Tailor Archive
Thread: Mounts are on Test Center, Player Cities are too. Tailors are involved?
Vandessa wrote:
You can zone areas in a city for harvesters, then you can tax the harvesters for being there
I see. Having nice organized cities is going to be very nice! The tax is going to be kind of harsh though. Has anyone noticed that good fiberplast sources seem toshow near the major cities? These are the same areas where the player cities are most likely to be, unless there is a rule saying how close a player city can be to one of the regular cities.Anyway, it should be fun to see how things turn out!
By the way, how are you guys getting those nice signatures?
Not sure the market for fiberplast panels would be very significant, since any architect with Dom 1 can make them. Then again, they have enough comps to put thru their factories as it is...
May help RFP sales a bit, depending on how plentiful the tents will be. I am looking forward to seeing these in action.
"On a sad note, it looks like saddles are not actual craftable items. They appear when you mount the creature. But I do theorize we will at least have component sales for creature armor when that comes out later."
Unfortunatly I no longer have the quote, but I do remeber reading that this is just kinda the "get them out the door" patch for mounts. In future updates they will include more mounts and armorsmith/tailor crafted mount wearables.
So nothing yet, but the current planis (well, at least the plan from a month ago was) to eventually let tailors make accessories for mounts.
This was posted over on the BE boards.......Might answer a few more questions.
Trot420 on the TC board is so far the only CH(master) able to call/train mounts. He has given alot of info on it but spread out on alot of threads.
The highlights are:
1. Mounts count against the max level of pets called. Meaning if you are a nonCH you can only have your mount called.
2. Mounts count as pets in terms of CL. So if you are a nonCH you can only have a CL 15 or below mount....Kaadu or Carrion Spat.
3. When a mount is trained it automatically changes to have a saddle and tack.
4. The Kaadu and Spat are faster than Dewback or the Falumpaset.
5. Mounts need to be fully grown before used as a mount.
All this could and will change before we see it live. This is the first patch to TC for mounts and there will be more.
Is it just me, or do this seem pretty silly? There are already an overabundance of CH's... why force people into the profession just to get the mount of their choice?
spnnrmn wrote:
2. Mounts count as pets in terms of CL. So if you are a nonCH you can only have a CL 15 or below mount....Kaadu or Carrion Spat.
Ill_Omen wrote:
Is it just me, or do this seem pretty silly? There are already an overabundance of CH's... why force people into the profession just to get the mount of their choice?
In an old Developer response about the future of the Bio Engineer profession something was mentioned about the BE's being able to 'tweak' CL levels in the future allowing for lower versions of her in the wild cousins. A CL 18 Dewback or a CL 26 Bragaset could be reduced to 15 with that new ability.
This is not yet in game though, but something that was put on the drawing board.
Something to talk about for future updates on the correspondant board:
It's fine that we don't create saddles right now (otherwise we may not have seen mounts for awhile yet), but what I'd really like to see is the ability to eventually be able to make some really ornate stuff down the line. (i.e. those feathered saddles the gungans used for the Kaadu in Episode I). There's a really great opportunity here for the art department to make some very interesting things for us to craft. Let's think about offering some suggestions on this line, perhaps after the holidays when things settle a bit.
Raku