Jump to content

Tabbot95

Vintarian
  • Posts

    110
  • Joined

  • Last visited

Everything posted by Tabbot95

  1. 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.
  2. 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.
  3. vgtg sandrakers more seriously I would like to see additional human cultures and villages.
  4. I wonder why they bother given that monsters/rifts will just bypass the wall and spawn creatures inside the settlement.
  5. 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.
  6. I think the problems with storms and rifts more generally will be exacerbated by villages & villagers
  7. 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"
  8. might work; but you'd have to modify the recipes for tanning leather/the drop rates of fat, (perhaps brain and smoke) in the end it would be like the quivers/sheaths/shoulder-sling-straps mod. you'd also need to substantially increase the durability of all tools, especially shovels and axes.
  9. think that 1m³ blocks are a dead end in block games in the 2030's (it's almost 2026.. it'll be 2030 before we know it!) my reasoning is that it makes having things like horses, horse carts, chariots, etc. much more stiff.
  10. are you proposing something like the Quivers and Sheaths mod? https://mods.vintagestory.at/quiversandsheaths think that might work for some things; perhaps with a rebalance of backpacks, (more slots, perhaps with more cost) perhaps with additional debuffs when you're 'over-encumbered' to discourage filling all 4 slots at the same time.
  11. alternatively bears and wolves should have another series of fixes that make them less something that just respawns and more like the animals in DF, where they're migrating/moving around and tracked at a server level even on chunks/world-tiles that aren't loaded; but that's for the far future.
  12. bushmeat should be stew-able, in fact it should offer more nourishment stewed than grilled..
  13. my thought is like: "what if flues are like support beams" except they go through certain kinds of blocks?
  14. having ashes be something you get as a result of a fire would be interesting; it might prove a suitable prototype for possible, more interesting implementation of "realsmoke"/chimneys (that is you eventually upgrade from a crude firepit to something like an early fireplace, with a grate over an ash collecting nook or tray)..
  15. Dairy Farmer: gets 1.5 buckets worth of milk from milkable animals provided they're domesticated, has bonuses relating to cheese making. Thresher: bonuses regarding speed of threshing, yields, etc.
  16. There should be parameters in Worldgen regarding caves; parameters regarding the dimensions of such caves and the density of caves per chunk or ~km² density of surface openings; as well as the size and trend of dimensions for caverns/etc.
      • 2
      • Like
  17. I know chiseling is a thing but I'm talking about a system of pipes that would be registered by the game as "this is a chimney flue" and smoke can go through there without having an expensive (processor/cpu resource wise) thing going on.. unless you think a smoke system should be per-voxel calculating. I'm thinking that a chimney could be set by sculpting a proper flue and crown (or making the brick chimney pieces we see in game)
  18. I would tolerate fishing pole random fishing; wouldn't be blown away by it but I'd understand it as a result of the limitations created by having 1m³ blocks be the basis for everything; that said if they can make rivers work, (and that's a very big if), It would be nice to see fish having a proper ecosystem.
  19. would add ash cakes (cooked on a flat rock heated near a firepit) and tandoor ovens (vase/urn shaped. the kind you make naan in); having ice boxes and wood/coal gasifiers that could be connected to lights and/or ovens would be neat too; Ventilation would require a smaller scale of block than VS has gone with; though having a system that allows for chimney pipes/tunnels to basically be drilled through otherwise solid blocks would be one way of implementing them.
  20. carts as I see it are a good idea; ideally they should be something you build much like boats, not something you can carry. bandits would be something that would be nice only if there's a DF like worldgen that allows for all of it to make some sense. (this is much easier said than done) if it's bows we should also see crossbows; As for guns more broadly; cannons; (Joan d'Arc's was famous for setting the position of gunpowder cannons, also the Turks in 1450); A fire lance (early 'proto-gun' that was a rocket engine on a stick used like a flame thrower) might also be useful for clearing out locust nests
  21. My thoughts are basically for a minimum viable river that - has river valleys, - has tributaries that go upland. - is navigable at least in some respect by boat. - impacts the placement of villages/etc.
  22. my thought was a low grade bog iron that might need additional steps for refining or have a lower overall yield;
  23. lead, and iron ores and lime-containing shells should be stuff you should be able to get by panning (with lime obviously far higher in limestone sands)..
  24. Frontloaded or World-based generation (like DF); would also allow for certain "world centric" systems to be managed/generated; things like "Migratory Birds", "Predator packs/prides/etc.", "Locusts", etc. could be managed through having preset (broadly) areas where said animals are both going and coming from. One downside to rivers overall will be handling damming; (stuff like seasonal flooding is out of the question as 1m³ scale prevents the sort of subtlety needed to really have flood plains.).. Perhaps it would be as simple as "you are not allowed to block off the flow or change the bed of a river "chunk"/"subchunk" beyond a certain percentage or if the river is of a certain size. (as some alteration will be necessary to allow for bridge abutments and piers supports to be set.)
  25. I think the ultimate solution for things like rivers will basically be found in abandoning chunk based generation in favor of "continent" or "world"-based generation; (frontloaded beforehand like DF)
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.