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troutonland

Actual Age Progression

9 posts in this topic

Since everybody seems to agree that TFCraft should be as realistic as possible the general progression of the game seems to not fit in entirely(stick->flint tool->stone tool->Metallurgy). My idea on how to fix this issue is to add in an age progression: The age you would currently be in would limit what you are able to do/craft and you would progress to the next age by achieving some goal(like creating the highest tier pick available to you at the time etc.)

Starting age(next age by making flint tool)

Stone age

Bronze age

Iron age

Medieval

Industrial

Modern etc.

Some things I think it would effect:

  • Crafting - Obviously making tools/constructions that are much too advanced should be impossible so those would be unlocked by progressing ages.
  • Mobs - If there are bandits/human npcs they could also improve with your progression so you do not become completely overpowered and they remain challenging.
  • Structures: Bloomery etc. would be unlocked
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right, this idea has been kinda skirted around with the idea of a starting age and with maybe a hunter gather aspect before you jump into medieval metalworking. i do think that progression is a sign of a good comprehensive mod

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I think that the progression of the player should depend on there personal skill and knowledge so that they are not forced to grind through starting ages when starting additional worlds. The current method of limiting progression by requiring certain pre requisite resources works better in my opinion and I hope it will continue to improve as more aspects are added to the mod.

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I don't think there should be set "Well done, you're in the Iron Age!" type progressions. While for history we put these labels on certain periods, that's not really how it works. Realistically, it's a steady progression from let's say Bronze to Iron Age, or whatever that transition would be. As it is in TFCraft, that's already reflected in the required resources. Yes, you hit the Tin/Bronze Age once you finally fine cassiterite or the other 's' ore. However, more than likely you'll still be using stone picks until you find copper. Once you find copper, then you easily progress through the 'ages.'

TL;DR: I like it as it stands now, with you finding ores and 'progressing' through the ages. No need to change.

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I just plain don't want something fragmented, and I want something larger, and using metallurgy as the main way to metric your progression through these ages seems kinda lame, can't there be ages based on astounding shifts in horticulture, or apothecary?

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I don't think there should be set "Well done, you're in the Iron Age!" type progressions. While for history we put these labels on certain periods, that's not really how it works. Realistically, it's a steady progression from let's say Bronze to Iron Age, or whatever that transition would be. As it is in TFCraft, that's already reflected in the required resources. Yes, you hit the Tin/Bronze Age once you finally fine cassiterite or the other 's' ore. However, more than likely you'll still be using stone picks until you find copper. Once you find copper, then you easily progress through the 'ages.'

TL;DR: I like it as it stands now, with you finding ores and 'progressing' through the ages. No need to change.

I dont think the intent of this suggestion is to make defined 'ages' but to expand the time before getting into mining, expanding on prehistoric survival around the stone age. I could be wrong though.

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I dont think the intent of this suggestion is to make defined 'ages' but to expand the time before getting into mining, expanding on prehistoric survival around the stone age. I could be wrong though.

I would like that as well but it mentions on the top post that you would not be able to craft certain items until unlocking certain ages which I don't like.

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I would like that as well but it mentions on the top post that you would not be able to craft certain items until unlocking certain ages which I don't like.

essentially thats what tfc is atm. in order to make the next tier equipment, you have to create the lower tier anvil, and such. it already broken down into defined "steps." expanding that idea to a precursor or even a followup "age" for lack of a better word, would be just an expansion on what is already there. it would fit the flow nicely. would need some tweaking tho.

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Some times I wish I still knew Java. Last time I did any programming was for a Unity game using the UnityJS and C# a few months ago to make a top-down shooter. I'm thinking that with all these ideas, which ever ones get picked will be a handfull for them to program.

But yeah, I would like to see more focus on an actual functional village that is on the cusp of the stone age where farming and agriculture are of a bit more importance than trying to discover metal.

I have a thought though. Maybe expand on the flint usage so that just a simple "flint tool" can't mine the harder rocks. I'm not too sure what would fill this gap but I think it's too easy to get the stone pick axe (though I recall he plans on removing the current stone tools all together and re-working them?).

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