Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.
slipper
Posts: 816 Joined: Sat Oct 02, 2010 4:28 pm
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by slipper » Sat Feb 19, 2011 5:35 pm
wolf1000wolf wrote: As usual... waiting for fertilizer.
Never gonna happen.
Move your city if you want to plant in good soil, or make an outpost.
Grelf
Posts: 327 Joined: Sun Dec 19, 2010 9:30 pm
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by Grelf » Sat Feb 19, 2011 6:08 pm
Well, would be nice to get something to improve clay Q too, but I don't think we will have that.
anasky
Posts: 153 Joined: Fri Jan 21, 2011 2:44 pm
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by anasky » Sun Feb 20, 2011 12:44 pm
Or at least like:
-Stomp to dirt
-Lay down soil
-Soil becomes average of regular one and planted one.
SaintGilbert wrote: Some people claim to have never slept for years.
MagicManICT wrote: Some people claim that they can levitate objects with their mind, too.
TeckXKnight
Posts: 8274 Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?
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by TeckXKnight » Sun Feb 20, 2011 12:57 pm
anasky wrote: Or at least like:
-Stomp to dirt
-Lay down soil
-Soil becomes average of regular one and planted one.
It would be ridiculously easy to average up nodes like that until every node was q120+
anasky
Posts: 153 Joined: Fri Jan 21, 2011 2:44 pm
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by anasky » Sun Feb 20, 2011 1:20 pm
One, you'd have to do it tile by tile.
Secondly, where are you going to find q120 soil to plant?
Example:
Regular q: 10
Planted q: 120
New q: (120 + 10) / 2 = 65
---
Regular q: 65
Planted q: 120
New q: (120 + 65) / 2 = 92.5
---
Regular q: 92.5
Planted q: 120
New q: (120 + 92.5) / 2 = 106.25
You'd need 3 q120 soil in order to make 1 single tile q106.
SaintGilbert wrote: Some people claim to have never slept for years.
MagicManICT wrote: Some people claim that they can levitate objects with their mind, too.
TeckXKnight
Posts: 8274 Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?
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by TeckXKnight » Sun Feb 20, 2011 1:23 pm
The game doesn't control soil by individual tiles, it's controlled by nodes. You'd need to revamp the entire game to alter that.
If a change like that were made, it'd be easy to spread that wealth. With Q140+ soil running around and the ability to farm up lots of that and spread it, you'd have an exponential spread. Newbies would buy a dozen pieces of soil, turn their entire village into q120+ soil then proceed to recoup any losses they incurred by reselling that soil they've made to others. It'd be quite viral~
anasky
Posts: 153 Joined: Fri Jan 21, 2011 2:44 pm
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by anasky » Sun Feb 20, 2011 1:30 pm
True, didn't think of that.
But still, by using some sort of formula it should be possible (maybe cap at like an increment of 20?)
SaintGilbert wrote: Some people claim to have never slept for years.
MagicManICT wrote: Some people claim that they can levitate objects with their mind, too.
TeckXKnight
Posts: 8274 Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?
Post
by TeckXKnight » Sun Feb 20, 2011 1:46 pm
Given the ease of obtaining soil in great quantities, even a cap of +1q per soil would be greatly imbalanced and lead to virtually no point in having soil even having qualities within a short span of time.
anasky
Posts: 153 Joined: Fri Jan 21, 2011 2:44 pm
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by anasky » Sun Feb 20, 2011 1:47 pm
I ment a total cap, lol
So if regular q is 10, it would never reach above 30
SaintGilbert wrote: Some people claim to have never slept for years.
MagicManICT wrote: Some people claim that they can levitate objects with their mind, too.
Stormfeather
Posts: 114 Joined: Wed Jan 26, 2011 12:02 am
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by Stormfeather » Sun Feb 20, 2011 4:00 pm
A total cap like that could work, or just keep the system in place, and have fertilizer that doesn't directly raise the quality of the soil, but just interacts with/raises possible quality of crops in some way. Just as a thought.