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    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
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ThaMarauder

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About ThaMarauder

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  1. Settlements and Human Mobs

    Perhaps npcs could teleport to other descovered villages to reduce lag? And as for cultures blending it could benefit the players town by mixing ideas and perhaps other religions and the technology of the other culture could mix with your technology.
  2. Storm Of Conquest CLOSED :(

    Did you try disabling zombie spawning?
  3. Settlements and Human Mobs

    I was thinking that if human npcs are added they could have different cultures according to the climate. For example, cold climates could have people with cultures based off Norse or perhaps Slavic cultures and people in the warmer regions of the world could be based off ancient Persian, Greek or Roman cultures and as the game progressed the different cultures could mix and create multicultural nations or perhaps a nomadic group of npcs could settle in the same region as a native group of npcs and the cultures could mix together. The human npcs could start out in their region of the world as cavemen perhaps aggressive people who would prefer to stay away from other people or they could be more interested in establishing relationships with other npcs to forge mighty civilizations. The player could make friends with these people and create a company of to start off with nomadic people that would follow the player around if their alignment with the npcs was high enough the player could assign tasks to the npcs such as hunting and basic tool making to start off with and as the game progressed new technologies could be discovered and new jobs could be assigned to the people. Once the player finds a good spot to settle the npcs the player could then order them to establish a basic camp to start off with with tents and perhaps an enclosure for small animals. Then as the game progressed the houses could be upgraded and the village could expand and wondering npcs could settle in the village and become part of the population. As the village developed so could the culture of the people in it according to the region they live in for example, cultures in cold climates would start wearing fur clothing and crop rotations to suit the cold climate. Now some people are probably thinking this would remove the need for the player to do jobs and the game would be ruined but (i don't know much about coding so i don't know how hard any of this is to implement) the player could be expected to help with building and jobs around the village to be seen as a strong leader, if the player didn't help the villagers would leave and seek fortune elsewhere because they would see the leader as weak and lazy and not worth helping. Other towns could develop around the map in the same way that the players would develop their towns trade and diplomacy could be established with other cultures as the player explored the surrounding regions (again not to sure how they could do this, maybe after some time spent playing cultures in the stone age could spawn around the map) and the cultures would begin to adapt to the climate they settled in. And for the people who hate the idea of human npcs being added to terrafirmacraft there could be an option when starting the game to disable the spawning of npcs and other structures.