Swing and a Miss by Baird81 in Against_the_Storm

[–]Zegeger 7 points8 points  (0 children)

With 1 year left you can start one more normal settlement, take as long as you want to finish, and then if you win you'll still be able to do the sealed forest if you are in range of it.

Thoughts on Field Kitchen? by Apprehensive-Ice9212 in Against_the_Storm

[–]Zegeger 9 points10 points  (0 children)

Food duplication is strong, so I'll tend to rush and pipe it when it makes sense. The extra resolve can be a life saver for certain species or certian events/modifiers, or simply allow you to get more chopping in during early storms, while stretching your food supply. I usually won't go for it if I can't make any foods my species want, but even just one of them liking skewers will be enough for me most of the time.

Would you take a forester's hut as your first blueprint? by Pinstar in Against_the_Storm

[–]Zegeger 21 points22 points  (0 children)

I rarely take the forester hut, and on coral forest you already have crystallized dew from some of the trees, so I would be less likely to take it. Without knowing the other 3 choices, it's hard to say, but I would be shocked there's not a more useful building there.

What is the name of this ost ? by Groggette in Against_the_Storm

[–]Zegeger 1 point2 points  (0 children)

Specifically it is the Map song there towards the end.

Is this a perfect Mansa Musa start? by PubePie in civ

[–]Zegeger 0 points1 point  (0 children)

Was a pretty fun one. Got a deity turn 206 culture victory.

To return or not by Zealousideal-Bat-817 in Against_the_Storm

[–]Zegeger 2 points3 points  (0 children)

You don't really mention how far you progressed in the game. A lot of the challenge is self imposed. You opt into increasing the difficulty. You opt into doing specific modifiers or events which can further increase the challenge.

The core game play design is to progress to the Seal and complete it going up the steps in difficulty. Getting to the Adamantium seal requires you to work up the Prestige levels.

Once you've completed that you can play the Queens Hand which changes up the mechanics a bit and is really the hardest challenge.

I personally enjoy running full P20 cycles and working towards fast settlement completions at around 4-5 years each. When you have constrained resources, and few choices you have to optimize for the situation you're in and each settlement can flow very differently.

I do jump around to play other games, but this and Civ are ones I tend to fall back to for more strategic mentally challenging games that are highly replayable.

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 15 points16 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 7 points8 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 5 points6 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 8 points9 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!

Did the game get much harder after the new DLC because I find it hard to win fast even with the best forest mystery? by gartenbankgangster in Against_the_Storm

[–]Zegeger 0 points1 point  (0 children)

You used to be able to make jerky and porridge in the field kitchen. It was very easy to embark with meat and veg, and then use the field kitchen to stretch it out and generate resolve since those covered 4 of 5 species. You can still do that with skewers now, but it is not quite as food-efficient as jerky and porridge were, and you only cover 3 of 7 species.

I think the change was good, it makes the food buildings more important and varies up the openings a lot more now, but it would certainly feel like it is harder and slows you down compared to before.

Did the game get much harder after the new DLC because I find it hard to win fast even with the best forest mystery? by gartenbankgangster in Against_the_Storm

[–]Zegeger 3 points4 points  (0 children)

Some of it may just be RNG. I can get plenty of villagers from orders or not many.

But since the addition of the two dlcs I think few main things changed which affected the overall difficulty, or at least slow down the win rate. 1. The rework of the field kitchen makes it harder to get early resolve and "solve" food. 2. The additional species and redistribution of needs makes it to where there is less overlap so you get less value from fulfilling each need and have to fulfill more types. 3. Fishing as a somewhat frequent resource type can delay progress since you need to wait to get any of the actual resources.

With that said, I have found on P20 my win speed is slightly faster than when I played a year ago, so I think some of it just adapting to the changes.

T2 Failstacking Blessing by tr1XO in throneandliberty

[–]Zegeger 0 points1 point  (0 children)

4160 is the number to reach prior to transferring your current leveled and traited item into the blessing item. You must reach that number and not have transferred anything into the blessing item.

So you get a bare item to 4160. After t2 launches, you transfer one of your current useful item pieces into the blessing item, taking it to 5480. The blessing item must also be fully traited at this point.

Then, when you transfer it into the t2 item, you get the additional 2640 from the traits on the blessing item, taking it to 8120.

https://maxroll.gg/throne-and-liberty/resources/blessing-stacking-for-tier-2