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sabinati
- Posts: 15527
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Re: Another metal source
sounds like the same thing as bog ore
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Another metal source
Oh, I was mostly joking myself. No insult taken.Naerymdan wrote:A guy who works in the video game industry and has his own programming projects on the side.
My remark was not aimed at behavior from Jorb or Loftar, but at this kind of projects in general.
edit: I can just imagine you at age 40 or so: "I went to the bank and they all crazy! The banker was only 35 years old, how can he pretend to tell me how to invest my money?" (this is mainly for lawls, no insult intended)
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Fjorn
- Posts: 33
- Joined: Fri Sep 11, 2009 9:56 pm
Re: Another metal source
How is this for an idea?
Okay, so... we've got prospecting and geology points right now. I'm sure we all know how this works.
So my idea is you can sink a mine hole anywhere... with a few restrictions. Harder to build, and has a minimum spacing (perhaps 250 tiles? Perhaps more...) with one exception: You can always build on the 100% spot like current mines are.
When you sink a mine, what you find in there is what prospecting says... if it says no minerals, all you get out of that mine is stone.
If it says 25% iron, then you get 25% iron and 75% stone... not something to dismiss... On the other hand, the person camped at 100% does far less work for his iron, and will have far more iron than you when your respective mines are empty.
Perhaps some other way to balance it? If you build a mine at 25%... not only is only 25% of mined iron instead of 100%, when you smelt it, it is 25% of the quality you should get?
I don't know, balancing is not really my forte
I also don't have an idea what to do about two geology poitns clsoe to each other... if there is a tin at 95% and a copper at 80%... that adds up to over 100%... Maybe make it a ratio? If you mine you get a 95/(80+95)% chance of tin and 80/(80+95)% chance of copper? Maybe make it so that the extra over 100% just means it/s 50/50 and tin is 45% extra chance of a bar and copper is 30%?
Also: sinking mineholes no longer removed the node from prospecting, for obvious reasons
What do you think?
Okay, so... we've got prospecting and geology points right now. I'm sure we all know how this works.
So my idea is you can sink a mine hole anywhere... with a few restrictions. Harder to build, and has a minimum spacing (perhaps 250 tiles? Perhaps more...) with one exception: You can always build on the 100% spot like current mines are.
When you sink a mine, what you find in there is what prospecting says... if it says no minerals, all you get out of that mine is stone.
If it says 25% iron, then you get 25% iron and 75% stone... not something to dismiss... On the other hand, the person camped at 100% does far less work for his iron, and will have far more iron than you when your respective mines are empty.
Perhaps some other way to balance it? If you build a mine at 25%... not only is only 25% of mined iron instead of 100%, when you smelt it, it is 25% of the quality you should get?
I don't know, balancing is not really my forte
I also don't have an idea what to do about two geology poitns clsoe to each other... if there is a tin at 95% and a copper at 80%... that adds up to over 100%... Maybe make it a ratio? If you mine you get a 95/(80+95)% chance of tin and 80/(80+95)% chance of copper? Maybe make it so that the extra over 100% just means it/s 50/50 and tin is 45% extra chance of a bar and copper is 30%?
Also: sinking mineholes no longer removed the node from prospecting, for obvious reasons
What do you think?
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
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JustasJ
- Posts: 205
- Joined: Wed Feb 03, 2010 1:48 pm
Re: Another metal source
It would be better if one of those swamps could be digable, you could receive one nugget of some common ore of poor quality and that tile would turn into shallow water afterwards. Useless Swamps would have a use, as short as it might be.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
- Ayn Rand
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VowOfSilence
- Posts: 158
- Joined: Tue Jan 26, 2010 7:57 pm
Re: Another metal source
bog ore would be nice - but as far as i know, you don't dig for bog ore, it's on the surface.
So it would be more like something you can pick up in a swamp area if your exploration/perception is high enough.
So it would be more like something you can pick up in a swamp area if your exploration/perception is high enough.
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dcastello79
- Posts: 114
- Joined: Thu Aug 13, 2009 5:48 pm
Re: Another metal source
Bog-ore, once it was found, required constant forging and refining. So, why not incorporate multiple steps of forging and refining into the process, including the implied difficulty of finding said material in the first place, so as to not steal the importance of mines away. For example, x amount of flakes to make one larger unit, and then x amount of units of the previously stated unit to make a nugget. Something along those lines would require more time invested in the process of this alternative method for obtaining metal.
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Tess42
- Posts: 1
- Joined: Fri Apr 09, 2010 2:47 am
Re: Another metal source
It would be the first game I ever played to go as far as bog ore in terms of how one obtains metal. 
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Xelat
- Posts: 18
- Joined: Sun Jul 11, 2010 5:37 am
Re: Another metal source
What dev's think about that? Why they don't post anything?
The game very need an external source of common metal for making simple stuff.
The game very need an external source of common metal for making simple stuff.
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sabinati
- Posts: 15527
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Re: Another metal source
they addressed this issue in the new mining system.