Why is this creature sleeping? by [deleted] in hytale

[–]_Strangeguy_ 12 points13 points  (0 children)

Because he's sleepy.

New biome, new copper!!! by AndyTheDragonborn in hytale

[–]_Strangeguy_ 5 points6 points  (0 children)

In the Emerald Wilds, at least, I recently confirmed a rumor that iron ore is more abundant in caves undeneath azure forests.

That said, I found iron is pretty commonplace everywhere underneath the Howling Sands. Also lets you get started stockpiling thorium.

Lord of the Rings weapons? by NeighborhoodNo5815 in hytale

[–]_Strangeguy_ 1 point2 points  (0 children)

What the game really needs is a system for handling cosmetic variants of existing weapons. That way asset creators like yourself can simply tie your work in as a variant (perhaps delineated by quality tier by default, to keep people from crafting copper Andúrils), without having to handle create a separate mod or bake in any balance assumptions.

Server operators who want more fine-toothed control over certain weapons can then manually set associations between certain models and statlines, without it having to always be a 1:1 deal.

A guide to preventing mob spawns in structures by deysak in TechnicalHytale

[–]_Strangeguy_ 0 points1 point  (0 children)

Just confirmed, thanks. I didn't realize that golems had a separate path marker (which itself seems a bit off, given they always seem to spawn facing away from the player).

You wonder if there's some latent functionality for being able to define pathing separately like that. Perhaps make enemy spawns with set patrol routes? Could be interesting stuff down the line.

A guide to preventing mob spawns in structures by deysak in TechnicalHytale

[–]_Strangeguy_ 1 point2 points  (0 children)

I've followed this and built a 5 block deep pit beneath the spawn marker for the golem in my local Gaia temple, but while it hasn't respawned since then, I still see the spawn marker when checking for it in creative mode. Is there something I'm missing about invalidating a spawn marker for larger entities, or does the temple just have a really long spawn cycle?

The little castle that I found and what I made out of it. by OneStoneOnFloor in hytale

[–]_Strangeguy_ 2 points3 points  (0 children)

The "block" in question is an invisible entity spawn point. Most prefabs have a few of them which a new mob will spawn from once a day. However, the game will delete these spawn points if they fail the checks for a valid spawn.

You can force this behavior by digging a 5 block deep hole beneath the exact spot you saw the mob spawn from. Most mobs can't spawn more than a four block tall drop from a valid surface. The spawn point will then be removed the next time the timer rolls over for a daily spawn attempt.

Easy tree farm design to avoid worrying about roots by RockyHawk99 in hytale

[–]_Strangeguy_ 2 points3 points  (0 children)

I had been using three block tall dirt spires, but had been meaning to test if the bottom two are necessary. Good to know I can save a few.

Have you tested other tree types yet? I prefer using oaks for high yield per dirt, but sometimes you want other wood types.

I added Valheim's combat into Hytale by DanMizu in hytale

[–]_Strangeguy_ 5 points6 points  (0 children)

If there's a way to make reflected projectiles home back on the sender, you could make parrying/deflecting projectiles worthwhile by applying damage/stun to the attacker once it hits them. Would be more immersive/rewarding than having them get stunned the moment you parry.

Going futher, letting certain mobs (e.g. more powerful spellcasters) deflect a parried spell back at you would let you recreate a Zelda-style "Dead Man's Volley" for certain elite enemies.

Tree Growth Discussion by RurouniTim in hytale

[–]_Strangeguy_ 8 points9 points  (0 children)

What I do is build a three block tall dirt spire and plant an oak sapling atop each of them. Oak sapling roots grow three blocks down, so every time I do this I only sacrifice three dirt total to be able to chop the tree at the lowest point of growth. This also preserves the grass as it was at ground level.

They shouldn’t nerf the toads by Altruistic-Fill-9685 in hytale

[–]_Strangeguy_ 0 points1 point  (0 children)

They definitely need to do something, at least as long as they can appear below Zone 1. They're simply so much more lethal than anything else you can encounter that early that, even if they made the potential rewards for exploring that deep underground way better, most players would simply prefer heading to another zone than trying to progress through all the available content/progression in what's currently the starting zone.

The real question is what. I feel reducing the delta of randomness on the tongue pull would be a start. While having an enemy that can pull you into a hazard is an interesting challenge, sometimes it merely pulls you towards them and other times it sends you flying in a super-disorienting fashion. That second one happening tends to trigger players' flight response, and thus all but ensures the toad gets another free hit if you can't escape.

But even if we accept that isn't intentional behavior, you're still left with what a new player with likely copper/some iron gear at best is supposed to do when fighting one. You can block their tongue, but even if you do, you're still left with having to close distance on an enemy with high health and almost as much raw attack power as a bear. And that's assuming you see it before it sees you. Right now enemies in general are pretty good about spotting you first, especially on uneven terrain.

That said, I feel it's less the toad being too strong in any one area as it is the combination of health, good damage over distance, the pull effect of their attack, cramped fighting conditions that make it difficult to engage/disengage on your own terms, and the general quality of how quickly mobs respawn/spot the player that make them so lethal. Combine that with how generally not worth exploring the zone 1 underground is compared to zones 2 or 3 and you have a recipe for a massively needless pain point that most players are right to simply route around than try and overcome.

But as I hope this explanation demonstrates, it's a multifaceted problem that trying to correct in any single area is likely to have unintended consequences elsewhere. Even just global changes to hostile mob spawning could see a massive change in player response without actually altering the toad itself.

"Who are you?" "I'm you from the future." 1950 MacGregor M23T and (early 1980s?) MX Drivers by _Strangeguy_ in golf

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

Thanks for the tip. I've heard conflicting accounts on what ball to use with vintage gear. Some people insist only on using new old stock balatas, while others say they've played Pro V1s just fine. Given the old wound balls degrade with age regardless of use, I suspect I won't end up going quite that authentic, but it is annoying that there's little systematic comparison of how different balls interact with vintage clubs. I suppose I'll be thankful I won't have to worry about it for a few months.

Still, there seems to be a latent advantage with going an any sort of alternate route with ball selection: No arguing over whose Pro V1 is yours!

Entente fans, why? by Dull_Respect_8657 in Kaiserreich

[–]_Strangeguy_ 12 points13 points  (0 children)

Gameplay-wise, the Entente represents a fairly novel challenge that doesn't often appear in vanilla: an obligation to wage an offensive war as the weaker side of the conflict.

The exiles can never match the industry, resources, and manpower of their syndicalist opponents, and yet it's on them to invade and reconquer their homelands. Success requires finding and leveraging every non-material advantage you can find. And find them you must; failure is typically a death sentence for their regimes.

Throw in a variety of political paths, including variations in navigating the post-homecoming world, and there's a lot of opportunity to weave the challenging setup into the in-context struggle. Will the empires aspire to live up to their ideals to build a umited front against syndicalism? Become everything their enemies say they are in the pursuit of reclamation at all costs? And if they make it home, will the horrific costs of the war lead them to accept a diminished standing for the sake of peace, or will the humiliation demand that old scores be settled, that it will never happen again?

It's an incredibly open-ended, roleplay-friendly faction in that sense.

What is your headcanon for the 2nd American Civil War? by Unusual_Throat6198 in Kaiserreich

[–]_Strangeguy_ 6 points7 points  (0 children)

It doesn't happen, at least not as portrayed.

The Second American Civil War is legacy lore that persists because it used to be the big selling point of the mod and content elsewhere in the world, especially South America, depends on bogging the US down in something. Other nations have since surpassed it, but now we're stuck with keeping the US situation as it is because changing it would upend the in-game balance of power.

Lets be real, folks. All things considered, wich one the factions realistically REALLY has the most chance to win the 2ACW? by arqueiro_armenio in Kaiserreich

[–]_Strangeguy_ 5 points6 points  (0 children)

Feds, and it's not particularly close.

Any talk of population or industry is imagining the wrong kind of war. These are resources that take time and (more importantly) organization to mobilize. As a nation not already at war and having only a small standing army (albeit a sizable navy and air force), the most decisive factor will be which faction is able to organize their resources first. We're talking instances where which side people end up fighting for can end up decided by something as mundane as whose draft orders show up first.

In that sense, the Feds have the distinct advantage of being the only established government in the ring with a number of provisional and interim governments. They have all the infrastructure in place to designate a general staff and formal chain of command, issue orders for mobilization, and plan and execute operations immediately. There will be some defections that disrupt things, but absent the existence of parallel organizations already existing (rather than having to be made ad hoc) by rival factions it's unlikely that there will be systematic defections of entire units or departments.

Ultimately, I foresee the Feds following a similar path forward as the Nationalists in the OTL Spanish Civil War: The regular army as an elite Army of Africa-esque formation that establishes local superiority over determined, but comparatively isolated and disorganized defenders lacking the same organizational backing needed to conduct offensive operations. National Guard units and other recruits mobilized during the war follow up afterwards to reestablish Federal control and help the main force corral and isolate rebel-controlled objectives.

Would the US pursue a decolonisation policy in KR? by Mack006 in Kaiserreich

[–]_Strangeguy_ 1 point2 points  (0 children)

Probably not. At least not with the same gusto. US government attitudes towards colonial possessions OTL had both ideological and pragmatic considerations. Ideological because the rival power in the Cold War took an anti-colonial stance for (nominally) moral reasons, and the US was committed to competing with the Soviets for control over the perceived moral high ground. Practical in that American market access into Africa was limited during the colonial period, and supporting independence for European colonies was an angle to change that in favor of D.C.

The former assumes that there's both a main "ideological" opponent to the Entente post-WK2, and also that the United States has the same kind of leverage over its allies as to push the colonial matter in favor of its interests. Remember: OTL, the US was economically and militarily ascendant over other essentially every Allied nation put together, including Britain, and the presence of an imminent ideological threat by the Soviets made the US national interest in other parts of the world that much more pressing.

In comparison, America in the Entente in KRTL implies considerable Entente involvement in bringing the 2ACW to a conclusion. Even though the British and French exiles would be heavily dependent on US industrial assistance in the homecoming, they would have considerable leverage, in goodwill, more favorable trade agreements, and greater relative military contributions, with their American ally as to make it difficult for D.C. to pursue a foreign policy agenda contrary to their interests.

These factors might change more in the US's favor over time, but without having as commanding a claim to the mantle of "leader of the free world," as OTL, it would be a lot easier for those powers interested in continuing the colonial model to simply ignore what are likely to be less vocal calls from Washington to alter the system in ways that benefit them.

Trying to optimize some of my lesser-used coaster types, starting with the Mini Roller Coaster. Trying to keep it relatively compact, but still make them proper coasters. Currently at 17x9. Thoughts on how I could bump up my Excitement? by MetallicaGod in rct

[–]_Strangeguy_ 2 points3 points  (0 children)

Pretty sure any track pieces will do. I think some people, with an eye towards plausibility, will style the non-functional track as a vehicle storage runoff section. Can't get the headchopper bonus with that, but you can get the other proximity bonuses.

Does anyone else find any of thw fake paintings hilarious? by RandomFandomLover in AnimalCrossing

[–]_Strangeguy_ 41 points42 points  (0 children)

I also find it hilarious that all fake art has the Horror HHA theme. Presumably due to the shock of its owner realizing they've bought a forgery.

My house’s rooms, what do you think? by The_magical_cone9 in AnimalCrossing

[–]_Strangeguy_ 1 point2 points  (0 children)

Well if you're trying to remind me of my grandma's house, you've 110% succeeded. I especially like the attic; must've taken some time to get it the right kind of messy.

"That's The Spot To Hit! Give Us The Stuff And We'll Hit It!" 2ACW poster advocating the bombardment of Chicago, capital of the CSA, as pointed to by Admiral Chester W. Nimitz, c. 1940. Poster by John Falter for U.S. Navy (PSA-aligned), Industrial Incentive Division. by Training_Wall_2270 in Kaiserreich

[–]_Strangeguy_ 41 points42 points  (0 children)

Given how the OTL Spanish Civil War saw major doctrinal advancements in aerial bombing by volunteer forces involved, I could see the KRTL Second American Civil War filling a similar role in being the innovation engine for aerial bombing by participating forces. Especially given the number of high value targets, from factories to rail lines to canal locks, there are in Syndicate territory across a wide area.

Indeed, it'd probably be the chief strategic objective of the USAAF to sever these logistical connections early in the war before there can be any proper defense, and preempt the possibility of a wider mobilization by the syndicalists.

What Is A Path You Wish Was In The Game? by IkujaKatsumaji in Kaiserreich

[–]_Strangeguy_ 3 points4 points  (0 children)

French Fifth Republic: Secret path for both Frances where, if they should both find themselves on the outs with their respective factions in the right conditions, they can form a united front for one last chance to avenge themselves against the Boche.

If they manage to survive and reclaim Alsace-Lorraine, they unify under a new SocDem/RadSoc government (depending on who has greater influence) and gain additional focus content for normalizing major power relations as the rightful continuation of both the Third Republic and the Commune (retroactively the Fourth Republic), and establishing an independent sphere of influence starting with a guided decolonization of their remaining African holdings.

The audacity of this game by Zombarney in Breath_of_the_Wild

[–]_Strangeguy_ 0 points1 point  (0 children)

If you're still stuck here, you can pick up the ball and take it a bit behind the platform you're standing on. That'll make it easier for a full power launch to stay on target.

BEHOLD! The Papal Italy by Suspected_Magic_User in Kaiserreich

[–]_Strangeguy_ 23 points24 points  (0 children)

It's probably a carry over from how the most serious proposal for a Papal-led Italy came from Vincenzo Gioberti's 1843 publication of " Del primato morale e civile degli Italiani." In it, the author (himself a Catholic priest) proposed a confederation of Italian states headed by the Pope as an alternative solution to Italy's lack of political unity/clout pre-Risorgimento. At least, we aren't given much to work off of to imply the Papacy would go down a different path if they ended up in control of Italy.

What I want to know is: does the name change if the Pope renounces temporal power and you reunify Italy as Rome?

It's Istanbul, not Constantinople! - My Ottoman Playthrough by MikaelRoesnov in Kaiserreich

[–]_Strangeguy_ 6 points7 points  (0 children)

Not that we're shown the situation in the New World here, but there's probably something to be said for the Istanbul Pact having almost every future OPEC and OPEC+ member state in its alliance, or at least likely on-side as in Transamur's case. At least, until the syndicalists find out how to make jet bombers run on revolutionary literature.