a multiplayer game of parenting and civilization building
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I am the dumbest poopie head in all the land, and my stench of composting compost knows no bounds.
<3
Yeah that isn't actually true, that items can't interact. I can only think of one example, but sheep eating carrot rows is one. Since Luna mentioned that 2HOL is trying to add stuff too, it seems the engine is entirely capable of these sort of things. It just isn't something really used at this point.
Seems like you are right, good example.
I have no idea if sheep are like a different kind of item than like rocks cause they can move. Maybe things like players/animals have more powers than baskets?
Also for like streams and shiet, I hope it is true! I think it would only be a good thing for modders to add cool stuff that can be used in main trunk.
I saw comments on Github for the lineage server or whatever it was called in the code so presumably 2HOL could have it's own server for that too if they wanted to?
no inter-tile interactions
</3... ;(
Some things like plant growth rates or anything based on a timed transformation could be influenced
by terrain through a simplified version of how you are calculating temperature mixed with how you
are doing tool use.
If a carrot has say X intermediate growth stages instead of just one (like how tools have use stages
as objects instead of internal object data to track status) then having a chance to progress either by
checking the tile underneath (or if cheap enough/appropriate, tiles in range through a formula like how
temp seems to work) on each transformation cycle, you can give them an effective 'Mean time to Grow'
that varied based on tile/temp etc.
If it is too expensive to run simulation on that many objects you could sidestep it by having the calculation
done when the player initialized the planting eg. If there are X biomes there are X types of seeded watered
carrot plots who have different cycle times, or if there are Y categories of suitability (like {0-5,6-10} ) there
would be Y types of seeded watered carrot plots.
If you have some way of having objects be variations of other objects it would be a lot easier for you to
mess around with balance on your end as a 'desert' well can have it's chance to refill or its cycle time
etc. modded by some variable somewhere on compile. This could also be useful for clothing out of variable
types of material for example.
It is a bummer for me that tiles can't interact directly with each other nor store data (other than through
the crutch of tile types of different names with the otherwise similar properties), but I am still wondering
if tiles themselves can be changed like from grass to prairie etc? Afiak floors and walls are just objects
on top of the terrain and do not change it.
If tiles themselves can be changed through interactions then things like pasturage can be simulated via
something like a sheep turning a grassland to a prairie etc. Even some sort of pseudo inter tile interaction
can be done via intermediaries.
Sheep is hungry, checks it's tile, tile is food, runs feed algorithm on tile, algorithm outputs transformation
to tile type. This could be either single or multi tile and could be initialized by the timed transformations
as well.
My mind is still hung up on animals needing to eat too <3
Failing tiles being changeable, only pasturage simulation I can think of atm is animals eating something
like a 'grass' plant that grows on tiles. I don't know if objects can spawn other objects in other tiles when
they transition on timers or if it would have to be done like berry bushes with picked/unpicked modeling.
A problem seems to be grass being in the way but lower level flora could have an item class like water
containers seem to and have X+LowFlora=X so you can just drop crap on em if you want the room
(sounds pretty easy to grief is all).
On a side note, when it comes to food, I can tell you now people will have a lot of fun with different type of foods. If you had carrots, tomato and peas and they were all identical state wise, people will farm different crops and it will be fun for them. Just look how many people are sick of carrots in this game. People like variety not just in real life but in games too. Of course I wouldn't make them all identical, but if you tweak the stats a little here and there(growth speed, nutrition, seeding rates, or what have you), and throw in a bunch a new food people will have a lot of fun with it, and it wont take much work.
Yeah. Other fun differences might include multiple harvests before needing to be replanted or needing more or less water.
You a dumb poopie head and you smell like composting compost <3!..
I was bummed to hear that the engine doesn't support item-tile or item-item interactions independent
of player action. Like really bummed, it totally ruins my dreams of legit pasturage and cripples my dreams
of biome based village specialization for the roots of trade. Games and villages can get to be pretty samey,
the comradery of it all is still very heartwarming at times. It is starting to seem like you are more likely
to be killed for trying/killing a murder than be killed by the first gen murder...
I agree than composting isn't really any more interesting because of its increased complexity. It does warm
my heart when I know that we are heard. <3
Ad4m42 wrote:I'm having the exact same issue. All Windows 10 folders unfortunately default to read-only and don't allow you to change that status, regardless of privileges. My game would update fine until recently.
That's like the weirdest thing I have ever heard... considered that you already mention "regardless of privileges", I am sure that you have already tried Administrator access, which should pretty much allows you to do anything unless your anti-virus programs gave you another layer of headache; therefore, are you sure that it's really Win10 making you miserable or the anti-virus that just outright delete the file?
Just as general practice you don't want to install things in "programs" as it is annoying as hell
to get it to stop setting it to read-only over and over and over again. I just put it all in a games
folder I put in C. Windows 10 is rough but sadly so many games need it.
jasonrohrer wrote:Screen shot?
file:///C:/Users/Faridatou%20A/Downloads/B6FA9039-DEAF-4B1A-8D90-6BC8430D2EDA%20(1).jpeg
<Just copy and paste that into a search bar. Thanks for replying btw.
LOL....
You gotta give someone your email to pm them lol. Sounds like a bad plan...
Someone told me to cover my wang in the village, I told them I was helping make babies <3
You could also have the buildings interact with each other:
Perhaps wells near other wells influence each others fill rates negatively.
Too many farms of the same plant in an area could give an increasing risk of blight.
Leaving poop near your food or near your Animals could increase risk of ruining it or them dying to disease.
Wormy rows could spread to adjacent hardened rows over time.
Trees can spawn saplings and saplings can grow into trees.
You can have buildings interact with the environment in both directions:
Wells may fill faster in swamps, slower in deserts perhaps not work at all in the arctic.
Wells cold also influence the areas water table, which in turn can change areas from one biome to another.
Perhaps too much water drained too fast could dry up a swamp or turn grass lands to prairies etc.
Building a pump and an irrigation channel might make the desert bloom.
Higher level techs could melt the arctic and turn ice holes into ponds.
Swampland could water plants very slowly, while maybe farming in deserts could need more water.
Crops can have preferred biomes that influence yields and growth times as well as have the chance to spread to the wild.
Perhaps crops even have biome exclusions so no one village can grow everything, giving a natural reason to trade.
Farming carrots over and over in the same area could influence their growth times, perhaps fertilizer could mitigate this?
Perhaps different types of fertilizer could have different risks, for example poop could spread disease.
Being offended is shit tier. If the pixels on your computer monitor are offending you, exercise control over them locally...
Meta justice is theoretically possible. Problem is that there is still no data to weed out murders
that have good cause from those that do not.
There is no real way to bring the accused to testify on their behalf nor is there any real evidence
to examine unless they HAPPEN to have a copy of their game log (before it gets overwritten that is).
Given the game logs, it is theoretically possible for human judges to examine the playbacks (currently
in real time afaik, so super slowly) to see if actions are warranted by either the player or the
community of judges. The current cost to check the work of the judge to ensure their honesty is
equal to the work involved in examining the playback.
This brings you to the problem that you would need even more and more judge work hours to police
effectively. As the number of judges checking each others work increases, the time to judge increases
linearly. 2 judges does not give good results as in cases of ties you either have to assume guilt,
assume innocence or call in more judges.
Then the question is what is our expected population percentages of honest vs dishonest judges?
We need this data in order to decide at what point the returns of more overlapping judges improves
accuracy against the cost of their labor. Even volunteer hours are not unlimited so can not be wasted
endlessly..
Do we decide by majority ruling, unanimous? Do we default to innocent or to guilty?
My expectation is that as judges approaches infinity that the ability to spot good vs bad judges
also approaches 1. You could have a set up a second higher meta level to address the issue of
good/bad judges, but then we are only pushing the problem along even higher as the judges'
judges can also be corrupt.. Granted, one may care less/more about accuracy and settle for algorithmic
justice. Then again if that is the case then it would not be unfair to think this whole enterprise
was pretty useless at that point...
Without any review of murders you could automate it off the data set with ID's, but then even
with that knowledge you could not act in game without being added to the list yourself. The
problem of malicious actors acting as judges fucking with people on this new higher, meta level
is not solved at all. That, and this is ASSUMING you can get access to the game logs of the
Defendant, Plaintiff as WELL as ALL RELEVANT WITNESSES... The data set of these people could
theoretically be trawled from the family tree within +/- 1 hour from time of death, but that would
not work well in multi family cities as far as the witnesses go.
There is no way currently for a computer program to automatically determine whether someone is
guilty or innocent when judging inside of a shifting contextual environment. One of the limits
of computation is that it is inherently NOT self aware and is thus unable to perceive context
or meaning at all. You can in some instances give it parameters to make judgement inside of
but only if the context is fixed enough to be able to pre-program it in.
Given all this a black list of murderers only pushes the meta problem of murder/grief/justice/trolling
up one level higher without easing our ability to solve it.
Justice is an interesting problem/concept in both the real and theoretical application of it.
Imagine the case where there are multiple instances of overlapping blacklist based justice systems
cross blacklisting each others user-bases to achieve dominance to promote their own conceptions
of justice on yet a higher meta level..
The needless complexity is just BEAUTIFUL.... <3
2. Wells are bigger than ponds, refill faster than ponds, and deep wells refill way faster than ponds. A dry well is no longer fatal (just a final stage of emptiness from which they refill at the same rate).
The idea with 1 and 2 is that the rate at which you can farm food is more limited if you are using ponds, and water-generation is wasted if a well is left full for too long, meaning that cisterns become useful to even out water production. Maybe I will boil the frog here and keep slowing down ponds so that wells become even more necessary.
Fuck yeah!
I LOVE wells... so I am super biased :$
She gonna get fired...
Bigger piles of carrots etc.l could have more and more negative risks/effects like vermin/rot/blight etc.
Not gonna work so well unless you are gonna either sing it or give sheet music etc.
breezeknight wrote:looks like i am the naive one by assuming that players who play a game about parenting & building civ don't want just another game where they can kill each other
- - -As a player that loves survival games, i also like the PvP part of this game. But... I think there should be a deeper combat system.
Currently we only have two health states (dead, or alive). I can understand that a bear can one shot you, evena wolf or a smake. But no a 14 years old guy with a knife.
At the moment the game introduces medicines, more health points, a random chance to stab, ot even a skill system that prevents people from using advanced items till they have learned how to. The murders are gonna have a harder time, we are gonna have more time to mediate in the argues, or even we are gonna have a medical station and cops.
As a social simulator, i think PvP is ok, but shall be kinda reworked.
Amen
Also good thread. If you only copy good threads you will only make good threads..
Not a bad strategy <3
<3 ty ty now we know that jabroney we sent out on an errand is dead!
I will look into it.
I know that the "Hungry" warning chime stops playing, because you're pretty much always hungry when old, but I thought that the "Starving" chime still played when old. If not, it's a bug.
else if( ourLiveObject->foodStore <= 3 &&
computeCurrentAge( ourLiveObject ) < 57 ) {
// don't play hunger sounds at end of life
// because it interrupts our end-of-life song
// currently it's 2:37 longMy friend says that only the top level tech should be infinite at any stage. So, for example, ponds are infinite at first, but then once I introduce wells, ponds become finite, and wells become infinite. Then I introduce infinite hand pump wells, and the old wells become finite. Then I introduce combustion engine pumps, and the hand pump wells become finite.
BUT... I feel like any kind of achievable steady state is boring. Once you get there, there are no more decisions to make.
I really want every civ to crash, in the end. Not as a certainty, but as a looming and growing pressure across generations.
If you make the upkeep of the higher and higher tech complicated, with intertwining inputs
that players have to balance then it can be engaging instead of tedious.
Like soil management for example, the current math afaik is positive given water as your only input.
You can farm enough skewers to keep carrots flowing into the system, or you could just do partial seeding
to destroy the soil each cycle so you don't have to bother with tilling at all.
Crashing in the end as the complexity overwhelms our ability to manage it across larger and larger groups
of real people is cool and fun and seems like an interesting part of the game. It can be unlikely in practice to
have indefinite civilizations, but as long as it is possible to do so, then it makes it into a fun challenge as opposed
to a useless struggle.
Eventually.. someone will drain the wells or forget to seed or shear the sheep and it will all go to shit. I don't
think THAT is in question
..
Once there are more and more complicated interdependent systems then we will approach statistical inevitability
of failure. As long as it is statistical rather than fated it should be fine
.
Makes me think of "I Pencil"
No thanks.
Inevitable doom isn't fun, there is no point investing in the future if it is predetermined, either good or bad.
YAHG wrote:pein wrote:small example
https://www.closr.it/canvas/14665#/What is that? Does it like automap the terrain?
its a map jason made for one review site i think, stumbled upon google search, but on server3 map i see this diagonal pattern too
Cool, thanks.
I like how you can tell it is really old because people actually built adobe walls </3...
small example
https://www.closr.it/canvas/14665#/
What is that? Does it like automap the terrain?
(
|
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Sounds like they got what they deserved, Nicely done.
Hell yeah
This was cool story, thank you!
or if theres a murderer
HOLY GOD it is the MURDER TRACKER!!!!!!