Game Development: Civilization Census

Announcements about major changes in Haven & Hearth.

Re: Game Development: Civilization Census

Postby Rift » Fri Jun 12, 2009 1:04 am

or failing that.. weekly.
Rift
 
Posts: 683
Joined: Mon Jun 01, 2009 1:34 am

Re: Game Development: Civilization Census

Postby eql » Fri Jun 12, 2009 6:45 pm

[quote="niltrias"]For scale, I say we use something not in current use. Like a league. Maybe make 1 league - 100 squares? easy to measure off in tens, and 5 leagues would be a fair distance.

Also, I love the civ thing, but I for one would rather see more intense and less broad effects of homefires. So with, say, 5 homefires, anywere could be level 2 and with 10 level 1, but the effect doesnt spread as far. Then you would see scattered islands of civilization with danger in between, which I would much prefer.[/quote]
awesome idea.
User avatar
eql
 
Posts: 298
Joined: Sat Jun 06, 2009 3:39 am

Re: Game Development: Civilization Census

Postby Peter » Fri Jun 12, 2009 8:54 pm

Changing the falloff rate might be nice; alternatively, increase the resolution, though that may be more difficult that it sounds.

Also nice would be a daily update to the visual map, too. I'd like to see the safety of some areas "live", and see the world view of our constructions.
User avatar
Peter
 
Posts: 1491
Joined: Thu Jun 04, 2009 3:36 am

Re: Game Development: Civilization Census

Postby Laremere » Fri Jun 12, 2009 8:56 pm

I think having it updated every few days would be a nice compromise.
User avatar
Laremere
 
Posts: 736
Joined: Fri May 29, 2009 9:02 pm

Re: Game Development: Civilization Census

Postby sami1337 » Fri Jun 12, 2009 10:01 pm

[quote="Peter"]Changing the falloff rate might be nice; alternatively, increase the resolution, though that may be more difficult that it sounds.

Also nice would be a daily update to the visual map, too. I'd like to see the safety of some areas "live", and see the world view of our constructions.[/quote]

resolution? you want it to be like 20000x20000 pixels big or something? Even if you want that, it would still mean a single tile is represented by 4 pixels.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Game Development: Civilization Census

Postby Malicus » Fri Jun 12, 2009 10:03 pm

He means making the map grids smaller so that finer changes can be shown in the census, but that's probably no mean feat.
Malicus
 
Posts: 333
Joined: Sat May 30, 2009 5:01 am

Re: Game Development: Civilization Census

Postby sami1337 » Fri Jun 12, 2009 10:08 pm

Oh right of course. I am not sure if that matters much though.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Game Development: Civilization Census

Postby Peter » Fri Jun 12, 2009 10:11 pm

Server just restart?
User avatar
Peter
 
Posts: 1491
Joined: Thu Jun 04, 2009 3:36 am

Re: Game Development: Civilization Census

Postby sami1337 » Fri Jun 12, 2009 10:16 pm

Yes.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Game Development: Civilization Census

Postby RaptorJedi » Sat Jun 13, 2009 12:48 pm

How many hearth fires and/or cabins are required to lower the area by one level?
User avatar
RaptorJedi
 
Posts: 311
Joined: Fri May 29, 2009 5:53 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Semrush [Bot] and 44 guests