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Rift
- Posts: 683
- Joined: Mon Jun 01, 2009 1:34 am
Re: Game Development: Civilization Census
or failing that.. weekly.
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eql
- Posts: 298
- Joined: Sat Jun 06, 2009 3:39 am
Re: Game Development: Civilization Census
[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.
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.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Game Development: Civilization Census
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.
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.
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Laremere
- Posts: 736
- Joined: Fri May 29, 2009 9:02 pm
Re: Game Development: Civilization Census
I think having it updated every few days would be a nice compromise.
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Game Development: Civilization Census
[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.
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.
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Malicus
- Posts: 333
- Joined: Sat May 30, 2009 5:01 am
Re: Game Development: Civilization Census
He means making the map grids smaller so that finer changes can be shown in the census, but that's probably no mean feat.
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Game Development: Civilization Census
Oh right of course. I am not sure if that matters much though.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Game Development: Civilization Census
Server just restart?
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
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RaptorJedi
- Posts: 311
- Joined: Fri May 29, 2009 5:53 pm
Re: Game Development: Civilization Census
How many hearth fires and/or cabins are required to lower the area by one level?