Tabbot95
Vintarian-
Posts
78 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Tabbot95
-
Finding Limestone, Bauxite and other Stone Types via Rivers
Tabbot95 replied to jerjerje's topic in Suggestions
I'd actually include them as to make the location of traders, story structures, and settlements a little more coherent, things like pre-generated roads that lead to at the very least the ruins of what was once a settlement. I think a DF-approach might do a lot of wonders from the back-end as well, even in worlds where "Homo Sapiens" has been selected. I'm mostly referring to things like "Migrating animals"/"Animal Packs", even "mega-beasts"/"titans"/"monsters"/"were-creatures"; that could be handled by the game in an abstract manner and be a little more interesting than the random-spawning animals of the present.. (though obviously there's downsides to that approach as well) -
I'm not sure it would be so hard to implement, might actually be useful for various other projects if they worked out such a framework.. I'm pretty sure combat overhaul has a selective hitbox setup for serephs.
-
I'm fine with this as long as there's an option to have saltpeter "nitre beds"
-
the butchery mod is frankly the ideal; would maybe add some more stuff to it, skulls, hooves, horns, tusks, teeth, and brains and other organs that can be used for things.. maybe have that be something you can disable, lots of decorating/engraving/inlay potential that shouldn't be ignored or locked behind some arbitrary "rare mob" nonsense. idk I think that lowpoly, low texture res, pink carcass just isn't gory, it's not like it flops around. worse comes to worse, the animals have bright green or neon blue blood. having organs or whatever might make hunting more interesting because it might make shot placement actually matter
-
Be able to claim the sailboat in Multiplayer
Tabbot95 replied to enrico ciocia's topic in Suggestions
anchor and line lock;- 1 reply
-
- 1
-
-
- sailboat
- multiplayer
-
(and 1 more)
Tagged with:
-
perhaps some terrain generation that would make rifts and unstable zones something more visible, but also a sort of "starting point" idk a solution like that would require terrain to be generated in a more "static" manner..
-
what about having mechanized/"rusted" bears and wolves do that?
-
the way to fix this is to ditch the "Just In Time"/""Infinite"" worldgen and instead have "All at Once" Worldgen.
- 41 replies
-
lye and soap (among other things) would be ideal tanning agents; fat itself is too rare at start (though it's plentiful when you've got a decent herd of pigs or down of hares).. having animal butchery bit a little more intense would be good even if it's too much for some; it would allow for things like the specific organs in addition to meat; so like bladders, stomachs and intestines, which can be used for all sorts of things.. brains can be used for tanning, kidneys and livers are often nutritious (though some arctic animals have poisonously rich livers)
-
I'd add a "crude bash" for the spear; the best game to handle spears was mount and blade: warband (or the mods for it that incorporate "deploying" spears from With Fire and Sword) that is - Spears(pikes really) can be deployed defensively, so you use the velocity of your opponent instead of thrusting - lances can be "Couched" when mounted so that you use the velocity of your mount (horse) instead of thrusting you can also bash with the spear-shaft.
-
animals such as predators would be better handled if they along with worldgen were handled (holistically) to be more like Dwarf Fortress and less like MC. such as "world is generated all at once" and thus "animals migrate and chase other animal packs/ wild herds" what does this mean for bears? this means that bears at the very least do not spawn randomly, and do not necessarily respawn randomly in order to keep up the bear population; bears are instead tracked in a more abstract fashion as part of world/climate/etc. systems. (broadly this might benefit from having a pause at the start/end of each in-game month where the process for these things can be handled without the rest of the game lagging out as part of ordinary play..)
-
I think a slab-based world would do alright; would be easier to implement; would also help with rivers and elevation changes to some degree. Ideally 10cm³ blocks would be the thing chosen, as that would allow for things like tides and semi-realistic floodplains, but would also require an entire engine reconfiguration (so save it for VS2) but that has far more serious performance and data demand issues. Slab-based world would also help by reducing the slab-gap problem a bit
-
ashes, potash, lye (not confused with lime, though it's something you can apparently use in a similar manner.
-
using google translate:
-
idk I think exclusive recipies are kind of bad in a lot of ways unless there's a workaround; I'm not sure if that's something to have in the form of "written recipe schematics" that are written down and can be used or put into a book
-
kind of.. second thought; might want to make that a "shooting jig" and a hand plane/knife/etc; seems a bit specialized so perhaps a 'carpentry surface' with a variety of configurations/tools (jigs, vices, etc.) but either way "kind of"; arrow shafts that are 'worked' from board-wood should be both more durable and fly more true than raw sticks; (at least from a "war-bow").
-
lathes could make accurate arrows, bolts, and perhaps various other mechanisms (drills, screws, etc.);
-
skills would allow for some things; mostly "class exclusive crafting recipes" to be a little less "class specific"; as that seems to disproportionately favor the tailor over all others
-
Do we really need a combat overhaul? What are your opinions on it?
Tabbot95 replied to Josiah Gibbonson's topic in Discussion
I feel like I'm the only one who remembers Mount and Blade as "off to Dorstaad to sell a boatload wine and wool for mead and amber, gotta dodge that sea raider ship, oh looks like it's got a smaller crew than me, and I've got a ship slot opened in my fleet, let's smash them and steal their ship to sell for profit in DOORSTAAD".. (this is only slightly different in slightly modified vanilla warband also one of the most important things CO is missing is a lack of momentum/relative-speed bonus when it comes to attacks. from couched lances to braced pikes CO is lacking in that department when it would probably make things like bears and boars much less annoying to fight. -
Moiré effect mitigation
Tabbot95 replied to HeadPilgrim's topic in Mod Development Questions/Troubleshooting
I'd just make the strings wider/thicker with the "this is symbolic/abstracting" unless what you're talking about is a system where one can actually weave tapestries or patterned cloth. -
vgtg sandrakers more seriously I would like to see additional human cultures and villages.
-
I wonder why they bother given that monsters/rifts will just bypass the wall and spawn creatures inside the settlement.
-
too big; and I'm not necessarily a fan of "keeping it 14th century" (I'd go to early 17th imo) A market, even a ruined market is going to be defined by having a major paved road network (in various states of repair) with it's biggest feature being a massive stockyard and a bunch of slaughterhouses, auction houses, banking establishments, inns, all crowded together and smelling like the worst thing ever when it's active. Think the Forum Romanum or a County/State Fair but like sort of year round and without amusement rides.
-
I think the problems with storms and rifts more generally will be exacerbated by villages & villagers
-
yeah it doesn't translate to combat overhaul, lack of "pike deployment", "lance couching", and "relative speed damage bonus"... along with the obvious "1m³ terrain full of random pits and caves makes mounted archery tactics difficult enough to be fairly ineffective"