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a multiplayer game of parenting and civilization building

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#1 2020-10-29 00:42:02

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Update is done, anyone find any bugs in the code changes?

Content changes are minimal:

https://github.com/jasonrohrer/OneLifeD … 0...master

Not sure why unreleased in OneTech isn't up-to-date, but most of the stuff shown there has already been released.


Code changes are here:

https://github.com/jasonrohrer/OneLife/ … 1...master


Please email me if you find anything amiss:  jasonrohrer AT fastmail DOT fm

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#2 2020-10-29 13:22:33

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Update is done, anyone find any bugs in the code changes?

I'm looking at and thinking about this change:

https://github.com/jasonrohrer/OneLife/ … 176a46e9d5

I know, there's a bug fix to it:

https://github.com/jasonrohrer/OneLife/ … cbcf399bff

So, players Eve chaining in a town can still have children without going out of their town.  That's a good positive.

But, when there's a population increase from 0 to 1 to 2 to 3 to ... above 15 on a server because it's bs2 OR because of servers 1 and beyond get such player turnout I suppose, then the following I think can occur:

1. The initial Eve and any other Eves before the server reached 15 players can spawn and will be fertile outside of their families upcoming biome band.  If any of Eve's children became fertile during this time period, they could also be fertile outside of their families upcoming biome band.

2. Once the server has 15 players on it, Eve and her children only have fertility possibility within their biome band.

I expect situations like the following to happen:

A black Eve gets children and they try to start up a camp OR reuses a dead town (being an Eve during during a server restart or possible sale period where there's a split for players not checking a custom server is almost, if not entirely, a matter of timing).  But, they aren't in a desert biome band, so Eve's children aren't likely to have children, since few players leave, and because even fewer players will understand the fertility mechanics, or they just don't care about having children.  In the extreme case, none of Eve's children leave to reach their prescripted biome band.  The consequences include NO legacy at all for Eve's children who don't move to their prescripted biome band, and such an Eve having a legacy worthy of the name also might get questioned.  It also means NO legacy at all for players early on the server who don't understand the fertility mechanics.

Also, if an Eve or child makes a well site in an infertile area, and then some child leaves to a fertile area, importing iron or water to the fertile area might be necessary.  But doing such is time-consuming, even if feasible.

If the above analysis correct, it signals that this change causes problems with the foundations of the game, and some players wanting refunds becomes clearly rational.

Last edited by Spoonwood (2020-10-29 14:12:36)


Danish Clinch.
Longtime tutorial player.

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#3 2020-10-29 13:54:30

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Update is done, anyone find any bugs in the code changes?

I got wondering about eves in general. Do they get free reign in the north/south? Should they? If they have kids in that area, are they immediately infertile because they have a homeland somewhere?

Probably no more intergenerational trips to donkeytown in any case.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#4 2020-10-29 13:55:13

Arcurus
Member
Registered: 2020-04-23
Posts: 1,002

Re: Update is done, anyone find any bugs in the code changes?

jasonrohrer wrote:

Please email me if you find anything amiss:  jasonrohrer AT fastmail DOT fm

i miss a fix to property fences. As long as fences decay that fast its not worth to use them to protect the village using follower gates.

UPDATE:
Also a message to the top leader with the new follower name would be nice, so that you can exile him at once if you dont like.

Last edited by Arcurus (2020-10-29 14:37:19)

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#5 2020-10-29 15:00:50

Arcurus
Member
Registered: 2020-04-23
Posts: 1,002

Re: Update is done, anyone find any bugs in the code changes?

by the way, what happens if a leader follows some one else? Does the follower logic still work for the gate? Do new babies follow the new leader which does not own the gate, or do newborns follow the mother? In later case the follower gate would work. Does some one know?

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