Wineracks could stand some improvement. It's just not practical at the moment, since you can store the same amount of wine with some hay. The only thing that would make it annoying would be fixing the live graphics... though I don't know exactly how that works.sabinati wrote:shelves would be great. i'd also like to see the winerack doubled in size. it kind of sucks right now only holding 9 bottles. 36 would be nice, but i'm sure it would be easier to make it 18, as you could double the height fairly easily in an image editor and tweak the code to be 3x6 instead of 3x3.
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Peter
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Re: Game Development: Vending Stand
Surprise.
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PhaedrothSP
- Posts: 544
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Re: Game Development: Vending Stand
Or at least have the wine rack have a separate use, like aging. Right now the racks are pretty much useless, since a chest holds 4x the bottles.sabinati wrote:shelves would be great. i'd also like to see the winerack doubled in size. it kind of sucks right now only holding 9 bottles. 36 would be nice, but i'm sure it would be easier to make it 18, as you could double the height fairly easily in an image editor and tweak the code to be 3x6 instead of 3x3.
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btaylor
- Posts: 1692
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Re: Game Development: Vending Stand
I would love that. Instead of wasting precious barrel time aging wine put the grape juice inside the wine bottles and let them age on the wine racks.PhaedrothSP wrote:Or at least have the wine rack have a separate use, like aging. Right now the racks are pretty much useless, since a chest holds 4x the bottles.sabinati wrote:shelves would be great. i'd also like to see the winerack doubled in size. it kind of sucks right now only holding 9 bottles. 36 would be nice, but i'm sure it would be easier to make it 18, as you could double the height fairly easily in an image editor and tweak the code to be 3x6 instead of 3x3.
The unfed mind devours itself. - Gore Vidal
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theTrav
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Re: Game Development: Vending Stand
I have one for aesthetic pleasure... I wish I had more aesthetic furnature... Like tables and chairsPhaedrothSP wrote:Right now the racks are pretty much useless, since a chest holds 4x the bottles.
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lordrio
- Posts: 133
- Joined: Wed Oct 14, 2009 1:58 pm
Re: Game Development: Vending Stand
Its not bugged, and my point is as what Delamore said in the post after yours.loftar wrote:How is that? Unless I've bugged them somehow, they should be precisely as hard or easy to steal from as it is to steal from any other container (and having it any other way would, naturally, be absurd).
(and having it any other way would, naturally, be absurd) <- having a vending stall and saying its a container is/unmanned vendor stall in itself is, naturally, absurd imho.
and in my eyes they arent a container. A container is something you dont want other people then you approve to interact with it, you can build wall and stuff to protect it. While the vendor is public, you want everyone to interact with it, so you cant build walls around it or build any countermeasure to avoid theft like you normally would for containers.
I'm just saying give the player a break. We already can get screwed in every other way as it is.
Just an opinion as a tester.
Which is why the reason I said there's nothing a newbie like me can do about that. Even if we can track them, can't do anything about it, heck the thief might kill me just for the fun of it after I find him. So there's the reasoning its for vets and people in villages.sabinati wrote:it's on a claim right? you can have someone track your thief down.
meh I'm just want to complaint and whine, pay no attention to me.
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eql
- Posts: 298
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Re: Game Development: Vending Stand
can Coins be rid of quality? i still think its necessary. people get too uppity about coin quality. metal that is made into coin should display no quality, coin that is reverted back to metal should take some kind of average quality from the coins in the stack. ive never had someone say to me "that ten pound note is shit quality get outta my shop" shouldnt have to in HH too.loftar wrote:Actually, when we thought about it last time, we realized that we couldn't remember the obviously good reasons why we made it that way. We'll probably change it.Jackard wrote:why are coins 'lossy' in the first place, anyways? what makes that an interesting game mechanic and why should it be kept?
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Delamore
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Re: Game Development: Vending Stand
Yeah you're totally right the coin system which is already gimped to hell and gets tons of suggested boosts such as carrying more because it is that underpowered needs one more reason not to use it!eql wrote:can Coins be rid of quality? i still think its necessary. people get too uppity about coin quality. metal that is made into coin should display no quality, coin that is reverted back to metal should take some kind of average quality from the coins in the stack. ive never had someone say to me "that ten pound note is shit quality get outta my shop" shouldnt have to in HH too.loftar wrote:Actually, when we thought about it last time, we realized that we couldn't remember the obviously good reasons why we made it that way. We'll probably change it.Jackard wrote:why are coins 'lossy' in the first place, anyways? what makes that an interesting game mechanic and why should it be kept?
You are stupid.
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Potjeh
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Re: Game Development: Vending Stand
Pretty much all the shops I've seen accept q1+ coins. There's plenty of uses for metal where quality is irrelevant, so coins should have value.
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sabinati
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Re: Game Development: Vending Stand
thisPotjeh wrote:Pretty much all the shops I've seen accept q1+ coins. There's plenty of uses for metal where quality is irrelevant, so coins should have value.
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Game Development: Vending Stand
Yes, but the inability to get higher QL metal through stalls would be another way to fuck coins more while adding nothing.Potjeh wrote:Pretty much all the shops I've seen accept q1+ coins. There's plenty of uses for metal where quality is irrelevant, so coins should have value.