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Messages - Knight of Fools

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121
The best way to "get over" a girl is to work on making yourself someone that other girls will feel attracted to. More importantly, it'll make you into someone that you feel like girls will feel attracted to. You need to find something to distract yourself from thinking about all the stuff that brings you down and focus on doing things that'll bring you back up - Both in your own eyes and in the eyes of others. You sound like you've got some self confidence issues, and that's alright. Once you admit it you can take steps towards fixing it.

I know you're asking for advice on getting over a girl, but bear with me. A lot of "getting over" someone is becoming a better person and learning from the experience. Not everyone you reach out to is going to reach back, but you should do everything you can to be someone that folks are willing to reach out to. Think of the kind of girl you want - Not specifically her, just some general idea of the interests, looks, and personality a girl you see yourself being attracted to. Now think of what she'd be attracted to. Try to become that person. If you can't, it's time to reevaluate your expectations. A lot of guys dream of a girl that's going to show up and "fix" him. If you have that daydream, throw it out the window. Maybe go outside and bury it for good measure. Those girls only exist in Hollywood.

So here's what you do:


You gotta work on your appearance.

Exercise regularly and with energy. Spring's coming up, so this should get easier as the weather warms up. Don't feel nervous about going to a gym; as long as you educate yourself on proper exercise practices no one's going to make fun of you. In my experience they're more likely to come over and give you advice.

Get a haircut, and figure out how to style your hair. This means taking time to use conditioners, combs, and styling gels to make it look nice and get it under control. Even if you decide to let it hang you should do what you can to make it look nice. Handle any other appearance issues that you have. Google is your friend.

Find some clothes that look good on you. If you're skinny, you may need to special order something from a website. A lot of clothing companies have thin fits, but they don't carry them in-store. If you're tall, the same companies usually have tall variations, but they tend to cost more. Here's a handy guide for tall/skinny folks. If you're not tall and/or skinny, lucky you! You're all ready to start building muscle and don't have to worry about special order clothes, and discount options like thrift shops and clearance racks are viable options. Either way, read up on modern style and figure out what works for you. If you have a friend who's moderately familiar with fashion, ask them for advice.

Expanding on that, keep your house/room/apartment/whatever clean. If you've got any control over the decorations, it's time to think about what a girl might think when she sees them. I used to have about twenty figurines statues and posters of dragons spread around my room. Leftovers from my childhood... ten years ago. One day I realized, "Wow, if hell freezes over and I get a girl in here, she's going to nope her way right back out the other direction." Try not to have more than one or two decorations that might make someone think you're less mature than you really are.


Next, you gotta learn.

Eat healthier. Learn to cook well. More than just eggs and sandwiches, man! Learning to cook is amazing, because making a good meal for a girl is great 3rd or 4th date material. Learn some basic meals, get a crock pot and learn to appreciate it for the wonderful tool it is. Worst case scenario, you'll be eating better and packing some delicious meals.

Develop a healthy hobby. Draw, write, paint, design games, learn guitar, whatever. The important thing here is that you're doing something that's primarily creative at its core but physical enough for you to appreciate. Whatever you decide to do, you'll probably suck at first, but every artist has a thousand bad paintings/stories/songs to get out of the way before they finally get to the good stuff. Don't let the journey wear you down. Practice your hobby daily. Everyone likes someone who's creative, but it's a muscle you have to work like everyone else.

Gain a skill. In the world of the Internet, this is incredibly easy. Programming, IT support, and just about anything you can think of is documented thoroughly somewhere on the Internet. If the Internet fails you, start looking into universities with decent online courses, or local universities if they have the courses you want. Eventually you'll have a skill you can market, and if it's something like Programming you can fiddle around with it in your spare time and maybe make a couple of bucks that way. If you already have a marketable skill, great! Become an expert in your field. You want to become such an asset to whatever company that wants to hire you that they don't dare dream of losing you. Having a steady, well-paying job is attractive in its own way, but you're going to have to put effort into whatever field you decide to go into.

Don't procrastinate because you're getting a late start - A late start is a heck of a lot better than no start, and from the sounds of it, you aren't even in your thirties. You've got a long life ahead of you. Work hard and learn stuff so you'll have a better future, even if it's only going to pay off a few years from now. Life is an investment, so you're going to have to make some deposits.


Finally and most important of all: Love life and love what you do. Love what you are, and become what you love. Self confidence and passion together are more attractive than anything physical, and you'll be a better and happier person. If there's something that makes you unhappy in life, work towards fixing that problem, mitigating it, or learning to deal with it emotionally. It's not going to go away on its own and you'll be a better person for it.

Do your best to put your feelings for her on a shelf. You may never be entirely able to erase your feelings for a girl, but you can mitigate the problem by moving on with your life and making yourself into someone that both you and someone else can love. Look at it objectively. If she really is a bitch, do you think a relationship between you two would work out? Could you be happy in such a relationship? Unless they're gunning for the girl, your friends are looking out for you. Don't make the mistake of distancing their advice.

Best of luck.


Edit: Sheesh, sorry that came out so long. I'm not very good at short and sweet.

122
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 22, 2014, 02:07:54 am »
Gatherers are a huge boon to adding variety to your food supply early on. Gathering and chickens are the only food sources that produce more than one food type from a single source.


Some other stuff I've found:

- 13x13 is the easiest to remember and most efficient use of space for orchards and only requires two workers. Food trees take up a 2x3 area unless they're at one of the edges. If you use a measurement that doesn't take advantage of that final row of orchard, that area is just wasted space. Annoyingly, you can't reform them to take up 3x2 areas, so making two different non-square rectangular fields could potentially result in wasted space, even if one of them is perfect.

Spoiler: Example (click to show/hide)

They take up the same amount of space and require the same number of workers, but yield different amounts of trees. Note the hanging empty area to the side of the 5x7 orchard. You could make it a 4x7 and make it just as efficient, production wise, with the benefit of taking up less space.

I'd like to see orchards reworked so you don't have to fiddle with this. Just give trees a 2x2 or 3x3 space instead of a 2x3 space and/or restrict the sizes so you can only make orchards of optimal dimensions and call it a day.

Also, it would be awesome if you could see how many workers a field would need to be optimal as you're drawing its bounds. Would definitely take a lot of the guesswork out of oddly shaped fields.


- Individual 7x7 plots are the largest a single worker can manage. If space and/or variety of food is an issue, you can plop down several of these and four of them produce nearly as much food per square as a fully staffed 15x15 area. They fit almost anywhere and potentially produce four times the variety as a single, larger field. I wouldn't recommend using the minimum 4x4 fields unless you're desperate or have a massive idle population. They produce next to nothing.

Also, since we're on the topic: Space starts becoming an issue in the mid-to-late-game, even on larger maps. Expanding your village means people spending time travelling between hamlets, resulting in time lost and even potential deaths from the commute (Though dropping stone roads seems to help quite a bit). This goes for having production further from your city center, and having four 15x15 fields for four workers may earn you more net food, but it'll take up a lot more space and will earn less food per acreage. So when you have 300 people and there isn't much else to do with them, you might as well increase the efficiency of the space you have by having more workers work less space.


- Trading goods seems to be the key to unlock more stuff when traders stop by. After automatically trading for stone for almost 50 years, Goods and Food Merchants bring around 30k units of food every trip. Resource Merchants bring about 5k units of Stone, Coal, and Iron. The only downside at the moment to trying to make an industry based village is the lack of variety and value in trade goods. Firewood remains the tool of choice for running the market.

I'd really like to see more luxury goods, like pottery, artwork, metal crafts, and the like.


- Speaking of trading, it's possible to devalue your goods, but it only affects one merchant at a time and requires you to sell a LOT of a particular good. I sold a few thousand units worth of firewood to a Goods Merchant a while back, and the value of firewood went down from 4 to 3, but only with that particular merchant at that particular trading dock. It has not gone back up in value.


- One tavern stocked by a single 15x15 field of wheat appears to be enough to keep the supply of alcohol constant. You'll probably need more than that one field since your villagers will inevitably eat some of it before it gets to the brewer. Having taverns seems redundant, though, since Chapels make 200 people happy at a time and don't require any resources.

Of course, I just had a thought. Do people only drink to restore happiness, like people do with health and herbs? Because having both a chapel and a tavern may explain why my berry fueled tavern could barely keep booze on the tap in smaller villages, while my two wheat taverns easily keep 300 people happy. I'll look into it later.

In any case, having a large tavern, church, and large cemetery for every 200 villagers is sufficient to keep them 100% happy most of the time.


- You need a LOT of wells spread around your village to keep fires under control. I've had both my markets burn down, despite having two or three wells right next to them and the houses around them. Kind of frustrating, but now I've put about four near the village center and spread wells around a bit more. After I did this another fire broke out, and this is when the second market burned down, but I didn't lose nearly as many other buildings. As far as I can tell, wells only lower the chance the fire spreads. Stone houses seem to catch fire just as easily as wooden ones.

123
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 21, 2014, 09:43:08 pm »
Sometimes you might even use it to keep folks warm.

124
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 21, 2014, 08:49:46 pm »
Does building more trading posts make more boats to come visit? I'm only seeing between one and two boats per year with one trading post.

Yep. Each one generates its own collection of merchants that visit you periodically.

It's rather annoying how it's set up, though. You end up either storing tons of trade goods across several trade posts or having to try to cart them over to the one that happens to have the stuff you want and hope the goods get there in time. Once you get a good Warm Coat and firewood industry going though, there's really no reason to avoid having lots of trade goods spread across all of them.

125
Other Games / Re: A Steamy dilemma
« on: February 21, 2014, 08:44:04 pm »
I would have sat on it for a few days and submitted a ticket if I remembered and/or cared. I don't see it as being a big deal. As a customer, you had your service rendered and shouldn't be expected to take any further action. If Steam wants to take issue with it and charge your bank account several days after the fact... Well, it'd come across as rather fishy on their end if it wasn't a delayed charge, like ScriptWolf said.


If this had nothing to do with morals then why did you name the thread "A Steamy dilemma?".

Well, I'm rather aroused. That must be it.

126
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 21, 2014, 10:20:50 am »
So I just learned that mines and quarries will deplete overtime. How viable is it to completely rely on renewable resources (firewood comes to mind) and aqcuire stones and irons via trade post?
That's what I'm trying to do. I'm not sure I'm right, but I think the traders bring more and more items with passing time and you buying their products. Nowadays I'm regularly seeing traders with up to 200 stones (and maybe more, I do automatic trading) in their boat.

My current village of 200 peeps has this going on. No quarries or mines, just reliance on trade for stone, coal, and iron. If I'm desperate I'll send my guys out to trek for the resources that are far away from the town, but the traders bring in 500 to 600 units of stone, iron, and coal whenever they decide to come in, which isn't too often but it's enough for my current needs.

I do have five trading posts to handle trading though, so gathering resources to trade is a bit annoying, especially after I made a hamlet. Resources are spread all around and it takes a long time to finally get stuff to the trading post the merchant has to be at. Luckily my town started right next to a huge lake so I've got plenty of space to build more trading posts, but I'd like to see trading straightened up so you don't need so many to make trading viable.

127
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 21, 2014, 02:40:19 am »
They do, and the game is surprisingly efficient at swapping jobs and homes so people run around less and do more.

Besides, once you get up to about ~100 citizens it's mostly a game of just not screwing up too badly.

128
Other Games / Re: Embarking Now - Banished, a 3d Survival Village Builder
« on: February 18, 2014, 07:47:27 pm »
I've been enjoying it. Not sure why, normally I get frustrated with games like this.

I haven't "lost" yet, even though I've chosen "Hard" since my first game after the tutorial. Heck, it almost seems too easy if you plan ahead properly and take things slowly. I can see how people end up starving and such, but I've had problems with having too much food. My storehouses kept getting full.

Of course, the village I'm working on right now is only my second and only has a population of 91 including kids and students, so we'll see where it goes once I start making larger towns. This one certainly won't be very large since it's on a small mountain map, and I'm moderately surprised I've gotten it as large as I have. But any larger and I'll be intruding on my foresting industry.

My biggest complaint so far is that quarries and mines are both limited and can't be destroyed. Kind of ruins my "perfect town" ideal, since making a mine or a quarry just guarantees that the land you slap it on is useless from that point on. Wouldn't be so bad if you could have a few builders spend a couple of seasons filling them up with dirt or something.

That, and the game could use some color and decorations on the buildings. The people wear some pretty colorful clothes, it just needs more color outside of the citizens. You can barely see them most of the time. Drapes, flags, paint on the exteriors of homes, shop signs, flower gardens... Hopefully modding will smooth that over, but despite the earth tone color scheme it looks nice enough.

Also, has anyone else noticed that people seem to age 10 years every year?


And, for the record, there's an option to increase the UI size. It does need a lot of work though.

129
Other Games / Re: Zomboid
« on: February 18, 2014, 07:19:03 pm »
Beta in an alpha game? Whatever. Multiplayer's just gone into Beta. I'm busy with another game that was released today, but just in case anyone was interested, it's there.

For those unfamiliar with signing up for Beta releases in Steam, just right click on the game, go to properties, and click on the "Betas" tab. There's a drop down that'll allow you to choose different Betas.

Oddly, Project Zomboid has two right now, one that's labeled "Beta" and the other "onlinetest". I'm not sure which one will get you the multiplayer.

130
Other Games / Re: Kenshi - An open ended, squad-based Strategy RPG
« on: February 17, 2014, 12:55:09 am »
It's very unfinished in its current state. Like, very unfinished.

If you don't like buggy, incomplete, and crashy* games with little to no mid-to-end-game then you should probably wait. I can't remember if they added sound recently or they just announced that it's getting sound Soon™, but last time I played it was dead silent. No music, no sound effects. It updates slower than other indie games, too.

If none of that's an issue, then go for it.

Personally, I bought it when it went on sale, and only played it for a few hours. Right now I'm just sitting on it until it gets some content and updates. I expect the next Duke Nukem game to be out before Kenshi's in a state I'll play it in, and I've spent countless hours playing other betas, alphas, and prereleases. I'm usually pretty tolerant of games like this, but Kenshi is very... Hollow, I guess is a good word, and maybe even raw. Lots of potential, and I look forward to its final release, but it's a long way from that point right now. Maybe years, judging from how slowly the developer works on it.

Naturally, your mileage may vary. I think ConscriptFive described how most people will feel about Kenshi.


*Personally only had one or two crashes in the few hours I played it, but y'know. It's alpha.

131
TotalBiscuit did a video on Titanfall here. Despite this being an EA game, he's made me interested.

132
General Discussion / Re: Things that made you sad today thread.
« on: February 14, 2014, 08:15:21 pm »
After a week of depression and hardly having the will to get up in the morning, I finally started feeling a little better today. Then find out that my aunt and uncle (Who are letting me with them) are having relationship issues and may be heading towards divorce. :(

I know it's ridiculous to think I'm responsible... But I can't help but think that they'd be happier without me around. If only I had a decent job...

133
How to earn WDS Points:

Step 1: Hang out at biolab next to enemy territory.

Step 2: Wait.

134
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: February 11, 2014, 06:14:21 pm »
A currency is anything that retains value on a level that's universal enough to make it accepted by most people. It doesn't have to be a literal currency, but in a survival situation where there's no value in anything that doesn't have a use, common and useful things become the currency. It's a step up from a barter system, but a step down from modern finance.

A few examples of non-standard currency are from the Metro series, where they use bullets, and Starbound, where they use pixels (Which are used in 3D printing). In both settings the currency is useful for things other than trading, even though using it consumes the currency.

I wouldn't consider something like Fallout's bottle caps to be on this level - Bottle caps have perceived value without actually being useful for anything.


So a currency doesn't have to be useless, because anything useless in a anarchistic setting is of no value.

135
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: February 07, 2014, 11:38:13 pm »
He also looks like he's made of clay.

It has a lot to do with lighting and how it interacts with skin (and just about everything else). This is the best art tutorial I've come across about making your characters more life-like and avoiding that deadened clay-look.

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