Game changes - discussion about implemented changes.

General out-of-character discussion among players of Cantr II.

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Cdls
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Re: Game changes - discussion about implemented changes.

Postby Cdls » Thu Jul 12, 2012 8:04 pm

Pilot wrote:The mortar and pestle is now a portable machine with the same mechanics as of the bucket (you need to put in the ground to start projects). We have added 3 additional options to build them: wood, marble and jade.

With mortar and pestle you can make now explosive powder, a new raw that will have a fun use very soon.



My dreams have possibly come true, there is (maybe) now a way to make Doryiskom explode!!!! :D :lol:
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Misato
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Re: Game changes - discussion about implemented changes.

Postby Misato » Fri Jul 20, 2012 3:37 pm

Cdls wrote:
Pilot wrote:The mortar and pestle is now a portable machine with the same mechanics as of the bucket (you need to put in the ground to start projects). We have added 3 additional options to build them: wood, marble and jade.

With mortar and pestle you can make now explosive powder, a new raw that will have a fun use very soon.



My dreams have possibly come true, there is (maybe) now a way to make Doryiskom explode!!!! :D :lol:

I vote for exploding a tiny little island. :twisted:
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Alladinsane
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Re: Game changes - discussion about implemented changes.

Postby Alladinsane » Sun Jul 22, 2012 10:31 pm

Misato wrote:
Cdls wrote:
Pilot wrote:The mortar and pestle is now a portable machine with the same mechanics as of the bucket (you need to put in the ground to start projects). We have added 3 additional options to build them: wood, marble and jade.

With mortar and pestle you can make now explosive powder, a new raw that will have a fun use very soon.



My dreams have possibly come true, there is (maybe) now a way to make Doryiskom explode!!!! :D :lol:

I vote for exploding a tiny little island. :twisted:

I support this.
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Sun Jul 22, 2012 11:08 pm

The affairs of that tiny island are the only thing keeping me in this game right now.
Hamsters is nice. ~Kaylee, Firefly
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Cdls
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Re: Game changes - discussion about implemented changes.

Postby Cdls » Mon Jul 23, 2012 12:45 am

If we are voting for making places explode, I vote Doryiskom. :lol:

And if the tiny little island is the one I am thinking of, then I vote no!
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Mon Jul 23, 2012 12:47 am

I'm just assuming it's the 5-location island, not the 11-location one, since, really, what's going on in the latter?
Hamsters is nice. ~Kaylee, Firefly
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Cdls
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Re: Game changes - discussion about implemented changes.

Postby Cdls » Mon Jul 23, 2012 12:57 am

I am assuming the five location island too.

As for the other one, no clue...this is the first time that I haven't spawned one there.
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Sun Aug 05, 2012 1:58 pm

Windows are the best implementation in the game for quite a long time.
Hamsters is nice. ~Kaylee, Firefly
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Theda
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Re: Game changes - discussion about implemented changes.

Postby Theda » Sun Aug 05, 2012 2:06 pm

I think there were many implementations recently very very good but I agree, the windows are absolutely great. :D
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viktor
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Re: Game changes - discussion about implemented changes.

Postby viktor » Sun Aug 05, 2012 8:17 pm

windows seem to be a nice concept.
as for blowing up islands... i think we are waiting for 2015 when they decide to impliment nukes

missile launch device (can be built on the largest ships or some of the largest vehicles, or we could have land built only)
25000 grams of steel
10000 grams iron
(probably make some kind of metal coiled springs to absorb shock)

surface to surface missile (range, any city within 150 pixils)
100 days to build
15000 aluminum
fuel tank(5000 steel)
curcuit board
10000 grams rocket fuel
warhead

warhead (nuclear, biological or incendiary)

nuclear (gives everyone a large amount of damage, also does what incendiary warhead does, and makes resources unavailable for collection for a cantr year)
20 days to build
5000 grams processed radioactive element
2000 grams lead
2000 grams aluminum

biological (gives everyone some horrid cantr disease, and i mean everyone in the town)
20 days to build
5000 grams biological agent
2000 grams window glass
2000 grams aluminum

incendiary (destroys any burnable things in town like notes, organic material piles, clothes on peples backs and distributes some damage to buildings especially wood, ships and some percentage to people)
20 days to build
5000 grams petrol
2000 grams window glass
2000 grams aluminum



and to top it all off. i wrote all that out, as a joke :P
Andu
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Re: Game changes - discussion about implemented changes.

Postby Andu » Sat Aug 11, 2012 5:15 pm

Since when does new players newspawns have a restriction on attacking?

Sincerely, Mr.Haven't-had-a-newspawn-in-ages.
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Sat Aug 11, 2012 5:31 pm

Since for years.
Hamsters is nice. ~Kaylee, Firefly
Andu
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Re: Game changes - discussion about implemented changes.

Postby Andu » Sat Aug 11, 2012 5:34 pm

Dang, must have missed it. :lol:
How many days is it, since activation of account?
"An those with little fuel, could tie a pack of bears in front of their limousine, with whip and crossbow in hands to keep them in line."
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SekoETC
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Re: Game changes - discussion about implemented changes.

Postby SekoETC » Sat Aug 11, 2012 8:34 pm

Yay for the cookies fix, now it's possible to access Cantr on my cellphone again.
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the_antisocial_hermit
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Re: Game changes - discussion about implemented changes.

Postby the_antisocial_hermit » Tue Nov 06, 2012 4:16 pm

It's no longer possible to immediately cancel new lock picking projects. It was exploited by creating lock picking projects for own buildings and canceling it when attackers make progress in the project. Now lock picking can be canceled after 20 days. If you have accidentally created such project and want it deleted faster - contact support.

While this seems like a good change (I've never been on either side of that situation- never even thought of it), isn't 20 days a bit steep? Wouldn't something like 5 days be sufficient? It takes a day to break a lock, and while some conflicts might last longer than 5 days, I doubt if there's a lock project that it'll remain unfinished over the course of 5 days.
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