which ends up breaking other mechanics. See posse or war as an example.
It doesnt help that Jason pretty much develops the game on the go, so he doesnt appear to have a game-plan so inconsistency is pretty much assured almost every time.
make bread, no war
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