Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby Mafious » Fri Oct 28, 2016 8:00 pm

if windmills or watermills are going to be a thing they should be built by kingdoms and cost authority, on top of producing flour of a lot better q, so you have and incentive of using a comunal mill instead of your shitty stone.

you could add some kind of mechanic to store a % of the flour produced in the mill as a kind of tax for using the royal mill. make that the % is variable so each king decides what % from idk 0-25% wants as tribute, someone has to feed the warriors that protect the peaceful hermits.
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Re: Game Development: Map Rabbit

Postby Teleskop » Fri Oct 28, 2016 8:05 pm

Mafious wrote:if windmills or watermills are going to be a thing they should be built by kingdoms and cost authority, on top of producing flour of a lot better q, so you have and incentive of using a comunal mill instead of your shitty stone.

you could add some kind of mechanic to store a % of the flour produced in the mill as a kind of tax for using the royal mill.

thats actually cool idea,utillity centers managed by kingdoms would certainly help the vision of player run big cities like in mmo but players instead of npcs :oops:
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Re: Game Development: Map Rabbit

Postby MagicManICT » Fri Oct 28, 2016 8:15 pm

peanutzrgud wrote:
Avu wrote:
jorb wrote:Would love to know what custom features you are referring to.


Just a bunch from ken towers client that I used when I was playing. Not sure if some got implemented in vanilla because even when I played I still didn't use vanilla client it was that bad. And I'm sure the other client makers have implemented great things too (some here are from them originally)


Is that one in wizards tower?
I dont remember seeing that name..
If it is could you link it/ pm me?


Most of the major factions have one or more private clients that are modded from the public ones, the public ones are the private ones with features removed, or some other variation of that.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Map Rabbit

Postby peanutzrgud » Fri Oct 28, 2016 9:32 pm

And I assume they aren't too keen on sharing?
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Re: Game Development: Map Rabbit

Postby MrPunchers » Fri Oct 28, 2016 9:43 pm

peanutzrgud wrote:And I assume they aren't too keen on sharing?

Yeah because than other people could use their bots :oops:
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Re: Game Development: Map Rabbit

Postby Kaios » Fri Oct 28, 2016 9:46 pm

http://k-t.github.io/hafen/

Pretty much every single major faction has this link so I don't see why it can't be shared with the rest of the public, ken had stopped updating since the 2nd last patch because he did not think anyone was using his client any longer and really very few people are. It has been updated to incorporate the saddlebag/packrack patch but not the map one yet as far as I know.

It's a pretty great client when it's up to date and working properly even without some of the recent features added by other client developers.

Not really any bots on it just some simple scripts to ease the process of a few click-heavy things.
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Re: Game Development: Map Rabbit

Postby Jesus_Smith_Nandez » Fri Oct 28, 2016 11:10 pm

Kaios wrote:http://k-t.github.io/hafen/

Pretty much every single major faction has this link so I don't see why it can't be shared with the rest of the public, ken had stopped updating since the 2nd last patch because he did not think anyone was using his client any longer and really very few people are. It has been updated to incorporate the saddlebag/packrack patch but not the map one yet as far as I know.

It's a pretty great client when it's up to date and working properly even without some of the recent features added by other client developers.

Not really any bots on it just some simple scripts to ease the process of a few click-heavy things.

i didn't have this client :!:
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Re: Game Development: Map Rabbit

Postby ven » Sat Oct 29, 2016 12:17 am

Kaios wrote:Pretty much every single major faction has this link so I don't see why it can't be shared with the rest of the public, ken had stopped updating since the 2nd last patch because he did not think anyone was using his client any longer and really very few people are. It has been updated to incorporate the saddlebag/packrack patch but not the map one yet as far as I know.

It's a pretty great client when it's up to date and working properly even without some of the recent features added by other client developers.

Not really any bots on it just some simple scripts to ease the process of a few click-heavy things.


It's the only one that doesn't crash or give me weird graphics, and even if it did it'd still be my favorite. It doesn't come with a lot of the nonsense the others have, the UI is color-neutral and half transparent, autoupdate isn't disruptive, and all the important QoL features are there. Performance-wise it was the best client I knew.
I actually pmed jorb to ask him if he would implement some features, but the ones I was talking about stopped working after the combat update.
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Re: Game Development: Map Rabbit

Postby APXEOLOG » Sat Oct 29, 2016 6:44 am

Kaios wrote:http://k-t.github.io/hafen/
It's a pretty great client when it's up to date and working properly even without some of the recent features added by other client developers.

I chose this client when i got tired of making my own. I think this is the best client in terms of UI/usability currently
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Re: Game Development: Map Rabbit

Postby jordancoles » Sat Oct 29, 2016 6:53 am

Mafious wrote:if windmills or watermills are going to be a thing they should be built by kingdoms and cost authority

Lol, no

Mafious wrote:you could add some kind of mechanic to store a % of the flour produced in the mill as a kind of tax for using the royal mill.

People would just grind q1 seeds into flour to lower the q of the tax pool
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