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#1 2019-07-21 18:19:35

Whatever
Member
Registered: 2019-02-23
Posts: 491

the Ultimate Road Network (URN)

Lets build the Ultimate Road Network !

This is the center of the map:
ceHGh8V.png
We start there and make roads in every direction throughout the whole map.
Along theses roads we can build villages.

I have also made a sheep pen:
Q5VeuvF.png
I have made it with stone walls so it doesnt decay.
If no one visits an area for 8 hours, then everything will reset, except for roads and stone walls.

A giant road network can help us keep villages alive longer and make it easier to find stuff in a giant map.
We can easily reuse old sheep pens (if they are made of stone walls) and old buildings, this saves a lot of work and resources.

Lets all work together to build one great civilization !

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#2 2019-07-21 19:50:44

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: the Ultimate Road Network (URN)

currently a big "road" "network" is
https://mega.nz/#!NoNlzCSK!wVfO0mO0W7rs … 9O46o_oU0o
coordinates are in hundreds, relative to the only bell tower in game (which is diing rapidly to grief)
the images top right corner (first bewll town after apocalypse) is rougly [-3800x,-2600y] in wondible, and the road map (of the 6 bells before the oil crash) is 1500x1500 tiles large.
so that is rather far nw of the map center [0x,0y] ?

i mean, you have a cute small star(t) there with ione nixe square wall, but my map has 12 infamous ruins and had a total of 10 bell towers build within a 1600 by 1600 tile area, and 3 sheep pens (okay its mlstly free roaming or dead-griefed sheep) , and i sure lost count at the number of horses that i dropped along the road, lets say 20 horses, most of them moved towards the intersection roughly at [-3100,600] of the last bell tower.

the walls do slowly decay thoguh, and significantly faster than the roads, except where ever a road has been build after removing anything "untouched" from that tile before, because that regrows and replaces the road. (i think round stone doesnt count here?)

---

"road" because if its less than 3 adjacent tiles, it not a road, its just shit.
and this "road" has its large gaps.

Last edited by ollj (2019-07-21 21:13:09)

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#3 2019-07-21 21:06:12

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: the Ultimate Road Network (URN)

the main issue with strings of cities along one straight road is, that one raider party most likely destroys all of those cities (except the last one it may claim), instead of just one.

this session had one string of 4 cities connected by a road from north to south, no great settlements, but all had their sheep and newcomen.
none of them had a significant swordmaking capability, and the road that connected these cities sure got wandering raiders curious for blood.
and so, by the time they died off and were forgotten, they bartely had any il, and few of them had oil pumps or any significant scale buildings, besides the great roud trough them.

its okay though, the very same road makes repopulating those cities very easy.
nevermind, i lied. thse repopulating attemts rarely reach generation 3, because either;
- people are just suicidally dumb if a mom spreads 3 children along 2 cities, not far apart on the same road.
most players are just suicidal dumbfuck berrymunchers like that.
- or, peoples curiosity gets the best of them, and they abandon their mother, ionstead of building a family.
- or they just go back to the same "where the fuck is home", where they end up competing over the same berries and end up murdering each other, after asking:
"home?"
"mom wtf where is home"

you little piece of attention whoring homesick shit. i could not care less what you call home, im just ignoring your question, as you are obviously in a good spot right now for good reasons i could not care less to waste time explaining. oh nevermind you just killed yourself in a dumb way, proving my waste of time point.

but i digress, cities connected by roads are awesome, strategically speaking.
its just that the game is quite complicated and that makes many players fail to use this properly, so they die to the few players that do use this properly.

Last edited by ollj (2019-07-21 21:13:45)

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#4 2019-07-21 21:13:36

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: the Ultimate Road Network (URN)

was it an apoc, i marked the center with a stone and a lcoked sign of 0-0

Last edited by pein (2019-07-21 21:13:48)


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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#5 2019-07-21 21:16:14

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: the Ultimate Road Network (URN)

i repopulated many ruins the most recent 3 weeks, and i learned one thing.
people are just NEVER smart enough to turn ruin-walls into sheep pens.
they rather turn them into prison camps for humans, and locked loot stashes, always without renewing the floor tiles, even while the tools for that are there for a whole day, and always let the sheep pen decay outside of the longer lasting walls.

Last edited by ollj (2019-07-21 21:18:34)

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#6 2019-07-22 00:38:54

Lava
Member
Registered: 2019-07-20
Posts: 339

Re: the Ultimate Road Network (URN)

For me probably the greatest road system i was alive was the blondins way back they had like six cities and one small village going from north to south with one city all the way to the west not being connected. It was truly magnificent.

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#7 2019-07-22 04:48:22

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: the Ultimate Road Network (URN)

I forgot to say: If for sometime no one visits the center of the map, than an eve will spawn there.
Jason added this mechanic to bring us closer together.

This is also what makes the center a great starting point of a road network.
Also everyone of the 8 roads will go along side wells, even the diagonal ones.

These roads will have nice coordinates, the straight ones always have one coord 0 and the diagonal ones will have both coords the same (except maybe a different sign -)
This makes them easier to find and easier to remember where they are.

This central road system is currently not that big yes, but we can slowly make it bigger, its easy to find and doesnt decay so we can take our time.

@ollj please use https://imgur.com/ to upload photos.
If there are already existing large road networks, than this is great, we can connect them all together to make an even larger one.
Yes its hard to repopulate old cities, you need to get lucky and get good females, its very hard with noobs and sometimes you only get boys.

peint wrote:

was it an apoc, i marked the center with a stone and a lcoked sign of 0-0

i am not sure when the last apoc was, but i dont think that locked signs will stay,
i think the only thing that stays currently are stone roads and stone walls, everything else vanishes if no one visits that area for 8 hours.
this is a mechanic jason added as we were all so close together that the resources ran out.
i personally really dont like it, but this is how it is now so i try to deal with it by making a large central road system.

Last edited by Whatever (2019-07-22 04:48:43)

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#8 2019-07-22 06:09:40

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: the Ultimate Road Network (URN)

yeah i just checked, we are slightly sw to the origo, Eve Black (mostly nameless, had like 5 camps) was like 105 gen long on SW side of circle so that makes sense
either an apoc or just everyone died due to some bug or infertility, and the spiral shifted sw

2lzUo9K.png

i put the sign on a stone wall so even if the sign wont stay the stone should of
i just made one so that's definietely a bug if it was culled together with the stone


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#9 2019-07-22 09:01:06

DarkDrak
Member
Registered: 2019-06-05
Posts: 122

Re: the Ultimate Road Network (URN)

Just calearing out some confusion here. The last Apoc happened around two weeks ago, wiping out the qin towns. So yeah, everything that was made prior to that is forever lost.

It's not just roads and stone walls that dont decay: signs on stone walls, locked or not, also dont decay and any letter placed on them will remain aswell. Passed several ruins with signs and names on them, so it's gotta be true.


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#10 2019-07-22 10:47:47

Grim_Arbiter
Member
Registered: 2018-12-30
Posts: 943

Re: the Ultimate Road Network (URN)

pein wrote:

yeah i just checked, we are slightly sw to the origo, Eve Black (mostly nameless, had like 5 camps) was like 105 gen long on SW side of circle so that makes sense
either an apoc or just everyone died due to some bug or infertility, and the spiral shifted sw

I think the start of eves has always eventually migrated sw? I remember it being brought up before.


--Grim
I'm flying high. But the worst is never first, and there's a person that'll set you straight. Cancelling the force within my brain. For flying high. The simulator has been disengaged.

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#11 2019-07-22 11:44:13

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

Re: the Ultimate Road Network (URN)

Whatever wrote:

I forgot to say: If for sometime no one visits the center of the map, than an eve will spawn there.

The center of the current spiral. On server reset, the center shifts to the area of the longest lineage, then the last monument, or the last eve location if that fails. The idea was introduced here, though the rules may have been tweaked since that post.

You may have found the center because the *edge* of our current spiral passed near it.

Last edited by wondible (2019-07-23 02:11:19)


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
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#12 2019-07-22 13:16:39

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: the Ultimate Road Network (URN)

wondible wrote:
Whatever wrote:

I forgot to say: If for sometime no one visits the center of the map, than an eve will spawn there.

The center of the current spiral. On server reset, the center shifts to the area of the longest lineage, then the last monument, or the last eve location if that fails.The idea was introduced here, though the rules may have been tweaked since that post.

You may have found the center because the *edge* of our current spiral passed near it.

Oh, maybe i misunderstood this, i am not sure where jason talked about this, i could only find this:
https://onehouronelife.com/forums/viewt … 325#p64325

jasonrohrer wrote:

Hmmm.... looks like the spiral hasn't been reset yet, because some jabroni walked across the middle and "saw" the center again!

so with center he means the center of the spiral, but not the center of the map? damn

EDIT: i found the commits:
https://github.com/jasonrohrer/OneLife/ … e0dc72b968
https://github.com/jasonrohrer/OneLife/ … 65fa7b1073

Last edited by Whatever (2019-07-22 13:29:11)

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#13 2019-07-22 14:11:03

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: the Ultimate Road Network (URN)

An apocalypse just happend, so everything is gone again.
Hmm i guess cant do these kind of things, i will not try again.
RIP URN

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#14 2019-07-22 14:17:13

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: the Ultimate Road Network (URN)

nonetheless, because of what people repeat here a lot, the basic idea of this makes some sense, especially just right aftrer an apocalypse:

https://www.youtube.com/watch?v=RlSgqSjVAVc

Last edited by ollj (2019-07-22 14:20:53)

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#15 2019-07-22 15:04:10

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: the Ultimate Road Network (URN)

the center is the longest lineage
after bell towns, There was an eve black on that spot, not sure if they ever had a bell town. it was turn nameless afer a while, i guess they met some other fam and someone named the last female. then they had 3-4 outposts around the spot, reaching 110ish gen

i guess i SID from them and they never kept a  big town alive for long, but having no last name and multiple locations saved them from griefers, i think the reason fmailies die out is that people are tired of same last name for long time, so having no name was the solution which is quite funny
Rd8Nmn1.png
FYr6mDJ.png
z2Bpp07.png
hvB3dje.png

someone mentioned that they seen my stone wall sign so it's not culeld at 8h mark
you can also notice the trees are at different positions from what he has on the picture

i wasn't playing lately so makes sense if i missed the apoc

if there was another apoc is quite funny big_smile

the center of spiral, starts from the center of longest lineage at previvious reset and gets revived later on, which is weird cause it looks like a donut

anyway, at 80-120 is a decent settling area and at 40-40 is quite big savanah, so isn't the worst map ever

tho i know the NW side better around -+ coords

don't worry wondible, you just did it on the worst timing, after apoc should last a few weeks


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#16 2019-07-23 06:11:26

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: the Ultimate Road Network (URN)

no, the noname family trick is simpler than that.

noname families confuse people who love to curse in the face of others. so they dont curse, so theres less cursing-murder.

people often remember their last family names, and people often raid other families or genocide mixed family cities, which is not in the interest of people who had that family name in their most revent life.
so that creates treason where people murder one person of their current family, believing it saves 4 people of their offspring.
but thats just silly overly optimistic bloodlust on too many levels to make any sense. yet it is a common thing in ohol, because people are not smart.
this happens, unless either
- multiple different families have the same name, because this confuses metagaming-traitors
- multiple families thave no name (a special case of the above, where people then just do NOT remember a name)

Last edited by ollj (2019-07-23 06:11:57)

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#17 2019-07-24 01:21:35

QuirkySmirkyIan
Member
From: New Jersey, United States
Registered: 2018-07-06
Posts: 314

Re: the Ultimate Road Network (URN)

How am I supposed to get to 0,0 when I can't view real coordinates (I use Hetuw)


Open gate now. Need truck to be more efficient!

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