Game changes - discussion about implemented changes.

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bnlphan
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Re: Game changes - discussion about implemented changes.

Postby bnlphan » Fri Feb 14, 2014 1:43 am

I like this addition to the game. Hopefully with time it will be lowered to younger ages. I'm thinking no lower that 30 years old. You should be forced to develop your character some before you give up on it.

I dont think this will help with the sleepy leader problem though. That's just going to have to come from a more acceptable idea in game that you can depose leaders in your town if you don't like what they are doing....If you dont like how your town leader is doing things. Then make it known. They will either change. Give up peacefully, or good action as you battle to the death :) I have had charries leave a couple of town because of sleepy leaders I regret it now though (not referring to Mitch79 since they know I had a charrie leave one of their towns) But I'm getting off topic. :)
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Slowness_Incarnate
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Re: Game changes - discussion about implemented changes.

Postby Slowness_Incarnate » Fri Feb 14, 2014 2:38 am

SumBum wrote:
Slowness_Incarnate wrote:I am almost nervous in a way, I haven't spawned a new character in....gosh well over 8 years? maybe more?


You will hate it. Don't kill any. :P Can we vote or put in a good word for any of yours to prevent their death?


Hah. I have characters who are trapped in the worst places and have no means of leaving. They have been in the endless cycle of sleep working for years, time to end their misery.
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Black Canyon
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Re: Game changes - discussion about implemented changes.

Postby Black Canyon » Sat Feb 15, 2014 3:51 pm

Slowness_Incarnate wrote:
SumBum wrote:
Slowness_Incarnate wrote:I am almost nervous in a way, I haven't spawned a new character in....gosh well over 8 years? maybe more?


You will hate it. Don't kill any. :P Can we vote or put in a good word for any of yours to prevent their death?


Hah. I have characters who are trapped in the worst places and have no means of leaving. They have been in the endless cycle of sleep working for years, time to end their misery.



:lol: I am kind of worried about this because I think I know one of your characters. And yeah... they're in some godforsaken town with no escape from the tedium... but my character still loves her and can't imagine her gone :cry:
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Marian
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Re: Game changes - discussion about implemented changes.

Postby Marian » Mon Feb 17, 2014 2:11 am

I'm thrilled about us seeing the first stages of vehicle disassembly in action now, but I was just curious about the actual length of the projects? Does it take twice as long as building them like it does for machines? So for example... 30 days for a longboat, with a return of 5 kilos of wood?
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SumBum
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Re: Game changes - discussion about implemented changes.

Postby SumBum » Mon Feb 17, 2014 2:23 am

Could the mouse hover text please be changed for vehicle disassembly? Right now it says "pull out something from this location" when you hover over the X.

Yes, it's awesome and I'm happy to see this implemented. Now can we get landmark destruction? Pretty pretty please?
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Mon Feb 17, 2014 2:30 am

Time of disassembling is loosely based on building manufacturing time, but most important were: to have more-or-less similar profit from disassembling different types of vehicles and not have projects too short, as Cantr is slow paced game. ;)

SumBum wrote:Could the mouse hover text please be changed for vehicle disassembly? Right now it says "pull out something from this location" when you hover over the X.

Thanks! I didn't notice it, when I was copypasting code with a button. I'll fix it.

SumBum wrote:Now can we get landmark destruction? Pretty pretty please?

I think there are no longer any technical limitations. But it will take some time, I think.
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Draco
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Re: Game changes - discussion about implemented changes.

Postby Draco » Mon Feb 17, 2014 3:21 am

Greek wrote:
SumBum wrote:Now can we get landmark destruction? Pretty pretty please?

I think there are no longer any technical limitations. But it will take some time, I think.


Awesome, I can't wait to say "(Sledge)hammer time!" :lol:

Anyway, regarding dissassembling vehicles (Which I love, by the way), I can see the longboat can be equipped with a small mast and a square sail. Do we get the materials for those back if the longboat is dissassembled?
Last edited by Draco on Mon Feb 17, 2014 3:22 am, edited 1 time in total.
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saztronic
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Re: Game changes - discussion about implemented changes.

Postby saztronic » Mon Feb 17, 2014 3:43 am

I just really want to compliment Greek on all the hard work. All these changes you are making are cool, and not insignificant, and some of them, long overdue. I'm impressed... I know the coding can't be joyous, especially in your spare time, and it's very appreciated.

I can't say everything is being changed that I'd like, but a lot more is happening than any other time I've played, so props are very due. Well done!
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computaertist
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Re: Game changes - discussion about implemented changes.

Postby computaertist » Mon Feb 17, 2014 6:14 am

saztronic wrote:I just really want to compliment Greek on all the hard work. All these changes you are making are cool, and not insignificant, and some of them, long overdue. I'm impressed... I know the coding can't be joyous, especially in your spare time, and it's very appreciated.

I can't say everything is being changed that I'd like, but a lot more is happening than any other time I've played, so props are very due. Well done!

Wholeheartedly seconded.
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Mon Feb 17, 2014 2:55 pm

Draco wrote:Anyway, regarding dissassembling vehicles (Which I love, by the way), I can see the longboat can be equipped with a small mast and a square sail. Do we get the materials for those back if the longboat is dissassembled?

To start disassembling, vehicles must be completely empty. It's to make things easier, because it's better to have two simple problems (disassembling objects + disassembling empty vehicles) than one complex.
It means that it's not possible to disassemble ships with masts or other fixed objects which can't be disassembled. It will become possible in the future, but there are still some technical limitations enable it, which I'm going to remove.

I know the coding can't be joyous, especially in your spare time, and it's very appreciated.

I find it interesting. I wouldn't do it otherwise ;)
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Marian
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Re: Game changes - discussion about implemented changes.

Postby Marian » Mon Feb 17, 2014 3:01 pm

I'd be surprised if there were even that many rigged longboats out there. It seems like an awful lot of trouble to put into what is usually a very temporary ship. (and even more temporary now that they can be recycled! :) )

If I still had one of my old characters I'd so be making the disassembly of old wooden carts the new forced labor for prisoners right now, I think I'm the one who actually suggested the things to begin with but I never realized they'd wind up cluttering up so many towns.
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bnlphan
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Re: Game changes - discussion about implemented changes.

Postby bnlphan » Mon Feb 17, 2014 7:25 pm

The wooden carts will go quick. The rate of wood is better than chopping in a forest if you only have a stone axe. :)
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Doug R.
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Mon Feb 17, 2014 9:40 pm

Greek wrote:
Draco wrote:Anyway, regarding dissassembling vehicles (Which I love, by the way), I can see the longboat can be equipped with a small mast and a square sail. Do we get the materials for those back if the longboat is dissassembled?

To start disassembling, vehicles must be completely empty. It's to make things easier, because it's better to have two simple problems (disassembling objects + disassembling empty vehicles) than one complex.
It means that it's not possible to disassemble ships with masts or other fixed objects which can't be disassembled. It will become possible in the future, but there are still some technical limitations enable it, which I'm going to remove.


Shouldn't it be a simple matter to disassemble the sails and masts, since the input is universal? You just get logs, sailcloth, rope and raws back. So, disassemble the rigging, then the longboat, and you don't even need to change the current restrictions.
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Greek
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Re: Game changes - discussion about implemented changes.

Postby Greek » Mon Feb 17, 2014 10:00 pm

Possibility of having sails without any mast (which could be disassembled without removing sails) would look funny. Building dependencies should be taken into account.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Re: Game changes - discussion about implemented changes.

Postby Doug R. » Mon Feb 17, 2014 11:45 pm

Only strange if it's a normal ship, but not a ghost ship ;)
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