Thanks guys, keep your thoughts and opinions coming. It seems the overwhelming opinion is to rather keep things as they are. I am a bit suprised at the hate for a spellcasting system - it is one of the most requested features. Maybe "spellcasting" is the wrong word. Would calling it a "wand customization system" sound better?
Wand customization sounds a lot better. Or maybe Seal Binding, or something like that - sort of incorporating the old seals into new wand functionality (preferable with an auto-use block of some sort xD)
Aura nodes need work. Too much work. I've been tinkering with them since I first released TC3 and they are STILL buggy as hell.
Well, can definately understand that. I would point out that the old tc2 chunk-based system could still be an option for some sort of "magic field". I do miss the worldgen fun of TC1, though, so perhaps some kind of combination there? As in, worldgenned nodes as described in the OP that increase the aura in nearby chunks?
Or, just scrap that whole part of it, like you mentioned. Vis does feel rather redundant now, as aspects have definately sort of taken over that role, and a prime use of the aspect enchanting could be charging wands with different aspects for the generic uses the "vis" wands provide now. Maybe Aura could just be made into a more important aspect (it seems strange how little use the actual Aura aspect gets in TC3.) My main concerns with that would be that the nodes are the focal points for the "bad stuff" - wisp spawns and so on, so that would need a new system; also, that enchanting wands with aspects would no doubt lead to people wondering why they cant just enchant a wand to pull aspects from directly in crafting, which would invalidate all of the awesome storage mechanics/aspect burning stuff that exists now. Making wands into "aspect batteries" would definately not be the way to go.
It's sad that it almost sounds like more of a Forge problem than anything else. Could try badgering CPW a bit to make a better way of saving data, too
<SoundLogic> Does anyone here like the spellcasting idea?
<Amos> Meh
<Amos> sorta
<Natalie> It needs some work
* flamedance58 shrugs.
<Amos> Sounds like Ars magica, Anyone else?
<Anbaric> I think it could be interesting. Charge a wand with a spell that you want, and keep it around.\
<flamedance58> Spell casting isn't quite the right word to use for it.
<Natalie> I want to see wands tailored specifically for certain classes and aspects of spells
<flamedance58> The spells are really just to replace all the wands.
<Anbaric> With additional charging required for enchantments.
<flamedance58> From what I heard that's about it.
<Natalie> I don't want to see the wands go away
<flamedance58> They aren't.
<Anbaric> Me niether.
<Natalie> The wands should be specialized conduits for the different spells
<flamedance58> You keep wands but you won't need to have a dozen wands for each spell effect
<Natalie> like, you should be allowed to cast any spell you know, selecting your primary and secondary spells to bind to a hotkey toggle
<Natalie> but they kinda suck without the right conduit
<Natalie> an apprentice wand should be pitiful at everything but basic spells
<SoundLogic> I wouldn't mind if you could store essentia in yourself, but it shouldn't be something about YOU. A machine that infuses you with essentia would be fine, but it should stay about the machines.
<Natalie> an earth wand should remove the penalties for casting earth-type spells
<Natalie> et cetera
<Anbaric> Remove? or lessen with levels?
<Natalie> neh
<Natalie> it's free for balancing
<Natalie> but the idea is that it should at some point remove that penalty
<Anbaric> Yeah, the Wand of the Thaumaturge.
<Natalie> (the penalty for casting with an unsuited conduit)
<Natalie> No, even then the max-level unaligned wand shouldn't remove the penalty
<Anbaric> And what about the possibility of a spell failing completely? Side effects?
<Natalie> We have three wand tiers currently
<Natalie> apprentice, adept, and thaumaturge
<Natalie> I want to see the wands capable of being augmented, say, twice
<Natalie> once each with two different aspects
<Natalie> twice with one aspect
<Natalie> once with an aspect and once with a miscellaneous modifier
<Natalie> etc
<Anbaric> 64 different combos
<Anbaric> Oh, modifiers too?
<Natalie> Stuff like "decreased casting time"
<Anbaric> Ah
<Natalie> or "long range"
To summarize this idea:
The ultimate summary: The three tiers of wand (Apprentice, Adept, and Thaumaturge) are the only wands. They are conduits for spells. Any spell can be cast by any wand, but certain wands or wand augmentations work better.
You may cast any spell you know at any time as long as you satisfy its requirements.
The most important requirement is any wand. You cannot cast without a Wand.
A spell has a primary element, assorted secondary elements, and a general Magic cost.
A spell's primary element is the Aspect most drained by using this spell, excluding Magic.
Casting a spell not of the Magic element with an unaugmented wand suffers a noticeable penalty, usually in effectiveness and casting time.
The three tiers of wands may be augmented:
A wand may be augmented twice.
A wand may be augmented twice with the same augmentation or once with two different augmentations.
A wand may be augmented with any Aspect other than Magic. (It automatically has the Magic Aspect until augmented with another Aspect.)
A wand may be augmented with a general effect, such as long range or decreased casting time or reduced Magic cost.
These augmentations should not be more effective than an elemental augmentation. They are intended for broad-spectrum improvement.
For example: An Adept's wand augmented twice with Life aspect would be useful for casting healing spells and combating non-resistant undead. (After all, Revive Kills Zombie.)
For example: An unaugmented Apprentice wand can cast any spell, but has an incredibly weak effectiveness. An unaugmented Thaumaturge wand can cast any spell, but is far more effective than the Apprentice wand.
For example: A wand augmented with Water and Fire is somewhat better than a wand not augmented at all at casting Water and Fire spells, but inferior compared to two wands, one double-augmented with Water and the other double-augmented with Fire.
What Natalie said in that log is pretty much what I was trying to get across above, though I didn't say it as well. As in, just ditch Vis and use aspects to handle the stuff all wands do now. So, +1 for that!
What Natalie said in that log is pretty much what I was trying to get across above, though I didn't say it as well. As in, just ditch Vis and use aspects to handle the stuff all wands do now. So, +1 for that!
Hi, I'm Natalie. Discussing this live in #thaumcraft. And thanks. ~<3
If people are so against spell casting instead of calling it 'wand customization' you could explain it as 'Channeling the inherent powers of aspects through your wand.' Or does that still sound to much like 'spell casting?'
Just a thought.
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Anyways, @Teetee, research is already puzzling enough - a real puzzle minigame would only become an annoyance and wouldn't really fit in Minecraft. Playing Bejewelled to unlock the secrets of the universe doesn't make much sense.
I completed the whole TC3 research tree without a single quarry or "electric" furnace. Animal farms are way more important than ores for it, as it turns out. Azanor can't balance the system around ridiculous stuff like ezmode quarries, and as I mentioned in another post, it actually provides a great USE for all the things you might dig up with one anyways. The game definately needs item sinks.
Imo, TC3 is best enjoyed by itself or with very select other mods. You can break anything with Buildcraft/Redpower. Forcing players to click through some silly minigame thing wouldn't help that at all.
One thing that came to my mind I think I wanted add to this as well:
Less Nether Stars please, its one of the worst mechanics in minecraft and now in more and more mods and no fun at all, I'd rather find all 3 strongholds than grinding skulls for ages :/ It feels like everyone balances their mod around having the soul shards mod installed.
Can definately agree to that - I hate Soul Shards with a passion. Maybe someday there will be an alternate way to summon the Wither (tons of evil flux?) - though people that use Quantum Suits/ Soul Shards might not appreciate it as much, the current alternative is brain-numbing.
On the other hand, building a vanilla wither skeleton farm is actually pretty rewarding, though it's extremely difficult without the BTW mod.
If you make a Thaumcraft 4, will you keep Brainy Zombies, wizard villagers, wisps and firebats? Will you keep all the blocks, items, structures and golems, along with adding new ones? Will you add Thaumic Slimes sometime soon?
I wanted to weigh in and say that I don't think another reboot is called for especially so soon. If you need to change some things like the aura nodes because they just aren't working I say go for it but ultimately I think TC3 is really good and I think just needs everything to be fleshed out. I like the aspects system as it is. I feel what you propose would take away from the current system of 'I need this rare aspect how can I get it most effeciently' and instead would just revolve around grinding/automating the basic aspect production. It is of course your mod and you can do with it what you wish but I can't seem to understand the continual desire to start over from scratch when you're just getting into things.
If you make a Thaumcraft 4, will you keep Brainy Zombies, wizard villagers, wisps and firebats? Will you keep all the blocks, items, structures and golems, along with adding new ones? Will you add Thaumic Slimes sometime soon?
I think you mean will Azanor add thaumic slimes back. They were in TC2. But I doubt 'everything' will be kept from TC3 into a 4th edition of the mod, simply because that's how iterations work.
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
I think that what Azanor should really work on is:
1. Increasing content. Yes, there is some, but it still seems kinda short term. Maybe more branches to create research routes.
2. Reducing resource cost for research and replacing it with something else. This prevents tech-mod automation making everything too easy.
3. Seed variation to everything. Where's the fun in researching something when you researched it already beforehand.
I'll explain that last one a little more.
If the aspects required for research and magic, as well as the aspects found in certain items changed, it'd mean that you can't learn everything about Thaumcraft beforehand. Similarly, if you added more branching to the tech-tree (More content needed), you could have some research appear in different places, so that you still can't clearly pick a route to some item you know exists- because it may have moved.
Anyone else feel the same way?
I don't quite agree with you last point. Aspects are the magical properties that make something what it is. So having them random doesn't seem right for aspect based research. Personally I like the ideas that came up in the TC3 thread a few days ago. I wouldn't be surprised if it also came up in IRC but basically it suggested that we have event based research. So that certain things in the environment triggered the ability to craft basic observations about the world and move towards a research that way.
Now if this did come up in IRC Azanor may have shared his thoughts on that way of doing it but I wouldn't know.
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Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Here is an example of what I am thinking of:
Some of the world-gen features I want to add is nodes that will be conceptually similar, but different from TC3 nodes. They will each be linked to a specific aspect and spawn in appropriate areas. Air nodes will only spawn somewhere high up, fire nodes only near lava, nature nodes only in the heart of jungles, etc. Like in TC3 they can only be seen while wearing goggles.
This.. Well, it's pretty much what I suggested, and it's awesome.
Unlike TC3 nodes they aren't passive sources of vis. Instead you will siphon their aspect from them to use for your own ends, but the amount of essentia they contain will be finite so they can be destroyed if you empty them. Maybe they will replenish very slowly over time, but the idea is that they are something that you will need to actively look for in the world.
As long as you contain this essence in tools, not yourself? Grand. Levelling up is passe and frankly I loathe it so much I've often wished you'd replace the vanilla enchanting system with a Thaumaturgical option. (A Config file that allows override of vanilla enchanting tables, XP, and Anvil mechanics, making these functions and enchantments available via thaumaturgical research)
Another point - spells will still require wands to cast and there will still be various types of wands. What will be changing will be that while there won't be a wand of fire, there might be a wand that reduces the cost of fire spells you cast with it.
Meh, just meh. IM (not so) HO, this is just getting all swords-and-sorcery. Steampunk Magic is what Thaumcraft feels like, and it's pretty amazing. And I generally *HATE* magic.. This one is win beyond win.
Spellcasting & RPG elements: ...okay. *twitch* This is something that raises an eyebrow. One great thing about Thaumcraft 1, 2 and 3 was fitting the Minecraft paradigm: No levels etc., just improving your tools.
Yes.. This.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
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A few thoughts:
Personally I don't particularly like the idea of an RPG like leveling system - that and the annoying mobs (not difficult, just annoying) are what prevent me from liking the Ars Magica mod.
I don't mind the aura system being replaced, but I would like to point out something. I remember one reason that you switched from the liquid Vis system in TC2 being that it was basically just another form of EMC from EE2. Although the system you proposed is a bit different, there still is the issue that resources = energy. I don't know if this is a big deal to you but I would just like to point it out.
One thing I would like to see is more blocks that work together functionally. I know you wanted to get away from the tech mod aspects, but Iunno.
Also, I do love the Magicpunk aspects of the mod, I would like to see more of them.
what makes thaumcraft really special too me is the feeling it gives you. Being able to work magic without being a mage and all those device and gadgets make your mod really stand out. i don't won't this mod to became another magic mod , there are enough of those and some are really well made but this is your work Azanor so you decide .. as long the main focus of the mod is the "magi-punk" as you called it i'm more than happy to see something new
cheers!
I never really meant 'random'
What I meant was more along the lines of subtle differences between say, Flos and Herba. They're similar, but the player would still not get the aspect immediately every time.
The problem is that in order to not end up with just a few difference aspects to test Azanor would have to actually increase the number of aspects that all are very similar. Which he has already said he wants to do the opposite. Not to mention that this way would just lead to the wiki having a list of all possible aspects used for a certain research. So he only way to have this approach work in a viable way would be to have Ars Magica style randomization. (I actually discussed this on the TC3 thread during the short discussion on new research methods.) But the point remains that Ars Magica's randomization works because the runes you use aren't connected to any certain magical property. They are just colored after all. So any kind of aspect based research is resistent to any real attempts at randomization of any kind.
what makes thaumcraft really special too me is the feeling it gives you. Being able to work magic without being a mage and all those device and gadgets make your mod really stand out. i don't won't this mod to became another magic mod , there are enough of those and some are really well made but this is your work Azanor so you decide .. as long the main focus of the mod is the "magi-punk" as you called it i'm more than happy to see something new
cheers!
I'm sure Azanor's intention is just to make his magi-punk mod a little more balanced between the magi and punk aspect. Right now the steampunk-esque parts of the mod are solid (for the most part, improvements can be made), but the magic parts are a bit lacking.
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
For many of these ideas, I can only say that I am interested to see how they would go. However, I'm definitely down with a new research system. I previously suggested research for T3 that would let you create a magic "summoning circle" and bring Wisps (or and even higher tier of Wisp that I dubbed "Eidolons") into being so that you could gain research by studying them, generating theoretically infinite research points by interacting with them, with the caveat that they would also be producing flux and trying to break your wards to attack you while you did so. I believe that this, or any other kind of more "active" research system would make the process more engaging, as I often have found the T3 system to become tedious...especially since there is no way to denote which available research you wish to pursue, leading to situations whereI would become stalled on one avenue of research and put it aside to work on something else I hadn't unlocked yet, only to find that I was producing another sheet for the same theory due to random selection and having accidentally picked an aspect that the first theory also had when looking for something new.
One thing that might be interesting, if the spells are separated into multiple categories, perhaps each could have its own type of research? For example (and these are just ideas)...
Spellcasting: The research system I described above involving containing and studying Wisps and Eidolons (multi-aspect Wisps). You learn to manipulate raw magical energy by studying how beings who are naturally capable of controlling it focus their power.
Artifice: The art of manipulating magic through machines and alchemy would be much as it is now, but perhaps with a greater complexity than merely dissecting things to see what's inside them. You would reduce thing to simple components, learn something about them in the process, then try combining items and raw elements in different ways to learn even more, all through a number of machines and stations: Like a Calcinator that reduces things to ashes, a Crucible that melts them together, a Mill to cut and grind, a Centrifuge to separate, or even a tinkering table to mix and splice bits together. Sometimes things would explode, or inflict status effects, or otherwise backfire. This would be a more haphazard research, with every action fuelling progress to multiple discoveries, which in turn pave the way for even more, but based on hints gleaned through the process, one could figure out which steps will lead towards the specific results they seek.
Short version; Artifice would be based on experimentation. Studying how things react to being processed and combined in different ways gives general knowledge, which applies to more than one thing. As you learn more, you narrow it down, and discover something. Then you go back and try other experiments, and learn something else, and repeat. Somewhere along the way, what you learn lead to even more avenues research, and new discoveries, continuing the cycle. Sometimes there is a risk of mishap, but the more you learn, the more clues you gain to what else is possible.
Example; Studying charcoal builds towards knowledge to fabricating simple resources (gunpowder and blaze powder, for this example). Discovering these further unlocks the possibility of discovering Alumentium and Nitor, maybe even synthesizing Redstone and Glowstone. Learning to make Alumentium opens the way to Arcane Singularities or the like, and so on.
Eldritch: To learn the ancient secrets of the creatures beyond the stars would take exploration. The Old Ones do not come to the Thaumaturgist, but rather they must seek out the ancient and secret places hidden about the earth, uncovering forbidden tomes and offering the right sacrifices in secret and forgotten shrines. Only then will they be "favoured" with the reality twisting knowledge of that which men were not meant to know, giving them the means to seek even greater knowledge as they break free of the confines of the known world and travel to distant and twisted realms in search of ever greater secrets (e.g. travelling the Nether, End, and maybe (a)new dimension(s) for higher-tier research). Yet, they must be ever wary, lest the knowledge they seek prove too much for them, and be their undoing.
Sorry if this has been asked before, but does this mean you'll shift your attention over from TC3 to this? I know from my own experience that once I get the idea juices flowing, I tend to lose motivation on whatever I was doing before, and I don't want TC3 to become something half-assed you do while you just keep thinking of what you actually do want to do. If you want to ditch TC3 and get to work on TC4, then I encourage that you do just that. It'll be hard with no TC3 updates in a while, but I know it'll be worth it.
One other thing (that I probably already know the answer to) Is it possible we'll be able to play our TC3 worlds on TC4, if it's made?
I think I may have confused people a bit by calling this TC 4. In reality I was aiming more for TC 3.1.
TC1 -> TC2 -> TC3 were basically three different mods with thematic similarities.
TC4 (or TC3.1) would just be TC3 with the dents knocked out and the scratches polished away. Assuming I go ahead with this I will try my best to preserve peoples worlds so it might even be possible to continue using your current saves. No promises though.
Either way, this thread is serving its purpose. I'm getting peoples opinions and thoughts which will allow me to decide what I will do and even if something needs doing.
Sorry if this has been asked before, but does this mean you'll shift your attention over from TC3 to this? I know from my own experience that once I get the idea juices flowing, I tend to lose motivation on whatever I was doing before, and I don't want TC3 to become something half-assed you do while you just keep thinking of what you actually do want to do. If you want to ditch TC3 and get to work on TC4, then I'll support your decision and await the results.
One other thing (that I probably already know the answer to) Is it possible we'll be able to play our TC3 worlds on TC4, if it's made?
*edit*
Ninja'd by the man himself. (mostly. I was just conjecturing(?) anyways.)
Humanity is the creation of Logic and Emotion, Calculation and Imagination, Cold Analysis and Blind Faith. This is why I believe it is a strange Human that would prize one while shunning the other. For a calculator can do math just as well as you, but a calculator can not use math to make the world a better place.
Wand customization sounds a lot better. Or maybe Seal Binding, or something like that - sort of incorporating the old seals into new wand functionality (preferable with an auto-use block of some sort xD)
Well, can definately understand that. I would point out that the old tc2 chunk-based system could still be an option for some sort of "magic field". I do miss the worldgen fun of TC1, though, so perhaps some kind of combination there? As in, worldgenned nodes as described in the OP that increase the aura in nearby chunks?
Or, just scrap that whole part of it, like you mentioned. Vis does feel rather redundant now, as aspects have definately sort of taken over that role, and a prime use of the aspect enchanting could be charging wands with different aspects for the generic uses the "vis" wands provide now. Maybe Aura could just be made into a more important aspect (it seems strange how little use the actual Aura aspect gets in TC3.) My main concerns with that would be that the nodes are the focal points for the "bad stuff" - wisp spawns and so on, so that would need a new system; also, that enchanting wands with aspects would no doubt lead to people wondering why they cant just enchant a wand to pull aspects from directly in crafting, which would invalidate all of the awesome storage mechanics/aspect burning stuff that exists now. Making wands into "aspect batteries" would definately not be the way to go.
It's sad that it almost sounds like more of a Forge problem than anything else. Could try badgering CPW a bit to make a better way of saving data, too
To summarize this idea:
Thoughts? ~<3
Hi, I'm Natalie. Discussing this live in #thaumcraft. And thanks. ~<3
If people are so against spell casting instead of calling it 'wand customization' you could explain it as 'Channeling the inherent powers of aspects through your wand.' Or does that still sound to much like 'spell casting?'
Just a thought.
Anyways, @Teetee, research is already puzzling enough - a real puzzle minigame would only become an annoyance and wouldn't really fit in Minecraft. Playing Bejewelled to unlock the secrets of the universe doesn't make much sense.
Imo, TC3 is best enjoyed by itself or with very select other mods. You can break anything with Buildcraft/Redpower. Forcing players to click through some silly minigame thing wouldn't help that at all.
Can definately agree to that - I hate Soul Shards with a passion. Maybe someday there will be an alternate way to summon the Wither (tons of evil flux?) - though people that use Quantum Suits/ Soul Shards might not appreciate it as much, the current alternative is brain-numbing.
On the other hand, building a vanilla wither skeleton farm is actually pretty rewarding, though it's extremely difficult without the BTW mod.
I think you mean will Azanor add thaumic slimes back. They were in TC2. But I doubt 'everything' will be kept from TC3 into a 4th edition of the mod, simply because that's how iterations work.
I don't quite agree with you last point. Aspects are the magical properties that make something what it is. So having them random doesn't seem right for aspect based research. Personally I like the ideas that came up in the TC3 thread a few days ago. I wouldn't be surprised if it also came up in IRC but basically it suggested that we have event based research. So that certain things in the environment triggered the ability to craft basic observations about the world and move towards a research that way.
Now if this did come up in IRC Azanor may have shared his thoughts on that way of doing it but I wouldn't know.
This.. Well, it's pretty much what I suggested, and it's awesome.
As long as you contain this essence in tools, not yourself? Grand. Levelling up is passe and frankly I loathe it so much I've often wished you'd replace the vanilla enchanting system with a Thaumaturgical option. (A Config file that allows override of vanilla enchanting tables, XP, and Anvil mechanics, making these functions and enchantments available via thaumaturgical research)
Meh, just meh. IM (not so) HO, this is just getting all swords-and-sorcery. Steampunk Magic is what Thaumcraft feels like, and it's pretty amazing. And I generally *HATE* magic.. This one is win beyond win.
Spellcasting & RPG elements: ...okay. *twitch* This is something that raises an eyebrow. One great thing about Thaumcraft 1, 2 and 3 was fitting the Minecraft paradigm: No levels etc., just improving your tools.
Yes.. This.
Personally I don't particularly like the idea of an RPG like leveling system - that and the annoying mobs (not difficult, just annoying) are what prevent me from liking the Ars Magica mod.
I don't mind the aura system being replaced, but I would like to point out something. I remember one reason that you switched from the liquid Vis system in TC2 being that it was basically just another form of EMC from EE2. Although the system you proposed is a bit different, there still is the issue that resources = energy. I don't know if this is a big deal to you but I would just like to point it out.
One thing I would like to see is more blocks that work together functionally. I know you wanted to get away from the tech mod aspects, but Iunno.
Also, I do love the Magicpunk aspects of the mod, I would like to see more of them.
Profile pic by Cheshirette c:
cheers!
The problem is that in order to not end up with just a few difference aspects to test Azanor would have to actually increase the number of aspects that all are very similar. Which he has already said he wants to do the opposite. Not to mention that this way would just lead to the wiki having a list of all possible aspects used for a certain research. So he only way to have this approach work in a viable way would be to have Ars Magica style randomization. (I actually discussed this on the TC3 thread during the short discussion on new research methods.) But the point remains that Ars Magica's randomization works because the runes you use aren't connected to any certain magical property. They are just colored after all. So any kind of aspect based research is resistent to any real attempts at randomization of any kind.
I'm sure Azanor's intention is just to make his magi-punk mod a little more balanced between the magi and punk aspect. Right now the steampunk-esque parts of the mod are solid (for the most part, improvements can be made), but the magic parts are a bit lacking.
One thing that might be interesting, if the spells are separated into multiple categories, perhaps each could have its own type of research? For example (and these are just ideas)...
One other thing (that I probably already know the answer to) Is it possible we'll be able to play our TC3 worlds on TC4, if it's made?
It's better to ask a stupid question than not knowing the answer.
TC1 -> TC2 -> TC3 were basically three different mods with thematic similarities.
TC4 (or TC3.1) would just be TC3 with the dents knocked out and the scratches polished away. Assuming I go ahead with this I will try my best to preserve peoples worlds so it might even be possible to continue using your current saves. No promises though.
Either way, this thread is serving its purpose. I'm getting peoples opinions and thoughts which will allow me to decide what I will do and even if something needs doing.
*edit*
Ninja'd by the man himself. (mostly. I was just conjecturing(?) anyways.)