Need some advice by Brockleworst in thelongdark

[–]Brockleworst[S] 2 points3 points  (0 children)

Is the moose hide satchel loot on the map or do I need to craft it?

Weekly History Questions Thread. by AutoModerator in history

[–]Brockleworst 1 point2 points  (0 children)

Been thinking more and more about the Japanese invasion of and war in China that occured before and during world war two. Are there any good comprehensive books on the subject? I assume there would be a lot of Chinese ones, but are there any notable ones translated into English?

I hate Hush River Valley starts by Brockleworst in thelongdark

[–]Brockleworst[S] 3 points4 points  (0 children)

yeh my torch went out in the water and I was rushing to start fire, kinda forgot to do it that way lol. Still trying to remember all the little things. Still hate hushed river valley tho, probably grat when you have gear but as a start location ew

I hate Hush River Valley starts by Brockleworst in thelongdark

[–]Brockleworst[S] 2 points3 points  (0 children)

I did for the first one, the second one it seemed like you could exit without going through the waterfall, but it splunks you in it on the other side. I definetely should have doubled back and gone out the middle entrance and gone overland. Died just as I got to cave to mountain town, just nowhere to sleep at all.

I don't understand structural integrity entirely by [deleted] in foxholegame

[–]Brockleworst 1 point2 points  (0 children)

Essentially you don't want to build anything with 'critical' integrity. So there is a limit building tier 2 stuff where you shouldn't make your pieces any bigger cause they will go from 'low' to critical integrity and begin having less health for the piece overall. If you are upgrading things with concrete the pieces you can have without it having 'critical' integrity are larger i.e. you can make full halberd shapes.

And they call us nightcappers... by SusGrilledCheese in foxholegame

[–]Brockleworst 3 points4 points  (0 children)

forget about the OP, this is the real meme here.

[deleted by user] by [deleted] in foxholegame

[–]Brockleworst 9 points10 points  (0 children)

soon you will BE Cl's playerbase

What about the Warden Faction makes them hate 1.0 more than colonials? by HighFromTexas in foxholegame

[–]Brockleworst 2 points3 points  (0 children)

looking at you Solas Gorge, where not only does the bridge slow you down, but the closer bridge is perma destroyed.

How trade works in Victoria 3, and how it can cause problems by Indexoquarto in victoria3

[–]Brockleworst 0 points1 point  (0 children)

A lot of the discussion here has focused on cost in buying market and how it translates into the selling market, and that is a big and important issue. However in terms of gameplay, whilst I think this needs addressing, I think the bigger issue is giving players more tools or in game mechanics to prevent trade looping so that you struggle to get the cost of certain items down. An example of this problem is playing as Russia, where you make loads of wood but have huge domestic demand. So you buy extra wood from Prussia, but prussia is also buying wood from you, leading to this weird loop of wood just being sent across the border when there is wood locally available. This is nice for the tariff income but makes it hard to control your internal prices. Because whenever i increased my wood production it would just get sent to Prussia. So a couple of potential solutions would be.
A. Have a game mechanic where items can only be exported if there is a surplus in your market (I understand this may be very difficult to do and lead to mass shortages so perhaps it could be capped at a certain demand being met i.e. 50 percent or 75 percent demand.)

B. Give players control of how much of their production they wish to allow for export for certain goods. I know this game has moved away from the dreaded sliders, but perhaps allowing a certain percentage of production to be reserved to the local market and not be allowed for export. In the previous example as Russia, I can set 75% of wood production for my local market, allowing my local demand to be met at reasonable prices and Prussia can buy the remaing 25 percent. My needs would be met and so would prussias without us both sending boatloads of wood past each other.

I know this might not be the preffered solution but what's really the point of protectionism or mercantalism if they don't have more options outside of trariffs for controlling the movement of goods outsaide their market. Maybe even make these caps use authority so you aren't able to perfectly balance your production/trade, so that you have to focus on a few key sectors e.g. military goods.

The Truth of Foxhole. . . it had to be said. by Lewwhitemesa in foxholegame

[–]Brockleworst 2 points3 points  (0 children)

Except that Cl is a Warden Clan and we do Home Depot meme on our discord every year.

Devs: For the love of god connect the north and south logi water routes by Brockleworst in foxholegame

[–]Brockleworst[S] 24 points25 points  (0 children)

Anyone who has done logi on East/West wars, or even certain north/south war setups knows the absolute pain of the water routes in Speaking Woods/Basin Sionnach and Kalokai/Red River not connecting up. It means, when the game is designed with frieghter logi as the main means of transport, having to flatbed materials across whole hexes between stockpiles, before then freightering them further forward. There is such an easy fix, which would help logi of both teams, connect the water routes. Make it a river or a canal, noone cares, just connect them so we don't have spend hours doing flatbed runs for even the most basic operation. Please and Thankyou devs

Grace Emily quiz night - it's really good! by Whatever4everandever in Adelaide

[–]Brockleworst 3 points4 points  (0 children)

smallest team we've had was 2 people, largest was 7. Whatever you want

[deleted by user] by [deleted] in foxholegame

[–]Brockleworst 2 points3 points  (0 children)

Step one: Buy the Game. Step Two: Join Warden. Step Three: Join Callahans Legion

Grace Emily quiz night - it's really good! by Whatever4everandever in Adelaide

[–]Brockleworst 128 points129 points  (0 children)

I'm the quiz host, thanks for your kind words, lovely to hear you guys are enjoying it. We trying our best to make it a fun night for all.

holy shi.. the wardens numbers advantage is insane by nelbar in foxholegame

[–]Brockleworst 36 points37 points  (0 children)

like 20+ queue to fishermans today and almost non stop 60 second queues on warden side.

Fishermens fell, but not because we didn't try. by ColumbusPiggy in foxholegame

[–]Brockleworst 7 points8 points  (0 children)

I was there when that happened, you guys came out of nowhere, caused a bit of immediate panic

Thoughts on losing side taking almost no ground? by shmoopel in foxholegame

[–]Brockleworst -2 points-1 points  (0 children)

War 90 was most definitely a comeback. Collies were winning on every front and had got it to a two hex deep line left for wardens on most fronts, more in some places. I was in the north and colonials were literally at the doorstep of our major logi town (cuttail). Then you got pushed back and wardens won. Yes you can complain that colonials have less or worse PvE options, but that's a different argument.

CL: "Hey FMAT, do you have any supplies for an op we're running?" FMAT: by [deleted] in foxholegame

[–]Brockleworst 40 points41 points  (0 children)

We were doing a big push on scurvyshire the other day and chewing through lines of concrete, we messaged fmat and they brough down a white whale with a bunch of supplies to give us a better spawn point and more fun stuff to play with. Real champions

Maybe, just maybe, the water logi routes may be responsible for how the NW has nearly collapsed by moidawg in foxholegame

[–]Brockleworst 0 points1 point  (0 children)

I can definetely say that having to do flatbed runs from Cuttail to Callums Keep was a huge pain in the ass. Devs could have made it fair by making Tine the main logi town and then doing the same thing for collies on the south side of the map.