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Other Games / Re: Really complex games?
« on: November 01, 2016, 01:42:31 pm »
Try the Silent Hunter series. Manual computation of heading, bearing and torpedo attacks.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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That's racist. Ples don kil meh
Speciest actually /pedant
Is there any point (other than redundancy in case of their death) in taking a back-up medic with you on expeditions? And does having more heavily wounded people make the medic's job harder? Even after >10 hours I honestly can't tell.
Spoiler: Hag (click to show/hide)
So I've been playing this game for a while, and have been having trouble actually obtaining more people overall. Is there any tips beyond just spamming as many settlement buildings in those areas until it produces people?
The tutorial missions give small stacks of some good materials (or maybe I've just been lucky). You might be tempted to hoard those, but I'd heartily suggest using those materials (or anything else you get through events/etc early on) to make good gear right out the gate. Thanks to how the crafting system is designed, hoarding rare materials isn't as useful as it is in some games.
For example, pick up the 1-handed blade recipe as one of your first techs and pump a few chunks of mithril (I got some from the tutorial) into a sword. A mithril sword + any old shield is a pretty solid all-rounder choice, and mithril blades are light. Decent in the front line, and all that shielding can be used from the support line.
Later on, I've found crossbows to be a decent investment. While bows are often so weak as to be dead weight, crossbows aren't much heavier and help flesh out the support line (in combat, ranged attack is used by the support line to buff the attack of a combatant). Can be reasonably cheap, too - iron & string yields 50 weight, 7 ranged attack. Works well buffing a blunt weapon user, as the ranged attack buff becomes blunt damage.
Don't be afraid to use the non-lethal options, and when using non-lethal don't be afraid to use autoresolve (as long as you're not playing iron man, I suppose). The autoresolve is pretty iffy in regular combat, but the lack of wounds/casualties from non-lethal options means you're fine as long as it wins (and it's not too bad about winning).
They list this as a feature:
Rewards and unlocks that carry on to the next playthrough, encouraging replayability
Any examples?
You select a god when starting a new game, and when you end a game this god gets experience that unlocks permanent benefits for your tribe the next time you play that god.
I can only see a few abilities, so I don't know how powerful they become, but my two starting gods are ok different and I expect they become more specialized with additional unlocks.
I think the unlock system works very well in this game. Mistakes can be crushing, - but this way 'loosing is fun' and you are encuraged to start a new game.
Just noticed that lava counts as "nearby fire" for cooking. Neat. Guess I'll have to build a base near this lava chasm. Later on. After I can take on the few thousand zombies near it. And it is harder than it sounds to get them trudging through the lava.
Eh, you can check footage of the combat. It's... not really a card game -- there's no randomness, drawing, etc., so far as I could tell -- it's just using cards to represent characters. Presumably to give a simple visual representation of turn order and whatnot, without having to bother with fancy graphics.
... which is probably the reason why card-based stuff is common nowadays. It's generally a lot easier to make art assets for 'em. Plus you've got built in expectations (booster packs, etc., which thea at least seems to mercifully lack) you can pattern (some of) your monetization options off of. They do tend to be lazily implemented, but that's kinda' true for... whatever, card based or not.