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Darmo

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Everything posted by Darmo

  1. Fatigue

    Found the other recent thread about sleeping (it was in the TFC1 suggestions forum). And in there Kitty also links to a dozen other previous sleeping posts from before I even joined these forums. It's really not a new idea. Ya, this is TFC2 forum. But the same issues still apply I'd say.
  2. Fatigue

    As I mentioned in my previous post, if it's a config, great. But it shouldn't be a default mechanic. I think most people play games to do things, not sleep. It's not going to add anything to the game for most people, imo.
  3. Fatigue

    This has been discussed before, though I can't find the topic atm. I'm with Cakey - I'm not interested in being forced into sleeping, or watching my character sleep. If it's a config, whatever. But forcing people to do nothing is a bad idea.
  4. Encumberance Inventory system

    It'd be neat to have, certainly. But there's only so much hud space. And there is some value in keeping things simpler. Two layers is probably manageable, I would say anything beyond two layers is too much. Mainly I'm saying I'd rather have spots for those other things, before layers, if it's a choice.
  5. The Trades

    My criticism - and this is my personal opinion, what you have could work - I think the true trades should be more interesting. Of Farmer, Smith, Forester, Carpenter, Mason, and Adventurer, only adventurer sounds exciting. The rest sound rather dull. I don't think it's worth separating building into trades. Because I think no matter what, people want to be able to build their own house. They don't want to have to hire someone to do that. So let everyone do the building stuff, and do it pretty well. I would further allow anyone to do basically anything that we can currently do in TFC1, except the high tier smithing (up to tier 2 ok for everyone). It's all mundane stuff, why limit it? I'd separate magic into trades of their own, not branches of other trades. I'd have fun-sounding trades such as fighter, alchemist, ranger, mage, and tinkerer. Things that sound active and interesting. FIGHTER Fighter could have subsets of smith, warrior, and ranger. Smiths are able to make the procedural metals, and enchantable weapons and armor They can wear heavier armor than a ranger, but lighter than a warrior, and use bucklers but not heavy shields. Warrior will use all shields, get more hp per level, wear the heaviest armor, and have other combat benefits. Ranger is archery focused, cannot use a shield (or buckler only), and is limited as to the armor they can use. They perhaps have an alternate armor track that uses leather, hides, and shells of beasts. The big bonus of rangers could be to train flying mounts. Rangers and Anyone who has nothing in the smith trade, the highest they can work is bronze. A warrior can work steel. Nobody but a warrior or smith can use a shield. Alternately, just fighter and ranger. Fighter gets all the smithing benefits, plus melee benefits and heavy armor and shields. Ranger gets natural armoring, but bow related benefits, and bucklers only. But also flying mounts. MAGE Mage splits into Arcanist and druid. Each being a rather different form of magic. Mages perhaps focused on damaging spells and summoning of elementals, with no armor wearing ability (or penalties when wearing armor). Druids focusing on buffs and healing (I would also like druids to have the sole ability to extract an ore block whole, allowing it to be used to build with!), and perhaps also being able to do flying mounts, but perhaps later than rangers, or not as well. They share the ranger's natural armor specialty, but lower tier max. Down the road, there could be further specializations, such as demonologist, and necromancer. TINKERER Tinkerer splits into alchemist or mechanic. Alchemist would need to have distinct benefits vs the magic tiers. I think focusing a lot on better torches for caving, and throwable potions and explosives, as well as a variety of chemicals to aid other trades. Alchemists Can smith up to tier 4, but are limited to recipes involving reaction vessels, lamps, and generally cannot do weapons, armor, or tools above tier 2. Tinkerer makes mechanisms, automata, repeating crossbows, elevators, steam engines, etc. Tinkerer has access up through steel or better tiers, but perhaps does not have the option of producing weapons and armor, except special ones (mechanical gloves and boots of spider climbing anyone?). This would probably be a later specialization, after being mid-way through alchemy. So they'd have access to basic fuels for their constructs via alchemy. A true alchemist (chemist?) could make better fuels though. My main point is, carpenter and mason sound boring. I don't want to be the guy that spends his levels or whatever on those, and then here's the guy that spent point on fun combat related stuff. I think all major trades should have fun aspects, including combat relevant stuff, that are exclusive to them, so that other players in different trades can look at them at be interested in pursuing that trade next time. That's not to say that trades can't have special benefits for mundane tasks, and maybe certain trades have benefits of speed/efficiency for specific mundane tasks. Druids could have a variety of crop benefits. Rangers animal breeding. Tinkers a variety of labor saving potions and constructs. But these kinds of things, I don't think are worthy of being the main thrust of the trade. Moreover I think upper trade tiers should have things that benefit other trades, to encourage cooperation. Make sure that each trade is doable in SSP, but have special cross-trade benefits for SMP. And then there's other minor trades like gem cutting, paper making, or glass blowing that can be intricate in their own right. but may or may not be limited to a certain major trade track. Alchemists would be logical to have glass blowing under them. But I don't really see a reason to limit it to just them, necessarily. Same with paper making and gem cutting for mages. I think it's worth allowing someone to style themselves as more into utilitarian tasks, and allowing them to perform a variety of these things would maximize their usefulness in a community. Because even in TFC2, I'm doubtful there'll be enough depth to agriculture for one person to do that and nothing else. Basically, if we're doing progression tracks and gates like this (as opposed to more fluid stat related mechanics or something) I'd make it simpler. Everyone can do basic stuff including armor and tools and weapons to tier 2 (or maybe tools to tier 4, but weapons and armor to tier 2 - dat mining grind). Things like curing meat and training dogs I would consider basic stuff for everyone. Beyond that, 1 trade, with the possibility to specialize further down a branch. Simplify the chart so it's easier to understand: Here's your trade, here's the benefits. Everything that's not under a trade is doable by everyone by implication (don't include it in your chart) though not necessarily as efficiently as someone with the right trade
  6. Encumberance Inventory system

    I was not into the idea of clothing adding inventory space, but then I watched a youtube of some guys using...I think it was Flan's mod. You had your inventory, but most of it was blocked off. And as you put on clothing with varying inventory space associated with it, some of the spots were unblocked. I thought that was an interesting way to bring variable inventory, and it appeared to work pretty ok. In that context I think having to choose between inventory extending clothing, or armor, could work possibly. But I don't think having multiple layers per part is necessary. I'd much rather have special wear spots for magic items - rings, amulets, gauntlets, that sort of thing. And a cloak slot, for magic or warmth giving cloaks. Ioun stones, for the D&D savy out there.
  7. Apiculture in TFC2?

    Bee-cause it gets a lot of buzz!!!......!......
  8. [Solved] 77.11 Wooden buckets can't place water?

    If you don't want to be tied to natural water during the early game, just settle in a mild climate somewhere around 6-8k latitude. You'll be outside the tropics, but it'll never get cold enough for your crops to freeze, and they'll never die. Then it doesn't matter if they're close to water or not, really. They'll just grow slower.
  9. Clay multiple ingot mold

    I think he's saying you'd fill the four-ingot mold in the time it would normally take to fill one. I think that's the advantage. A bit too much I'd say. For recipe I'd say four clay molds plus 5 pieces of clay, and it takes time to fill equivalent to two normal molds. So you're filling twice as many molds for the time spent pouring. That'd be my opinion.
  10. Tall Worlds Mod

    Ya, I know, which is why I mentioned the limits wouldn't really affect the mechanics. But with regard to nobody really being willing to donate to it, part of that *may* be because they *sold it* using 16mil, which no player can use, and they know it, so the player says 'this won't help me I can't use this I'm not donating'. Whereas maybe if the author had *sold* it with a more sane number, they might have had more interest. Doesn't change the mechanics, it changes the *perception*. And when you're asking for donations, perception is everything.
  11. Water Based Disasters

    *mind blown* I thought Bioxx was working on a way to have the different islands of TFC2 have their own weather, but I was probably mistaken, I'll bet it was uniform temperature profile for each island region..hopefully. And ya, in the context of uniform world precipitation, it wouldn't be a very good mechanic.
  12. still about survival right?

    I don't think you need to worry about that at all.
  13. Water Based Disasters

    It'd be nice, but the logistics of it are the question. I rather doubt it'd be worth the coding effort to figure out how to make the game fill low areas with water - never mind the sometimes bizarrely inconsistent generation, with running water directly above open air in ravines. Possibly have water source blocks appear above existing river blocks, so they'd flow out around and wash away crops? Or limit it to farm tiles? The farm tile checks for flood conditions and if true breaks whatever crop may exist there and then generates a water source block above it? Then only farmland would flood, but that's about all we care about anyway perhaps. Or, now that it appears there will be a variable hydration value rather than simple binary no/yes, maybe it's simply tracked by the moisture value, and if it gets to high the field gets a different texture with a watery look on top. That'd actually be really great if rice required such a state to grow properly. And probably simpler than generating water blocks all over. Drought would be a little easier maybe, just make it so crops not in a hydrated hex simply die, rather than growing at a slowed rate. Trees and berry bushes produce nothing during a drought. This could be a special weather state, not simply temperature based. Something that tracks the time since the last rain perhaps, and beyond a certain point and above a certain temperature, the island is considered to be in a drought. It'd be nice if flood and drought could both be a thing, because you'd want to plant your plants in a hydrated hex to counter drought, but at the same time that exposes the crops to a flood. So the player may do a little of each, to hedge their bets, knowing there's a good chance one or the other planting will be lost. But the flood thing seems like it'd be hard to do believably. However if they could be done, it would open the stage for irrigation technology. So the player could plant crops in a hex *not* near a river or lake (and so not 'naturally' hydrated) and so have no risk of flooding. But they pipe the water to the field, to keep it hydrated in drought. So at that point they've freed themselves from the vagaries of weather at least somewhat, which would be a big step. It kind of all depends on how the hydration thing works exactly, and if these mechanics are considered worth the effort.
  14. still about survival right?

    I'm not a dev, but I'm going to go out on a limb and ask can you define what you mean by "about" better? If you mean no fantasy creatures or magic, then you're probably going to be sad. but I'm pretty sure TFC2 will have most if not all of the same more-detailed/believable mechanics for producing tools, alcohol, charcoal, taming animals, etc. But there'll be more beyond that. I'd guess though, that whatever that result, there'll probably be someone who will mod it to try to remove the fantasy elements, for those that aren't into fantasy. Personally I look forward to having more to do than smithing.
  15. Tall Worlds Mod

    ya, 16mil was a really overboard choice. You couldn't even do anything with that. If it takes half a second to jump one block, jumping 8mil blocks would take 4 mil seconds. That's a bit over 6 rl weeks of *non-stop* jumping. Morover, irl, Mt Everest is a bit over 8k meters tall. Not 8 mil. Below the surface, a general rule of thumb is 25C(77F) temperature increase per km of depth. so at 8k km below the earth, you'd be around 200C (616F). So a regular human can't survive more than 1.5km even below surface. The continental crust itself is estimated to be 50km thick at most. Then you're into semi-liquid mantle. So that project is a pretty good example of the maker not really considering beforehand what is feasible or realistic in terms of limits. I'm not saying it would have necessarily affected the mechanics, since they were doing cubic chunks. But why? 16mil was way, way overkill. 8k meters up and down would have been plenty. I might have been able to hop to the top of mount everest in 2 rl hours then. They didn't try to *sell it* as something people could actually use, cubic chunks notwithstanding, and this is why they have no real interest, imo.
  16. Efficient tree farms

    Eh, it's all charcoal/pit kiln topping in the end. If you're farming for aesthetics then you probably have a specific wood you want anyway.
  17. Efficient tree farms

    Doug Fir is the best for tree farming, but I find willow to be a perfectly acceptable. Sure, it takes more area, but I've never found that to be a problem. they produce plenty of wood, and most importantly, plenty of saplings. The wall of trees chopping was obviously an exploit, and was rightly fixed. I'm guessing the only reason multi-chops still happen is due to limitations of the code. Willow has the advantage of not requiring walkways or ladders to harvest the leaves, and you can be very casual about it, it's not necessary to harvest every single leaf block, because you'll get plenty of saplings. The main disadvantage being that they're ugly, and can hide mobs. I find willow to be the easiest to farm, and the fastest to expand the farm with. I've not tried every species, but everything besides doug fir and willow seem to me to give too few saplings for easy farm expansion.
  18. Clothing

    Simple straw clothes would be the easiest solution I'd say. Even with just a 2x2 grid, using thatch blocks, solid = torso, top two = head, bottom two = feet, and any three = legs. That's 44 straw for a full set. These provide no armor value, just some basic insulation - enough to operate for half a day in cold weather perhaps, before needing to warm up by a fire. But they wear out very fast - a couple days maybe. If the player start is limited to sub-tropical, temperate, and sub-arctic islands (tropical and arctic being excluded) then this should probably suffice, as long as they start in spring.
  19. Better Forests/Biomes

    I'm kind of with Kitty on a lot of these huge rolling mountains. Looks pretty ,but seems like death to my keyboard's spacebar. But, I guess that might motivate me to build the cog rail to my mountaintop home. From the screenshots Bioxx has posted though - which were pretty preliminary - I have no doubt we're going to have some incredible terrain in TFC. Especially since we'll have 100 more elevation for the mountains, now that sea level is back down around 50ish.
  20. End of TFC 1

    I'm not sure that "impossible" is the right word - see here. "Prohibitive" may be better...
  21. Domestication through Mendelian Inheritance Revisited

    The recent discussion in the animal husbandry thread gave me some more thoughts about animals traits. Right now, without being attacked, only deer run away from the player. However, if animal taming were changed, temperament could become more relevant. Right now all you need is a tiny bit of grain and you're in the animal game. What if all wild animals fled from the player if the player gets too close? Or at the very least, won't follow held grain? What the player has to do is toss out a piece of grain (keeping in mind that grain will no longer be in ounces in TFC2, but in discreet pieces - I'm assuming one piece is equivalent to TFC1 5oz.), which, if the player backs far enough away, the animal will come and eat - I'm going to refer to this in this post as "familiarization", and the process of actually progressing the heart of the animal, as "taming". The idea is to make obtaining animals a bit more costly. But as a side effect, it would make early game animals harder to kill. You wouldn't be able to just walk up to a pig and slaughter it. It would run. This would incentivize the player to make javelins in the early game (in TFC1 I never both with javelins). The player could probably still work out clever traps to run the animals into to get close enough for melee, but at least it would take more work than it does now. But back to animals the player actually wants to domesticate, depending on the temperament characteristic of the animal, the player may have to toss out a piece of grain several times. After they've done it enough times, only then will the animal allow them to approach, follow outheld grain, or allow the player to attempt to rope them. This tossed familiarization grain also does *not* advance the taming progress - though once they've been familiarized enough for the player to approach, then the player can start feeding them to tame them (this taming feeding also keeps the familiarization topped off). However, familiarization is only temporary as long as the animal has not been tamed to yellow heart. Depending on the animals temperament, the familiarization grain wears off over time. If the animal is mild-tempered, maybe it's another 2-3 days before the player has to toss them another grain to get them familiarized again. but if it's a very wild animal, maybe half a day. So a very ornery animal could lose familiarization fast, meaning that the player has to keep tossing them grain once in awhile, even while taming them, because the familiarization goes down faster than the taming. But a mild tempered animal, the familarization will go down slow enough that the taming grain will keep it topped off. Now for horses at least, it could be that traits like speed and/or jumping ability are linked to temperament (upon generation), making the wildest horses, at least, worth the effort and grain of taming. Temperament goes down over succeedingly bred generations, so the player can breed tamer horses, but the speed and jumping do not go down (they're only linked to temperament upon initial spawning). Temperament could also come into play when trying to rope an animal, with wilder animals resisting it (even if familiarized), or attempting to break the rope if they drop out of familiarization while already roped. And of course, worse tempered horses (and other rideables) take longer to saddle break. In general, this sort of thing would make animal taming take more grain. If there are more animals in TFC2, then the player may need to pick and choose which animals they domesticate first, with their limited grain supply, based on which ones have the best temperament. Also, an animal born to two tamed animals should probably always have a minimum tameness so the player does not have to toss them grain anymore. The running from the player thing, I don't know if that will bog down the processor a bit due to animals having to scan for where the player is at. But anyway, there's some thoughts on how temperament could affect domestication, and also increase the need for early game missile weapons.
  22. Animal husbandry

    I'm pretty confident the game will be playable single player - it may take a bit more time, but it benefits the game to stay reasonable for single player. For one thing, lets-plays are a big part of advertising for this mod I think, and you'll have many, many fewer lps if single player isn't viable. I personally would like to see it so that a player cannot reach the highest tiers of all the major trades, to increase replay value, and making reaching the top of a trade a distinct achievement on smp servers. Differentiate players. But I would not consider animal husbandry a major trade. There may be a 'fancy' top tier that allows extraordinary things - exotic mounts for instance, maybe flying mounts - but as far as raising a herd of standard animals, that should be within reach of everyone I'd say.
  23. Magic!

    I think everything is still on the table Blazelink. I don't recall seeing the devs indicated a leaning for any particular system, so I'd say the more ideas we get out there the better. That said, personally I'd prefer that ritual sacrifice should also be excluded from the game. Personal opinion.
  24. Slings!

    Dunk has a point about the skeletons, although I'm guessing that skeletons won't be so omnipresent in TFC2 as they are now. If slings were intended as a hunting weapon for small game, then I would think the damage could be scaled down sufficiently to only be a real threat to small animals. Maybe let the player make lead sling bullets for better damage.
  25. Slings!

    You can make leather in large clay vessels. I *think* alcohol is the only thing large vessels can't do, that barrels can. Flux can be a big stumbling block though.