Tombs/burials
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- Nick
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- wichita
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Time to bump this to the top in light of the new body decay implementation. There are character remains that some of us will want to preserve or have some sort of permanent memorial for. I really liked Missy's idea. The best thing I think about it is that it has a way to segregate the memorials / head stones from the town square so it will help prevent clutter.
Perhaps a special building type (graveyard) could be programmed that would allow burials inside and the markers could be put there....oh wait, I think it says that!
Perhaps a special building type (graveyard) could be programmed that would allow burials inside and the markers could be put there....oh wait, I think it says that!
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- formerly known as hf
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- Chris Johnson
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Bump since bodies have been decaying for a little while now.
The decay rate is very very slow so there is no need for immediate panic , also as they decay they lose weight .
As with many of the others talking in this thread I think we now need to think about preservation techniques.
Personaly I'd prefer specialised projects as opposed to a generic repair project (though this is relatively easy to implement, bodies are just objects of a particular type in the database thus could "be repaired").
I like the idea of embalming and/or mumification but IRL such techniques at best arrest the process of decay and tend only to slow it, certainly they don't reverse the process.
The decay rate is very very slow so there is no need for immediate panic , also as they decay they lose weight .
As with many of the others talking in this thread I think we now need to think about preservation techniques.
Personaly I'd prefer specialised projects as opposed to a generic repair project (though this is relatively easy to implement, bodies are just objects of a particular type in the database thus could "be repaired").
I like the idea of embalming and/or mumification but IRL such techniques at best arrest the process of decay and tend only to slow it, certainly they don't reverse the process.
- Savanik
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- Razielbr
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I was thinking about it (tombstones, piramids, graveyards)
how about a new "building" called graveyard.
A graveyard is a place who is prepared to become the final resting place of our deads, so it will require some special preparation. It will be like a normal building but will not allow the construction of furniture or other buildings inside (with some exeptions explained bellow).
Graveyard
Days Needed: 12
Raw Materials: 15000 grams of limestone (terrain preparation)
5000 grams of wood (cute little fence)
2000 grams of stone (a nice portic)
Tools Needed: Showel, hammer, trowell
Capacity: 12 people
weight: 6000000
The graveyard is a special prepared place who will receive de dead ones, it will allow the construction of special buildings inside of it called tombstones (wooden, marble and stone).
Wooden Tombstone
Days needed: 2
Raw materials needed: 2000g Wood
Tools needed: hammer, showel
Capacity: 0 people
weight: 60000
Marble Tombstone
Raw materials needed: 2000g Stone
3000g Marble
Tools needed: chisel, trowel, showel
Capacity: 0 people
weight: 380000
Tombstone
Raw materials needed: 4000g Stone
Tools needed: chisel, trowel, showel
Capacity: 0 people
weight: 300000
Since whe have corpse deterioration, after the tombstone is completed whe can move the corpse inside and let it rot
We can limit the amout of tombstones a graveyard may have to, lets say, 30. After that a city must erect another graveyard.
And about the burying project, i thinck we must put the showel as an tool required to that action. Imagine someone creating a 7feet hole to put a corpse inside only whit his bare hands!
how about a new "building" called graveyard.
A graveyard is a place who is prepared to become the final resting place of our deads, so it will require some special preparation. It will be like a normal building but will not allow the construction of furniture or other buildings inside (with some exeptions explained bellow).
Graveyard
Days Needed: 12
Raw Materials: 15000 grams of limestone (terrain preparation)
5000 grams of wood (cute little fence)
2000 grams of stone (a nice portic)
Tools Needed: Showel, hammer, trowell
Capacity: 12 people
weight: 6000000
The graveyard is a special prepared place who will receive de dead ones, it will allow the construction of special buildings inside of it called tombstones (wooden, marble and stone).
Wooden Tombstone
Days needed: 2
Raw materials needed: 2000g Wood
Tools needed: hammer, showel
Capacity: 0 people
weight: 60000
Marble Tombstone
Raw materials needed: 2000g Stone
3000g Marble
Tools needed: chisel, trowel, showel
Capacity: 0 people
weight: 380000
Tombstone
Raw materials needed: 4000g Stone
Tools needed: chisel, trowel, showel
Capacity: 0 people
weight: 300000
Since whe have corpse deterioration, after the tombstone is completed whe can move the corpse inside and let it rot
We can limit the amout of tombstones a graveyard may have to, lets say, 30. After that a city must erect another graveyard.
And about the burying project, i thinck we must put the showel as an tool required to that action. Imagine someone creating a 7feet hole to put a corpse inside only whit his bare hands!
- deadboy
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I like the graveyard idea but starting communities are not going to have shovels and they are the ones who have people die often from animal attacks so it is a little unfair on them
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- SekoETC
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I think it's stupid that in order to have grave markers, you would have to have a separate buliding for them. Or even a tab. It's not something every town would have.
The problem lies in Cantr not being even a 2-D surface, it's a network of spots and lines. In real life you might want to place your dead in a different place from where you have your houses and farmlands, but in Cantr that's not possible.
It would be artificial to have grave markers limited to a certain area in each town. In the ideal situation, you could choose to bury your loved ones on the back yard, surrounded by a fence, and have the unknown travellers hauled to the outskirts of the city for burial.
OFF-TOPIC:
Since locations are already placed in a grid (although an invisible one), I don't see why we couldn't allow travelling from point A to B without using any roads, provided that there's no water on the way. Speed would naturally be slower outside roads. Building and working on projects would be possible while not moving. Resources would be determined by the existing locations so that the amounts lower the further you get from the central source. But if two locations had the same resource, then there would most likely be a local maximum between these locations, and concentrations would thus rise and then go back to the usual 100% when nearing the other source. These were the plans I had for my own game. But then I realized the amount of work it would take to write dozens of locations and gave up. But Cantr already has the locations, so I would imagine that could easily be used as a basis for calculating the concentrations in between.
The problem lies in Cantr not being even a 2-D surface, it's a network of spots and lines. In real life you might want to place your dead in a different place from where you have your houses and farmlands, but in Cantr that's not possible.
It would be artificial to have grave markers limited to a certain area in each town. In the ideal situation, you could choose to bury your loved ones on the back yard, surrounded by a fence, and have the unknown travellers hauled to the outskirts of the city for burial.
OFF-TOPIC:
Since locations are already placed in a grid (although an invisible one), I don't see why we couldn't allow travelling from point A to B without using any roads, provided that there's no water on the way. Speed would naturally be slower outside roads. Building and working on projects would be possible while not moving. Resources would be determined by the existing locations so that the amounts lower the further you get from the central source. But if two locations had the same resource, then there would most likely be a local maximum between these locations, and concentrations would thus rise and then go back to the usual 100% when nearing the other source. These were the plans I had for my own game. But then I realized the amount of work it would take to write dozens of locations and gave up. But Cantr already has the locations, so I would imagine that could easily be used as a basis for calculating the concentrations in between.
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- Razielbr
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Well, i didnt´s say you only have the tombstones in the graveyard, i just say the graveyard only have tombostones.
you are still able to erect one in your backyard if you wish. And in real world, at least in my country, you are forbiden to bury someone in your backyard (common health problems), even in cantr, there are towns where the common townsfolk are forbiden to bury anyone, this will helps them to rp they rules i thin.
The graveyard project is only to create an oficial "bring up your deads" place.
you are still able to erect one in your backyard if you wish. And in real world, at least in my country, you are forbiden to bury someone in your backyard (common health problems), even in cantr, there are towns where the common townsfolk are forbiden to bury anyone, this will helps them to rp they rules i thin.
The graveyard project is only to create an oficial "bring up your deads" place.
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Frits
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