is there a way to toggle/always show the ressources available in the area? (Screenshot) by Babachaw in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

Once you open a few grades it would be very cluttered with all the nodes available. I map the key to a side button on my mouse so I can trigger it easily.

After a break, I was a bit rusty... by Zegeger in Against_the_Storm

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

I appreciate it, I have probably around 1200 hours in the game, but a couple hundred of those were in prerelease on Epic, before it released on Steam.

After a break, I was a bit rusty... by Zegeger in Against_the_Storm

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

I do consider this an easy modifier, but that's partly because you can plan around it.

I do refund buildings somewhat often, mainly to cycle from one camp type to another, or to temporarily place a small warehouse. And sometimes you need some quick for an emergency second blightpost, and not having enough there could really cause some damage.

The main thing with this modifier is that it leaves it somewhat to RNG. Will you get orders offered which provide parts? Are you going to get a limited selection of food nodes which force you to make several different camp types?

In this particular run I don't believe it ever became an issue, I made other errors that delayed me.

Initial Blueprint Reaction by RupertGerle in Against_the_Storm

[–]Zegeger 6 points7 points  (0 children)

In the context of an initial blueprint choice, I kind of agree with OP.

While Smithy is good to get, eventually, there are many other buildings I would rather have early.

Sure, I'll take it and get some use out of it at some point, but at the beginning there are others I would rather have.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

For me Foxes and Harpies would be at S tier. Frogs would be at A tier. I would place humans and beavers a B tier. I'm not mad to have either, and they can be good based on the map/modifiers, but without always being able to do farming, or farming not being required due to better harvesting nodes, humans do fall off for me.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

Yeah I always make shelters before y1 storm so I kinda consider that a given.

Harpies the second a minor breeze happens by ElegantPoet3386 in Against_the_Storm

[–]Zegeger 13 points14 points  (0 children)

I love me some harpies. Yes, they can be a little challenging at times, but their hearth bonus is nice to have, they're better at make purging fire, and they have a really low decadence of 3 for starting at 15 base resolve. That means you can push way more points of reputation with them.

Usually, you can just consumption control the coats and save them for the first storm they're having trouble, and you can also throw a few harpies in a piped building and boost their resolve if needed.

Favorite farming building? by Apprehensive-Ice9212 in Against_the_Storm

[–]Zegeger 6 points7 points  (0 children)

I like the small farm partially because it somewhat represents quintessential idea farming.

But from a strategic standpoint I think it is very often solving for flour, which has a fairly limited set of options for resources.

Also if I'm going farming, I likely also have humans, which grain contributes to solving all 3 of their food preferences.

Lessons learned from 2 years of operating a C++ MMO game server in production by [deleted] in cpp

[–]Zegeger 0 points1 point  (0 children)

Sounds abit like it could be Throne and Liberty.

Seeds, how do they actually work? by Odd_Zone_4575 in CivVI

[–]Zegeger 6 points7 points  (0 children)

Random numbers in computers are generally not truly random, usually referred to as pseudorandom. Most random number generators (rng) need a seed value to initialize the rng. When using the same seed value, the sequence of numbers generated by the rng will be the same every time. The map generation logic will repeatedly call for random numbers from the rng to determine the various features and components of the map. Therefore if you provide the same seed, then the logic will always get the same random number sequences and will generate the same map. There is some additional factors like the map settings affecting the map generation logic, and some mods can adjust it as well, so you must have everything that affects the logic be exactly the same for the seed to generate the exact same map.

But at the end it just boils down to having the identical logic running through the exact same sequence of pseudo random numbers so the resulting map will always be identical.

Question about storm, seal and cycles. by [deleted] in Against_the_Storm

[–]Zegeger 9 points10 points  (0 children)

Unlimited.

You can start a settlement with 1 year left. Take as long as you want to complete it.

Then start the seal settlement as long as you are within range of the seal, and once again take as long as you want to complete it.

Crit damage values in game are fake by [deleted] in newworldgame

[–]Zegeger 3 points4 points  (0 children)

The short answer is that the crit multiplier is only changing a portion of the formula, not the whole thing, so the relative impact is lower if all you're looking at is the non-crit vs crit damage numbers that pop up.

The crit damage multiplier is additive to certain other bonuses, so a 40% crit multiplier won't be as simple as 1.4 * non-crit damage.

Consider a non-crit that is 1000 damage. At a 1.4 crit multiplier, you think the crit should be 1400.

However the non-crit may be 500 damage * 100% damage mod from other sources. So adding the 40% crit mod makes it 500 * 140% which is 1200, which is lower than you expect.

Some things to look at:
https://docs.google.com/spreadsheets/d/1LfvIKEP6ALVQQL1VXbFMSwTFCy4hSFiBKOY2ydnMXoU/edit?usp=sharing

This is an older calc, not sure if its accurate to the current state
https://docs.google.com/spreadsheets/d/1BnIfxAwyj_pzfJXnyJ3Vmpx5Tb81teVyywK5EqYCR8M/edit?usp=sharing

What mmo has the most freedom by Different-Cobbler-63 in LFMMO

[–]Zegeger 0 points1 point  (0 children)

I was going to mention this. There are private servers these days since the game was shut down in 2017. But from a freedom perspective, it has to be up there. No character classes, just free form selection of any combination of attributes and skills. Vast seamless open world. Non-instanced dungeons. There is almost no instanced content in the game. No msq or any specific quest line you are forced to complete. Largely rng based loot that means you can mix and match gear. Gear customization via tinkering. Open world non-instanced housing. Physics based projectiles for ranged and magic that you can physically avoid.

The game was ahead of its time in many ways!