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About WalrusJones

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  1. TFC Myths

    Alright. I gueeeess I just read a little to far into something I thought might have been viable as a cooking method.
  2. TFC Myths

    I can put small vessles on a firepit, and get the firepit to the melting point of copper. This means I should probably be making my next post a bug report about being able to put small vessels on firepits. Understood.... That is, of course, unless you like stew.
  3. Bronze bloomeries? Iron furnaces? That ain't be believable

    I mean, the big thing about the history of metal progression was that even once people had iron, there was generally a 700 year waiting period before they would figure out how to make better iron tools then bronze. Copper/Bronze have very easy methods of anealing and sharpening, can be quickly cast into usable tools without advanced furnaces, and require less infastructure to make finished ingots/tools in general. I would love to see iron tools actually start out with aweful attributes, but get extra bonuses from smithing skill that would take a very long time to get good enough to make it reach a point where it is on par with bronze, especially when it comes to armor (Brittle, unannealed metals with lots of slag tend to make aweful anything that needs to resist stress.) Better yet, make early iron ingots, refined with low general smithing skills something that cannot be used to make sheets, tuyres, and the like, as amature smiths fail to produce bars with low enough slag contents to be considered worthy of finery. An intuitive UI element might be "Forging operation requires slag content of '<1.6%.'" Creating an obvious progression of being a good smith, and being able to complete a full list of metalworking tasks with iron. (Yes, this would mean listing slag contents on iron ingots, but probably not finished tools.) This might even mean that the most crude iron ingots can make little more then a hammer, which, from my experience, is able to do most stoneworking/mining tasks with aweful efficiency in the version of TFC I remember playing best. Which is excellent, as this would make the first months worth of iron tools arguably less convinient then just finding copper and casting a pick. That is exactly what I would go for. The gameplay purposes this would serve is simple. The goal of allowing earlier, but far weaker ironworking would be to create more regions which could be considered "livable" from the perspective of the tech tree, while still making the early game a time where strong diplomacy, and will to trade is valuable: You don't want to be forced to work iron early on, but you don't need to be quite as stubborn about finding an ideal start with clay, copper, flux, and alloy-materials in a three hours walking distance of one another in order to see the game through to the end of its tech tree (My experience with trying to play with other people is that they will demand the group restart as many times as they need to to reduce travel times... This is among older groups, as well.) However, having more probable access to terrible early game metal tools creates a massive early game incentive (in multiplayer games,) to settle sooner, gather the rescources your people are good at gathering, and trade to get materials that are legitimately useful to both societies mutual growth until both sides have developed their skills, rescources, and infastructure to hit the point of being more self sufficient... Which would be a natural cut-off point for a warring states period, but of course, once everyone is making pig iron, there isn't many goals left over for the player to achive anyhow. Regardless, this seems to be an old discussion, but really... Would like more paths through the same tech tree. Going through new struggles with the same end goals.
  4. Well, it isn't too hard to figure out, either. There is a specific combination of actions that will always shift you by the smallest unit used by the system, with this, you can calculate the value of certain actions off the top of your head, and adjust smithing recipies accordingly from a "centered" point.
  5. 1.7.10 mods with TFCb79

    I mean, gems would be useful for making early-game paints/dyes, given most low tech dyes that didn't rot were from gems or snailshells..... Or they were egyptian blue, which also fades....
  6. Encumberance Inventory system

    I would personally go with an inverse movement speed formula once you hit the point of over-encumbrance, simply because of my experiences with heavy objects. Once somethings heavy enough to inconvinience you, life kinda starts sucking when it comes to getting to your destination quickly. However, past that, the only thing that stops you from trying heavier objects is the simple things in life..... Risk of death... Being unable to lift it in the first place... Too many impractical sharp edges that would make things a dumb idea.... Of course, I would also try to tie your maximum encumberance to your characters reletive health level, which might add an engaging element to long journeys of "Crap. I won't be able to get everything home with my ankles broken like this.... Better find a way to hide this stuff so I can find it later without it getting stolen."
  7. Understandable. If you made ranged weapons skill based, there would be way more sense to having an abundance of ranged weapons with different tech levels of introduction/skill requirements, but for now, a sling would be a convinient excuse for a crushing/untyped damage causing ranged weapon. (Of course, pellet crossbows would be an equally convinient excuse that could reuse assets.) Well, that, and maybe if pheasants were more common and cowardly, this would also add merit to the idea of a sling being an early game hunting weapon as well. Or shields.... Slings/javelins can be used with shiel... Regardless, I guess my point is, there would be a lot of concessions to making slings really interesting in TFC, most of which would probably be applicable to PVP servers. Might be a bit much given this is simply the requests of some random sling-nut who came to these forums out of nowhere. Of course.... If we were going the "Ranged weapons as a skill," thing... Practice targets would also be a nice addition. Probably a thatch block with a medium raw-hide on it, could use painted leather in an upgrade. Either way, the target-hide breaks after getting shot up enough.....
  8. TFC Myths

    I have noticed you can put small vessals on fireplaces, but they don't seem to work as a heating vessel in my experience. Can you actually use pottery for cooking (Or with bellows, melting stuff,) on a fireplace? Or is the ability to put ceramic pots on a fire purely cosmetic?
  9. I did it! My first metal armor!

    Boots are by far the ones that take the longest to memorize the leveled hammer order for... At least from my experience.
  10. The sorts of things that would really get me excited would be Thatch/Jute slings, which are the second most plausable early game missile weapon (After the obvious thrown sharpened stick.) This might be that I do a little bit of slinging practice, and find the art of embeding stone/clay objects in trees on accident to be very interesting. Course, lead would be the strongest slinging material... (It would actually be nice to see lead be useful.) The good news is that the proper posture for slinging, and throwing an object don't actually happen to be too different from one another. The whole dramatic "Spin it over your head" thing is kinda just an invention of modern imagination/film.
  11. Heh. I had a bad habit of announcing tommorow for projects that might end up taking weeks with the projects I manage for.... Other games. Fortunately, the community seems to understand that I tend to get too excited about projects I haven't properly prospected the workloads of, but I can respect a content creator who actually understands that workflow is never at a liniar rate.
  12. Handling your wood, Carpentry and logging.

    Remember that the older TFC always liked the idea of having more efficient metal tools then it did stone tools. Sure, you can go through the process of spliting logs into primitive planks, but it would be much more laborious then simply doing the same with a saw in ones inventory. This isn't necessarily a bad thing. Allowing there to be extra-laborious ways to skip small chunks of the tech tree would actually factor in well to the design of the mod, as there are some societies (Including some Subsaharan ones,) that managed to accomplish some suprising technological feats prior to learning about the casting metals. You know, such as bloomeries. Not having rescources that are paticularly benefitial to the advancement of technology, such as those needed for bronze, should slow down your advancement through the tech tree, especially those that take you to the iron age, but it shouldn't cause a complete stop. The hard way twoards developing an advanced society should generally be an option, even when luck fails you.
  13. Handling your wood, Carpentry and logging.

    One way to draw back in the balance would be to divide wood into "refined logs" and "wood rubble." Refined logs are the product of a properly cut down tree, and are usable, and wood rubble is wood that still needs to be chopped/carved into a useable state, due to all the branches and stuff poking out of it, and the rough edges. Wood rubble has smaller stack sizes, due to it having a less consistant shape, and doesn't always give refined wood when put in your crafting table with an axe. However, you can gather it more quickly because all you need to do to get it is to uproot the tree. Additionally, when you cut down a tree with an axe that doesn't have enough durability to cut down the full height of the tree, rather then leaving an ugly stump that is four meters tall, you could instead drop wood rubble for every bit of wood you didn't have enough durability to process properly on the site. Of course, this makes the whole system more complicated then the one from the current TFC, but it does make it more interesting.
  14. Separate Classes for different plant crops.

    I dunno, punching apple trees could be an excellent method of producing fist-mincemeat.
  15. A more complex iron age.

    Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes. On rule number #2, I will do my absolute best to only use language that is more generic, only using terms that would feel familiar to TF1 if they help me shape my ideas in a way that I feel they would be more easily understood. Now, to start off, I wish to bring up that the bloomery age in TFC 1 opened up in a clever way, by having the bloomery gate be a material that would actually *melt* before you could ever melt iron, or one of irons ores, you pointed out that the goal of the bloomery was never to melt the iron. As you know, the bloomery was a chemical process that created a slag-filled sponge of barely workable iron. However, the work that it requires to get into the bloomery, and the flawless products it made felt very disengenious to the actual struggles of the iron age. Subsaharan societies without casting ages were able to learn to make bloomeries, and work iron. However, it took all ironworking societies centuries to learn to make good iron. I would love to see this represented in TFC 2, that iron processing isn't exceptionally hard to get into as a society, but that finishing an iron tool so that it that would end up equal, or better then a bronze tool would take more work after the innitial forging was completed. Iron was a common metal, but it was fickle, and it took a centuries for bronzeworking societies to make it so iron tools could even compare in quality to the ones they already had. Annealing Bronze to relieve an ingot of work hardening was much easier then doing the same with iron, and in the cases of iron which had accidentally been converted into a mild steel, annealing would actually worsen any brittleness which work hardening had caused. As you can imagine, this was a huge problem in the early iron age. Fortunately, iron could be annealed, it just took hours of leaving an iron tool exposed to dry air to do so. One way to represent this would be to give iron tools a very serious durability problem if they hadn't been properly annealed. Even after the discovery of the annealing methods of iron, along with other methods of fixing the inherent brittleness problems that early iron had to overcome, iron couldn't be hammered into being sharp like bronze could, you needed to grind it. Prior to this discovery, cutting iron tools weren't really plausable. The same should be true of a TFC 2 society as well, there would be no iron knives, axes, or swords until they learn that iron cannot be forged sharp, as it needed to be ground to gain an edge, where a casting age society could make the same tools the moment they cast they fired their first moulds. Forging should be less stressful with iron then with bronze, there is less risk fo melting a tool you spent a long time working on, and more importantly, ironworking gives you so many excuses to take breaks and catch up on other things. Postprocessing would add time and energy to the process of making most iron tools, but I feel the struggle of learning to make good tools would be infinitely more enaging then the unrealistic grind that was making a complicated bronze bloomery door. Another benefit of such a design would be that fewer start locations would reach a complete "Dead end" due various factors, be it, lack of clay for hundreds of miles around, or simple bad luck with ore generation. Of course, the extra time it takes to complete each tool in an early ironworking society could also serve as a balancing factor, when compared to another society which is going through a casting era.