Resource Request List

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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Dark_Angel_04
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Postby Dark_Angel_04 » Fri Jun 25, 2004 7:19 pm

DUH! *Laughs*
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AoM
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Postby AoM » Sun Jul 25, 2004 5:31 pm

Hate to ask this, but do the resources that are listed to be used in the apothecary table even exist yet? Haven't seen a single one of them, and I've had characters with the mortar & pestle, apoth. table, and mixing bowl...

Is this a dead end until the PD can impliment the new resources? Or am I just not looking hard enough? Please, don't make me search for a red herring, it would make me cry. :cry:

~AoM
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Anthony Roberts
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Postby Anthony Roberts » Sun Jul 25, 2004 5:52 pm

Although I should say "Go find out in game" - It would be completly unfair.

No, none of the ingredients needed for those machine tasks that you see are anywhere in the world. We need someone from New Lands Department to add them in. And of course, they're either busy or on vacation :P
-- Anthony Roberts
ArcticCandle
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Natural resources

Postby ArcticCandle » Mon Aug 16, 2004 9:17 am

Might be in the game already but no that I have found;

Different spices; Sage, Basil, Mint, and such.. Cooking and medical herbs.

Lava stone or Pulmice for sanding and making better quality or more 'classical' wood workings

Chalk from rocks for sign making or posion

Posions of foods should be in the game too. :twisted:

Musical instruments could be made with resources already in the game.

Different berries, mulberry, blackberry, blueberry, etc.

maybe make some of the already resources most selective.

Clay could be red, brown, white, gray... to add more variety to the items such as pottery.

Streams and creeks for fish, and moss items

Stone should be marked in different forms; Marble, and such

Trees and forest could be softwood/hardwood to make the selectiveness for what is being built.

Flint could be found to for arrowheads, which would make the arrows due a few more point of damage or add posion to it, so the person/animal hit would lost a point or two each day.

I think small, medium and caves could be made too and have resourse such as bats, water, crystals in them.

Crystals should be in the game to..

Sandstone could be put in to since we can build many things such as houses, tables and such out of it.

Ornos should be allowed to (the bread ovens of the pueblo indians in the USA) with is mainly sandstone, rock and wood.

Cactus (desert) could also be in there. Yucca has leaves that can be used for sewing, painting and writing.

Animals: Elk, foxes, pandas, sea turtles, otters, whale, seals....

Plants:
Swamps/waterlogged areas:
Cattails, also can be used to make a small house, leaves can be made into a a salad. Cattails seeds can also be used to stuff pillows, lines door ways against leaks.
Willows: Mats, small ropes, whips

Desert/dry meadows/foor hills
Cedar berries for healing
Cedar for smoke messages
Desert Willow: soft pink flowers used ofr decorations and clothing, fibers can be made into lacing thread.
Chili peppers: Food


Other areas:
Maple for maple syrup
Beans: All typs for different food/healing

Corn could also leave: Corn husks for Tamales, or other meat related dishes.

Chickens, Pheasants, Quail, Duck and field birds

Coffee beans for Coffee!




Just a few ideas I have thought of while playing.. as i said in the start it maybe already there I just have not seen it yet.
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SekoETC
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Re: Natural resources

Postby SekoETC » Wed Aug 18, 2004 4:50 pm

ArcticCandle: Very good ideas, I just came here to post willow but seems like you got it there already. But you're forgetting baskets, they can also be made of willow. (I started thinking about that in the baby thread since there aren't actually baskets in Cantr).
And I heavily support poisons too. But they should be carried in vials so that there stays some evidence. Otherwise assasination might just be too easy. And with poisons there needs to be anti-toxins too. You could find them by experimenting.
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Anthony Roberts
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Postby Anthony Roberts » Wed Aug 18, 2004 5:12 pm

Arctic,

Spices and Medicinal Herbs and Oils are already implemented. They are being placed on new islands.

Coffe beans and tea are also already implemented, in the asme boat as the herbs.

Sandstone isn't really necessary, there are already several building materials (Stone, Wood, Reed, Mud, Marble, etc)

Maple Syrup is already in the game, if I'm not mistaken.

As for the rest, I have no comments :P
-- Anthony Roberts
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Oasis
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Postby Oasis » Wed Aug 18, 2004 6:25 pm

Anthony Roberts wrote:Spices and Medicinal Herbs and Oils are already implemented. They are being placed on new islands.

Coffe beans and tea are also already implemented, in the asme boat as the herbs.


Only on the new islands? You can't be right about that. How is that fair to those on the old islands? I have a doctor who, though he doesn't know it yet, can't wait to start mixing herbs. I've seen apothecary tables built on the old islands. The herbs need to be able to be found on all islands, as well as the coffee beans and tea.
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kroner
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Postby kroner » Wed Aug 18, 2004 6:44 pm

well, it would create a large market for imports...
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SekoETC
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Postby SekoETC » Wed Aug 18, 2004 6:46 pm

And you can't find coffee beans in all continents even on Earth, so why would so have to be in Cantr? They aren't terribly essential like salt or limestone. Though you could also survive without those, not just develop such an advanced culture.
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Oasis
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Postby Oasis » Wed Aug 18, 2004 6:58 pm

It would take many Cantr years before they were even taken to the old islands for trade, most likely. Remember, these are New Lands. No one is even on them yet, as they're not open for spawning yet, I assume.

Coffee isn';t essential? Are you MAAAAAAAAAAAAADDDDDDDDDD?????
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kroner
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Postby kroner » Wed Aug 18, 2004 7:00 pm

think of how many years europe went without coffee in real life.
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The Industriallist
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Postby The Industriallist » Wed Aug 18, 2004 7:06 pm

Yes, but going without any type of medicine whatsoever, now that it does exist? That seems a bit less likely.
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kroner
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Postby kroner » Wed Aug 18, 2004 7:12 pm

healing food is medicine, even if it's not called that.
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Anthony Roberts
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Postby Anthony Roberts » Wed Aug 18, 2004 8:46 pm

Oasis wrote:
Anthony Roberts wrote:Spices and Medicinal Herbs and Oils are already implemented. They are being placed on new islands.

Coffe beans and tea are also already implemented, in the asme boat as the herbs.


Only on the new islands? You can't be right about that. How is that fair to those on the old islands? I have a doctor who, though he doesn't know it yet, can't wait to start mixing herbs. I've seen apothecary tables built on the old islands. The herbs need to be able to be found on all islands, as well as the coffee beans and tea.


Hey, I agree with you COMPLETLY. But I'm not the one that gets to put them out. New Lands does. And Jos and I were talking, and he commented that he's been placing the new resources, but only out on new islands. I put my foot down, right there, I said "JOS! But we NEED them on already existing lands! Comon!". But he won't, aparently. He thinks they need to be traded. Well, they CAN be... on current lands *Snicker*

Speaking of this topic, that reminded me. I need to send him my list of what the herbs effects and junk are. I'll go do that now.

Look at the bright side, though: At least they're being implemented. Would they rather be somewhere far away, or not in at all? :P
-- Anthony Roberts
swymir
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Postby swymir » Sun Aug 29, 2004 10:53 am

Ok I don't know if this was suggested prior in this thread. I'm way to lazy right now to browze through 6 pages. I know it was suggested before but it's still a good idea, Machine locks. Ways to keep other people off your property and starting impossible projects which would take 20 men years to complete. (Actually I believe this has been fixed and a cap has been placed on most machines; it may have been fixed some time ago, what the hell do I know)
"My mind works like lightning, one brilliant flash and it's gone."

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