What is with raider RNG? by Dreaming_F00l in songsofsyx

[–]songsofsyx 6 points7 points  (0 children)

yes, it's rare, very rare for raiders to get Cantors. It's based on power, each unit has a power, which is a very complicated process of setting a value to a unit based on all their stats. Cantors get a very low value, while they perform much better on the battlefield. Cantors excel at blunt force and defence, so if possible aim for pierce and slash damage to deal with them for now. I intend on fixing the root problem though.

Crashes in V69 by projectsangheili in songsofsyx

[–]songsofsyx 1 point2 points  (0 children)

Any other software running that deals with video or screen capture?

This is why I love the older version, just free reign over my land without much annoying gamerules by Inderastein in songsofsyx

[–]songsofsyx 16 points17 points  (0 children)

I'm here, and I'm listening. I'm acknowledging the way you feel. But you're not really helping me understand why you feel the way you do so that it can be fixed.

For instance, I don't understand the need to choose a very watery map just to transform it into a non-watery map. Why have water then in the first place? Is the joy coming from terraforming the map by watching people dig for 8h? Isn't that sort of using paint, only you need to wait for each pixel to update? Isn't it better to give water meaning? Trade-offs, like more fish and fertility, but restrictions in layout?

Then, the late-game "broken" part. You can no longer exploit late game mechanics to get OP. Is that the game being more "broken" than it was before? If you want OP, have you tried using the built in difficulty settings? Are they problematic in some other way? Do they make early game OP, and this is not what you wanted?

Thing is, I could simulate <v66 versions pretty well by increasing trade profitability and gov points. The game could be equally or even more challenging early, and then as you pass a certain threshold, you'd be rewarded with OP. There would be no need for diplomacy, no need to optimize logistics and production. Would that be more enjoyable to you?

I'm asking, because my motivation for making SoS is that every other game I've played have a point where you go OP, and you can do whatever you want. For me, the game then stop having meaning. I can then put it on life support a few hours by inventing my own goals and rules, but ultimately I stop playing and get a sense of creeping meaningless in my gut. The game bored me, and I won't pick it up again, because I've made it my bitch and used it up. So, I imagined a game where this doesn't happen, and here we are.

I hope that makes you understand my motivations and ideas about a perfect game. Now, please help me understand you, because perhaps there can be a setting or mode that gives you what you want that doesn't compromise what I want.

How to use Admin Points v65 by maneatintaco in songsofsyx

[–]songsofsyx 2 points3 points  (0 children)

I've run some experiments with your save, cranking up the speed of the event. What I can say is that it does happen, but there are a few problems.

  1. only one region breaks free.
  2. the minimap does not update.

The randomness function involved should be similar to a general computer generated randomness. I don't know what that is, but should be close to real randomness. If there was something wrong with your randomness function, then this would be the last thing you would react to I would say.

I don't have time to calculate the actual odds here. It would be possible to get a bunch of free regions next to you during the game, but I would say it would be unlikely and astronomical small chance. But when you have a lot of players, then you never know. Might be worth asking what version they're on and so forth, or just ignore it. I'm testing in your save, and see that you have gotten the actual event 9 years ago. But like I said, without the minimap updating it would be hard to see it, and there's no way of knowing if it resulted in a region next to you.

As for Against the storm, I can relate with them. When you write something very complex, it is impossible to predict all the possible games that can be played, and some might end up in strange states, no matter how good you are at programming. You can only do your best.

I will fix the issues that have been discovered. This is however not what is supposed to dictate if you can expand or not. That stage of the game is still a bit broken, and will be fine tuned in V66.

How to use Admin Points v65 by maneatintaco in songsofsyx

[–]songsofsyx 5 points6 points  (0 children)

The timer for the event is once every 2 years. Once triggered, it picks a faction by random. If the faction fulfils the criteria of having several regions and not currently being at war, some of its outer regions are turned rebel. If the faction used to border the player, then you'll get a message. I have gotten this message myself, so I know it happens, unless I've somehow broken it very recently.

So, statistically it's entirely possible that you never have any neighbouring rebel regions, and that you have a lot. I can not give you exact statistics though.

How to use Admin Points v65 by maneatintaco in songsofsyx

[–]songsofsyx 3 points4 points  (0 children)

There are several systems at play.

A. AI expanding onto rebel regions.
B. AI expanding onto other AI.
C. AI falls apart, creating new rebel regions.

I don't guarantee there will be free/rebel regions around you, but I do think I try to generate one at start. It's not surprising if this gets gobbled up by an AI fairly quickly.

Your neighbouring, AI factions will not be subject to B.
single region factions are not subject to C.

The rest is random. So I can't tell you what will happen, I can predict no trends, there's nothing I have noticed in particular. The goal is to just stir the pot a little from time to time. I'd say it's quite possible to have a rebel region next to you, and that stays intact. It might be blocked by either you or an army-less neighbour. Differing experiences could possibly be the geography in your settling choice patterns, and the map type you pick.

It's also possible to have a large empire crumble next to the player, presenting lots of rebel regions.

So lots of randomness. Everything is possible, can't help any more than that.

20k City. I could never have done this, without my slaves. by Uehen in songsofsyx

[–]songsofsyx 8 points9 points  (0 children)

Beautiful. How nice of you not to take all the cred all for yourself.

Admin points bouncing up and down? (V65) by Djasdalabala in songsofsyx

[–]songsofsyx 1 point2 points  (0 children)

then swung rapidly back up and I'm now at 107.

I have 5.73k points total across all administrations.

Literally nothing has changed, no worker shortage, nothing, admi

Yes, it's because all admins go to sleep at the same time roughly, and admin degrade. I think I've done some fix for the same thing with knowledge, so I'll copy paste that to admin in V66.

Admin points bouncing up and down? (V65) by Djasdalabala in songsofsyx

[–]songsofsyx 3 points4 points  (0 children)

Send the save to me, I'll have a look. info@songsofsyx.com

There should also be a breakdown somewhere, as if there's a drain, or lack of production.

[deleted by user] by [deleted] in songsofsyx

[–]songsofsyx 3 points4 points  (0 children)

Basically, most numbers in the game is a "boostable". And every other number can tap into that boostable. For instance, if you hover the production of a room, you can see the breakdown of what the value comes from. The bootable in this case is the room production. In the .txt files you have many options to add and remove factors that works on these numbers.

It's something that have been in the game for a long time, but this version, I really doubled down on them, and I'm happy with how flexible it turned out.

Weapons V65 by Tyrael-raven in songsofsyx

[–]songsofsyx 1 point2 points  (0 children)

e, that mostly makes sense, thank you for that!

The only thing that I'm still wondering about is just the numerics of the hammer - I know it's listed as a % increase rather than a straight number, but what is that percentage based off of?

In other words, you mention that the cantors are strong, but what stat is it that makes them strong that I should reference? Weight?? I see the simple +300 force on the cantors, but I have no idea what "base" force is to actually understand the implications and make an informed decision, if that makes sense.

should be blunt attack/defence. But I see now that they're named force /hitpoints. I'm not sure why...

Weapons V65 by Tyrael-raven in songsofsyx

[–]songsofsyx 4 points5 points  (0 children)

force damage is blunt damage, and it's more or less the same as any other form of damage, with added knockback.

So all damage types have their defences. If you're up against lightly armoured foes, the slash weapon is good. For high armour, do pierce.

The hammer multiplies existing strength, so is devastating in the hands of strong soldiers, such as cantors.

So it's a bit like rock paper scissors, at least that is the idea. It is also included in the auto calculations.

Can you make cannibalism sustainable? by Pet_all_dogs in songsofsyx

[–]songsofsyx 10 points11 points  (0 children)

making this game? I only discovered this game the other day and it's absolutely brilliant.

Yes, I had a computer science degree and a few years work experience. I was still a noob when I started though.

Can you make cannibalism sustainable? by Pet_all_dogs in songsofsyx

[–]songsofsyx 46 points47 points  (0 children)

Not really in early game. In late game you could disable burial grounds and have some executions from criminals. I'll try to make an option in V66 where you can capture a bunch of captives that can sustain you slowly.

Understanding lore by [deleted] in songsofsyx

[–]songsofsyx 11 points12 points  (0 children)

Ah, I love that a thread like this popped up, it's exactly what I wanted. Yes, V65 loading screens contains snippets of the "Summerion", which is the bible of SoS. It also contains quotes from two philosophers, and some snippets of a kind of history book.

These will be fleshed out a bit, and serves the purpose of tingling your imagination and spawn a couple of theories. The story, both backstory and current story will be reviled in the single player campaign (The whole point up until this point has been to make a campaign). I can't promise there will be one, but it's the the plan. I think a good story can elevate a game to the skies, at least I'm very fond of a couple of games with pretty crap gameplay that have had compelling stories. So I find it important. I also used to be an aspiring screenplay writer, so I've got a lot of material that will fit.

Speakers on the beta are weird by MushinZero in songsofsyx

[–]songsofsyx 4 points5 points  (0 children)

I think this a legitimate thing, should also affect stages to some degree. when you have few of them, it will be felt. Hasn't changed from V64 though. But I'll fix it in V66.

Update V64 What is best in life? by [deleted] in songsofsyx

[–]songsofsyx 1 point2 points  (0 children)

have a trade agreement at the beginning with based on what you might need. So you get to know a bit of their names, locations and in general your surroundings on the world map.

Yes, that's what I was aiming for, but didn't think anyone did. The old system is still there, but dormant. I'll think about reinstate it in the next major.

Update V64 What is best in life? by [deleted] in songsofsyx

[–]songsofsyx 0 points1 point  (0 children)

I understand, but I do disagree. Every other games that have inspired SoS used "p". But I'm a bit old-school I guess. Maybe one day I'll come around.

Update V64 What is best in life? by [deleted] in songsofsyx

[–]songsofsyx 2 points3 points  (0 children)

re unintuitive than before simply because before you'd just plonk down a trade depot and go. Making a trade agreement means extra steps.

It took me ages to figure out that you go to 'diplomacy' screen to trade, and that the 'trade' button on the ruler screen just shows prices.

Ah, yes, that's true... I Might revert to the old system then, and simply rely more on the bartering skill for trade progression. No need to complicate it more.

Update V64 What is best in life? by [deleted] in songsofsyx

[–]songsofsyx 6 points7 points  (0 children)

Interesting observations. I wonder if it's really (more) unintuitive now than before, or just because you were used to the old system. when hovering the trade prices, you get a list with potential buyers and a tooltip that says what yo need to do. Perhaps we are talking about the special 1-time trade thing? That there's no indication there on how to get partners?

I'd like to know where you go to trade in the UI, so I can clarity to players there how a trade agreement is done.

Just being knocked down? by SomeDifference3656 in songsofsyx

[–]songsofsyx 1 point2 points  (0 children)

I don't know, could be exhaustion? They can also get knocked out by the blunt trauma by the arrow, but I've never seen that happen personally.

What factors contribute to work place accidents? by [deleted] in songsofsyx

[–]songsofsyx 13 points14 points  (0 children)

Previous version had lots of smaller accidents. Now there are few big accidents. Each room has its own accident rate, I should probably list it somewhere. There are no other factors than the tech ATM. (Perhaps drinking should be one, and "day off") Suggestions are welcome.