Galmair Animals

Here you can make and discuss suggestions to improve the game. / Hier kannst du Vorschläge einreichen und diskutieren um das Spiel zu verbessern.

Moderator: Developers

Locked
User avatar
Brawndara
Posts: 47
Joined: Sun Jan 13, 2013 12:59 am

Galmair Animals

Post by Brawndara »

**************Animals food source for Galmair safe zone*******************


Runewick has Fish, Cow's, Pig's, and Lamb/Sheep in fairly safe close area has Cooking/Baking
Cadomyr has Fish, Cow's, Chicken's, and Lamb/Sheep in fairly safe close area but no Cooking/Baking other than a smoker
Galmair has Fish and you are attacked while fishing or hunting but has Cooking/Baking.

I propose adding first Pig's rp reasons ((Galmairs crest)) second Chickens and of course everyone has fish. Cow's should still be hunted in wild or close to the other towns allowing for trade and travel rp.

i have also worked up a small edit to Galmair's map to handle such animals.

******Chickens********
Image


**********Pig's**********

Image
User avatar
Evie
Developer
Posts: 1210
Joined: Tue Jul 05, 2011 6:55 pm
Location: on a mana stream

Re: Galmair Animals

Post by Evie »

I love the idea of Galmair getting some chickens and pigs. As a cooking town, even as a secondary craft, most cooks buy the meat from the npc instead of hunt it. The animals are all far away in Runewick area or the Northern forest ((in the case of pigs)) the cost of portal fees and/or repair fees if you are sent to Cherga on such a trip are more than buying from an NPC. It seems rather unfair to have a cooking town without a readily available source of meat. Fish is there but extremely limited due to Galmair not having fish as a primary or secondary craft. It is hardly enough to support the town. I would think livestock would be included as part of a cooking towns resources.

For the RP reasons Brawn listed, I also like the idea of pigs. The Galmarian crest contains pigs yet there are none around. Also Dwarves are rp'd to love pork usually, yet we have a Dwarven run town with no pigs. I like the area chosen.. the area behind the fields can be opened up into a livestock area for Galmair. A few map revisions and it can be a small farm area, nothing on the scale of Yewdale that Runewick has but similar in a smaller size.
User avatar
Uhuru
Posts: 924
Joined: Thu Jul 21, 2011 4:56 am
Location: In time out, where else?

Re: Galmair Animals

Post by Uhuru »

I have to agree with the logic and concept. Galmair should have harvestable meat available. I would like to see cows somewhere too. The problem though, is that Galmair doesn't have much space... If I recall correctly, didn't Silverbrand have their pig pen inside the mountain? We could do something similar down NOT near the flats, but down there somewhere perhaps.

Maybe cows could just roam around someplace and the chickens could be worked in back there behind the farmland where Brawn has them. However, I don't care for the added expense of the "fences" in Brawn's picture as he already has a natural "fence" with a mountain and hedge.

As Brawn said, cooking is primary in Runewick and secondary in Galmair, yet Galmair has no source of meat. Cadomyr has sheep, chickens and cows. Quite a lot of cows and chickens actually. As cooking isn't a function in Cadomyr, should they have a cooking pot? Not sure why they do in the tavern. Seems like a huge luxury when we don't have the same consideration in other towns.
User avatar
Ufedhin
Posts: 797
Joined: Mon Jun 11, 2012 5:45 am
Location: In a barrel with salted herrings.

Re: Galmair Animals

Post by Ufedhin »

Evie wrote:the area behind the fields can be opened up into a livestock area for Galmair.
Nooo ! this is one of the few safe areas in Galmiar to find grassland herbs and occasionally forest herbs in the wee wood , we cant have filthy farm animals ruining this pristine area! :evil:
User avatar
Evie
Developer
Posts: 1210
Joined: Tue Jul 05, 2011 6:55 pm
Location: on a mana stream

Re: Galmair Animals

Post by Evie »

aww Uffe.. the forest and grass wont be gone.. the livestock south of the fields in Runewick exist in forest and grassland.. you can still pick the herbs.. just watch where you step!
User avatar
Achae Eanstray
Posts: 4300
Joined: Tue Sep 19, 2006 7:03 am
Location: A field of dandelions
Contact:

Re: Galmair Animals

Post by Achae Eanstray »

User avatar
Ufedhin
Posts: 797
Joined: Mon Jun 11, 2012 5:45 am
Location: In a barrel with salted herrings.

Re: Galmair Animals

Post by Ufedhin »

Im against this bloody farm taken up decent herblands.Wot's a short trip te Runewick eh? they has plenty o' farm animals te slaughter an it be in a safe place or if ye desire chicken ye can gather it safely at Cadomyr (if ye cant fight off a fox pup then ye should not leave your bed.)
A small piggery an a chicken coup on the stoney disused island i could accept but i dont lik' the any plans to convert the decent grass land an' the wee wood into meat farms.
Alessaina
Posts: 596
Joined: Thu May 30, 2013 5:22 am
Location: Kansas City, Missouri

Re: Galmair Animals

Post by Alessaina »

Ufedhin wrote:Im against this bloody farm taken up decent herblands.Wot's a short trip te Runewick eh? they has plenty o' farm animals te slaughter an it be in a safe place or if ye desire chicken ye can gather it safely at Cadomyr (if ye cant fight off a fox pup then ye should not leave your bed.)
A small piggery an a chicken coup on the stoney disused island i could accept but i dont lik' the any plans to convert the decent grass land an' the wee wood into meat farms.
1. It's a short trip to Runewick to gather herbs if one so chooses.

2. Cooking/baking is a secondary craft for Cadomyr, yet they have easy access to animals to butcher for cooking. Why not give the same opportunity to Galmair?

3. I like the idea of having the chickens and pigs together on that island, however, if the herbs are going to remain in the area, I don't think this is necessary.
User avatar
Brawndara
Posts: 47
Joined: Sun Jan 13, 2013 12:59 am

Re: Galmair Animals

Post by Brawndara »

It wont stop any herbs from popping up nor did i remove the mushrooms only a few cherry trees have been perma cut the grass has not been altered in any way as to harm herb picking. If the trees not being there is a issue then even they can stay and just be slightly adjusted. If the rock wall goes to far on the back end i could swap it to a hedge maybe.
User avatar
Ufedhin
Posts: 797
Joined: Mon Jun 11, 2012 5:45 am
Location: In a barrel with salted herrings.

Re: Galmair Animals

Post by Ufedhin »

Brawndara wrote:It wont stop any herbs from popping up nor did i remove the mushrooms only a few cherry trees have been perma cut the grass has not been altered in any way as to harm herb picking. If the trees not being there is a issue then even they can stay and just be slightly adjusted. If the rock wall goes to far on the back end i could swap it to a hedge maybe.
But it also looks ugly ,put a piggery on the stoney island.I think pigs would be about all we should try for anyway as its Galmairs animal.If you want other livestock go get them from other towns.The stoney island has a maker stone that cannot be got to at the moment so why not have this island as Galmairs piggery as you have illustrated and leave it at that?. The way i see it opening up a accessable piggery on the stoney island also gives Galmair better access to fish aswell so we get two meat sources from having a piggery there.
User avatar
Achae Eanstray
Posts: 4300
Joined: Tue Sep 19, 2006 7:03 am
Location: A field of dandelions
Contact:

Re: Galmair Animals

Post by Achae Eanstray »

This topic appears to be concentrating on the animal issue which can be added minus the map changes and I believe half was added to Mantis in the form of the pigs so at least part of this request was acknowledged. If map changes are desired, a new topic may be best.
User avatar
Estralis Seborian
Posts: 12308
Joined: Wed Nov 10, 2004 9:14 pm
Location: Sir Postalot
Contact:

Re: Galmair Animals

Post by Estralis Seborian »

Locked