Game Development: Some fixes

Announcements about major changes in Haven & Hearth.

Re: Game Development: Some fixes

Postby Mqrius » Tue Nov 09, 2010 7:39 am

Onionfighter wrote:Sounds like a great update. Terraforming is a lot of fun. Looking at those screen shots of the brick though, they are kind of ugly. Also, since most clay is found by rivers, does this mean the default brick color is now yellow? Ugh!
A lot of clay is acre clay, depending on where you are. So red and yellow, I guess. Does anyone have a minimap screenshot of the different colors of bricks, and also of the lines inbetween them? If there are no black lines inbetween, I'll make a quick tool to turn images into pixel art with only those colors.

sabinati wrote:
jorb wrote:The Streets
Can now be paved with gold. And some other things.
CAN THEY BE PAVED WITH THE BONES OF MY ENEMIES?????
Yup. Turn them into bone clay :D
Last edited by Mqrius on Tue Nov 09, 2010 7:40 am, edited 1 time in total.
User avatar
Mqrius
 
Posts: 367
Joined: Sun Aug 29, 2010 8:58 pm

Re: Game Development: Some fixes

Postby Sever » Tue Nov 09, 2010 7:40 am

It's currently possible to repave a stone-paved tile with another stone. Since the tiles don't always update right away when you're paving, it comes down to guesswork and misclick frustration. This could be (even more) wasteful for the gold nugget variety, too.

Could you put a check for the same kind of paving as the tile? Or is this related to the "You need a gold nugget" for stone paving bug?
Come back two hours earlier.
User avatar
Sever
 
Posts: 723
Joined: Fri Aug 28, 2009 8:38 pm
Location: Elsewhere

Re: Game Development: Some fixes

Postby burgingham » Tue Nov 09, 2010 9:16 am

oloth wrote:Please explain how a person who has one of the stats over 1500 + will raise the other stats? in fact, you killed him, as the game continued to be unbearable.
Reduce the bonus to 400% FEP up to 78 %.... This is ridiculous, you reduce the increase by FEP in more than 4. Thus inflicting a heavy blow on the part of players, which keeps the economy and the political map of the game.
I do not think that many of them want to continue to engage in such self-torture.

sorry for my english.



"I built a char with exploiting an overpowered mechanic that everybody knew was going to change at some point and didn't even bother to balance it. Now I am mad." is all I hear.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Game Development: Some fixes

Postby DigDog » Tue Nov 09, 2010 9:39 am

Mqrius wrote:
Sarchi wrote:
ElectraFairford wrote:Does planting grass no longer work on mudflats? I have been working on grassifying a mudflat, and direct grass no longer works, plowing doesn't work...same with the new stomped dirt.
As far as I know, you could never plow mudflats. Likewise, try paving the mudflat first and then grassing the pavement.
Agreed, but direct grassing always worked, as well as direct paving. I used to grass, then plow my farm on mud flats...

Yup, you were never able to plow mudflats and aren't able to do so now, but direct grassing mudflats worked before the update. I know because I've done it before the update and tried to do so after it and wondered that it doesn't work anymore. What still works is lay stone directly on mudflats, so I guess I'll now have to lay stone first and grass it over then.

I wonder if that's a bug that sneaked into the game while they implemented the dirt road stomping or if it's intentional. I don't see a reason for it though. The against-grieving-of-mudflats explanation doesn't really work since you can still grief by just paving it instead of grassing. Sure, that takes a little bit longer but not very much, so not a good way to stop mudflat griefing if that was the intention for the change.
burgingham wrote:You call that beer?
User avatar
DigDog
 
Posts: 711
Joined: Mon Jul 19, 2010 1:52 am
Location: Germany

Re: Game Development: Some fixes

Postby pordle » Tue Nov 09, 2010 9:51 am

The yellow and red are sort of bright but I found my own little fix by putting a rug on them. Kind of makes the rug look like it has gold edges to me.
Started a mock checker board at the chicken coop. I could imagine you playing a game of offline/online checkers/chess with these bricks too by putting lifted objects around it.
You do not have the required permissions to view the files attached to this post.
pordle
 
Posts: 56
Joined: Fri Sep 10, 2010 10:51 am

Re: Game Development: Some fixes

Postby Potjeh » Tue Nov 09, 2010 11:39 am

Granger wrote:The pattern of the texture used would look good when being used as eg. wall texture for a building, but for a street?

This. I think it'd look a lot better with basketweave or herringbone pattern.
Image
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Some fixes

Postby Granger » Tue Nov 09, 2010 12:30 pm

Potjeh wrote:
Granger wrote:The pattern of the texture used would look good when being used as eg. wall texture for a building, but for a street?

This. I think it'd look a lot better with basketweave or herringbone pattern.
Imho a pattern with not much structure at all would be helpful.

Because in the end this is for ground paving, and having a purely decorative structure where the human eye or brain glues itself to in patter recognition mode is a bad idea (at least in a game, since it binds neuroresources without reason).

Only thing i could imagine is that now that the amount of traffic is somewhat of an issue Jorb tries to get us out of game to discuss here with so we bind less mbit/s - or to get exhausted earlier so we logoff sooner. But since Jorb stated in another thread the he is a generally nice person (and i tend to believe him on this)...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Game Development: Some fixes

Postby Potjeh » Tue Nov 09, 2010 1:15 pm

I don't think that patterns are too distracting, especially if the pavement is made to look more faded. I mean, I see such patterns all the time IRL, and I don't get stuck looking at them unless I'm really bored and there's nothing else to do.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Some fixes

Postby Wolfang » Tue Nov 09, 2010 1:30 pm

I draw imaginery lines at the 45° mark of every right angle of a square, these lines go (in my mind) into infinity, I am not allowed to walk onto one of these 45° lines because otherwise bad things happen. So when I walk, I always have to check if im walking on a line created by the pointy right angles of the squares.

To make it more comprehensible. In my mind a square is a square, but everycorner, shoots out a line, which makes the square a square but with 4 lines going outwards from each pointy part. Since I cant step on them I have to step in between these lines, the part thats flat, no pointy part=no imaginary lines going outwards....


Yes...
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

Image
User avatar
Wolfang
 
Posts: 1255
Joined: Sat Feb 06, 2010 2:26 pm

Re: Game Development: Some fixes

Postby Potjeh » Tue Nov 09, 2010 1:39 pm

IIRC someone mentioned we need ability to lay common metal pavement, and I'd like to repeat this request because it's important. Green pavement would give us a lot more options in our mosaics, and copper gets green when it corrodes. Yeah, I could plant grass instead, but that's just ugly.

Also, slag should be layable for yet another colour.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 0 guests