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Eschatos posted:Specifically, set the global option for it so you don't have to toggle it on every woodcutter every game. How? I've been doing it on every woodcutter and it would be wonderful if there was a way to make that less tedious.
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# ? Jan 19, 2023 19:53 |
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# ? May 5, 2024 20:23 |
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LLSix posted:How? I've been doing it on every woodcutter and it would be wonderful if there was a way to make that less tedious.
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# ? Jan 19, 2023 20:06 |
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CuddleCryptid posted:I'm sure that every dev takes the stance that what they did with the game is designed to be good, but it wasn't fun for me for the reasons I explained. I agree, the tutorial does a great job of teaching the basic concepts of how to play the game but a really bad job on showing why you should care. The tutorial maps are hell for anyone already familiar with worker placement mechanics.
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# ? Jan 19, 2023 20:08 |
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A tutorial revamp wouldn't go amiss. Also maybe like some pop up tips reminding players what the alternate view keys are, which I didn't know was a thing until I watched a Youtuber play.
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# ? Jan 19, 2023 20:10 |
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CuddleCryptid posted:Correct, I meant it more in the sense of not blowing the first 40 wood you get on making houses, especially if you have species housing unlocked. The Simplified And Understandable early game instilled in me that as the primary source of resolve until you can cobble together better food you had to throw up houses immediately, but after a bit I realized it wasn't actually doing anything since +3 isn't enough to cover anything but the basic storm debuff. I'm inclined to agree there can be some frustrations in the first handfull of hours when you narrowly miss a build you thought you had because of things not unlocked yet. But its got a point acclimating you to not having species housing or ranches and other buildings that would seem essential in any other city builder or RTS because you often have more impactful building drafts or places to throw planks and tools even once those are unlocked. Like you're reporting on the idea you don't need housing right away, this is exactly why the unlock is there to make you figure it out. Its less obvious than the tooltip in the resolve summary and less useful than complex foods that can get you through certain storm conditions or glades but there is plenty of synergy between all 4 races. 'Everybody eat meat, ez peazy' is missing all the resolve you can manage by staffing the supply chain with people who don't get the final product buff but do enjoy their workplace enough to maybe not leave during storm.
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# ? Jan 19, 2023 20:21 |
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That's one thing to note that took me a while to figure out - each race has one job they're good at (they get a gear portrait) and one that makes them happy (they get a glowy portrait). There's not a lot of buildings that leave you choosing between one or the other, but it's worth keeping in mind that they don't have the same bonuses.
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# ? Jan 19, 2023 20:43 |
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FWIW, I've been playing on Pioneer for over 400 hours and have enjoyed (nearly) every moment. I have all of the upgrades except the new ones (and don't want those anyway) and am at 16. While others certainly want more of a challenge than I do, I point this out to say you don't HAVE TO go up in difficulty to enjoy the game.
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# ? Jan 19, 2023 20:54 |
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New update is definitely more fun than the old Blightrot mechanic. It also got me my win on Prestige 10, which kind of felt like cheating. e: CuddleCryptid posted:A few tips for the thread that I'm sure most people already know but really helped me This also means: A lizard as the firekeeper does absolutely nothing, unless you need the one extra resolve Tamba fucked around with this message at 21:06 on Jan 19, 2023 |
# ? Jan 19, 2023 21:02 |
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Tamba posted:New update is definitely more fun than the old Blightrot mechanic. It also got me my win on Prestige 10, which kind of felt like cheating. It's one extra resolve to everyone though - the meter on the UI is just an average, each settler individually has their own resolve. For some of them, that one resolve might well be all the difference.
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# ? Jan 19, 2023 21:19 |
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Harpies still have the best firekeeper bonus, with the increased carry load.
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# ? Jan 19, 2023 21:22 |
SettingSun posted:Harpies still have the best firekeeper bonus, with the increased carry load. 100%. If you're relying on beaver firekeepers to keep your economy going you're already doomed
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# ? Jan 19, 2023 21:28 |
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Tenebrais posted:It's one extra resolve to everyone though - the meter on the UI is just an average, each settler individually has their own resolve. For some of them, that one resolve might well be all the difference. It still only increases the average resolve by 1, which is the number that matters. People won't leave if their individual resolve is below 0.
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# ? Jan 19, 2023 21:36 |
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LLSix posted:How? I've been doing it on every woodcutter and it would be wonderful if there was a way to make that less tedious. Besides the options menu default setting, shift-clicking on an option also sets that for all the other woodcutters as well.
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# ? Jan 19, 2023 21:49 |
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CuddleCryptid posted:While that's true, you also frequently run into the situation in the early game where you're given options with no rerolls and end up going "well I have the ability to make all three of my species 70% happy but because i lack the sustainability afforded by later unlocks I have to be very careful with my resources and make sure that I give resources in bursts to maximize their happiness so long as the resource holds out". Luxury housing gives only 3 resolve max, that's not worth a blueprint imo
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# ? Jan 19, 2023 23:23 |
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LLSix posted:How? I've been doing it on every woodcutter and it would be wonderful if there was a way to make that less tedious. This right here: Other crucial settings in my opinion:
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# ? Jan 19, 2023 23:25 |
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CuddleCryptid posted:100%. If you're relying on beaver firekeepers to keep your economy going you're already doomed Beavers have a role year one to get more mileage out of your starting coal. Walk distances are still small so harpy bonus is less impactful, too. Humans are the least used firekeeper species for me by far.
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# ? Jan 19, 2023 23:29 |
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Still new but i am unreasonably upset that "rainpunk" use geysers.
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# ? Jan 19, 2023 23:39 |
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Kris xK posted:Still new but i am unreasonably upset that "rainpunk" use geysers. ??? Where did you think rain comes from.
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# ? Jan 20, 2023 01:49 |
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Prior to this geyser thing, were there really any strategy decisions involving drizzle/clearance seasons? I know some effects apply only to one (usually drizzle) but anything like "don't start a farm/plantation in clearance because it won't produce" etc? I've largely just ignored the passing of seasons, besides Storm.
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# ? Jan 20, 2023 01:55 |
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SettingSun posted:Harpies still have the best firekeeper bonus, with the increased carry load. eh humans completely gutting impatience is generally going to be really valuable
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# ? Jan 20, 2023 01:56 |
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Google Jeb Bush posted:eh humans completely gutting impatience is generally going to be really valuable
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# ? Jan 20, 2023 02:06 |
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Ryaath posted:Prior to this geyser thing, were there really any strategy decisions involving drizzle/clearance seasons? I know some effects apply only to one (usually drizzle) but anything like "don't start a farm/plantation in clearance because it won't produce" etc? I've largely just ignored the passing of seasons, besides Storm. Yeah drizzle gets a bonus event like the storm gets negative events. Usually not impactful but some of them are.
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# ? Jan 20, 2023 02:24 |
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I like the one that gives extra charges to deposits discovered in glades during the drizzle season
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# ? Jan 20, 2023 03:11 |
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Harpy Firekeeper carry bonus is really nice, same reason market is generally an instant pick no matter my overall strategy that map. 20 carry cap vs 5 base might as well be +50% output for some buildings. Harpies are also by far the best race for resolve. Yes they are hard to keep happy early, but their target only goes up by 2 per favor generated.
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# ? Jan 20, 2023 04:05 |
The concept of the rain types being actually different waters instead of just volume of rain, as implied by the geysers, has some nightmarish implications about the water cycle of the area. What must the water table even look like?
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# ? Jan 20, 2023 13:42 |
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CuddleCryptid posted:The concept of the rain types being actually different waters instead of just volume of rain, as implied by the geysers, has some nightmarish implications about the water cycle of the area. What must the water table even look like?
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# ? Jan 20, 2023 13:53 |
Splicer posted:The water cycle features a civilisation-destroying event known as "The Blightstorm" every few decades so I'm going to say it's pretty bad. Yeah but that's just a really strong hurricane. Every 15 days a storm tries to flatten everything, that's life in the Pacific. They just have a Tsar that can block rain with magic here so they don't bother building anything to last. VVV oh right, sorry, I should have said the Gulf of Mexico instead. I've seen the bayou I know what it's like CuddleCryptid fucked around with this message at 15:03 on Jan 20, 2023 |
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# ? Jan 20, 2023 14:12 |
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CuddleCryptid posted:Yeah but that's just a really strong hurricane. Every 15 days a storm tries to flatten everything, that's life in the Pacific. They just have a Tsar that can block rain with magic here so they don't bother building anything to last.
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# ? Jan 20, 2023 14:26 |
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If you don't use geysers you can just ignore blightroot now it looks like?
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# ? Jan 20, 2023 15:33 |
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Sandweed posted:If you don't use geysers you can just ignore blightroot now it looks like? Unless an event messes with you probably. But as I mentioned before they increased the production times across every single building to compensate for their use.
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# ? Jan 20, 2023 15:35 |
Sandweed posted:If you don't use geysers you can just ignore blightroot now it looks like? Pretty much. I did a run last night where I had one place using it but other than that left it alone and had a 5% corruption by the end of the game. I don't mind fighting corruption but since it requires you to use up piping to install the pumps I generally just left it alone. That's a lot of resources to get a moderately increased yield. I think production rate is going to be the biggest draw, but if you don't have an overwhelming amount of the raw materials then it's kind of not worth the pipes. I don't really understand the choice to do geysers instead of just having the buildings work like the rain collected, but I guess they wanted to make small glades more valuable since dangerous glades tend to pay out more. It just seems weird to require piping when you would think what stops you from running the rain in every building is the corruption mechanic. CuddleCryptid fucked around with this message at 15:50 on Jan 20, 2023 |
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# ? Jan 20, 2023 15:43 |
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Just finished my first timed order of this map with 0 seconds remaining
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# ? Jan 20, 2023 16:44 |
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So everyone knows, a lot of these big changes go through the experimental branch first and they're very open to feedback. The camps update was going to be completely different but everyone gave the feedback of "this sucks change it" and they did, and the camps change came about in the first place because people were saying camps were frustrating. So if you're not feeling the new blightrot changes do hop on and say why. "It doesn't feel worth the copper and dew" or "It's too hard to get copper and dew for the pipes" is absolutely feedback they'd like to hear.
Splicer fucked around with this message at 16:50 on Jan 20, 2023 |
# ? Jan 20, 2023 16:47 |
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Splicer posted:So everyone knows, a lot of these big changes go through the experimental branch first and they're very open to feedback. The camps update was going to be completely different but everyone gave the feedback of "this sucks change it" and they did, and the camps change came about in the first place because people were saying camps were frustrating. So if you're not feeling the new blightrot changes do hop on and say why. "It doesn't feel worth the copper and dew" or "It's too hard to get copper and dew for the pipes" is absolutely feedback they'd like to hear. I don't understand how to hook them up and yes I do wonder if there's enough chance to get both the raw copper and a building to make copper bars in the game. I know you can also buy copper but that seems like a band aid. At any rate, if someone can explain or point to a video that explains how to hook up the geysers with buildings I'd much appreciate it.
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# ? Jan 20, 2023 17:03 |
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Yeah it feels like maybe one in five games I actually have a copper supply.
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# ? Jan 20, 2023 17:09 |
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I haven't even unlocked the ability to use the geysers yet so I wonder if the lowered productivity on the buildings is hurting me. I do feel like my games last night took forever.
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# ? Jan 20, 2023 17:22 |
Mayveena posted:I don't understand how to hook them up and yes I do wonder if there's enough chance to get both the raw copper and a building to make copper bars in the game. I know you can also buy copper but that seems like a band aid. At any rate, if someone can explain or point to a video that explains how to hook up the geysers with buildings I'd much appreciate it. The basic gist is 1. Build a pump on a geyser and staff it to start building up a fluid. 2. Go to a production building that can use that color fluid; essentially all the buildings that refine materials. On the info screen there's several tabs on the top; you'll go to the third (?) one which replaced the corruption tab. It'll prompt you to spend pipes to install the pump at that location. 3. Once the pipes are installed you'll get access to two dials. One spends water to increase productivity, one spends it to increase worker resolve. Set those however you want them and it'll feed continuously so long as the global pool of water holds out. However you won't be able to install it in more than one or two buildings without investing copper in new pipes, if you even have it, which is the primary issue right now. CuddleCryptid fucked around with this message at 17:38 on Jan 20, 2023 |
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# ? Jan 20, 2023 17:34 |
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I haven't had a chance to try the new system yet, but I'm a little worried they're also stretching your building labor and staffing labor pretty thin with a new demand like this? Like, I get that I'm not great at the game but I already feel like I never have enough meeples to staff and build everything timely. (I'm also concerned about the impact on folks who haven't unlocked it yet.)
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# ? Jan 20, 2023 18:00 |
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Arcturas posted:I haven't had a chance to try the new system yet, but I'm a little worried they're also stretching your building labor and staffing labor pretty thin with a new demand like this? Like, I get that I'm not great at the game but I already feel like I never have enough meeples to staff and build everything timely. I've been playing at 2x and 3x speed just so my individual games don't take over 2 hours.
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# ? Jan 20, 2023 18:11 |
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# ? May 5, 2024 20:23 |
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CuddleCryptid posted:The basic gist is My problem is that even after I seemingly install the pipes nothing works. So clearly I'm somehow installing the pipes wrong, even though it looks like they connect.
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# ? Jan 20, 2023 18:17 |