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Bruh, why is there AI in LDW games.
by lorsieab2
11/25/25 06:10 AM
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#116615 - 01/13/08 08:30 PM Re: Suggestions for VV3 [Re: Jaruna]
KaylaKayla Offline
Newbie

Registered: 01/12/08
Posts: 2
I dont like that there isnt enough food on the island, like you get so far and your villagers die of starvation! Adding food sources like hunting,or even a food market like there is technologies instead of just three levels of farming. Also having like a garden with flowers that could be sold or put on graves more often would be nice. I love playing virtual villagers but i think that technologies may be just a tad expensive and then after youve bought everything they accumulate so fast and you dont even need them anymore!
Love what u guys have done so far...can't wait for the third one with all these great suggestions

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#116684 - 01/14/08 07:01 PM Re: Suggestions for VV3 [Re: KaylaKayla]
Rhosyn Offline
Expert

Registered: 02/18/07
Posts: 135
Loc: Texas
I'm replaying VV2 (again lol) and trying to think of things I'd like to see in the next one.

I really enjoy the actions that the villagers do on their own.. the kids playing tag, the adults jumping into the pool - that's just brilliant and I love just sitting back and watching them! I'm sure those things take a lot of coding work, but they really make the game so much more interesting.

Also, and this is just a personal wish.. I'd love to be able to choose where to place my own huts (maybe an area where you can place them so that you don't build a hut over something that will be necessary later on) and perhaps have ways to customize the look of the island (be able to plant flowers? things like that). Items could be "earned" or unlocked by completing puzzles and tech levels or collections and then used to customize the appearance.

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#116688 - 01/14/08 07:30 PM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: mysticangel1963]
Tobycat Offline
Adviser

Registered: 04/25/07
Posts: 59
Loc: Illinois
Originally Posted By: mysticangel1963
I think thAt those of us that has played all games should somehow be able to combune the tribles into one and really expand and teach eachother new things. Also More huts and also weather changes and experiences.


Yeah...climate changes, that would be cool!:)
_________________________

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#116692 - 01/14/08 08:46 PM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Tobycat]
Joine The Great Offline
Fan Fiction Enthusiast

Registered: 11/11/07
Posts: 941
Loc: Florida
Originally Posted By: mysticangel1963
I think thAt those of us that has played all games should somehow be able to combune the tribles into one and really expand and teach eachother new things. Also More huts and also weather changes and experiences.


The Connecting to other games would rock 8\)
_________________________
Everything that is, or was, began with a dream. ~ Lavagirl

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#116698 - 01/14/08 09:21 PM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Joine The Great]
Robert1220 Offline
Forum Games Enthusiast

Registered: 08/22/07
Posts: 819
Loc: At the SB.
yea i suggested that too 8\) , but in a different way \:D internet connectivity is preferable at VV3 but it would have to change the other games if it would connect \:D
_________________________
-Robert
LDW Hall of Hatched Eggs!

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#116722 - 01/15/08 12:28 AM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Joine The Great]
Kadgii Kailali Offline
Consigliere

Registered: 10/03/07
Posts: 290
Loc: Tokyo~ lol
Originally Posted By: Joine The Great
Originally Posted By: mysticangel1963
I think thAt those of us that has played all games should somehow be able to combune the tribles into one and really expand and teach eachother new things. Also More huts and also weather changes and experiences.


The Connecting to other games would rock 8\)


but then they would have to update vv1 and 2 as well
_________________________
MERRY CHRISTMAS EVERYONE!
betcha' didnt see _that_ one comin' did ya?
kad~

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#116723 - 01/15/08 12:32 AM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Robert1220]
HeatherW Offline
Newbie

Registered: 12/23/07
Posts: 12

I'm loving a lot of these suggestions! I keep coming back to children's development and mother's contributions.

Here is what i envision:
- child is conceived and mother pregnant for 45 min (2X) during which time she works, but at a lower productivity, taking rests. Father interrupts work to check on mother, much like laundry or enjoying pond.
- mother goes to hospital and adept or master healer delivers. Trainee or no healer present leads to 10% infant mortality. Before hospital built, children are birthed at home by healer. Father is present for birth.
- Child spends first year of life on mother or fathers back in a carrier, and this is chosen at the birth and can't be changed (too complicated). The carrying parent gains parenting skills. The carrying parent cannot research (fumes), fish, or build due to dangers. They can harvest ground crops, make stews or heal. The non-carrying parent also interrupts work randomly to either "nurse" or "check on family."
- Early in the game, the child spends the second year also in the carrier, but later a nursery is built. The nursery is staffed by 10 to 14 year olds who gain parenting skills while looking after the babies. Having more teenage staff allows for more babies kept in the nursery. At this point both parents return to any type of work, but go to "check on family' periodically. Alternately, babies can be kept with the carrying parent for the second year, depending on the needs of the tribe.
- Outside the nursery is a fenced playground with another building on the other side: the school. 2 to 13 year old children play in the moderately sized outdoor playground and splash pond. When an esteemed elder is dropped on the school, a bell is rung and the 5 to 13 year olds go inside for lessons, achieving very limited amounts of skill points in random areas. The elder achieves parenting skills. The 2 to 4 year olds stay outside. Any child can still be manually taken outside the playground to find collectibles. They can enter the playground gate when finished, but cannot exit on their own.
- When a child turns 10 until they are 13, they can be taken from the playground yard and dropped on the school building. A prompt will ask whether to apprentice this child, much like the VV2 sewing hut. Saying yes will bring up a scroll screen of master villagers over 18, not pregnant or carrying a child carrier, and not already apprenticing a child. It will list their current mastered skill. Once chosen, the child will remain paired with the master until they turn 14. The child will end up "adept" in that skill at age 14, and the trainee will gain parenting skills, but lose some productivity. Apprenticing will be optional, and not always possible if there are not masters available to apprentice.
- Also at age 10, a child can be dropped on the nursery to work there until they are 14. For each 10 to 14 year old staff working for parenting points, 3 infants can be left in the nursery.
- At age 14, the child automatically ages out of either "lessons/playing," "apprenticing," or "nursery duties." The child can begin working.

Secondly, I love the animal husbandry idea. More into small animals than large grazing ones though. Chickens/guinea hens/whatever ground birds available.

- The chicken coop has a small building and a fenced area around it. Clicking on the building tells how much chicken feed is left. Growing chicken feed takes away garden space for human food, and requires a certain technology to grow. The farmer brings this feed to the coop.
- The chickens lay eggs every 5 minutes out in the chicken yard. After another 5 minutes the egg hatches to a chick. In 20 minutes the chick becomes another egg laying chicken. Very quickly there would be many chickens using up food resources, so there would be a limit, maybe 30 chickens.
- Also, if you wanted to stop at a certain number of chickens, a few 5 to 13 year old children could be placed in the chicken yard and remain fenced in until they were moved or turned 14. They would gain farming skills while collecting the eggs automatically and bringing them to a basket that the adult farmers collected and brought to the food area.

Lastly, I would divide food into:

1. proteins (eggs, fish, killed off chickens, hunted game)
2. grains (a few different types farmed, worth different amounts)
3. micronutrients (berries, coconuts, bananas, mushrooms, other farmed crops)

The villagers would have better health, fertility, and productivity by having food from all three categories, while different types gave different amounts. Clicking on the food hut would pop up a screen that showed:

Protein: 100
Grains: 1710
Micronutrients: 2500

A tribe lacking protein would have more sickness, but not starve. A tribe lacking grains would lose productivity without bulky foods to keep them feeling full ie "feeling hungry." A tribe lacking micronutrients would have lower fertility and more sickness.

Any food grown for animals would be grains, and reduce the amount of grains that could be grown for the tribe. Farmers could be set to fish, tend crops, or gather.

With a master in the party and the right technology, a hunting expedition could set out. They could return with volumes of honey (micronutrients), large game (protein), the seeds for a new grain (such as wheat, barley, rye, corn), or an alpaca to shear for the clothing hut and set free again. Hunting expeditions could be only once a year, cost much technology and food, and have risk of injury or villagers going missing (20% chance). A honey find would break even or gain minimally in food. A large game find would be a large protein gain. A seed find would break even, but would allow animal husbandry and greater populations. An alpaca find keeps the clothing hut going, and a risky expedition would be a complete loss. The chickens could initially be introduced by being caught on a hunting expedition.

No additional map programmed would be needed for expeditions, just enough people, a master farmer, and some level of exploration. The results could just pop-up like an event box.

That's about it for now......

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#116725 - 01/15/08 12:52 AM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Marty]
Kryzma116 Offline
Newbie

Registered: 07/08/07
Posts: 14
My dream would come true if VV1 and VV2 could join - existing games played on both could interact - *SIGH* my dream!
I love everything about vv1 and vv2, just wish they could interact... vv1 and vv2 cross over to each other's game, each other's side of the island.

I figured out the strategy to keep the villagers from starving, in fact, I still have my original vv1 and vv2 games going. Might be cool to have more types of objects to find more types of objects, maybe have more jobs to existing farmer, doctor, parents, researchers and builders add teachers, like when the adults call the kids to class and earn skill levels - have a building for the kids to enter and actually acquire a small amount of skill for themselves.
Maybe add another longer lasting "restore" potion that the scientist discover in addition to the stew. This one might give eternal live at the cost of some skills.

Like the pop up events. MORE, MORE, MORE - very few negative ones, please. Like the love note-secret admirer, but expected a little more from it - maybe some interaction from another villager. Love the mirror - speak the word - get a twin. Love the energized - runners... maybe an herb eaten could give a sudden, temporary burst of energy (for my dam builders).


Edited by LadyCFII (01/15/08 12:58 AM)

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#116727 - 01/15/08 01:24 AM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: Kryzma116]
SpecialPrincess Offline
Fan Fiction Enthusiast

Registered: 06/25/07
Posts: 918
Loc: the Midwest, USA
Quote:
but cannot exit on their own.

This is the part I really disagree with. The children of Isola are not like our children. I like having them run all over the place: the whole island is their playground! Limiting that by building them a playground seems like a waste to me. I love to watch their energetic wanderings.

My suggestion/wish - Please keep the interactive feeling of VV2, guys! I love still being needed by my VV2 tribes!

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#116733 - 01/15/08 02:04 AM Re: [CONTAINS SPOILERS] Suggestions for VV3 [Re: SpecialPrincess]
HeatherW Offline
Newbie

Registered: 12/23/07
Posts: 12

Natural disasters, love the idea!

What about upgraded buildings with stone foundations, and those without? A hurricane would damage both, but a flood would leave the stone foundation and say 30% construction completed so repair is faster. Another upgrade could be a stone main floor and a straw second story.

Also, more living huts, to be placed in limited random areas and can house only 5 villagers, 10 if it's 2 story. So a full village would have 10-12 large huts.

In my upgraded vision of the village the space would be roughly doubled, allowing for the new buildings I'd like, as well as more housing.

In response to the children being fenced in, it's a matter of playing style. Having a fenced playground would allow for both freedom or constraint. The children could be all brought out to roam everywhere if that's your thing. I tend to not gain anything from watching their repetitive antics, and find they get in the way near the current fire, fishing traffic, doctors, and bored villagers. I would love to have the ability to either keep them enclosed or roaming free, as needed.

Because I chart all my families, I would like to be able to have all my children in one place to view sibling sets. Also, when a set of children all turn 14 I would like to find them quickly. I'm not envisioning a tiny pen here, but a moderate sized area. Imagine from the research table, to the pond, to the food box, to the huts, and around, (basically the circumference of the fire area). Some playground equipment, balls to kick on a little grassy area, a few trees, and a splash pond would fit. I'd be happy to watch them play tag and hide and seek in this area, but it would get them out of my hair when trying to manage my adult villagers. Others could just drag them out and let them roam anywhere if wanted. I just want the option to put them all somewhere, particularly with a village of 90 with 30 or so children.

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