Nah you can leave it as is, please get back to conversations. I am begging you.jorb wrote:Glad we could have a constructive discussion about it and arrive at a good solution.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Strange Crown





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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Strange Crown
Did this change mess with trail extension mechanics in some way? Before this update I was able to hold ctrl while extending a road to move around without placing the extension, however this no longer seems to be working. Holding ctrl to move with the connection cursor still works, just not extension.jorb wrote:
- The building blueprint overlay present when placing constructions will not disappear until the building is actually placed. Hopefully allows you to move around and place the construction object with greater precision, and, specifically, fixes a bug by which it was impossible to fine tune the placement of Milestone extensions.
The ability to move while placing a road is extension is absolutely necessary in many cases, for example when moving around a cliff or across a river to place the extension.
Last edited by Kaios on Tue Oct 25, 2022 1:29 pm, edited 1 time in total.
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Slowwalker
- Posts: 39
- Joined: Sun Jun 09, 2013 10:49 am
Re: Game Development: Strange Crown
Maybe there is a more obvious way?jorb wrote: It would probably, however, be possible to setup some logic by which you can evict passengers when you are by the shoreline, dumping them onto land if there is space for them. That is probably better than what we did here, so I will try to make it thus.
Glad we could have a constructive discussion about it and arrive at a good solution.
1) The ship is empty and there is no key - no way to board.
2) A ship with a captain - the captain receives a confirmation request (as, for example, when someone wants to add a kin, but with the correct text). Because even in real life you can't go on board without the permission of a Captian. You can make an exception for those who also have the key.
3) Boarding mechanics - two new moves: to board and throw overboard. The chance of success depends on open bereches with Captian, requires initiative points maybe...
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Zentetsuken
- Posts: 2127
- Joined: Sun Jun 20, 2010 4:07 pm
- Location: Flavor Town
Re: Game Development: Strange Crown
Why not just make the ability to board a ship a toggleable state? Or add a permission system to ships?jorb wrote:Yeah, the water offset is not a general enough implementation for that. Stuff would lie on the water surface, rather than on the bottom. Would otherwise like to make as you suggested, and likely will at some point.Agrik wrote:Is there a reason why such large objects can't just lie in the shallow water, like animal corpses do?
Also, on the topic of eviction from ships: I realize that its a marginal case, but being blocked from using a Knarr by someone logging in-out is big dumb when it happens, even if it doesn't often.
It would probably, however, be possible to setup some logic by which you can evict passengers when you are by the shoreline, dumping them onto land if there is space for them. That is probably better than what we did here, so I will try to make it thus.
Glad we could have a constructive discussion about it and arrive at a good solution.
There are literally oodles of anti-naval-boarding measures that are as old as piracy itself, and since the idea of combat on a ship in these static positions is absurd, lame and terrible, why not just allow us to literally turn it off?
Like "drop the p-trap" or some shit, that drops netting in the water, or raise wire fencing around the edges of the boat, there are so many options that could be utilized that thematically fit within the spectrum of available technology and materials in Haven. Having ships just being 100% boardable and undefendable without any protection beyond "boat away forever" is just lazy and lame.
Atleast with a toggle it would make sense that you could get ambushed while doing activities that would have you with your guard down, like maybe fishing or foraging for sponges or something? If somebody is just traveling from point A to point B I see no reason why another ship getting close enough to touch it should = instant death for any non-pvp-titan.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
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Sephiron
- Posts: 501
- Joined: Mon Nov 22, 2010 2:13 am
Re: Game Development: Strange Crown
Slowwalker wrote:Because even in real life you can't go on board without the permission of a Captian.






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Agrik
- Posts: 269
- Joined: Wed Jan 27, 2016 4:41 pm
Re: Game Development: Strange Crown
Hmm. I admit I had no time recently to play, but I remember that animal corpses at least looked partially submerged... often to the point that players could not find an overwater pixel to click.jorb wrote:Yeah, the water offset is not a general enough implementation for that. Stuff would lie on the water surface, rather than on the bottom.
vatas wrote:Maybe add option to throw KO'd people overboard? Maybe captain only can do this?
Came here to suggest exactly the same: a combination of KO and a captain's action (perhaps in the flower menu). Not exactly "evicting" as in "sending to the HF", just moving out of the ship. Or, maybe, the action should be available for anybody not in combat or take noticeable time.steelman wrote:How about allowing the captain to dismount ko-ed passengers via right-click menu? (like horse dismount)
That would be a good lesson not to hop easily into stranger's vehicle, which may save them later in real life.Zentetsuken wrote:How long before a new player gets asked to hop in to a snek and gets killed automatically with this new retarded trick.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Strange Crown
Probably important to note that you have to fully enter the boat if you want to loot someone who is KOd in a boatZentetsuken wrote:Why not just make the ability to board a ship a toggleable state? Or add a permission system to ships?jorb wrote:Yeah, the water offset is not a general enough implementation for that. Stuff would lie on the water surface, rather than on the bottom. Would otherwise like to make as you suggested, and likely will at some point.Agrik wrote:Is there a reason why such large objects can't just lie in the shallow water, like animal corpses do?
Also, on the topic of eviction from ships: I realize that its a marginal case, but being blocked from using a Knarr by someone logging in-out is big dumb when it happens, even if it doesn't often.
It would probably, however, be possible to setup some logic by which you can evict passengers when you are by the shoreline, dumping them onto land if there is space for them. That is probably better than what we did here, so I will try to make it thus.
Glad we could have a constructive discussion about it and arrive at a good solution.
There are literally oodles of anti-naval-boarding measures that are as old as piracy itself, and since the idea of combat on a ship in these static positions is absurd, lame and terrible, why not just allow us to literally turn it off?
Like "drop the p-trap" or some shit, that drops netting in the water, or raise wire fencing around the edges of the boat, there are so many options that could be utilized that thematically fit within the spectrum of available technology and materials in Haven. Having ships just being 100% boardable and undefendable without any protection beyond "boat away forever" is just lazy and lame.
Atleast with a toggle it would make sense that you could get ambushed while doing activities that would have you with your guard down, like maybe fishing or foraging for sponges or something? If somebody is just traveling from point A to point B I see no reason why another ship getting close enough to touch it should = instant death for any non-pvp-titan.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Uriel
- Posts: 766
- Joined: Fri May 28, 2010 5:00 pm
Re: Game Development: Strange Crown
Well writenjorb wrote:Yeah, the water offset is not a general enough implementation for that. Stuff would lie on the water surface, rather than on the bottom. Would otherwise like to make as you suggested, and likely will at some point.Agrik wrote:Is there a reason why such large objects can't just lie in the shallow water, like animal corpses do?
Also, on the topic of eviction from ships: I realize that its a marginal case, but being blocked from using a Knarr by someone logging in-out is big dumb when it happens, even if it doesn't often.
It would probably, however, be possible to setup some logic by which you can evict passengers when you are by the shoreline, dumping them onto land if there is space for them. That is probably better than what we did here, so I will try to make it thus.
Glad we could have a constructive discussion about it and arrive at a good solution.
Please also think about ctrl extentions to roads... it really is unpleasant to make roads now .
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Slowwalker
- Posts: 39
- Joined: Sun Jun 09, 2013 10:49 am
Re: Game Development: Strange Crown
Yep. Therefore, in the third point, I added boarding mechanics based on movements and breaches.Sephiron wrote:Pirates.jpg
The alternative is to add additional slots that can only be taken up by making trespassing trails with crime enabled (and a grappling hook, optional)

