yes there are plenty of issues ahead, but it wouldn't be any fun for me otherwise. As for your "stumbling" across the site, excuse my skepticism, but that seems unlikely. Who did give you the address? (or did you do some googling following Simarillion's contact?), because at this point this IS NOT a public project. I am concerned about things spiraling into a "too many cooks" situation before there is a solid consensus on what SM is. I will change it so new members can't join (until the site is ready to go public), and members, could you please refrain from inviting anyone to the site.
I completely understand your skepticism about SM, and if I was you I'd probably feel the same way. But I know how stubborn I am and I have decided to create SimMedieval; and it will get there.
I hope I don't sound like I'm being harsh or unfair here...
Well, first of all, as I already told you, I did not invite anybody to join. Second, since he is one of the best BATters around for the stuff we are going to need I'm still not sure if the 'too many cooks' rule applies to him (although I fully agree on it in general). Third, when I mailed him about the props I added the link for the Introduction page, not thinking or believing that he would actually join, but just to explain why I was asking his stuff.
hey Sim, please don't get mad, I wasn't double questioning you; I thought manchou may also have mentioned it that's why I asked it as a general question. I fully agree with you about Kwakelaar's abilities, but I also felt it was important that I speak up and make sure we were all on the same page here; to avoid a potential "too many cooks" situation.
I hope you understand. I wasn't having a go at you at all.
Don't worry, didn't get mad , just wanted to explain where he got the link. As for the rest, we did agree that we shouldn't go public just yet and I still believe that it's the right way forward.
I don't furious ^^ Ok, ues i think to, this site must be hide for this moment, i think, you can be public this site, when we have some medievals plugins, or a totaly medival game ...
That's a relief Things are bound too feel a little shaky to begin with, but this is just the preliminary stage. Right now, before anything can be made, the SD vs HD question needs to be answered. There needs to be a good foundation & consensus before the masses are allowed in (and no, Kwakelaar is not the masses)
manchou: what we were talking about was the need to keep this website private for now. When we are ready we will make the site public.
I should have made it so membership wasn't automatically gained (as dobs suggested a while ago). I know we have a public introduction page but I still don't really feel we are ready for that yet either. Too much about the final form of SM is still to be decided. I'm sorry if it's at times it seems frustratingly slow, but rest assured I am using most of my time working on some aspect of this project. In time it will snowball...
I'ld leave the introduction page, but I agree that membership should be on request only for now. That way we could still be seen by guests which is not a bad thing IMO but we would avoid unpleasant surprises. The SD/HD question surely needs resolving and also the question (kind of answered already) where we want this to go. Whilst reading up on more stuff and just thinking one suspicion sneaked up on me. Did we, by any chance, calculate for the thing that characterized the middle-ages more than anything else? For a few hundred years basically everybody waged war on everybody else...
Yeah, maybe War does deserve it's own subcategory. It's hard to think how it can be incorporated but we are here to try and rethink the game... Clearly one facet of war that will be represented in some way(s) are the city walls (and the resultant lack of space for urban development within)
Perhaps walls themselves can be more than just props...
(here's an idea, maybe if the city walls are the police...)
Because if players aren't forced to build walls, then they won't...
The idea of incorporating some kind of police function into the walls had already occured to me too. This just leaves me with the next issue. The fortified castles, towers and town halls would need to do the same, in general and particularly in view of villages. How could we combine the two in some way without exluding the need to build walls? Is there any way to link High Density/Wealth to the existence of a certain category of building? No HD without walls?
You can easily make your walls, towers, gates and castles into police stations, it is how I am doing it for Andau at the moment.
Linking high density to a trigger building, is as far as I know not possible. There is a possibility by using cap relief's to slow down the development of high wealth buildings, I think stopping them from growing entirely is not possible in this way.
May I ask why you want to limit the way someone would play the game in this way?
It's not necessarily about limiting the way the game is played. It's about a certain degree of realism. As you know basically all towns or cities of a certain size were walled in those days, but not villages or monasteries. The walls obviously increased the 'security' factor but normally that function (in game terms) would have been also covered by town halls, guard stations, cathedrals,... What I was looking for was a way to 'force' the construction of walls without excluding the need for all the other buildings, but also being able to play without having to construct them, possibly excluding some buildings or styles until one does. Seems a paradox still unsolved...