a multiplayer game of parenting and civilization building
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Yeah I remember hearing somewhere that once you were assigned a server it kept putting you on that server. I guess another effect of that could be more chance of running into your old line or being born into another family in that town. (A pro or con depending on your perspective and the design goals.)
I agree that it should probably bounce you through the servers each time, though that would make running a deliberate eve more tedious.
Hmm. Rebalance the servers in clusters of 3 or 5, each session you get assigned to a random cluster, and then bounce between servers in that cluster each life? Load-balance across clusters (i.e., use current 'fill-then-split' logic on the clusters); allow custom server settings to accept a cluster or a specific server as a destination address?
I dunno, I'm just spit-balling here. I'd think this would let the players feel more sense of progression/continuity. But nocturnal infertility will still doom civilizations, even with this. ![]()
ahhhh makes sense.
How do you get ride of those piles of rubble? I tried a pick axe and a basket.
Add water to turn them back to adobe.
It strikes me that there's a basic difficulty with this. We can't keep lineages going in OHOL, but you think our players would be able to evolve to protohominid form? I suspect we'd get up to the level of grass - or maybe even carrots - but I doubt we could pull off even rattlesnake.
From a technical standpoint - how are you going to have both micro- and macro-fauna on the screen at the same time? Not every line is going to progress at the same rate. And what happens when, say, a Snake line hits the final form? Does that trigger reset? Is that fair to the players hoping to push for a hominid line?
Is there a way to back out of a progression you don't like? Some kind of 'deevolution recipe' that can be used to undo a change and push for something else?
Don't get me wrong - it's a neat idea - but there's a few problems with implementation. ![]()
Sakkiyn wrote:If we had rivers we would have windmills.
Windmills use wind and do not require a river, what you mean is a watermill.
Dunno what the first "machine" was, depends on how you define the term "machine" tough. Pretty much gray area on the lower end.
No, there's no gray area. Simple machines are those which are used to make more complex (or 'compound') machines. The most probable first machine discovery was the lever... although the inclined plane and wedge are also strong contenders.
A 'simple machine' takes a single applied force and transforms or magnifies it through mechanical advantage to apply to a single load force.
In all, there are 6 simple machines:
Lever
Inclined plane
Wheel and axle
Wedge
Pulley
Screw
(Honestly, I disagree with a few of these. The wheel and axle should be two tools, not one, and the screw is a second-stage machine, being an inclined plane wrapped around an axle... but I digress.)
Any compound machine is made up of a number of simple machines. Break a bicycle, or a diesel engine, down to its component parts, and you'll have any number of the simple machines above to play with.
I was born to Eve Port inside a tutorial zone once. We pushed on to the end, smithed up an axe and shovel, and escaped. Started a small farm near a pond. Unfortunately, the area immediately outside our zone was mostly snow, and my daughter despaired and let herself starve. No other kids that life. :sadpanda:
This was, oh, almost two months ago when I first started. It was interesting, to say the least. ![]()
Notes take over your speech ability; this is why children can't read all of the words on a long note, it's subject to your character limit. If you didn't actually say anything after reading the note, it would make those your 'last words'.
What? You don't think an unsupervised child should be able to do that kind of damage?
Babies poking bear caves has been in the game a long time. I doubt it's going to be removed.
Hmm, let's see... haven't made a rubber-tired cart (I have made carts from scratch, though). Nothing with the new engine. Still wanting to make a tree-fort, but with the new water nerf that might well be a pipe-dream (although opportunity knocks to make that engine...) Nothing with pigments/dying/painting, no cards or dice have I made. No paper or writings, either, which is odd considering how much of a bibliophile I am.
I have tamed a horse, but not made a saddle. Never raised a goose (or roasted one for that matter). I've hunted and domesticated mouflon and once got a bison after finishing the pen, since my mother had been determined to get a cow, but never shot a boar except to clear it from near the camp - no interest in making carnitas. Never bred dogs. Never made tortillas of either variety, thus no tacos or burritos. Never built a wall or a floor/road, although I know how - same with doors. Umm... not sure, there's tons of stuff I haven't done and stuff I have but don't remember. ![]()
Ellesanna wrote:which is nice but could also hurt eves who start off with a limited variety of food. Being an eve is already difficult enough and my concern is that putting that extra pressure of diversity in food might make it so even competent players would fail to produce a daughter to continue their lineage as they were rushing to build an eve camp.
Ah yea I was reading his post and though it sounded great, but I def forgot about eves and how diverse food would be pretty hard for them to keep up with. Since eves are a different type of spawn though and the game knows you are an eve, could the eves simply be excluded from the restriction? Their daughters would need to manage the yum for a good number of children but the eve herself could pop as many as possible still to get things started.
It's not hard to obtain a +1 or +2 Yum bonus as an Eve, barring certain circumstances. And if you're in those, it's probably not a good time for kids anyway. So factoring in Yum (as well as temperature) to determine motherhood choice shouldn't be that hard. It also makes sense; nutrition plays a big part in successful pregnancies. [Yes, we don't have pregnancy in the game... work with me.]
Yum goes up to +5, right? Add a 5% weight factor for each point of the potential mother's Yum score. That should result in more kids going to mothers in good circumstances without destroying the chances of Eves getting kids, and Eves who do a bit of work can improve their chances of having kids. (Although the way some of these players eat, I dunno...)
Since I recently had another case... there is *no* reason, why anyone should ever have two or more knifes on them. This is either a griefer trying to prepare are a mascre or an idiot who thinks this keep town safer (which it doesn't, it hurts production and harms security)
If I'm waiting to find someone worthy of it, yes, there is. I'm not leaving a knife laying around for any gung-ho idiot to pick up and 'protect the village' from the shepherd or the baker. If you have a legitimate need for it, ask me... I'll hand it over. But the last time I let someone have a weapon for an unspecified reason, he killed a player who'd wandered into the village from outside 'to protect the village'. From someone competent enough to survive in the wild until he went bald... someone who could have helped us survive. But no... gotta keep the village safe! </sarcasm>
Aurora Aurora wrote:Triblets
A tribe of triblets.
The Trouble With Triblets. I saw that Star Trek episode. Quick, beam them to the Klingon ship!
I just wondering, killing a bear does that destroy two arrows?
(That may be a reason why towns often harrased by a griefer, which also like releasing any bear caves in sight get low on arrows very fast).
In my opinion having some bow&arrows around is for common defense more effective than knifes. However I've seen it again and again, a pile bows but no arrows to be seen...
No, you can recover the arrows from the corpse. You used to have to do it before you skinned the creature, but I think it auto-removes them now. (I pull them manually to be sure.)
Lord and the rings is better
Oh, no question. One was a fear-filled adventure epic, with great tragedies but ultimately great triumphs. But the other one - the one with Sean Bean - was definitely better. ![]()
Shaun And The Dead.... Great movie
Ahem. "Shaun of the Dead" is an amazingly good Simon Pegg flick, and one of my favorites. "Hot Fuzz" is also incredible. ![]()
I've started to experiment with deliberate nomadism as a seeding strategy for both new and failing communities.
(snippage)
I have been trying to work on a simple coded message, that would leave the direction of a new temp home/banana patch to the foragers returning. Line of 3 objects with an agreed on 'pointer' meaning 'camp' to show direction. If you ever spawn in one of my groups, 2 same objects and 1 different in a line, the camp is the 'different' one. The line is usually placed so the base touches a 'homestick' if we have one.
I haven't deliberately set out to do a nomad life... well, a couple of times when I heard a bell that wasn't M or G tiles away. Neither effort was successful. (The second one *could* have been, but the twins were leeches who didn't lift a finger to help after they grew hair, just kept spamming 'F' the instant they lost a food bar. I should have let them starve.)
I tend to lay out 'arrows' pointing to my camp - 5 or 6 seeds or branches, like so:
.
........ so that someone who spawns in the area, or wanders through, has some guide to a place where there should be some food or the potential to make such. Your method strikes me as much more efficient on time (although pulling 4-5 seeds off a milkweed isn't a bad idea anyway), and I think I'm going to adopt it. Not having to lay out two more items to get a clear directional indicator will save me time and food. ![]()
Nomad life is hard, trying to keep the group together without overwhelming the available food sources. Good job if you can make a go of it.
Y'all are BOTH spelling it wrong.
Sean![]()
Hunted a turkey for the lols. Much fun!
Are you guys sure the lineage ban is real time and not play time?
It's playtime, not real time. Why design a 'log out and play later' feature into your game?
car insides arent made of wood
"I've got a '34 wagon and we call it a woody,
Surf City, here we come"
Automobile bodies in the early days of motorized transport were made of wood; it was a direct change-over from making horse-drawn carriages. They were heavier, but no-one cared - fuel was cheap and plentiful (infinite is what they actually thought). The availability of skilled craftsmen to make the bodies, and the ready availability of wood, made early cars more affordable. As our steel-making technology got better, and we realized just how many of these things people were going to want, we started transitioning to metal body panels on the cars. It made them lighter - which improves handling, road wear, and fuel efficiency - and safer, because metal panels don't splinter when they're struck, unlike wood.
Prior to steam launch when it was semi-regular to be in a place where a crown was in the town I played a round where in working diligently two elders agreed that I had earned it.
Putting aside my pet project to have them brief me on what scouts had discovered I politely used the crown as a symbol of office. Instead of running up to people and saying "I'm queen - do what I say!" I would approach other townsfolk and say things along the lines of,
"Hiya Jim. Seems we need some more iron tools. Do you know how to smith?"
"Would you mind taking over the forge?"
"Oh okay then don't worry about it I'll find someone else!"At the end of the day, I'm just advocating for being diligent in your job until that's rewarded with a crown. If that day comes - don't be a dick. Just use your game sense to show people that a village manager isn't a bossy boots.
Exactly. If I get to establish the tradition, the crown isn't a symbol of authority; it's more a sign of service. "I wear this so I stand out, so you know that I'm working to make the place better and can ask me questions." Sometimes that does mean prodding people, but you can be polite about it. If you don't want to do what I ask, or have another project you'd rather do, just tell me and I'll find someone else to bake pies. Just be warned, I get cranky if I don't get my pastries. ![]()
Tarr wrote:Boars and snakes are only dangerous because the wounds they leave are fatal 100% of the time without intervention while yellow fever is 0% lethal when you know how to avoid dying from it. People can be taught to stand on items when they have yellow fever just like they were taught to stand on items when a bear is lured to town.
With enough people teaching how to avoid death by yellow fever and time people will eventually learn to stop dying to it all together until Jason decides to buff the illness.
How does standing on an item when having fever help the situation?
You can't get bitten again, which can be fatal.
One compost pile gives 5 baskets of 3 soil = 15 soil
It costs 1 wheat (2 soil)
2 carrots (2 soil)
2 bowls berries (2 soil if already planted)
= 6 soil **Net Gain of 9 soil or +150% increase on soil invested
**Yes I'm aware it is also iron, wood, water, this is purely on the soil return.
You will not grow a settlement long without both soil and water in good supply
One compost pile gives *7* baskets of soil. Net gain of 15 soil, +250%.
hope
faith
roseonly one worse:
Water, cause you are the idiot who supposed to run 100 tiles back and forth to water moms skewered dirt in middle of the green biome
Good time to learn to build roads. ![]()
BlueDiamondAvatar wrote:If you haven't seen that happen already... try out Server 1. In my experience it has a majority of experienced players. The way Jason grew the server farm and player distribution weighting makes it this way. (at least as of today).
Or just ask someone to babysit, or offer to do it yourself for someone you see moving faster.
I tried server 1 but it was extremely lagy for me. So far as the lag literally kills.
Anyway thanks everybody for clearing this up.
In future if I'm a mother and now one else is a nurse yet, I'll simply offer my services...
In a large village, this is an efficient way to get things done; one mother can care for many kids (not all of them hers, necessarily) while the others are off accomplishing tasks. If there's 5 or more, tell them to ask for food at 3 bars, and tell them to step off the tile with the other kids when they need food (so you don't have to pick up multiples to get them).
In a small village, this isn't efficient. There generally won't be enough kids around to need a full-time babysitter, and your hands are needed for other tasks. Go do your work and check in on the kid every now and then. If you have a good temperature spot, they won't need feeding that often - about once a minute. I usually farm berries, for example, while waiting for my kids to get big enough to go out on their own; it keeps me in the area, shows them what to do (if they're paying attention and not afking), and it's necessary to keep the village alive.
The problem with stone roads near the berry farm (or any farm, for that matter) is that they put you into fast movement mode. I can't count how many times I've wanted to go to the berry farm and wound up running past it multiple times. Leave a space. Better to put wooden floors around the berry farm, THEN put a road down next to that. It makes it much easier to grab your bowl to farm if you don't risk running off to Timbuktu with a misclick, and you can still get there quickly when you want to.