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Seizure
- Posts: 1021
- Joined: Thu Sep 03, 2009 5:55 pm
Re: Things you feel we need before map reset
The endless amount of unfinished, drawn but unimplemented, and bugged items to be fixed.
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Flame
- Posts: 1834
- Joined: Thu Oct 08, 2009 5:03 pm
Re: Things you feel we need before map reset
Damn, this is Really need. Before start new things, end the old things.Seizure wrote:The endless amount of unfinished, drawn but unimplemented, and bugged items to be fixed.
Before my dyes, and carovans and everithing.
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ZephNecro
- Posts: 44
- Joined: Sun Sep 20, 2009 7:09 pm
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Seizure
- Posts: 1021
- Joined: Thu Sep 03, 2009 5:55 pm
Re: Things you feel we need before map reset
That falls under the drawn but unimplemented items I posted unfortunately.ZephNecro wrote:Keyrings
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Cookie
- Posts: 293
- Joined: Fri Jan 22, 2010 2:15 am
Re: Things you feel we need before map reset
Special uses and resources for all types of terrain. Heath and moor seem to be identical and white marsh and purple marsh seem to be identical and the last two are essentially useless. Even if the resource they produce is nothing more than malaria I'd still like to see some direction with those.
Either more types of houses/buildings or at least the ability to destroy cabins. This is so that city planning can be done from conception with more variety.
Either more types of houses/buildings or at least the ability to destroy cabins. This is so that city planning can be done from conception with more variety.
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Winterbrass
- Posts: 367
- Joined: Thu Jan 07, 2010 6:12 pm
Re: Things you feel we need before map reset
A map generator that creates geographical features like mountain ranges and sea edges, and overlays the elevation map with temperature and rainfall maps to determine where rivers and swamps are located, and where specific types of crops should be able to grow. Hint: Being able to grow tea next to wheat next to grapes next to flax is a little bit bullshit.
You want trade, you make it so not everyone can have everything regardless of where they settle. Sure, it disadvantages independents, but so does not having a personal pocket mine that you can pull iron out of at any time.
You want trade, you make it so not everyone can have everything regardless of where they settle. Sure, it disadvantages independents, but so does not having a personal pocket mine that you can pull iron out of at any time.
The ability to construct buildings like city walls are constructed now - either by being able to put walls down, identical to current walls, or by being able to place rooms down which attach to and determine their construction costs from structures that they're next to. ('2x2 room', '3x4 room', et cetera.)Cookie wrote:Either more types of houses/buildings or at least the ability to destroy cabins. This is so that city planning can be done from conception with more variety.
jorb wrote:Haven aims to be hardcore.
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maltmaker
- Posts: 118
- Joined: Tue Oct 06, 2009 11:33 pm
Re: Things you feel we need before map reset
^this.Winterbrass wrote:A map generator that creates geographical features like mountain ranges and sea edges, and overlays the elevation map with temperature and rainfall maps to determine where rivers and swamps are located, and where specific types of crops should be able to grow. Hint: Being able to grow tea next to wheat next to grapes next to flax is a little bit bullshit.
not just where it should grow but where it should grow WELL, as in you can grow everything one place, but its easier to grow it somewhere else. it will give villages comparative advantages and will increase trade. Also, learn skills or recipies or whatever from other people or books, and have to teach them to yourself kinda thing.
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Cookie
- Posts: 293
- Joined: Fri Jan 22, 2010 2:15 am
Re: Things you feel we need before map reset
A serious effective update and overhaul of the wiki. It badly needs restructuring and I am too dumb to figure out how to add new sections. (There's a lot of pages too that I can't figure out how to update. I press "edit" and only the top header of the page is there to work on.)
Nudge: Hey, Players, this is NOT yet another chore for the devs to look after. This is in our ballpark, if it is ever to get done.
While I am at it: Kudos to Jackard for keeping the noobie guide in the How to forum up to date.
Nudge: Hey, Players, this is NOT yet another chore for the devs to look after. This is in our ballpark, if it is ever to get done.
While I am at it: Kudos to Jackard for keeping the noobie guide in the How to forum up to date.
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Things you feel we need before map reset
You goneCaradon wrote:This is not the same as suggestions, this is more a place to discuss or argue features and additions to the game that you feel is important to encourage trading, civility and relative safety. Any balancing issues to promote farming communities, mining communities, industrial production communities, self sufficient villages or kingdoms, even thief guilds or raider slums.
What features do you think matter most to help balance the game and make it so all can exist?
Personally, I believe it is important to make it so Pallisades and Brick walls cannot be destroyed by hand, regardless of strength, tools, or army size. All these walls should absolutely require siege machines, constructed with obscene amounts of material, requiring village authority points to build, and requiring to be constructed near the village to be raided, and using marksman skill to fire.
Complicated? Good.
This would reduce, but not destroy the chances of random villages being targeted if they have nothing of true value to offer or there is no real purpose to attack.
An alternative would be to pick gate locks, which would not only require skill, but time as well.
These are updates that are important to me.
So discuss, people, what's important to you, and your style of hearthing.
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Caradon
- Posts: 347
- Joined: Tue Jul 28, 2009 6:10 pm
Re: Things you feel we need before map reset
Well, that isn't going to happen, but your just whining because you want me dead and cant find me.burgingham wrote:You goneCaradon wrote:This is not the same as suggestions, this is more a place to discuss or argue features and additions to the game that you feel is important to encourage trading, civility and relative safety. Any balancing issues to promote farming communities, mining communities, industrial production communities, self sufficient villages or kingdoms, even thief guilds or raider slums.
What features do you think matter most to help balance the game and make it so all can exist?
Personally, I believe it is important to make it so Pallisades and Brick walls cannot be destroyed by hand, regardless of strength, tools, or army size. All these walls should absolutely require siege machines, constructed with obscene amounts of material, requiring village authority points to build, and requiring to be constructed near the village to be raided, and using marksman skill to fire.
Complicated? Good.
This would reduce, but not destroy the chances of random villages being targeted if they have nothing of true value to offer or there is no real purpose to attack.
An alternative would be to pick gate locks, which would not only require skill, but time as well.
These are updates that are important to me.
So discuss, people, what's important to you, and your style of hearthing.
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5