Pulling from buildings

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Genevieve
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Postby Genevieve » Mon Jun 29, 2009 7:55 pm

yes, yes and yes. I like it!! Would make for a very interesting battle...
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Caesar
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Postby Caesar » Mon Jun 29, 2009 7:58 pm

Yes.

And then perhaps bigger types of buildings..? Like 'castle courtyard' (including the (wooden?) walls.) Which could again include a keep, stone extensions etc...

I also hate it when buildings are built in... Buildings.

You enter a mud hut.

Buildings; mud hut, mud hut.
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Genevieve
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Postby Genevieve » Mon Jun 29, 2009 8:02 pm

Couldn't it be a smaller mudhut inside?

Actually, I always think of it like an extension, but without a door to the outside.
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Caesar
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Postby Caesar » Mon Jun 29, 2009 8:02 pm

Unfortunately for one of my chars, located in a mud hut in a mud hut in a mud hut in a mud hut all of those mud huts have locked doors.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
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Piscator
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Postby Piscator » Mon Jun 29, 2009 8:52 pm

Caesar wrote:
Cdls wrote:I am for something along these lines however, although if it does become implemented, I think there should be something put in place to counter the loss of strategy, such as ability to barricade the room.



*the loss of exploitation,

Seems like a very good idea to me! And then those barricades could be broken down with most weapons.
They would require resources, though.. Or perhaps furniture would work too!


I thought that's why we have locks.

It's true though that we need more ways to build a lock and to break it. But that's strictly speaking another topic.
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Caesar
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Postby Caesar » Mon Jun 29, 2009 8:53 pm

True.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
Yang
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Re: Pulling from buildings

Postby Yang » Tue Oct 01, 2013 5:35 pm

Bump.

So with current changes in draging system its possible to implement this suggestion? This could solve problem of full room exploits without need to destroy whole building.
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Greek
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Re: Pulling from buildings

Postby Greek » Tue Oct 01, 2013 7:13 pm

Yes, it's one of thing I'm going to do soon.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Greek
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Re: Pulling from buildings

Postby Greek » Mon Jan 13, 2014 7:20 pm

Implemented.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
Yang
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Re: Pulling from buildings

Postby Yang » Mon Jan 13, 2014 11:03 pm

Best thing ever done. Its great. No more exploiting, or need for PD to help out.
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Otherside
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Re: Pulling from buildings

Postby Otherside » Tue Jan 14, 2014 1:31 pm

Great change!.. My only grumble is that green button is giving my game away at work! We need a grey version please for us covert Cantrers.. :wink:
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