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a multiplayer game of parenting and civilization building

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#1 2020-12-03 09:11:24

Caprys
Member
Registered: 2020-03-19
Posts: 139

viable homebase

It kinda pisses me off that you can hardly find a good spot to build your homebase. Most of your band is just a walkingsimulator with useless terain.
It happend two times since the band update that i was in a town that has no iron. So i set out to find a good spot to resettle the town and ofcourse there isn't any good spot nearby. If you find that beautiful spot with giant ass swamp with ponds and savannah then ofcourse there is no iron nearby. When you find ironsites, ofcourse there is no good welsite nearby or you only find one ironsite what isn't enough for the long term survival of a town.
The speciality races have it the worst because there giant speciality biomes reduce the chance of having any iron spots. I like the giant biomes. It feels more natural, but i don't like how hard they make it to get a good spot and how useless they are when there is no good spot nearby. I feel like the chance of finding a suitable homebase is out of balance with all the changes. Maybe that could be fixed by letting iron open up in the direct square around your wellsite with a max of four ironsites instead of only east to west. That would give more possible, viable locations for your homebase

Secondly. Sometimes your family did open up iron, but nobody knows where (maybe the one that did it got eaten by a boar). This is very anoying because you get no warning at all that this happend. There is no marker that points you in the direction of the well that opend up iron. I believe that should be there. A marker that points every member of the fam (and newborn member) in the direction of the wellsite that opened iron and that marker dissapears when they reach their wellsite. And a message that say when you have put all the rocks in place: 'your well opend up iron' or 'your well didn't open up iron'.
Because it is also very anoying that if your town doesn't have iron and you find a good spot, waste the time of putting rocks in place and then nothing happens. No iron opens up because somewhere there is a wellsite of your fam that opened iron, but nobody know where. That means your fam is dead.

Thirdly Jason, you need to Eve and try to find a good spot with a shitlode of kids on the backseat of your car constantly asking 'are we there yet, are we there yet, are we there yet'. You feel pressured to settle down, but it's so damn hard to find a good spot. So much time is wasted to find it. Some much distance is created this way between the diferent races. You need to understand that something has to change about this. You don't like a walking simulator, neither do I. You can do something about, I can't. Plz fix this.

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#2 2020-12-03 09:21:00

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: viable homebase

+1

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#3 2020-12-03 12:32:00

NoTruePunk
Member
Registered: 2019-01-25
Posts: 321

Re: viable homebase

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

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#4 2020-12-03 13:17:09

Caprys
Member
Registered: 2020-03-19
Posts: 139

Re: viable homebase

NoTruePunk wrote:

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

Have you done it since the biome band update? It's not about making iron more plentiful. It's about making more spot viable for habitation. Large parts of the band are useless because there isn't any good spot to settle down.

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#5 2020-12-03 13:40:49

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

Re: viable homebase

NoTruePunk wrote:

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

So if you want latex and/or palm oil as white, and a jungle family has only one mine, you'll bring them iron for latex and/or palm oil?  Because you certainly didn't sound willing to do such before... https://onehouronelife.com/forums/viewt … p?id=10299

Last edited by Spoonwood (2020-12-03 13:43:28)


Danish Clinch.
Longtime tutorial player.

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#6 2020-12-03 15:50:15

NoTruePunk
Member
Registered: 2019-01-25
Posts: 321

Re: viable homebase

Spoonwood wrote:
NoTruePunk wrote:

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

So if you want latex and/or palm oil as white, and a jungle family has only one mine, you'll bring them iron for latex and/or palm oil?  Because you certainly didn't sound willing to do such before... https://onehouronelife.com/forums/viewt … p?id=10299

It doesn't cost anything for a jungle fam to cut trees and collect latex/palm for a visitor, assuming the visitor brought their own bucket. I suppose 3-6 iron would be an acceptable trade for the time and labor involved.

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#7 2020-12-03 16:21:12

Eve Troll
Member
Registered: 2020-07-07
Posts: 331

Re: viable homebase

Yea this was my main concern with the addition of banding. Before banding, a "good spot" was one with each of the specialist biomes relatively close, at least one iron vein, a decent starter swamp, and plenty of green zone trees. Now its really only, is there iron, is there a swamp, and maybe a relatively decent green zone.

Scouting out spots and finding that "golden zone" used to be my favorite thing to do. You would think having less factors involved would make that easier but it hasnt seemed like the case. Every spot is kinda "ok" since banding was added. Hard to find an awful spot but just as hard to find a good spot.

That being said spots are dependent on where you are in progression. A spot that's excellent for early game might be terrible for late game and a spot that's perfect for late game might be too difficult to manage in the early game. I am of the mind that any spot that has the shortest distance between a well and an iron vein is good. That way a forge can be built close to the vein while still being close to town.

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