Game Development: Villages

Announcements about major changes in Haven & Hearth.

Re: Game Development: Villages

Postby RayvenQ » Sat Apr 03, 2010 7:37 am

Rebuilding the authority stuff is gonna bea pain, but at least we get most of the materials back
RayvenQ
 
Posts: 88
Joined: Tue Jan 26, 2010 6:16 pm

Postby Jackard » Sat Apr 03, 2010 7:37 am

jorb wrote:
Oskatat wrote:it looks like an ox, not a horse :p

I had one bid for dogs, so I guess ox is a step forward. ;)

you know it to be true :twisted:
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Game Development: Villages

Postby Kirary » Sat Apr 03, 2010 7:39 am

Image
First banner. WTF? >_<
Kirary
 
Posts: 5
Joined: Tue Feb 02, 2010 1:19 pm

Re: Game Development: Villages

Postby ElGato » Sat Apr 03, 2010 7:41 am

RayvenQ wrote:Rebuilding the authority stuff is gonna bea pain, but at least we get most of the materials back

lol q1 swords
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...

Caradon wrote:Gato, the anti-ghandi

Sabinati wrote:yeah we're gonna kill you gato!!!
User avatar
ElGato
 
Posts: 1946
Joined: Tue Nov 10, 2009 2:10 am

Re: Game Development: Villages

Postby Jeff » Sat Apr 03, 2010 7:42 am

Seems like there may be problems with the autority bar. Ours was overflowing (it counted 125000/50000 authority...).I don't know what caused it, though, since it became 55000/55000 after a while.
"I'm just an humble farmer, after all"
User avatar
Jeff
 
Posts: 393
Joined: Wed Aug 12, 2009 1:14 am

Re: Game Development: Villages

Postby RayvenQ » Sat Apr 03, 2010 7:43 am

Better than having our metal supply sacrificed into making more, though it's primarily the 400+ cloth that I'm glad to get back
RayvenQ
 
Posts: 88
Joined: Tue Jan 26, 2010 6:16 pm

Re: Game Development: Villages

Postby jorb » Sat Apr 03, 2010 7:44 am

Overflowing authority meters should heal themselves by the next census update, we hope.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18263
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Villages

Postby niltrias » Sat Apr 03, 2010 7:44 am

Jackard wrote:found a sword! its just like an easter egg hunt

>:3


Q1 soldiers sword? heh
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
User avatar
niltrias
 
Posts: 1559
Joined: Sat May 30, 2009 10:19 am

Re: Game Development: Villages

Postby SynthesisAlpha » Sat Apr 03, 2010 7:47 am

Shouldn't the base authority for a village be more than the minimum required to keep it activated? You are basically required to drop a significant number of authority objects to increase the max authority pool in order for your village to remain functional, requiring you to increase the authority drain. For a small village it's reasonable that it could simply be impossible to keep the authority at the proper level.

It would make a little more sense for the claim de-activation to be at 25k, or zero, or increase the base authority of a village to 100k and keep the 50k cutoff.
SynthesisAlpha
 
Posts: 98
Joined: Tue Jul 14, 2009 3:17 pm

Re: Game Development: Villages

Postby Jeff » Sat Apr 03, 2010 7:49 am

jorb wrote:Overflowing authority meters should heal themselves by the next census update, we hope.

well, i didn't have the time to screen it, since it healed himself some seconds after noticing...
"I'm just an humble farmer, after all"
User avatar
Jeff
 
Posts: 393
Joined: Wed Aug 12, 2009 1:14 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 9 guests