are all trees supposed to have the same grow time (on wald at least)? because every type i've tested so far has (normally fast growing trees like spruce as well as slow ones like pine and king's oak).jorb wrote:Yeah. That's probably how it should be down the road.eolind wrote:but honestly, I expected that each tree will distribute their favorite biome
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Turtlesir
- Posts: 813
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Re: Game Development: Samhain
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eolind
- Posts: 20
- Joined: Mon Nov 14, 2011 4:05 pm
Re: Game Development: Samhain
i have the same results
all the trees at the same biome had the same growth rate, if not taking into account small randomness
all the trees at the same biome had the same growth rate, if not taking into account small randomness
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Potjeh
- Posts: 11825
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Re: Game Development: Samhain
Please don't make us do a dozen differently terraformed areas just so we can larp trees.
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Robben_DuMarsch
- Posts: 2646
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Re: Game Development: Samhain
I'd love to see some more geographic specific biomes with valuable goods that need to go long distances to be traded.
Like if we can get a desert biome that only appears in the bottom 15% of the South, which has high value cactus curios and a unique lion mob that gives a valuable component in a high end gauntlet...
Glaciers in far north that also give curios, and spawn polar bears.
"Unique biomes" with special map gen restrictions that makes valuable long distance trade. It would be fun if this were the norm to get high end curios, rather than ubiquitous glimmermoss collection every day or two.
Like if we can get a desert biome that only appears in the bottom 15% of the South, which has high value cactus curios and a unique lion mob that gives a valuable component in a high end gauntlet...
Glaciers in far north that also give curios, and spawn polar bears.
"Unique biomes" with special map gen restrictions that makes valuable long distance trade. It would be fun if this were the norm to get high end curios, rather than ubiquitous glimmermoss collection every day or two.
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banok
- Posts: 696
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Re: Game Development: Samhain
thinking about paying for this, but what if they add stats to shields later? dont make me waste my pennies pls


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Asgaroth22
- Posts: 625
- Joined: Mon Jan 09, 2012 8:08 pm
Re: Game Development: Samhain
Robben_DuMarsch wrote:I'd love to see some more geographic specific biomes with valuable goods that need to go long distances to be traded.
Like if we can get a desert biome that only appears in the bottom 15% of the South, which has high value cactus curios and a unique lion mob that gives a valuable component in a high end gauntlet...
Glaciers in far north that also give curios, and spawn polar bears.
"Unique biomes" with special map gen restrictions that makes valuable long distance trade. It would be fun if this were the norm to get high end curios, rather than ubiquitous glimmermoss collection every day or two.
+1 to the idea, but with the current trade system I wouldn't care anyway. Walking in one direction for 5 hours straight is no fun to me.
“The story so far:
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Hervarth
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Re: Game Development: Samhain
That looks great, do it!banok wrote:thinking about paying for this, but what if they add stats to shields later? dont make me waste my pennies pls
http://i.imgur.com/u8Qf31G.png
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borka
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Re: Game Development: Samhain
Cthulhu Celtic Knot ... friend had it as back case for his smartphone - we never managed to find out who the artist is ... but i guess it suits your village well
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Cadeus
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Re: Game Development: Samhain
Hi maggots
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shubla
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Re: Game Development: Samhain
it looks almost like youCadeus wrote:Hi maggots

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