Zoric 27 info

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zaroba
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Post by zaroba »

I remember that.

It was the racetrack on biplane world, wasn't it?

it was in the heightmap if I recall. Simple hills are pretty easy, in the heightmap, but not sharp 45 degree banked curves.
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Post by Fooli »

Nah, this is a purpose-built racetrack world created entirely in 3d.
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zaroba
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Post by zaroba »

Other guess then.

That world named something like Tractor Grand-Pri
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Post by Fooli »

I don't think anyone ever saw it, except in that video. It was made when mit had just written the "use mesh as your world" thing, but getting the mesh into the world was a bit of a hack.

The world is called sp33d.

If I can make it work... it shall live again!
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Post by flametard »

:shock: :o *JAW DROPS* @ FOOLI'S VIDEO
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zaroba
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Post by zaroba »

no more clicking to scroll quantities like in the current chapter stuff.
no more holding to scroll a number like in the current bank when trading gold, nor like before the chapter stuff started

Now you get to type in the quantity you want to buy:

Image

This number pad has numerous features:
-use it for buying stuff from buildings
-use it for selling stuff to buildings
-use it for adding and removing stocks stocks from buildings
-use it for setting the buy and sale prices for the items in your buildings
-use it to set your buildings sale price
-use it to add/remove investment from your buildings

Just click the numbers to type in the value you want (up to 32767 due to script limits) and click 'confirm'


**actual thing will look nicer then the picture. It's missing various bits of text because it was accessed via testing command for the picture. When accessed normally via building other info will be displayed.
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zaroba
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Post by zaroba »

minor update. The world is nearing completion.

Just finished the main production script for facs and production buildings, so they will now run and stuff can be made.

*however* unlike in all previous game servers, it will be hard to calculate costs of items.
For the first time in TU history, most production lines will have a bit of randomness to their output. So no base cost calculations and bottom line selling. There is roughly a 50% chance (may change) that that more or less items will be produced from the demanded product.

For example:
If something is set to make 25 Item X out of 10 Item Y,
You could end up making 20, 22, 24, 25, 26, 28, or 30 of item X out of 10 Item Y
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Post by zaroba »

new bank is done, it's similar to Pandora's bank (could say that was the beta), except has checking and savings accounts. Savings accounts gain interest, checking accounts do not. No point currently in having a checking account but I'm planning on eventually adding in 'debit cards' so you don't have to carry cash at all. The debit cards will use funds from your checking account. Not going to worry about debit cards until after zoric is opened though.

Fixed a bunch of bugs I found in the script, darn [ vs ( errors

Made trees plantable from seeds, which you get from chopping down trees, eating fruit, or by buying them from other players who get them. Trees will auto populate on the world in the start so there wont be an issue of having no way to obtain seeds. Can also add/remove water/fert from trees, harvest them, and chop them down. How much wood you get from a tree depends on the species of tree and how tall you let it grow before chopping it down.

Removed a few (hopefully) unnecessary lines from various script parts and rearranged some bits to hopefully cut down on script run time.
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zaroba
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Post by zaroba »

2015 updates

it's been more then a year since the original zoric scripts were lost. The new one is almost done now and alpha testing will hopefully start this week. There are many changes to both the building interface and the buildings themselves.


Farms.
Crop farms can no longer be given multiple fields. Instead there is now just one field whos size can be upgraded to hold more crops. The crops grow from a seed, to a mature plant, then eventually die from old age. While mature they will reproduce, creating new plantsd. It will be up to the owner how many crops of what age to harvest in order to keep enough space for new plants while maintaining enough for adequate reproduction. The crops grow year round with the effect on production rate being how much and how often the field is harvested. Weeds will grow over time and must be picked, or they will consume your fields. Eventually a weather system will effect crop growth rates.

Animal Farms no longer be given multiple pens. Instead there is now just one pen which can store 15 animals. Animals go from baby, to mature, to elderly, then they die. Proper care must be given to animals so they can reproduce, live long, grow large, and earn you a lot of money. Improperly cared for animals will get sick and die sooner. Healthy mature animals will reproduce to give you more animals. It will be up to the building owner what animals to sell to the slaughter house while maintaining enough to reproduce. Due to these changes, Players will only be able to carry 5 animals at a time when delivering them to a slaughterhouse. Slaughterhouses now pay by the pound for animals and only buy healthy animals, so keeping your animals healthy is key to making them grow large and heavy to make a lot of money off them. Besides the default feeding/water settings, extra food/water can be manually given to an animal to help it out, as can medicine to heal sick animals.
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Post by zaroba »

Vehicles will be more detailed then in other worlds. Each vehicle has it's own fuel tank and own damage recording. As vehicles age they will become more damaged until they die. Damage can be repaired at any players Garage, but the cost to repair depends on how damaged the vehicle is and how old the vehicle is. Older vehicles will gain damage faster and be more expensive to repair. Besides buying new vehicles, one can also buy used vehicles at a new used car showroom. New vehicles will always start with 100% health and not age until bought, but after being purchased, they can be sold to used car showrooms to sell to other players for a cheaper cost. Due to these changes, players will only be able to carry 3 *different* vehicles at a time. Cars and Planes age and get damaged. Boats are immortal.
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Post by zaroba »

Power Plants and Refineries are going though a bit of an overhaul and will be like nothing seen in the game before.

The original design had Oil Refineries and Power Plants having up to 10 production slots. Virtually every building needs power so they will be very useful buildings to own. But, in a strive for realism and flexibility, power plants went from 10 to 5 slots, then down to 3 slots. Oil refineries use a similar script to the power plants so they have been reduced as well.

With each reduction, the buildings became more customizable. Power Plants now burn resources at a constant rate. They can be fed manually or told to use the stocked items in the building. Since power plants depend on heating steam to turn generators, power plants must warm up. There will be an ideal temperature to burn each material at, and you can also adjust this temperature manually to try and make your power plant burn fuel hotter or cooler to produce more or less power. Anytime not in use, the power plant will slowly cool off. But in order to prevent having to wait for it to warm up again, you can set it to burn fuel slowly when not in use just to keep the steam hot so you can instantly produce power again as needed without needing to wait for it to warm up again.

Please note though that while pushing the temperature higher on your power plant will result in more power being produced, it can also cause it to break down faster.
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