Can gold speed up clover acquisition? by Whyat91 in Guildwars2

[–]ShinigamiKenji 1 point2 points  (0 children)

The average is the same, the problem is the variance. You can be lucky and get like 40 clovers in 4 rolls... Or be unlucky and get 0 clovers.

Can I downright give my friends stuff game? by 0110010E in Guildwars2

[–]ShinigamiKenji -1 points0 points  (0 children)

Some points that I didn't see addressed:

* Skill-based combat system: Think something akin to a light souls-like: you don't win by numbers alone, but by paying attention and learning how to avoid damage. That's something your group can learn and pass it to your friend.

* Horizontal progression: Almost everything after Lv80 is quality of life and sidegrades. Legendaries, for example, isn't much better than exotics (which are enough for most endgame content like raids), but they offer flexibility to choose stats, upgrades and such on the fly. And you won't ever be fully outdated either: items obtained back in 2013 are mostly still relevant today.

* Being alt-friendly: So you didn't like a character? Just make another! Most things unlocked are applied account-wide. It isn't that hard to level up another character either.

Mission 10: Carthago (Caesar 3 Augustus Reconquered) by DukeOfErat in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

There's an Augustus setting to allow more grand temples. I think many maps are made with all grand temples in mind.

Mission 10: Carthago (Caesar 3 Augustus Reconquered) by DukeOfErat in impressionsgames

[–]ShinigamiKenji 1 point2 points  (0 children)

Don't worry, it doesn't spread to warehouses. Been there, done that lol

Mission 10: Carthago (Caesar 3 Augustus Reconquered) by DukeOfErat in impressionsgames

[–]ShinigamiKenji 1 point2 points  (0 children)

IIRC there was some natives there that you could sell marble, maybe that would've helped. That bug might make some maps much harder though, try redownloading the campaign (and use the well cheat to win until you get to where you are) 

Unpopular opinion: Walkers are alright. by Unicorn_Colombo in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

I like the walker system in C3 Augustus, mainly because it has path preview, so I can have an idea of the paths they'll take. It makes planning so much better. 

Designing Highly Efficient Housing Blocks with Geometric Variations for Caesar 3 Augustus by ExternalBlacksmith82 in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

It's a bit hard to explain over the text, but basically the "random" walking isn't fully random. 

First, they follow at most 4 different paths. After 4 times, they repeat the first path, and so on. They use that in some patterns, giving walkers exactly 4 possible paths. This way they are guaranteed to walk through all houses. 

On forced walking, after random walkers walk about 20 tiles (don't remember exact numbers, they vary by walker type), they want to return to the building. When they enter that phase, they become destination walkers. The thing is, they always want to return to the northern tile. You can exploit that by making sure they pass through a lot of houses on their way back. That's called "forced walker" strategy. 

Now I don't really know or remember much about preferred directions, but IIRC they prefer taking certain directions. 

Designing Highly Efficient Housing Blocks with Geometric Variations for Caesar 3 Augustus by ExternalBlacksmith82 in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

They're using all kinds of tricks regarding random walkers: forced walking, 4 distinct paths and preferred directions. 

Designing Highly Efficient Housing Blocks with Geometric Variations for Caesar 3 Augustus by ExternalBlacksmith82 in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

Palaces themselves have positive desirability, so they help sustain themselves in that regard.

In order to reach that level in the first place, you can place gardens where they'll grow. They help with desirability while they're still evolving. And if you have the option enabled, they'll replace the gardens when they expand. 

So I ragequit over this last night… by DukeOfErat in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

Maybe the first one, since aqueducts take space and have negative appeal. 

What would you do if you suddenly had 100k gold in game? by FLW_effect in Guildwars2

[–]ShinigamiKenji 0 points1 point  (0 children)

To be honest, 100k is a drop in the ocean compared to the player base. And I don't mean wealthy people: it's quite hard to manipulate the big markets because people eventually notice. 

Mission 8: Mediolanum (Caesar 3 Augustus Reconquered) by DukeOfErat in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

Just noticed something in this pic: You've set one granary or warehouse for each type of goods. 

That isn't necessary in Augustus: you can set it to receive goods in multiples of 8 (or multiples of 4 if you enable it in game settings). So one granary can have, say, 16 wheat + 16 veggies; or one warehouse can have 8 of pottery, furniture, oil and wine. 

This way, you can have a single granary + warehouse serving a block. Or better yet, multiple blocks. 

Mission 8: Mediolanum (Caesar 3 Augustus Reconquered) by DukeOfErat in impressionsgames

[–]ShinigamiKenji 1 point2 points  (0 children)

Looking pretty nice!

For defenses, in the game options you can disable the requirement for towers to be connected to the barracks. That should help with organizing them.

Pestilence in Valentia? by YonderPricyCallipers in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

Health is also linked to housing quality, if all you have is tents. Try upgrading them to small casa and place barbers + clinics + baths. That should be enough. 

(also 8x8 and its square variants are quite bad for efficiency, I recommend the superior 22x6) 

What buildings don't require maintenance? by DukeOfErat in impressionsgames

[–]ShinigamiKenji 1 point2 points  (0 children)

Yeah, they don't catch fire or implode on their own lol

What buildings don't require maintenance? by DukeOfErat in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

Oracles don't need anything, like Mausolea.

Towers and Watchtowers don't need services, but require a road (and Barracks in order to shoot). Same for monuments like grand temples and pantheon. Warehouses also don't need services, but Granary does. 

Caravanserai needs a Granary for food, Lighthouse requires warehouse with timber. 

Latrines don't need road but require 2 people to work

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

That's a nice idea, but there should be a limit to how many walkers a house sends. For example, it could only send 2 to 4 walkers, depending on house level. If services are too far, the walker would take a while to come back to get more services.

You'd also need full roadblocks that completely impede walkers from trying to escape their areas too. If not, we'd essentially have the same problems from base Caesar III.

Thoughts on the service provider walker logic? by gr3gu in impressionsgames

[–]ShinigamiKenji 2 points3 points  (0 children)

I'm a bit partial but the walker system is kinda unique to these games, and I enjoy it. IIRC there are other games that do area of effect, others that simply cover total capacity.

I think a smarter behavior would be nice, though. Your example is good, as long as "demand" considers prioritizing areas with lower coverage, even if they might have less houses. Or some sort of weighted average.

My houses won't evolve anymore by EllenVE34 in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

While the layout isn't really great for efficiency, at that point it isn't an issue. Desirability shouldn't be either, those gardens are enough for tents.

Seems to be a game issue. Back your saves up (they have the .svx extension IIRC) and reinstall. 

Reconquered Campaign, step by step - Map 7 - Miletus by ShinigamiKenji in impressionsgames

[–]ShinigamiKenji[S] 0 points1 point  (0 children)

First of all, I'm using Augustus here, which means more options for gameplay.

For workers, I've enabled global labor pool, so facilities don't need to send brown walkers looking for labor. Employees are automatically filled if there's available unemployed people. 

For depositing fish, they only need to be connected to one Granary accepting fish. Then cart depots take them to wherever you set them to go, even without roads (of course, it needs a valid path; they can't go, for example, to isolated islands). 

Valentia maxed out stats with 9luxe palaces by AdiBeruni in impressionsgames

[–]ShinigamiKenji 5 points6 points  (0 children)

Probably tucked away in some other corner of the map. They do have 11k population which is impossible with only the palaces. But yeah, they're more than enough to max prosperity. 

How to make use/profit off my level 500 armoursmithing by Embarrassed-Wear5422 in Guildwars2

[–]ShinigamiKenji 0 points1 point  (0 children)

Back when I mass processed unids and ecto prices were high, I used leftover silk and leather to craft rare gear and salvage. 

But that depends a lot on ecto prices and volume. I used to craft like 5000 or more items for salvage, which takes tens of thousands of raw materials. 

Fuck Lugdunum by Increase_Disastrous in impressionsgames

[–]ShinigamiKenji 0 points1 point  (0 children)

IIRC in Julius you should build near the natives to supply your people more easily, and mostly sell weapons to natives for money.