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Posted: Fri Dec 19, 2003 12:20 am
by quidit
I think the game is great the way it is and using a modern world the
fun things you can impliment are nearly infinite :)

Posted: Fri Dec 19, 2003 2:29 am
by Genevieve
I agree with the fuel idea but I don't think cars should be completely taken out. Cantr is NOT the real world, and should not progress completely like the real world.

That being said, I think it would be good to impliment a sort of step-ladder thing with more advanced things like cars and planes. You have to have built all the tools and have had all the materials (not necessarily enough of each, I don't think you could carry it all) at one time. You have to have built something lower to get to something higher-you "discover" that a car can be made after you've worked on something like, as was suggested, a carriage, or something of the sort.

I think even having more in-betweens is a very good idea too. A motorcycle would be cool! ^_^ hehe. Dirt bikes! Whoohoo! ;-)

Anywho, just my 15 cents ;-)

Posted: Fri Dec 19, 2003 3:12 am
by David
Solfius wrote:I think it's best if we let that little bit of history slip a little, else we have no easy way of processing raw cotton into fibres, but I didn't realise what a gin was used for until now. I thought it was to do with the kind of gin you drink with tonic water :lol:


Ewww... cotton gin, is that even possible? Maybe cotton gin made from cotton seed oil, or maybe there is another technical term for the product of fermenting cotton seed oil... *yuck*

I have question, what is the soarer? A land, sea, or air vehicle? I forget. Sea isn't it?

Posted: Fri Dec 19, 2003 3:23 am
by Meh
I think all this is allowable to say...

There are no air ships.
It is a water ship.

There has been discussion of changing to longer descriptions for all objects for the build menu.

Posted: Fri Dec 19, 2003 3:51 am
by kroner
gin is short for engine.

Posted: Fri Dec 19, 2003 4:02 pm
by Jos Elkink
Ah, at first I thought everybody was against me, but there are more and more people saying what I was thinking ::grins::. Indeed, Cantr is not the real world, and it doesn't need to exactly reflect a certain time period in the real world.

The idea of having certain requirements before you can see the option to build cars etc. is a bit tricky. I'm not sure how to program that, without forcing a very clear structure on society / development etc. in the programming.

I do agree that cars should be very hard to make, such that a very advanced society, and interregional trade are really crucial. I think too many important resources can be found too easily. So it would help if manufacturing a car would be more complex, and if it would require harder to find materials. Although, well, there are now 20 cars on 2500 people or something like that, so it's not like that easy to build :) ...

Soon there will be the option to add objects to projects, so that we can work with half-products (e.g. wheels for cars); as soon as that is functional, I will encourage the Res. Dept. to extend the industrial chain, and also to make manufacturing cars more of a complex assembling procedure.

Posted: Fri Dec 19, 2003 4:09 pm
by Solfius
We are working on improving processes, perhaps you could cast your eye over some of the topics in the depr forum? Clear a few things to be put in? ;)

Posted: Fri Dec 19, 2003 4:50 pm
by The Hunter
Jos Elkink wrote:Soon there will be the option to add objects to projects, so that we can work with half-products (e.g. wheels for cars); as soon as that is functional, I will encourage the Res. Dept. to extend the industrial chain, and also to make manufacturing cars more of a complex assembling procedure.


YES!!!!!

Is it also possible that certain by-products come free with the production of certain goods? Like reed as a byproduct from rice or wheat. Usable slacks from smelting, like for improving roads. etc. It's quite difficult to make a living from just one resource and I would like to see a whole logistic progress necessary for making certain things...

Posted: Fri Dec 19, 2003 5:22 pm
by Jos Elkink
By-products are already technically possible (e.g. keys when you produce locks), so this is just a matter for the Res Dept to take up.

Posted: Fri Dec 19, 2003 5:23 pm
by Solfius
what about multiple result resources? like using a machine and getting more than one resoruce form it?

Posted: Sat Dec 20, 2003 1:03 am
by The Hunter
Solfius wrote:what about multiple result resources? like using a machine and getting more than one resoruce form it?


That'd be too easy.

My idea (tho i might be alone) is to make people more dependable of other people so there is a greater need to coorporate. Reduce resource collecting, like farming, to give specialised (and tool equipped) farmers a chance for instance. If we need more resources in a certain project, like those only obtainable as a byproduct of other manufacturing processes, the need for coorporation is greater, a prerequesite, and actually a real economy might evolve.

Posted: Sat Dec 20, 2003 1:32 pm
by Solfius
I meant for smelting iron, and producing slag etc as byprodcuts, which isn't possibly right now

Posted: Sat Dec 20, 2003 2:17 pm
by The Hunter
Solfius wrote:I meant for smelting iron, and producing slag etc as byprodcuts, which isn't possibly right now


Ummm... Yeah. That's what i meant all along. OK, slight misunderstanding. :oops:

Posted: Sat Dec 20, 2003 5:15 pm
by quidit
Solfius wrote:I meant for smelting iron, and producing slag etc as byprodcuts, which isn't possibly right now

Thats a good idea and would be very helpful for modern towns that have
to travel to get stone for roads.