"Grandfathered" Houses
Posted: Thu Apr 26, 2012 4:25 pm
One of the things I remember the most about the T2A era were the grandfathered houses. I played Lake Superior, and I remember the vendor mall I preferred was a small stone keep placed on top of the large wheat field west of Britain (inside the guard zone). Another one I liked was an L-Shaped house with the western wall right next to the shore of Lake Blackthorne, again just inside the guard zone.
Anyway, my point is that as I wander the countryside of UOSA, I really miss seeing wacky misplaced houses. Also, because you couldn't transfer those houses, it made the owners of the more famous houses somewhat famous.
What would you think about implementing some sort of system to distribute a limited number of "grandfathered" house deeds that would use a less-restrictive house placement system? I'd even code the thing for you All I'd need is the Scripts\Multis\Deeds.cs and Scripts\Multis\HousePlacement.cs files so my diffs would be correct.
I think it would be really cool to be able to set up a vendor house inside of a guard zone, or in other restricted areas like the entrance to Wrong, Covetous or Despise, or with a Yew tree sticking out of the center
Thanks for the consideration.
Anyway, my point is that as I wander the countryside of UOSA, I really miss seeing wacky misplaced houses. Also, because you couldn't transfer those houses, it made the owners of the more famous houses somewhat famous.
What would you think about implementing some sort of system to distribute a limited number of "grandfathered" house deeds that would use a less-restrictive house placement system? I'd even code the thing for you All I'd need is the Scripts\Multis\Deeds.cs and Scripts\Multis\HousePlacement.cs files so my diffs would be correct.
I think it would be really cool to be able to set up a vendor house inside of a guard zone, or in other restricted areas like the entrance to Wrong, Covetous or Despise, or with a Yew tree sticking out of the center
Thanks for the consideration.