Game Development: Walls and Wine

Announcements about major changes in Haven & Hearth.
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JTG
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Re: Game Development: Walls and Wine

Post by JTG »

Also where could I find the beach tiles. I imagined they would be the shoreline for water yet I couldn't find any along water sources.
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Blaze
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Re: Game Development: Walls and Wine

Post by Blaze »

Note on building walls:

1. Don't use ridges to block horizontal sides, there'll be an open spot you can't extend to, vertical sides will work.
2. Only the starting cornerpost is expensive, so don't skimp on other cornerposts.
3. When building a gate, place a cornerpost on one end, extend two wall tiles to the other end, build a "cheap" cornerpost, then demolish the 2 walls and replace with a gate.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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jorb
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Re: Game Development: Walls and Wine

Post by jorb »

Blaze wrote:then demolish the 2 walls and replace with a gate.
Easy for you to say. ;)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
Malicus
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Re: Game Development: Walls and Wine

Post by Malicus »

Blaze wrote: 1. Don't use ridges to block horizontal sides, there'll be an open spot you can't extend to, vertical sides will work.
.
What, exactly, do you mean by this? Which way is the wall running, and which way is the ridge running? Is this with a wall running N/S and a ridge running E/W, or... what?
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Blaze
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Re: Game Development: Walls and Wine

Post by Blaze »

Malicus wrote:What, exactly, do you mean by this? Which way is the wall running, and which way is the ridge running? Is this with a wall running N/S and a ridge running E/W, or... what?
If the bridge is running parallel E/W of your wall, it can block the spaces directly north/south of it. But if the wall is running perpendicular to the ridge, (Ridge is going N/S and fence is going E/W), then there'll be a small space that someone can squeeze through.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
Malicus
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Re: Game Development: Walls and Wine

Post by Malicus »

Your explanation leaves much to be desired. Let me rephrase it. My wall is running north to south. The ridge is running east to west. Is there a problem, and if so, where?
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loftar
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Re: Game Development: Walls and Wine

Post by loftar »

Malicus wrote:Your explanation leaves much to be desired. Let me rephrase it. My wall is running north to south. The ridge is running east to west. Is there a problem, and if so, where?
Well, Blaze's explanations aside, it would be easy for you to test; just put out the construction sign for the cornerpost, put one piece of material in it and see if you can walk by it.

It should be noted, by the way, that the initial cornerposts don't have to be tiled -- you can place them out-of-tile as always by holding down shift. Since all further building extends from it, everything will still match up. Of course, if you plan to build more than one initial cornerpost to start from, you'll probably want to tile them.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Malicus
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Re: Game Development: Walls and Wine

Post by Malicus »

That's what I'd been trying, and I hadn't noticed any problems, but since Blaze mentioned it, I was a bit worried.

Also, did the server just crash?
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JTG
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Re: Game Development: Walls and Wine

Post by JTG »

yep
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theTrav
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Re: Game Development: Walls and Wine

Post by theTrav »

Ouch.

just lost:
1 steel,
1 breast plate,
1 b12 axe,
1 rangers boots,
1 big bear banger
3 silk eggs
some other small stuff.

Oh well, now I've got some targets

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