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#26 Re: Main Forum » Coming Tomorrow: Large influx of new Steam players » 2019-11-19 17:04:06

Does this mean that there'll be a discount on the game? I have some friends who said they might play if there was a sale.

#27 Re: Main Forum » Biome Specialties, Tech Trees and Ways Around It » 2019-11-19 16:55:04

Hot areas are not actually hotter than elsewhere (although that could be added if Jason fancies). The main idea is that there are some areas in which exotic biomes can spawn, and some where they can't.

Imagine you had the map of OHOL and drew a bunch of non-overlapping circles on it with the inside of each circle representing a certain region. In each region only one type of exotic biome can spawn, along with all the other common biomes. This means that you could get a "jungle empire" without needing a means of farming jungle-products early-game. Gaps between the exotic biome zones would prevent the creation of border towns and create places for polylingual eves to spawn.

#28 Re: Main Forum » Biome Specialties, Tech Trees and Ways Around It » 2019-11-19 16:52:10

Oh yeah, good point. Such markers would be very useful for explorers. However banannas in pastures might be a little overpowered, since it is a food source, and penguins in the badlands seems a little out of place even in a colder climate. Perhaps the pine trees in colder regions could have snow on them even outside of the tundra instead, for example? As a society develops, it would need to expand outwards in different directions before its water supply runs out. Polylingual families might be able to assist in any resulting negotiations, but long-range supply routes would become more likely. However, unlike with the current specialisation system, you would not necessarily need to find somebody of the right race to access the right biome. Instead, you'd have to find a way to access a distant biome that may be controlled by a different race more suited to the terrain than you. That way peeps of different races aren't constantly trying to repopulate other towns. Even if one race is missing in the world, it dosn't mean it is impossible to advance up the tech tree, just harder.

#29 Re: Main Forum » This new update makes me miss the Rift.....please don't shoot me XD » 2019-11-19 16:46:49

Perhaps creating more combat mechanisms would make war easier rather than harder to deal with. We already have warswords so battles are inevitable anyway, at least with a few additions like armour societies can choose to prepare themselves better than others. What if steel and shields could be used to create the chance of a strike glancing off of you, up to a 50% chance in full plate + shield. Any more and it'd become a bit overpowered. Some sort of duelling mechanic between two people both targetting each other while wielding warswords would also be cool.

#30 Main Forum » Biome Specialties, Tech Trees and Ways Around It » 2019-11-19 16:07:57

Greenwood
Replies: 5

Hello ya'll. I've noticed that the consensus on these forums appear to be that players would prefer it if character race gave people advantages/disadvantages in certain areas rather than outright limiting them, and that players would prefer it if nations could form in other biomes than pastures. However, Jason does not want to do such a thing, for it would involve creating multiple different early-stage tech trees for different biomes and this would cause eves to suicide until they found the optimal tech tree.

But there might be an easy way to achieve all these goals with no additions to the tech tree, simply a redistribution of biome placement. How about this. Ordinary biomes (pastures, praries, badlands, swamps) spawn randomly all over the world. However, exotic biomes (deserts, jungles, tundra) only spawn in certain sections of the map. In order to find a desert, you would need to look in a hot area in which deserts can spawn. Outside this area no deserts can be found. The race of Eves would be determined by what kind of area they get born into. For example, an Eve might be born into a pasture green, but that pasture might also have a jungle nearby. This would make it a "jungle-area", and cause the Eve to spawn with brown skin. As this Eve would then have greater tolerance to the hot temperatures of the jungle, their descendents would be able to harvest the resources of this jungle more effectively. In order to advance up the tech tree, they will need to expand outwards and trade/raid/colonise their way to getting the exotic biomes they need. However, no matter how far this family expands, their natural tolerance will encourage them to work with those of different races so as to more easily gain access to exotic resources. In this way we could see the development of regional cities with their own niche products that make them valuable to the other nations without needing to add any new items. If an Eve spawns in the gaps between these exotic biome areas, then they would spawn with the polylingual race.

What do you think of these ideas? It just seemed to be the simplest way of implementing the suggestions already made.

#31 Re: Main Forum » Classic Jason. » 2019-11-19 14:08:51

If you make a springed door it does that anyway.

#32 Re: Main Forum » Specialisation and Civilisations » 2019-11-19 11:52:16

Oh yeah, that's true. Thanks for replying by the way to me humble suggestion XD. I didn't expect it to be so looked-upon.

So we've come to the conclusion that the specialisation update is a good idea, but could use some tweaking for more versatility. We've also identified the desire for more varied cultures between settlements, but ruled out the idea of making extreme biomes liveable.

Hmm...

How about some sort of general culture update? A bunch of random stuff, largely without mechanical effect, which can give villages regional distinction? This, combined with a tweaking of the ability of the races to live in certain biomes, could lead to more cultures forming without any major changes perhaps?

Like let's take the fruit boot item. This is just adding a desert fruit to a shoe, but the nature of the item means that it will be more common in desert-based societies, and those societies will be more common amongst those with the race which gives them an edge in those biomes compared to other races. Working on the same principle, there could be other items of clothing that can be modified or created based on natural materials to give a bit of cultural identity. Like being able to kill penguins and adorn your clothes with their feathers. Other items could help people to build up their individual cultures beyond region. For example, a priest's cloak could be a craftable item by using some dye and rope on a cape. This means that you can instantly identify a member of the clergy. With such an item, any town with a loom would be able to sustain their religions/cults/"clubs" for generations longer and give it more authenticity. Such faiths tend to make peoples' lives more interesting when they are implemented in settlements, although they rarely last longer than a generation or two. Another major tenant of a city's culture could come from the written word. At the moment, pages are very expensive to make and hard to store. Small features like being able to make a book out of a stack of written pages by using a needle and thread would make a lot of difference. Perhaps pages written with ink instead of charcoal could have twice the word count as well? With such tools a society could begin to develop law systems over time. As the local king, you could look inside the Great Library and learn what the great elders of old wrote about their constitutional monarchy rather than simply relying on what mum said. I tried to make such a system once, but I only had three pages to work with and about that many sentences, so the system was rather limited. Items like these could do more for culture than allowing cities to develop in different biomes. Imagine spawning into a town that isn't just populated by different people, but a town with a different governmental system? A classical republic might even form somewhere XD.

As for the continents idea that was just a way of combining the advantages of having a Rift with the benefits of an infinite world. More of a side-idea really. But that too would make city's more diverse and unique. When the Rift was around, players could get a sense of the world around them. Continents could be even smaller and so be more cohesive to live in, with its citizens aware of roughly how their continent is made up. Visitors from foreign lands would be recognisable due to having a different race, creating lots of fun "distant traveller from a distant land" role-play. Who knows? Perhaps continents would even build a road across the harsh jungles and deserts to live together in harmony/perpetual war.

#33 Re: Main Forum » Specialisation and Civilisations » 2019-11-19 08:32:39

The ability of a town to create monuments and more vanity-wear would also help with town culture. What about a bunch of mango leaves + a rope = a jungle equivilant of a reed skirt? Or perhaps cloth could be died into a banner for your nation. Anything to help distinguish your nation from the nation over there.

#34 Re: Main Forum » Specialisation and Civilisations » 2019-11-19 08:31:14

If we say the main objective of such a suggestion would be to create a sense of town culture, continents could potentially solve the problem. While most towns would still exist in pastures green, you'd more easily have a sense of where your town was in relation to your continent. Each continent would be smaller than the Rift area, after all, so finding your feet wouldn't be too hard. The central tundra would encourage conflict/cooperation to use the valuable resources more effectively than race-induced limitations. However, different races would do better at certain things, leading to multicultural societies being more versatile. It would also mean that some cities would probably come to exploit some resources better than others. For example, a city of brown-skinned players might settle next to a jungle so it could have easy access to mangos and bananas.

#35 Re: Main Forum » Specialisation and Civilisations » 2019-11-19 08:21:09

Thanks for your replies everyone. Funnily enough, that Continents idea on Reddit was also one of mine XD. However, if there were continents with rings of resources then it might not work so well when considered in relation to the current update. If you wanted to make a plane but your continental makeup did not include gingers, you'd be unable to exploit the oil.

What if continents like these were created with three to four families in each, all of the same race, each with their own seperate arcs. To make it work races would need to be advantaged/disadvatanged in certain biomes, but not completely incapacitated in any. This could lead to a rather different outcome. Instead of having jungle cities, you might have jungle empires of people that are adept at farming jungle-goods. With a road, rail-way or connected airports, it wouldn't be too hard to transport or even trade (you never know) with other continents that find farming such goods harder. This would at least encourage a degree of variation. This alternative version would also not need to have loads of new items added, just a change to world generation and a tweaking of racial biome survivability. How about that?

#36 Re: Main Forum » [Discussion] A look back on "the Property Update" and Trade... » 2019-11-18 16:34:08

It seems that capitalism and One Hour One Life don't go together. Even with resource scarcity, organising yourself that effectively over multiple generations would be a logistical nightmare, a nightmare most would not bother with when they're simply gathering wealth for themselves. Therefore, perhaps focussing on more achievably goals like creating cultures and governments would be easier? If your average town simply lasted longer, there were more hats like crowns to designate status, you could more easily write stuff down (e.g. more words per page, pages are cheaper to make at high-tech, pages can be combined into books?) and there was more variety between towns then you could likely end up with old towns with deeply entrenched cultures.

#37 Re: Main Forum » Biome-specific Crops and Farming outposts » 2019-11-18 16:15:10

I don't use mods and it hasn't been noticably bad. Sure, finding the right equipment for your stuff around town can be annoying, but most of the time I don't notice it. If you've been using mods for a long while then perhaps it seems strange to image not using 'em. That being said, I've never had to search for a tarry spot before.

#38 Re: Main Forum » Specialisation and Civilisations » 2019-11-18 15:41:50

Replying to Coconut-Fruit, the existence of ponds is a good point. Some sort of jungle-pool could work, or a desert-lagoon. The idea is that not every family that has brown skin would build their town in a jungle, but enough would that they would exist. It could be that there's a perfectly good spot in a nearby temperate pasture they'd choose to settle instead. But as long as it's possible then a few cities will develop in these speciality biomes, and that's enough to make things more interesting. As for tundra it would be harder than desert or jungle to make it liveable. Perhaps snow could be taken from snow drifts in bowls and put over hot coals to get water? It dosen't matter if its much harder to survive in the tundra than in other areas, the point is it's possible. That way we might get small groups of tundra-dwellers hoping to hold on to that one tarry spot area for their family down south. Having only a few people in tundra areas would also be more realistic anyway. Such an update as this would need to be carefully balanced so you don't start getting lots more people living in jungles and deserts than in temperate biomes. Perhaps starting resources could be slightly more scarce in such biomes?

As for the economy side, I know that OHOL can't really support capitalism due to its small communities and short lives. Still dosn't stop us from trying though XD. The few lives I've had on a private ranch have been fun at least.

Part of this idea for an update is that it would offer a wider scope of an incentive for cultures to work together. Rather than making it an economic necessity to trade with other civilisations, which isn't really a mechanic that's consistently possible, this would also encourage civilisations to mingle for the sake of cultural exchange. If you heard of a foreign city in a western jungle as a kid, wouldn't that make you want to go there? Even if it was just out of curiosity. By creating cities in different biomes there'd be more cultural difference between those cities, especially if specialist items were added too. That would give the players in those cities an easier job at creating interesting societies based around region-specific stuff. "Praise the gold-laden ice-queen" and that sort of thing. At the heart of this suggestion is the idea that perhaps the best way to make each life more interesting and diverse would be to focus on creating cultural distinction rather than economic systems. Such an update as this would simply make it easier for players to achieve this goal.

#39 Main Forum » Specialisation and Civilisations » 2019-11-18 14:35:43

Greenwood
Replies: 15

As originally suggested on the One Hour One Life reddit, perhaps there is some scope for the creation of radically different societies regardless of technological development with this new biome specialisation update? How about this as an idea.

What:

1: Water down the specialisation so that, say, a brown-skinned player in a tundra is not totally unable to interact with anything. Instead, what if we had it so that if a character is in an inhospitable biome they become hunger a lot more quickly. What's more, if a character is in their speciality biome they grow hungry slower than in neutral biomes. This will make more sense when considered in relation to point 2.

2: There have been jungle-civilisations and desert-cities in Earth's history, imagine how entertaining it would be if they existed in One Hour One Life. How about eves spawn in biomes according to their race, in which they find things easier, and it becomes possible to start a town in such biomes. Adding springs, some sprite-modified milkweed and allowing bananna trees to be planted would mean that towns could develop in Jungles, for example. In future updates nation-specific wear could also be added so that those living in a certain biome can make themselves some cosmetic items from exclusively local materials.

Why:

- More variety across lives.

- More interesting relations between tribes.

- A degree of culture rather than one city being little different to the next.

- Races would no longer need to work together because of an in-game mechanic. Rather, they would need to work together because cities will develop and grow to control certain resources in their speciality biomes. Traders might buy bannanas in one city and sell them for plenty in a distant plains city. Leaders might be forced to negotiate for rare resources such as sulfur as all the nearby sulfur-pools are controlled by a single civilisation. This would encourage wide-scale trading and the development of more complex societies.

- It would mean that no matter your race, any territory or any biome can still be invaded. There's nothing to stop the peeps next door from taking over your valuable tarry spots simply because they don't have ginger hair any more, unless you're willing to actually defend them.

- This would make it easier for explorers from all races to explore the map and create multicultural cities, if they're willing to stand the heat/cold that is.

Thoughts:

While this update would involve the addition of quite a few new items, I think the effects on the game would be immediate, massive and beneficial for the gaming experience. All that would really be needed would be a few extra plants/properties/item skins and a tweaking of the current specialisation system for OHOL to play host to some cool types of metropolis. Imagine being part of a trading caravan from the mild clime of your youth and arriving in a desert city, a place like nothing you had ever seen (in that life anyway). Imagine hearing a story from Mad Old Uncle Joe about the Tundra City as he shows you the old seal-skin coat he made for himself back when he lived there. Mechanics aside, I think such an update would encourage cross-civilisation interaction simply out of a desire to meet new cultures and have an unusual life.

What do the rest of the forum-members think about this? Please leave your comments below.

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