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Messages - Frumple

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3316
Eh... it's possible you've dodged the plague bullet, but... yeah.

Good luck, hopefully you make it through without permanent organ damage :-\

3317
If it's not already been done, and is possible, that begs for a mod that reanimates it whenever you're not looking at it :P

3318
When they do that people start calling them changelings, I think :P

Beyond that, I'm pretty sure I've seen that basic concept a few times. Mimic chills for a while, develops meaningful intelligence, figures out the whole commerce thing and goes on to only eat poor people that won't be missed wait what stop eating people. Part of me is wondering why the phrase "mimic whores" is pinging my memory now, though...

Generally mimics are some variation of wizard experiment or magical bioweapon, for what it's worth. They don't do reasonable things like you're talking because they're basically built to eat people, and they're functionally incapable of figuring out a path of less resistance. Exceptions are, well, exceptions, heh.

3319
Other Games / Re: Noita
« on: November 17, 2020, 06:40:30 pm »
Worms basically can't bust up the temple anymore, yeah, least without something else giving them a hand :P

Somewhere in the last while they implemented a mechanic to prevent worms from chewing up the temple. There's ways it can get disabled, but they're staggeringly unlikely to happen without direct player intervention.

3320
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: November 17, 2020, 02:19:03 pm »
Man, when I loaded up a cab calloway playlist for today's work music, what I wasn't expecting was to run into Chinese Rhythm. Fine tunes for a while and then suddenly pretty wild racism.

Dude did good music, by and large, but... yeah. There was some product of the times stuff in there, too, yikes.

3321
Eh... I haven't noticed much dosh really flowing from a village, which is why I didn't mention it :P

Don't get things wrong, they're going to produce income (and they're fun enough to mess around with regardless), but getting it to anything meaningful is a pretty gigantic investment that takes a hell of a long time to pay off. Without the investment they tend to put out, what, maybe a couple hundred per turn? It ain't nothing but a good mine or somethin' meets or beats that pretty easily.

3322
... what? As a native english speaker, no, no it's not very consistent. It's made up of about as many exceptions as it is rules, really. Just about everything I've heard from actual people learning or teaching the language ranks it as one of the harder to pick up, specifically because our shit's kinda' wonky on that front.

S'absolutely a hodgepodge of stolen words, too, heh. English etymology is a trip some days.

3323
Other Games / Re: Amazing Cultivation Simulator
« on: November 16, 2020, 09:41:51 pm »
I'unno, to me it was always basically the exact sort of absurdity the genre tries to (heh) cultivate. It's just part of the natural evolution of "lets do increasingly ridiculous magic martial arts". You throw geographic features, you punch people horny, you hop on a sword and fly around on it. It's just how these worlds are supposed to work, heh. When you reach the point melee weapons are turning into UAVs, also being stabby hoverboards is just par for the course :P

Pretty sure I've read at least one where someone or another flew around on smaller, paired sword/daggers. Sworderskates, more or less.

3324
Other Games / Re: Amazing Cultivation Simulator
« on: November 16, 2020, 09:11:48 pm »
Sword surfing is like absolutely iconic for the cultivation novel genre, heh. Flying swords both as transport and other things is an incredibly pervasive thing for what this game is cribbing notes from.

... anyway, as much punch magic nonsense as I've read of the last handful of years, I'm absolutely interested in this game, ha. Probably going to wait for a sale, and I'm not huge on the rimworld-ish aesthetic, but it's in my steam wishlist now :P

3325
Yeah, like mentioned, sans talent it takes about 60, 65 turns for a trade pact (25 turns with 50 income pact)+dedicated emmissary (40 for a 2k follower, and you can probably nab cheaper) to pay for itself, after which is pure profit. Bit more if you factor in follower upkeep, but that usually isn't huge, bit less if you got a better pact income. It's not a major income source compared to a lot of the resource sites, but it's usually a lot easier to acquire and defend, heh.

Seriously consider pestilence mastery, though. Blight makes mines start producing necrotite (and hunting camps ichor, for what that's worth), which can bring in very solid prices on top of whatever the mine itself produces. There's probably more things like that I just haven't noticed yet, really...

E: Another cash money thing you can do I just noticed even existed, is train workers. Buried in the economy tab, under show workers, you can click on a worker and then assign trainer. How this exactly works is a bit opaque and there doesn't seem to be a way to tell what you're getting into when you hire a follower*, but as near as I can tell you need an otherwise unassigned follower, and when you click on it, it'll show you a list of what skills they can train. This only seems to work for a +1 on the available skills, but... +1 labor is a 25% boost in quarry output. +1 herbalism is free herbs coming in for that extra bit of dosh, on every site you have a relevant improvement on. +1 seafaring boosts anything coastal by 5%... and it's all plus 1, not to 1. So if you hire a labor 2, you can bump it to labor 3 just that easily. It's kinda' fiddly micromanagement,** but it can lead to a pretty substantial economic boost.

Plus you can apparently train workers that would normally not be able to gain extra skill levels, i.e. demonic wretches, and I assume fae bound or skeleton laborers.*** That's extra huge since they might as well be free and you can easily get a good half-dozen of them without much trouble... their biggest downside is set skills and no ability to improve, and, well... this gets around both of those, to an extent. For such an impactful task, it's kinda' surprising it's as buried as it is, tbh...

*There really should be, dev, if you're reading this :P
** Follower task to just go out and train every available worker would be ace, just sayin'.
E: *** Steam forum suggest those two actually can't be trained, just the wretches. Interesting the demons would get that kind of advantage, really...

3326
General Discussion / Re: AmeriPol thread
« on: November 16, 2020, 06:10:58 pm »
I mean, I kinda' don't 'cause they also dodge the threat to their life or (pretty damn significant) risk of permanent injury/medical complication that comes with the process, too. They get to chime in prior, and after the literally life threatening biological process, but until we figure out how to share that burden, guys really should just drop it about the in between. It ain't their life, health, and livelihood on the line with that one. It is for the mother.

3327
One of these days we'll learn not to name our hurricanes shit Murphy takes as a challenge.

Maybe we can just start numbering them or something, just skip over 11(snake eyes), 13, and repeated 6s or 7s. Though we'll probably have bigger problems if we're contemplating 2025H66 or somethin'...

3328
General Discussion / Re: AmeriPol thread
« on: November 16, 2020, 02:45:34 pm »
It's amazing how much faith you have in humanity, given the sheer amount of vitriol you've just been spewing at society in general. I've definitely heard of it.
I mean, I've heard people say it happens. I've seen people point to folks claiming it, even.

I don't think I've ever seen either hold up to, like, any scrutiny whatsoever, though. The former is pretty much every friggin' time just a flat bloody lie, and the latter tends to involve folks that are royally fucked up on one front or another. Convenience might be the words they sayin' but it ain't the reason they doing it.

3329
You can speed up improvement construction by assigning extra workers, for what that's worth. I usually don't bother and just wait the extra turns, but you can. That's least painful for the races that can just summon a bunch of workers for cheap (demons/undead/fae, maybe something else, with I think undead having easiest access), but anyone can do it with some investment.

Trainer does indeed speed up trained unit recruitment, though I generally just... don't bother, heh. It does take a good few turns, but it's usually not that big of a deal to wait for it. War mastery (call to arms) and/or forts can help a fair bit on that front, too.

Follower costs are indeed between around 1k and 3.5k ish gold. It's tough early on, but once you get some selling going on, it becomes much, much less tough -- specifics there depend a lot on what you have access to (undead or fae have it easy, ferex, as faerie dust and necrotite make bank and you basically start with access), but starting to pull down a few thousand per turn by turn 100-150 or so is pretty easy. Get some money making tower improvements (underdark passage, furnace, etc.; bazaar helps a lot in the long run, too), lock down some expensive resources (or just a bunch of tile improvements), set up as many trade agreements as you can (they'll usually pay off the brokering investment in ~25 turns, dedicated emissary in under 40), so on and so forth.

Easy early cash infusion, though: Research ancient history. One of things you can get from that is a fat stack of cash.

Dungeon and exploration wise, just make sure you're making parties and sending folks off as a group. Unless you're playing largest size maps (probably don't do that unless you want a super slow game, heh), it shouldn't take your starting group a hundred turns to explore+search a province. Same with dungeons, they can take 10-20 turns but a 3-4 follower group not set to the slow options shouldn't take much longer than that unless the dungeon's gigantic (save those for later). Dungeons seem to be something of a wash on some points, though... I've found with four critter parties and neutral options, they tend to kill about one follower per exploration and you're lucky if they bring back enough money to replace them. The real reason for dungeon runs is probably the lore and research boosts they bring back (plus the occasional otherwise-unobtainable enchanted item)...

All that said, overall the game's pretty slow most of the time. A dozen turns to do something seems fairly normal, and even blitzing pretty hard you probably won't hit the end of things to research until like turn 300+, with conquest or whatever possibly taking even longer. If you want a shorter one, just use the smaller maps, heh.

3330
haha holy hell I just got flashbacks to early-ish development incursion runs from this game

See, there was this thing with Inc where one of the most terrifying things in the game at one point was the humble crawling hand, because they'd pile a metaphorical thousand (literal dozen plus, when a full level might only have twenty or thirty normal critters around the time you encountered crawling handballs) of themselves into one tile and just ruin you if you got near them.

And, well, I just found out swarm of claws absolutely destroys greater angels, shutting down a planar portal. Two castings of nether bolt (16 mana) barely scratched the paint of the greater angel I pelted the first attempt; the claw cast was a hail mary before the angel started tearing into my skeletons and death knights. Imagine my surprise when it straight up annihilated 6/8ths of the greater angels in one go. That attempt failed, but round two, well, round two gave me the chance to watch six mana worth of claw swarm literally delete a full health greater angel.

That had to be just about the most ignominious thing to happen to the celestial legions in the last ever. Greatest of their forces pancaked by a raging Thing block party set off in their face :P

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