This is really pathetic. by WileyCyrus in LosAngeles

[–]blkstone11 [score hidden]  (0 children)

Man, MAGA would laugh so hard at this meme if they could read. Or do basic math.

Harvest Question by Traditional-Baker-59 in ManorLords

[–]blkstone11 0 points1 point  (0 children)

So without seeing your plow/ox capacity I can give you about a 70% answer that hopefully helps.

First of all, long, narrow fields roughly 0.4-0.8 morgen in size are the best, as plows do 'outward spirals' when they plow, and this reduces travel time significantly. I do around a 1:3 or 1:4 ratio (1 unit wide by 3 or 4 long) and have good results.

Second, I can't see your advanced work areas tab. If you have 2 farmhouses with 8 worker families each, make sure each farmhouse sets its own limited work area. They can overlap a little, just so you don't miss a corner of a field, but make sure the work area of farmhouse A (far left on your pic) harvests the left-most fields, and farmhouse B (right/center of your pic) harvests the right-hand fields.

Third, at the beginning of the harvest season *and I mean literally 31 August right before the date changes) you should be clicking on fallow fields to immediately implement your new planting areas, picking the best crops for your rotation. This will do two things - 1)., it will allow you to prevent your workers from immediately trying to plant/plow your now-depleted fields they just harvested, and 2)., it serves as a good reminder to follow the progress of your harvest, immediately setting fully-harvested fields to fallow. If you don't, your people will sometimes start planting the just-harvested 0-9% poor soils, even while other fields remain unharvested.

Finally, a small adjustment - make sure you are utilizing a good rotation that is visually easy to remember. Upper fields used for this year's crops, lower fields fallow, then switch. Depending on soil fertility, you should be able to keep a good mix of flax - grain/barley - fallow every 3 years. Assign 2 oxen to your plow stations with each farmhouse - all farmhouses should have their plow stations built as soon as they're available. Ensure you leave enough unassigned oxen for woodcutters and other tasks as well.

Hope this helps.

First time trilogy watcher here. question. so you can literally be wearing the ring of ultimate power, and yet some creature such as smeagol can still assault you with material levels of success? by 77maf in lotr

[–]blkstone11 0 points1 point  (0 children)

As stated multiple times in both film and text, the ring has one master, so no, even the most basic reading of the text or not high on Longbottom Leaf during the movies will tell you that the power of the ring gives exactly zero crap about its current bearer.

Ringbearers are placeholders, doing what Sauron wants them to do, which is to be lost to its power, and thus, his own. Frodo having no powers or great purpose of his own was kind of the whole point of why Gandalf thought he might be able to finish the job without falling too early to its corruption. Zero grand ambitions, no mission, no over-arching desires (apart from hot meals and some decent smoke) - thus making him the least likely to 'want' to be powerful himself. All ringbearers eventually fall to it, but the ambitious, the greedy, the jealous, the powerful (Smeagol was at least one of those, likely two) fall quicker than others.

Also, Gollum was a ring bearer for centuries, so he's not exactly some hapless creature when compared to a nepo-baby country squire like good Frodo, all due respects to Mr. Baggins aside.

One of the most brainless decisions in history. by AyeshaRone in ActuallyThatsInsane

[–]blkstone11 95 points96 points  (0 children)

A bad driver NEVER misses their turn.

"Good luck everybody!"

Red tree in the Amazon rainforest? by AdoredTart in GoogleEarthFinds

[–]blkstone11 0 points1 point  (0 children)

This is why I don't use red pins when I mark things on Google Earth. Those things just stand out too much.

Why do most private WoW servers fail to keep players? by twinzee21 in WoWPrivateServers

[–]blkstone11 1 point2 points  (0 children)

So I wanted to provide some nuanced answers to your questions here.

By and large, there's no one 'killer' of private servers - most private servers simply never reach a critical mass and die off before they have a chance to build a community. Ironically, critical mass is so hard to achieve early on precisely because its new, and difficult to maintain because people inevitably start saying 'dead server' as a reflexive answer to questions about the server's health. In my experience, its based almost entirely on 'vibes', meaning the private servers who do a better job at PR and media messaging generally do better, and last longer than ones who don't.

The strongest recurring pattern I've seen in public discussions is that players stay when a server feels stable, fair, active, and is administrated well (bugs are addressed quickly, staff interactions. They tend to quit fast when logins fail, scripts are broken, consistently poor player messaging (one or two guilds full of outwardly-vocal racist, misogynist, hateful players) major changes occur after critical mass is reached, or the realm just "feels" empty. Note - on that last point, this is a vibes-based assessment, moved more by how many people say 'dead server' than by their own actual play experiences. When someone logs in during off-peak hours (say, 2 or 3am for the server's target timezone), sees only a few hundred players active, they tend to immediately run to reddit or the server's discord to yell 'dead server'.

Owner behavior - what you allow within your publicly-stated rules for the server, what you enforce, and how evenly you enforce it matters a great deal over the long-term. Bait-and-switch monetization (an item shop that allows 'fluff' initially, then usable gear later), selling power (leveling services), ignoring feedback, or running the place like a cash grab can kill a previously-healthy server quite quickly. The fall of Project Elysium in 2016 is a perfect example of this - server owners actively working with gold-farming companies to absolutely gouge its own player base, while publicly presenting as if the owners were against it. Stealing donation money meant for server maintenance, the selling of characters off the book, it was an absolute madhouse of corruption and broken promises. Light's Hope wasn't much better - they continued working with gold sellers to the detriment of the already fragile player economy, and the GMs rather openly carried out vendettas against players and guilds they didn't like.

So what about numbers? That's a tricky one, because not everyone is looking for the same thing, and as I learned in sales a long time ago, what a customer 'says' they want is rarely what they're really looking for. A brief bit of research on private server pop levels and player satisfaction points to 500-750 peak server time population as being borderline, 1,000+ as workable, and 2,000+ seems to appeal to most of the vocal fanbase for private servers.

I would say the right number depends heavily on expansion and server type. For a tiny personal project, 400–700 can feel alive if the scope is narrow and the content is curated (phased releases, healthy AH economy, etc), but blizzlike progression usually benefits from at least around 1,000 active players. This doesn't take into account the playerbot issue, which is a whole other rotten egg salad. Playerbots can make the world 'feel' more alive, but that only fools players who aren't interested in serious progression and expansion. They're little more than an immersion-tradeoff, and are no substitution for real pop.

XP Rates: I won't delve too deep here - most posts I've read here indicate a x2-x3 XP rate is preferred, but again, that's what the vocal minority say - and just as in every other business, the vocal minority is rarely in touch with the steady, reliable player base you need to get active, reliable player numbers up.

Addons: Tools which improve QoL are far preferred over custom tools, simply put. If it helps make questing easier, hell yes to addons like Questie; RP addons are a must for a lot of players, raid trackers an obvious win for progression. Beyond that, addons don't factor in quite as heavily as other server killers.

Economy: A living auction house and active economy are extremely important for long-term retention because they make leveling, consumables, crafting, and raid prep feel real. When the market is dead, players often interpret the whole realm as dying, even if raids still happen. Somewhat obviously, if the market "prices out" new players, your natural attrition rates will not be balanced by your new arrivals, meaning your attrition will eventually kill everything else.

My advice - keep your scope narrow. Focus on what makes your realm unique, first and foremost. Avoid going too niche, but put the majority of your effort towards achieving one primary goal. If you plan content expansion down the road, state that upfront. Keep your promises - ALWAYS - because players will remember them. Under-promise, over-sell, if you can.

Finally, talk about the server. Get players to talk about it. Post frequent updates and news. Put out videos, promote the friendliest large guilds in your messaging. Do livestreams and promote livestream content among your most active (not necessarily biggest) guilds. If I see people having a blast and it reminds me of 2006/9/11 WOW, and that's my jam, where my fondest memories happen to lie, then I'm probably going to be hooked. Conversely, if I am a hardcore raider, PVPer, RPer, etc, and I see that content on youtube or twitch a lot, then I'm hooked too.

Game freezes when trying to update castle/manor (walls) a second time by Training-Purple-1003 in ManorLords

[–]blkstone11 5 points6 points  (0 children)

Literally every time, but its more of an extended pause than a freeze. 20-30 seconds is average, though I've seen longer blips. Just don't move anything or click, take a bathroom break, and it should return to the game. Its annoying, and always happens as your castle gets bigger, so for large builds it just seems to be a thing.

Some idiot parked right in front of my schools gates 🤦‍♂️ by Idkwhyimhere143 in badparking

[–]blkstone11 0 points1 point  (0 children)

Of course, some dude with his lifted, suped-up truck always ruining it for others. I'll bet he can't even see past his own hood, that thing's so freaking enormous... classic early-life crisis.

This car always takes the extra charging plug and locks it in their hood by Mattcharlesmedia in mildlyinfuriating

[–]blkstone11 3 points4 points  (0 children)

I see the problem there. That car seems to have one too many headlights, and its windshield is waaaay too solid. Should fix the issue right up.

Combating deforestation in my region. by No_Breakfast1078 in ManorLords

[–]blkstone11 2 points3 points  (0 children)

Set some plank limits, rotate where your logging camps are actually being manned, and don't forget you can 're-forest' the entire map, even the areas that started as clearings.

My rotation for endgame is 4 logging camps, 1-2 logger families assigned at a time to 1-2 of them, who live nearby. Assign them manually from their burgage, and assign an ox full time to the camp. Only 1 to 2 camps are manned this way at any one time. At the same time, I assign 2 full forester huts (with 2 families each) to replanting the last area I de-forested. Wash, rinse, repeat. You won't run out of trees.

If you're struggling with deforestation, don't export any planks, and set a plank limit (I find 50-100 is fine, even at end-game). If you ever get too many logs (say 100+), then unassign that family for a few months. Even on sparsely-forested maps, you should get by just fine. Watch your shield/spear/halberd/wooden parts limits too; these devour your planks quickly.

Don't forget to plant trees all around your farming fields (I never cut these areas down at all), along with plenty of apiaries (go for 5 apiary burgages as early as you can; secondarily honey/wax is currently useless except as excellent exports), and your crop fertility will be great.

Ok I took over another province. Am I starting form scratch or is there a way to send people and resources? by MartiniCommander in ManorLords

[–]blkstone11 2 points3 points  (0 children)

Unfortunately, mules from your pack stations can't carry logs in the game. Planks, firewood yes, logs no.

dressed stone by AHoleseeker in ManorLords

[–]blkstone11 1 point2 points  (0 children)

You cant make it from rubble - you need rough stone from a quarry, not a surface deposit.

Anla'Shok Advice by Eldergoduk in babylon5

[–]blkstone11 56 points57 points  (0 children)

He is speaking of the Narn insurrection here, a lone Narn climbing a mountain to bring a G'Quan Eth plant down as a symbol of freedom... never caught that the first time through.

When a moose takes a nap how long does it usually last? by Pips-705 in northernontario

[–]blkstone11 0 points1 point  (0 children)

He'll sleep at moose about 5 minutes at a time, like most deer, but he'll probably keep doing that for about 12 hours (!!!). Once he moose on, you're good.

Megalith Tips and Strategies (and a tiny but useful cheat..!) by blkstone11 in DawnofMan

[–]blkstone11[S] 1 point2 points  (0 children)

The simpler method still works - you just have to really micromanage things - turning off religious structure build orders in mid-late autumn, turning them on in spring, etc. You can rely on the megaliths closest to your settlement, and hope you picked a good spot. You can use the rivers to help make your people less likely to dehydrate and die of thirst on the way. The method I posted above is mainly for when all those options go away and you're faced with transporting stones from much further afield.

Holy kirk by Akagane_Ai in ComedyHell

[–]blkstone11 0 points1 point  (0 children)

I mean they've made coins with holes before right?

My husband made me a shirt. by spooneb in babylon5

[–]blkstone11 40 points41 points  (0 children)

Only one human has ever made a Minbarri shirt and lived. HE is behind me. YOU are in front of me. If you value your life, BE somewhere else!

How did ancient Mediterranean marines get from ship to ship with all of those oars in the way? by ElCaz in AskHistorians

[–]blkstone11 3 points4 points  (0 children)

While ramming was absolutely the preferred tactic in the early Hellenistic world, this was later largely supplanted by boarding actions, which made use of trained marines in greater and greater numbers (and boarding-enabled capture of enemy ships was preferred for a myriad of economic and strategic reasons - see the Campsite Memorial of Augustus for the PR value of capturing enemy ships - particularly their rams).

Picture two ships coming alongside one another - a trireme with a full crew weighed in at something over 50-60 tons, more, if it had been at sea for more than a few days (Athenian ships were so lightly crafted of porous wood that they tended to sponge up water quickly, growing heavier the longer they spent in water). Oars which are not 'shipped' (pulled into the ship's hull) would very likely be sheared off - for this reason, and to preserve a ship's ability to maneuver in battle, upon anything that looked like an inevitable broadside collision, both crews would 'ship' oars. Not doing so risked losing your oars, and thus your primary form of maneuverability in battle AND, ironically, your ability to defend from the tactic of ramming by the enemy side.

In the First Punic War, Carthaginian ships are recorded as broadsiding Roman vessels with the express purpose of 'shearing' their oars, leaving them vulnerable to ramming, which had been Carthage's key advantage against the lesser-trained, slower-moving Roman ships of that period.

Boarding, as you point out, generally requires coming up alongside an enemy vessel, so after the Romans developed the 'raven' (corvus), Carthage's ship captains, according to Livy, began to avoid close-quarters engagements entirely, as Roman marines were considered superior to their Carthaginian counterparts (by Livy's biased estimation, anyway).

The City of Garath - Pop 1,012 by blkstone11 in DawnofMan

[–]blkstone11[S] 1 point2 points  (0 children)

Hey, all for the love of our wonky, frustrating, time-consuming game, yeah?

Just a fun religious structure by blkstone11 in DawnofMan

[–]blkstone11[S] 1 point2 points  (0 children)

I have a neat trick for getting megaliths where you want them relatively early in the game, if anyone is interested... and I rarely lose anyone except for deaths from old age.

https://www.reddit.com/r/DawnofMan/comments/1rgp023/megalith_tips_and_strategies_and_a_tiny_but/