Cemetery

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Snake_byte
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Cemetery

Postby Snake_byte » Sun Apr 18, 2010 7:02 pm

Pretty sure it's been suggested but I couldn't find it and I don't know how it was presented, however, I was thinking a building but more like a stationary vehicle, that you can bury people in as well as build landmarks inside.

I thought a building at first, but then thought a stationary vehicle would be best to simulate a fence since you can see in a cemetery from the outside. Also, it would prevent this from turning into an execution chamber of sorts (people being dragged in, killed, and no one would see it. Then buried...). Last, if we could add regular stone extensions for 'crypts', that would be nice.

To summarize:

Stationary Vehicle
Can Bury people in
Able to Build Landmarks inside
Add Regular Stone Extensions
Show Dragging
Show Fighting

I was thinking a wrought iron fence with stone or brick pillars.

Days: 10
10,000g of stone or brick
2000g of iron

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Piscator
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Re: Cemetery

Postby Piscator » Sun Apr 18, 2010 10:31 pm

Cemetaries sound like a combination of the grave idea in the other thread and being able to fence in areas/have open buildings. Both sound like ideas worth implementing. Therefore I'd rather don't have a building with a predefined purpose, but instead wait until cemetaries become available as a result of a natural development.
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EchoMan
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Re: Cemetery

Postby EchoMan » Sun Apr 18, 2010 10:39 pm

I don't understand why it should be a vehicle? You can't see dead bodies or objects in a vehicle just as little as you can see them inside a building. Am I musunderstanding something?
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Re: Cemetery

Postby Piscator » Sun Apr 18, 2010 10:43 pm

It's probably that an open building (like a fenced in area or a pavillon) has much in common with a vehicle (you're able to see and talk with people in a vehicle).
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SekoETC
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Re: Cemetery

Postby SekoETC » Sun Apr 18, 2010 10:48 pm

It would be better to just implement a new location type where people are visible like in a vehicle but it would be displayed under a whole new title and the roads wouldn't be shown. Could be used for cemeteries, pavilions, gardens, watchtowers and all those things people have always wanted. It just requires messing with the locations file and that's one of the oldest parts of the game.
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Re: Cemetery

Postby Piscator » Sun Apr 18, 2010 10:58 pm

In case you are going to tinker with the file, it would be nice to have an option to seperate a town into quarters, that is, having the ability to build rooms that behave exactly as open space.
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AlchemicRaker
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Re: Cemetery

Postby AlchemicRaker » Sun Apr 18, 2010 11:48 pm

To go with the open room idea, existing buildings could be upgradable (with windows, of course, of varying types, including glass), to make them "open".

Eh?

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Snake_byte
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Re: Cemetery

Postby Snake_byte » Mon Apr 19, 2010 6:52 am

EchoMan wrote:I don't understand why it should be a vehicle? You can't see dead bodies or objects in a vehicle just as little as you can see them inside a building. Am I misunderstanding something?


Well, it's not really about seeing the bodies. It's about seeing certain actions inside but mainly about having a place to bury some people and then erect a landmark for them, without clogging up the objects page in main square. Some do deserve a landmark or statue in their honour, in town but now anyone can have a 'plot' out of the way.

And also much like:
Piscator wrote:
It's probably that an open building (like a fenced in area or a pavillon) has much in common with a vehicle (you're able to see and talk with people in a vehicle).


I mean you can 'throw corpses overboard' can't you?

And Natso, That is a great idea!
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