Cattail Reeds

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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Antichrist_Online
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Cattail Reeds

Postby Antichrist_Online » Thu Sep 16, 2004 4:24 pm

How about adding cattails to the swamp area. Unprocessed they could be useless but using a stone table and knife they could be converted into Cattail fibres, roots and stems. The stems can be eaten raw similar to rice, the roots can be made into bread (like bread duh!) and the fibres can be woven into a cloth. This would give the swamps economic purpose instead of just being a place to pass though or not to go to.

Cattails
500g per Day
Swamp only

Process cattails
1day per 1000g
Gives
250g Cattail Fibres
300g Roots
450g Stems

Cattail stems
eat 60g per day

Cattail Bread
300g cattail roots per 250g bread produced
Eat 55g per day.

Cattail Cloth
250g cattail fibres per 200g cloth,
Used in slightly greater values to make clothes as hemp.
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Postby The Industriallist » Thu Sep 16, 2004 4:33 pm

250g Cattail Fibres
300g Roots
450g Stems

Unless I'm much mistaken, one project can produce only one product.

I would say that your cattail production numbers are too efficient, also.
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Antichrist_Online
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Postby Antichrist_Online » Thu Sep 16, 2004 4:43 pm

The efficency is based on the real values for the actual reeds (the only plant that we can use 100% of with no wastage.) but could be adjusted if ineffiency is needed.
Wouldn't producing muliple outcomes just be reversing the code that means projects require lots?

more infomation is available at http://nhnh.essortment.com/informationonc_rioz.htm
Last edited by Antichrist_Online on Thu Sep 16, 2004 5:12 pm, edited 1 time in total.
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Postby The Industriallist » Thu Sep 16, 2004 5:02 pm

Another case of talking about programming without knowing about it. Now I will do the same, from a more experienced perspective (I hope).
Cantr is a database-based game. This is why the Resources Deparment can create new tools vehicles, etc. without any programming. But the framework for a project is
([list of resources in] [tools required] [resource out])
Or something along those lines. So allowing multiple resources out would require that the game code be changed, which means the programming department, which doesn't get new things done quickly (not enough of them) is involved.

And I would note that I don't think "Reversing the code" for anything is easy. Ever.

My problem wasn't that you produce the same weight out as in...your cattail business means that, with a few simple implements (and a building) one person can, at the same time:
-feed themselves (with surplus)
-produce material for clothmaking and baking

Using just one resource. That seems an excess of power to put into one plant.
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Postby SekoETC » Thu Sep 16, 2004 7:56 pm

Hunting gives multiple resources out. It's not a project but it does. How's that so different?
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Postby kroner » Fri Sep 17, 2004 12:07 am

SekoETC wrote:Hunting gives multiple resources out. It's not a project but it does. How's that so different?

i think you just answered your own question. it's not a project.
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Postby SekoETC » Fri Sep 17, 2004 12:35 am

Make these cattail reeds huntable then. You swing at them with your sabre and get the results in your inventory.. oh wait, that was the evaluation project, not picking up.. Difficult. Well, those sound like über plants anyway.
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Postby Nick » Fri Sep 17, 2004 1:12 am

343:6 You attack a cattail using a sabre, who looses 33 percent strength.
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Postby The Industriallist » Fri Sep 17, 2004 3:26 am

Nick wrote:343:6 You attack a cattail using a sabre, who looses 33 percent strength.

It's which, not who. Unless you name a character "a cattail" :lol:
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Postby SekoETC » Fri Sep 17, 2004 10:27 am

Using which has always confused me since it sounds like it refers to the weapon. At first I thought the weapon suffered from the attack and was going to break eventually but no, it was the target.
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