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Author Topic: Seaport and ships  (Read 6812 times)
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Lightbringer
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« Reply #15 on: May 02, 2005, 05:53:00 AM »

* Lightbringer nods emphatically

Precisely what I was looking at...

The jobs module has been seriously needing people to utilise it ... so much to offer...

Especially considering player involvement and satisfaction will be greatly increased if they get to 'take on the role of NPC'
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Lightbringer
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« Reply #16 on: May 02, 2005, 06:52:32 AM »

Cortal, this could be an excellent way to access your Far East add on.  Smiley

A player could go out fishing or try to sail to the Far East. It could take several days of travel and the player would have to fish for food to survive using Lonny's Hunger/Chow module... or something along those lines.
« Last Edit: May 02, 2005, 06:59:17 AM by Zanzaras » Logged

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« Reply #17 on: May 02, 2005, 04:29:37 PM »

That is exactly right...

That is what I see as the ultimate objective of modularisation...

This harmony of interoparablity between modules...a nice cohesion..
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Lightbringer
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« Reply #18 on: May 03, 2005, 06:09:23 AM »

Cortal, this could be an excellent way to access your Far East add on.  Smiley

A player could go out fishing or try to sail to the Far East. It could take several days of travel and the player would have to fish for food to survive using Lonny's Hunger/Chow module... or something along those lines.
That sounds cool; maybe one of the modules could utilize it.
I'm just about to post a status report of the far-east module... read more there.
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des black
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« Reply #19 on: May 03, 2005, 02:48:41 PM »

Here's an update.

I lost everything i was working on with this module when i tried to install a second hardrive on the same computer. But with windows xp it decided to be unactivated again and so now i have to format my hardrive. I will have to begin the coding all over.
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zachattack
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« Reply #20 on: July 25, 2005, 11:42:14 PM »

Sad that sounds terrible I was really looking foward to that module  Shocked
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