[10:17] <Sleaker>
http://www.herocraftonline.com/main/threads/bonus-effects-for-towns.25443/#post-230390
[10:18] <Sleaker> $3 if you buy it with Pokemon
[10:21] <Multitallented> "accused townships of being little more than enormous storage areas." <-- sorry guys, I see that as a failure of HeroCraft
[10:22] <Multitallented> haha he goes on to mention HeroStronghold! ^_^
[10:26] <Multitallented> I forget why you guys don't use HeroStronghold
[10:26] <Multitallented> you know I could do all of the work for you
[10:27] <Multitallented>
http://dev.bukkit.org/server-mods/herostronghold/pages/effects-list/
[10:29] <Sleaker> Kainzo|Work: isn't that the point of townships?
[10:29] <Sleaker> have a large protectable area that you can build in without worrying about people staeling your stuff...
[10:29] <Sleaker> or breaking everything you made...
[10:29] * Sleaker doesn't understand people
[10:30] <Kainzo|Work> Erm uh, wait what sleaker?
[10:30] <Kainzo|Work> Townships are there to offer protection for sure
[10:30] <Kainzo|Work> is there a way we can integrate "chest locks" or LWCs into HeroTowns?
[10:30] <Kainzo|Work> or maybe sub-regions?
[10:30] <Kainzo|Work> heh
[10:32] <Sleaker> I'm facepalming your post
[10:34] <Multitallented> the failure isn't that the township is a protected area, but that that's all that it is
[10:34] <Multitallented> there's no business, manufacturing, sales, anything...
[10:35] <Sleaker> well yah
[10:35] <Sleaker> I wanted to do something like the tale of kingdoms thing
[10:35] <Sleaker> allow buildables
[10:36] <Sleaker> just takes way much effort and not enough time to implement that stuff
[10:36] <Multitallented> non-sense
[10:36] <Multitallented> I just told you I'd do all of that work for you
[10:37] <Sleaker> hahaha
[10:37] <Multitallented> some of the things he's asking for would be so easy to implement, such as town-only graveyards
[10:37] <Sleaker> oh yah
[10:38] <Sleaker> those would just need to add in to the graveyard list
[10:38] <Multitallented> but then players can't build the graveyards themselves...
[10:38] <Sleaker> they wouldn't be able to use them if they were in the graveyard system
[10:39] <Sleaker> weren't
[10:39] <Sleaker> so they have to register somewhow
[10:39] <Sleaker> somehow
[10:39] <Sleaker> can make it so they need to be built
[10:39] <Sleaker> just need to register them into the graveyard system
[10:39] <Sleaker> and make sure it onyl applies to the players in the town
[10:40] <Multitallented> I think you're missing my point
[10:41] <Sleaker> I just said could make it so players can build the graveyard
[10:41] <Sleaker> what was your point though?
[10:42] <Multitallented> "accused townships of being little more than enormous storage areas." <-- sorry guys, I see that as a failure of HeroCraft
[10:43] <Sleaker> what about that?
[10:43] <Multitallented> there's no business, manufacturing, sales, anything...
[10:43] <Multitallented> it's not a town
[10:43] <Sleaker> cause Kainzo insists on forcing the markets to the main cities
[10:43] <Multitallented> I don't think you'd understand unless you saw a town on Proxis
[10:43] <Sleaker> I told him whn we first started going over this to completely remove the main city
[10:44] <Sleaker> there's too much draw for everyone to just pack into the main town
[10:46] <Multitallented> all of the towns on Proxis are completely player-made, zero % staff moderated
[10:46] <Sleaker> that's what I was hoping for.
[10:46] <Multitallented> and all of them have houses, farms, stores
[10:46] <Multitallented> defensive turrets
[10:46] <Multitallented> some have refineries for ores
[10:46] <Multitallented> some have fancy distribution centers
[10:47] <Sleaker> that's cool
[10:47] <Multitallented> it's the simple fact that HeroStronghold requires you to build buildings, and those buildings require blocks
[10:47] <Multitallented> you can even make it so that you can't invite people into your town unless you've built enough houses
[10:48] <Sleaker> yah that's cool
[10:48] <Multitallented> I've also pretty much nailed the gradient between towny and factions
[10:49] <Multitallented> you can go full creative like towny, or full warfare with factions styles
[10:49] <Multitallented> or do a hybrid like I do
[10:49] <Multitallented> where the town is untouchable until it's power is completely reduced
[10:49] <Multitallented> you can even build siege cannons so you don't have to camp outside town and wait for people to come out
[10:50] <Multitallented> it forces battles
[10:54] <Multitallented> Sleaker: you could just tell me what HS needs before you can use it
[10:54] <Sleaker> Multitallented: if you want to transfer over the building stuff into HeroTowns or any of the effect stuff
[10:55] <Sleaker> the difference is just how the towns are created/managed
[10:55] <Multitallented> how are towns created and managed?
[10:55] <Kainzo|Work> Ah, Sleaker - the main city is just a quest hope mainly...
[10:55] <Sleaker> Multitallented: same as WG
[10:55] <Sleaker> mostly
[10:55] <Kainzo|Work> You start in lost cove, a world to teach you about the server
[10:56] <Kainzo|Work> and then you can choose between Warshard or Bastion
[10:56] <Kainzo|Work> so technically there isnt a "main" city persay
[10:56] <Sleaker> except it handles the areas automatically instead of needing to select the area
[10:56] <Multitallented> Sleaker: so is it a WG wrapper or does it have those features built in?
[10:56] <Sleaker> lemme add you on the repo
[10:56] <Sleaker> it's kind of a wrapper kind of not
[10:57] <Multitallented> well, I've tried not to overwrite WG with HS
[10:57] <Multitallented> but adding the wrapper part for HS would be fairly easy I think...
[10:58] <Sleaker> it's slightly different
[10:58] <Sleaker> I gave you read access
[10:58] <Sleaker> it's on bitbucket
[11:05] <Multitallented> Sleaker: what am I looking for? I can't find WG functionality in the town commands
[11:06] <Sleaker> err?
[11:06] <Sleaker> well what would you plugin do with the town regions?
[11:06] <Sleaker> I'm just sayign that herostronghold would need to use our regions
[11:07] <Multitallented> as in keep people's towns so they don't just lose protections when they switch over?
[11:07] <Multitallented> from HT to HS?
[11:08] <Multitallented> Sleaker: what do you mean "use our regions"?
[11:14] <Sleaker> ..
[11:14] <Sleaker> we can't use HS if it uses it's own regions
[11:14] <Sleaker> it has to use the HT regions
[11:17] <Multitallented> why?
[11:18] <Sleaker> ....
[11:18] <Sleaker> for player groupings, permissions, region sizes ...
[11:19] <Multitallented> I don't understand why that can't all just be migrated
[11:19] <Sleaker> we don't want to use Hs regions
[11:19] <Multitallented> why?
[11:19] <Sleaker> cause of region management...
[11:20] <Sleaker> Told you that from the start.
[11:20] <Multitallented> ok, where is HeroTowns is the region management? I can't find it
[11:20] <Sleaker> protection package
[11:21] <Multitallented> oh you're talking about chunk based as opposed to point and radius based...
[11:21] <Sleaker> mhmm
[11:21] <Multitallented> I thought you were talking about WG features
[11:21] <Sleaker> no lol
[11:21] <Sleaker> but the town is still managed in the same way as WG
[11:21] <Multitallented> I thought we figure that out
[11:21] <Multitallented> that the optimization for that wasn't necessary
[11:22] <Multitallented> and that I've optimized the hell out of that without making it chunk based
[11:22] <Sleaker> right, wanted the chunk based also for manageing how the regions grow
[11:23] <Multitallented> HT towns grow the same way HS towns do
[11:23] <Sleaker> close yes
[11:23] <Sleaker> the issue was subregioning
[11:24] <Multitallented> uh, what subregioning? housing? I dont' understand
[11:25] <Sleaker> yah
[11:25] <Multitallented> I didn't see anything in HT about houses
[11:25] <Sleaker> not there atm
[11:26] <Multitallented> then what's the difference?
[11:34] <Sleaker> how it's managed...
[11:35] <Multitallented> as in chunks instead of point and radius?
[11:35] <Multitallented> ok