Dynamic Naming

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

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Jos Elkink
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Postby Jos Elkink » Thu Apr 28, 2005 3:14 pm

Well spotted :) ...

Solved.
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Black Canyon
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Postby Black Canyon » Thu Apr 28, 2005 5:09 pm

If the new signs/landmarks can be picked up and placed in inventory as easily as a note.... why not just use a note? :? A note requires no resources and no labor.

I was hoping that the landmarks would be immoveable once completed. Otherwise I don't see the point.
Last edited by Black Canyon on Thu Apr 28, 2005 5:16 pm, edited 1 time in total.
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Nixit
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Postby Nixit » Thu Apr 28, 2005 5:14 pm

I'm still lost... where are these signs?
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The Industriallist
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Postby The Industriallist » Thu Apr 28, 2005 8:16 pm

They're called landmarks, under buildings production list...though they seem to be portable as Black Canyon said.
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SekoETC
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Postby SekoETC » Thu Apr 28, 2005 8:18 pm

Portable? In that case I hope they remain heavy and are uncopiable and uneditable.
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kinvoya
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Postby kinvoya » Thu Apr 28, 2005 8:21 pm

They're portable? What the who?

Better start a new suicidal newspawn thread right now.

"You see a man in his twenties stealing your town landmark...again."
The Industriallist
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Postby The Industriallist » Thu Apr 28, 2005 8:21 pm

I'm guessing the portability is a bug.
"If I can be a good crackhead, I can be a good Christian"



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Nixit
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Postby Nixit » Thu Apr 28, 2005 8:26 pm

Oh the landmarks are the signs... ok.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
west
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Postby west » Fri Apr 29, 2005 1:22 am

The Industriallist wrote:I'm guessing the portability is a bug.


Better be. Otherwise, what's the point?
I'm not dead; I'm dormant.
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Peanut
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Postby Peanut » Fri Apr 29, 2005 7:03 am

*summons Rev*

*Does the birdie dance*

*wiggles his toes*

Rev where art thou?

:roll:
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Jos Elkink
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Postby Jos Elkink » Fri Apr 29, 2005 10:27 am

They're portable?! ... That definitely is a mistake, if that is the case :)
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Jos Elkink
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Postby Jos Elkink » Fri Apr 29, 2005 10:37 am

Solved now. The one that was picked up I dropped again and they should now all be unmovable, including those that are currently still being built.
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Black Canyon
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Postby Black Canyon » Fri Apr 29, 2005 12:59 pm

Thank you, Jos! :D
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The Sociologist
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Postby The Sociologist » Fri Apr 29, 2005 9:14 pm

Black Canyon wrote:Thank you, Jos! :D

Ditto! :D
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Jos Elkink
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Postby Jos Elkink » Fri May 06, 2005 9:51 am

Just wanted to quickly point out that the landmarks are no just related to dynamic naming of locations, but are also a small step in the direction of the roadmap. To cite myself:

Jos Elkink wrote:Current locations would simply become stones planted somewhere stating
the name of the area. Characters can remove such stones, or place new
ones anywhere (of course this should take time and should be very
visible to others, so people can stop that person). Thus, people can
create their own location names, their own locations, etc. The
locations (these stones) will still have a major function in that we
can make it that a traveller will automatically stop (or choose to do
so) whenever (s)he is near a location stone. So a player can say
'travel in direction 300 until you are near a location stone'. Walking
directions one could set by either entering a direction in degrees
(necessary for the text-based approach) or by using a map, where you
click on a cell and the direction you are going is the direction of
that cell relative to the cell you're on (the more graphical and nicer
approach). The old roads should also still work that you can just
follow them until the next location.


I don't know exactly what I will do with locations where there is no voluntarily built landmark yet ...

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