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Post by crodnu on Mar 5, 2018 16:13:50 GMT
Thrive's old community and development forum (back then they were the same thing) Beware: It's spammy as Belgium thrivegame.canadaboard.net/Edit: Which reminds me, if (when?) we move, we should probably also change the last post in there to point to the new forum
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Post by crodnu on Mar 5, 2018 16:01:48 GMT
Quite frankly, I'm going to miss this old forum. So many memories, so many built up posts... PS: Some new emoticons would be cool... This forum will still be around to store the threads, kinda like the old canada forum.
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Post by crodnu on Mar 3, 2018 3:29:33 GMT
That was edited after his message tho
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Post by crodnu on Feb 26, 2018 16:19:25 GMT
I know I sound like a bot has hacked my account and I'm advertising this right now It wouldn't even surprise me at this point :/
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Post by crodnu on Feb 25, 2018 17:29:36 GMT
I think we could have each species have a number of population, determined by the cpa and the amount of times died during the game. If your population reahes 0 you have to pick another species (which could be the one you had previously, assuming it didn't go extinct). I think if you die a lot, you could get even more mutation points, because the survivors of an evolutionary bottleneck are supposed to be more fit, however, after that, while the species recover its biodiversity the mutation points in the editor should be lower (maybe we could even implement a biodiversity system similar to the one in this forum game, made by developer Aiosian_Doctor_Xenox?)
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Post by crodnu on Feb 25, 2018 0:20:55 GMT
why not have a subforum for potw?
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Post by crodnu on Feb 21, 2018 23:29:36 GMT
Welcome! Feel free to join our discord!
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Post by crodnu on Feb 21, 2018 2:36:18 GMT
Welcome! This game is planned to be free, but thanks anyway
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Post by crodnu on Feb 20, 2018 20:09:05 GMT
Welcome to the forum nitehawk!
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Post by crodnu on Feb 19, 2018 18:02:31 GMT
Welcome!
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Post by crodnu on Feb 17, 2018 21:40:09 GMT
Grabs popcorn
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Post by crodnu on Feb 17, 2018 14:57:21 GMT
I've now fixed the official launcher for windows 32 bit (with release 1.0.2). So now it works on linux 64 bit, windows 64 bit and windows 32 bit (at least one person confirmed that the fix worked). Wrong thread? :/
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Post by crodnu on Feb 10, 2018 14:03:31 GMT
We could do a thing where if you are a republic you have to do what the people say (unless you declare an emergency state?) but if you are a monarchy you can do what you want (with huge risks of rebellions). We also have to think about good, reliable-ish ways to control the population, otherwise the player migth be forbidden to start a war because the population is hopelessly pacifist.
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Post by crodnu on Feb 9, 2018 13:43:18 GMT
Welcome sporefox!
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Post by crodnu on Feb 6, 2018 23:34:50 GMT
I think a good idea would be that for every chunk of brain you place you gain "smartsy points", and you can spend those in things like pack size, larger creatures, primitive communication, etc...
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Post by crodnu on Feb 6, 2018 0:21:41 GMT
I think linking influence and happyness so strongly could end up with unrealistic stuff like people becoming more materialist because the player built a bunch of temples and stuff like that. It would probably be good to divide their objectives between primary (increases happyness and influence, but their influence decreases rapidly after it's fulfilled) and secondary (increases happyness and influence a bit). For example, for a factions that dislikes slavery, the abolition of slavery would be a primary objective, and increasing slave rigths a secondary one. After abolishing slavery they would gain a lot of influence and happyness, but would quickly decline (unless slavery was reinstalled). Some factions (like the militarists) wouldn't have primary objectives. Also, it could be interesting if the factions evolved (for example, the anti-slavery faction could turn into a suffragist one after they're done).
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Post by crodnu on Feb 4, 2018 1:16:20 GMT
A few comments on the axis:
Authoritarianism vs Egalitarianism As ATP pointed out, that could be a little too restrictive, leaving out authoritarian individualist governments (like napoleonic France) and fully collectivist ones (like communism), plus some forms of government could favor neither (for example, feudalism and theocracies).
Militarism vs Pacifism I think the idea of militarism could use some work. Militarism isn't just people going "Let's take their stuff because we stronker", but the belief that military actions are a valid way to solving problems and to promote national interests. For example, if an evil dictator starts genociding a population, a militarist nation would try to oppose it while a pacifist nation would limit itself to diplomatic actions. It also plays a factor in how is the military (and police for that matter) perceived by the population: a militaristic person considers them heroes, worthy of respect, while a pacifist one could see them as opressors. This could also affect how much power does the military have in a country, or the amount of mercenaries it produces, etc. Also, losing a lot of wars doesn't make a society pacifistic, if anything it leads to revanchism and even more militarism.
Materialism vs Spiritualism Materialism doesn't necesarilly mean people will become Scrooge McDuck (especially if the society is collectivist), and likewise spiritualism doesn't necessarily imply a dogmatic society (especially if there's an innovation-tradition axis). Plus, since materialism is a philosophical view, it'd be kinda silly they reject philosophy xD.
Xenophobia vs Xenophilia Xenophobic nations aren't necesarilly backwards (Ancient Greece, Rome and Nazi Germany were xenophobic, and they weren't backwards, at least technologically). I've also never heard of a xenophilic nation in human history (at most they are tolerant). I think Nationalist-Globalist could be a better dychotomy, tho it could also be related to how individualist or collectivist the nation is (plus "globalism" in the space stage sounds kinda dumb).
Tradition vs Innovation While in theory i see nothing wrong with this one, in practice i think it will lead to the player always going for innovation (since tech is very very important). Plus again, Rome was traditionalist and yet was very adaptative (for example adapting military tactics of their oponents, like horse archers). Also it's kinda awkward when considering the other axis (how does a traditionalist xenophilic materialist nation works, for example?).
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Post by crodnu on Feb 3, 2018 16:19:56 GMT
I don't understand how you are acquiring this R'lyeh Vesol. You have no Vesols in the Ana'teth sea to devolve into the R'lyeh Shelf. Whoops! Edited
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Post by crodnu on Feb 3, 2018 3:43:44 GMT
New species: VelunaA nocturnal, bioluminescent vesol.Ancestor: Vesol Biodiversity: 5 BD Size: 2 Reproduction: Asexual Propagation: Budding Temperature: 2 Humidity: 1 Combat: 0 Diet: Filterfeeder (1) Speed: Swimmer (1) Intelligence: 0 Abilities: Nocturnal New species: Greatest Named SeragogasA subspecies of seragogas, more adapted to live in tropical enviroments.Ancestor: Seragogas Biodiversity: 1 BD Size: 3 Reproduction: Asexual Propagation: Budding Temperature: 1 Humidity: 1 Combat: 0 Diet: Filterfeeder (1) Speed: Swimmer (1) Intelligence: 0 Abilities: None Create new species: Veluna in the Ana'teth Sea. Create new species: Greatest Named Seragogas in the Greatest Named Tropics. Populate Vi'goth Shelf, Soul Shelf, Yoggasoth Coast and Sinna'teth Shelf with Velunas.
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Post by crodnu on Jan 31, 2018 16:06:50 GMT
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