A Change to the Spawning

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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EchoMan
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Location: Stockholm, Sweden

Re: A Change to the Spawning

Postby EchoMan » Tue Aug 09, 2011 11:35 am

I think the post I wrote just before yours answer your question. No?
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lulkoek
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Re: A Change to the Spawning

Postby lulkoek » Tue Aug 09, 2011 12:13 pm

Not really. It just says that if there is a town with 3 Polish speakers will less likely to be a spawn town for a Polish player than a town with 45 English and 5 Polish speakers? Unless I'm misunderstanding what you said there.
What I was referring to was that 100% Polish might best go before 10% Polish (in the above example).
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EchoMan
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Location: Stockholm, Sweden

Re: A Change to the Spawning

Postby EchoMan » Tue Aug 09, 2011 12:36 pm

lulkoek wrote:Like in one town there could be 100 people (I know exaggerated, but it's for the sake of explaining) and 95 of them speak English and 5 Spanish. If someone wanted to spawn a Spanish character, they might very well pop up in that town and actually be on 'foreign territory'.

This is exactly how it works today, and what I explained in my previously mentioned post. :)
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lulkoek
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Re: A Change to the Spawning

Postby lulkoek » Tue Aug 09, 2011 1:08 pm

Misunderstanding mine then, ;)
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Auryn
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Re: A Change to the Spawning

Postby Auryn » Wed Aug 24, 2011 1:57 pm

I've thought a while about the ghost town problem, and now I have an idea of my own to throw out there. There can be anywhere between 2-10 people and the town could still not be active. Why doesn't the number of active projects count towards spawning rates?
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Piscator
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Re: A Change to the Spawning

Postby Piscator » Wed Aug 24, 2011 2:06 pm

Well, an active project is not necessarily an indicator for an active character. You can be farming potatoes for 20 years without paying any attention to that particular character.
Pretty in pink.

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