- We can have 2 weapons, or 1 weapon and 1 shield. Should it stay the same?
- Should we add armors then? (1 slot. Let's not overdo it, IMHO.)
- Should we make the creatures stop creating traps right away when there is no traps waiting to be (re)placed?
It looks weird for me to see "free" traps made in the forge, but be able to place one even unrelated only by after buying them.
Either we should be able to place the made ones only, or the creatures should only make (and remake) them once bought and present in game, IMHO. WDYT?
Yes, but i want it to be restricted to certain dual wielder creatures by nature, to give them some nice animations
NOOOO!!!!!!! are you thinking of hiring a full time modeller? if not, i dont see how to
I agree, i dont like having unused ones in forge [...]
Your proposition is a nice compromise, the Forge should stay as it is and be dedicated to weapon making and Worshop be added along with new models for it (since the hot irons fits better a weapon making room, common machinery will look better on a workshop),
im not too fond of creatures forging their own weapons since well... that implies all of them are master blacksmits,
At least as long as we made clear that some creatures excel at making traps while others are just so-so, to justify having them around even if they are poor warriors.
In reality, when a creature wants to use the forge, a check is done on every accessible trap to know if there is one needing a crafted trap. If yes, production begins. If not, production stops. The problem is that if there is a trap needing an item and a creature in the forge finishes it, it will check if there is another need. But because the just finished trap is not being carried to the trap (since it has just been finished), at least the trap that was needing is still in need and the creature will start crafting a new one.Bertram {l Wrote}:Thanks, then IMHO I would make it so creatures only make the needed traps and stop when there is no deactivated traps waiting.
This also means the logic will have to check against traps waiting in the rooms and traps deactivated, but IMHO, it's feasible.
What do you think about it, hwoarangmy?
Hmm, not sure we should add useless rooms until we choose to implement the logic.Bertram {l Wrote}:If everyone is ok, the first step will be to get some workshop models that fits trap making and do the model switch, and rename forge to workshop. Then, the forge room can be copied to an empty logic room, using the current models.
hwoarangmy {l Wrote}:In reality, when a creature wants to use the forge, a check is done on every accessible trap to know if there is one needing a crafted trap. If yes, production begins. If not, production stops. The problem is that if there is a trap needing an item and a creature in the forge finishes it, it will check if there is another need. But because the just finished trap is not being carried to the trap (since it has just been finished), at least the trap that was needing is still in need and the creature will start crafting a new one.
The logic is that the trap only says that it doesn't need a crafted trap after it is being carried. That's because the crafted trap can be stolen or be carried somewhere else (as it is not attributed when crafting).
One not too complex way to achieve what you want might be to add a timeout when a crafted item is done and only accept for a new crafted item after that time. That would avoid being stuck if the crafted item is stolen or if the trap is destroyed/recreated before being carried.
Hmm, not sure we should add useless rooms until we choose to implement the logic.
Well, I guess that could work to decide which trap to craft. Moreover, since it will only have to be computed when the forge has completed a trap and can build another one (and not when every trap will be activated), I think it should not hurt too much performances.Bertram {l Wrote}:I see. I'll be honest, I thought we could count, per trap type, the "accessible uncrafted traps" minus "the ones produced in the forge rooms" minus "the ones being carried by allied workers" minus "The ones being produced".
If that sum would be > 0, then we can start production of another one, if not, we try the next trap type.
That would be easier to do (as you know) but it will mean a lot of useless traps. Moreover, it would fill the forge with potentially useless traps. The good point being that it will make players to need to have big forges (as a 3x3 won't suffice if you want to have some traps).Bertram {l Wrote}:The other way to definitely fix that usability issue would be to make traps prebuilt at random, and you can then buy the ones produced at that moment. We would then add a counter under each trap icon to indicate each type's availability. Once one of the two is implemented, IMHO, we're done with the traps complete logic.
Concerning the library and the crypt, I don't agree with you because AFAIK, they have been integrated when the models were ready. And the crypt even has the logic (even if the spawned creature is not there). And that makes a difference IMHOBertram {l Wrote}:Well, as the trap room would likely be the Workshop in a near future, I think we can make the switch asap. As for the forge, adding a useless room is not that useless as it permits to test how it visually looks before starting with its logic, IMHO, and that's what was done with the forge, library and crypt, btw, right?
Bertram {l Wrote}:NOOOO!!!!!!! are you thinking of hiring a full time modeller? if not, i dont see how to
Eh eh. Don't worry, it was just a question. I was myself wondering about the amount of modelling it may represent. (Must be high.)
hwoarangmy {l Wrote}:That would be easier to do (as you know) but it will mean a lot of useless traps. Moreover, it would fill the forge with potentially useless traps. The good point being that it will make players to need to have big forges (as a 3x3 won't suffice if you want to have some traps).
hwoarangmy {l Wrote}:Well, I guess that could work to decide which trap to craft. Moreover, since it will only have to be computed when the forge has completed a trap and can build another one (and not when every trap will be activated), I think it should not hurt too much performances.
hwoarangmy {l Wrote}:Actually, since there will probably never be thousands of crafted traps, we could even count crafted traps on our claimed tiles if we want.
Concerning the library and the crypt, I don't agree with you because AFAIK, they have been integrated when the models were ready. And the crypt even has the logic (even if the spawned creature is not there). And that makes a difference IMHO
I agree ^^Bertram {l Wrote}:After thinking about it, I don't think it's relevant to have useless traps, it's more frustrating than anything else AFAIK when you cannot control your defense means in any game, and it often ends up as an excuse at the end of the lan, right? (I couldn't win because I had no <insert-favourite-trap-name>)
So, I'm all for the other solution (Which means counting the traps in need and produce those ones.) unless everybody doesn't agree.
Yes, when I was talking about the workshop, I was talking about any of them. My point was that there won't be thousands of workshops checking traps at every turn so, the performance hit should be acceptable.Bertram {l Wrote}:Cool. Note that we might even have several, (btw, let's call them Workshops from now on), workshops and even in that case, I do think this will work.
If we can achieve this goal, I do think we'll have what will be the definitive trap making logic. \O/
Well, it was in case you pickup a worker carrying a trap or if your workshop is partially destroyed. But we don't have to count them. I was just saying that we couldBertram {l Wrote}:Why would you want to count this?
Ok. I had understood that you wanted to copy/paste the forge (with its room objects) and use it as the workshop (integrating only the icon). But if you want to integrate only when we have the models (even without the logic), I agree.Bertram {l Wrote}:Sure, the rooms were integrated when the models were ready, I don't put that in doubt and I don't intend to add code for the next-gen forge, until we have the workshop models to replace the ones used atm. Sorry if i have been unclear about this.
Bertram {l Wrote}:Again, I think we both have spent enough time chasing dead code to now add some, right?
Good ideaBertram {l Wrote}:@Danimal: I like the model proposed but wonder whether we could make the table older/darker a bit, why not with a few blood stains here and here. ;> After all, testing traps doesn't go without risks. Mwahahaha.
Yep, as eugeneloza said, I do think its a too much advanced feature for OD. This is just not adapted to this kind of game IMHO, at least for now.Bertram {l Wrote}:As for the armors, I do also think we all agree it's a no-go.
Yep, it would be nice to hear our version of the legendary "It's Pay Day"Bertram {l Wrote}:Btw, hwoarangmy implemented the oh-so-feared payday and just added support to tell when you lack treasury tiles to store gold.
I do think your voice will come to life in-game as soon as I have the time to add it. I'll check the sentences ready.
Users browsing this forum: No registered users and 1 guest