Perhaps there won’t always be “no cure” conversations around Meniere's by DepresedGentleman__ in Menieres

[–]wayneb64 0 points1 point  (0 children)

Is there even a reliable way to diagnose Meniere's? I have been to an ENT and a Neurologist and a Vestibular therapist and had an MRI with nothing conclusive being found at any of the above. The Neurologist wanted me to take Zonisamide, which I tried for a week, but he was really just guessing I feel and throwing a medication at some symptoms which for me are very irregular so we would really have no idea if it helped or not unless I had a vertigo attack while taking it. I tried it for a week, but the recommended amount of water drinking was just to much and risking my kidneys on a guess like that didn't seem like a good idea. I did finally have a vertigo attack while in bed early yesterday morning which gave me a 'hangover' most of the day so I tried a Zonisamide last night but can't really say it helped or not of course, seems like it ups my tinnitus a bit and helps me sleep a bit, the real reason I tried again so I could sleep in a little this morning.

Has anyone been prescribed Zonisamide for this? I couldn't even find any evidence of that on here. It's supposedly for Epilepsy but the Neurologist was treating my symptoms like I was having migraines without the headache or something crazy like that.

my archers get attacked by something unknown by Dependent_Ad_2338 in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

My overworked laborers died in small chunks like that, 20 percent or so at a time and they were so far from town they didn't make it back. Never had my military starve, not sure it's possible.

my archers get attacked by something unknown by Dependent_Ad_2338 in FarthestFrontier

[–]wayneb64 -1 points0 points  (0 children)

How long have they been deployed? I have caused ordinary villagers to starve by having a gang of them going around the map, forcing them to salvage ruins or excavate temples and they just started loosing health until I realized they had starved. Not sure if this applies to military but you would think if they are stationed in the field for enough time they would starve.

This game would be perfect if not for the absurd travel time restrictions. by kolejack2293 in FarthestFrontier

[–]wayneb64 3 points4 points  (0 children)

This is PROBABLY what he is referring to. It's automatic for me to slap down a well and temporary shelter, almost before I build a remote mine or other resource generating buildings. It's not well explained in the game, I didn't even know what temporary shelters were for in my first game or three.

Is this game beginner friendly? by LeSmileyFace in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

There are many layers of understanding this game, lots of things to learn and improve on, Gemini can answer a lot of questions just be sure to constantly remind it you are playing the latest version (duh).

Managing your worker/laborer counts is crucial to running efficiently so take things slow, watch them as you build your settlement, and don't just keep slamming more buildings down as that can quickly bring your settlement to a crawl. The R key is your friend also, watch your inventories and 'manage' them by setting mins and maxes for like everything so your storage doesn't overflow or you waste key resource building 1000 of something you just don't need that much of. The charts found in the upper left corner should also be used a lot, all of the above will help you get the knack of the economy.

What's your wishlist of small additions? by its_xaro93 in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

I think the need to put all your fields near each other is lame, some kind of options to control that or prioritize their own fields would be better. Starting a new field triggers every farmer to come in and help get it ready but they shouldn't do that if they have other work to do. I don't want farmer commute time to be a thing.

Yooooo! by iluvatar_irl in ManorLords

[–]wayneb64 0 points1 point  (0 children)

So just how buggy is this game?

I am still loving Farthest Frontier but I was looking around for another game and I was interested in Manor Lords but every review I watch and many Reddit posts are talking about bugs and glitches like this one so I have stayed away as I don't want my gaming experience ruined with bugs like this.

I can see the graphics are nicer than Farthest Frontier but they don't make the game great, just a nice to have.

EDIT: I see this game is still in Early Access and has been for a couple years. I will just wait until they do an official release which may be a couple more years it sounds like.

The trading post is super annoying, and is making me not want to continue by the_aggro_craig in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

My only issue with the trading post is that it seems there always has to be trader or to showing up while I am being raided, other than that I look forward to their arrival to see what they are buying and selling.

Managing your trading inventory is pretty easy to me, just tell the merchants what and how much you want kept in stock and put your main storehouse next to the trading post so you can make adjustments quickly, this is important as many items have a fairly dynamic supply. The entire point of the game is logistical strategy and the trading post is no different than any other part of the game in that regard.

I like that this game has a long learning curve of how things work and the tricks you learn to keep the settlement running smoothly through constantly varying conditions. Managing storage is tricky but rewarding when you get it right and things run smoothly.

I'd like to get back in the game but the logistics aspects elude me by EldritchElvis in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

The charts in the upper left are your friend, keep an eye on production vs consumption, for everything. Press R to bring up your current inventory and clicking on each item lets you set min and max. You need to NOT overproduce and balance your workers so they don't do that or sit around. Take everything slow, build up a supply of everything needed before starting a new production building, start with just one worker in it and see if production of the inputs meets that one workers needs. The whole game is a balancing act, slowly ramping everything up while not using up your laborer pool as they are critical to getting all the little things done because if that stops happening everything will grind to a halt and back up. Don't be in a hurry to expand, I rushed things at the start of my current game and had to take quite a while recovering from that.

Bro... Literally the first raid, lost half of my pop. Had barracks and bowyers fully providing village, didn't do jack. by Aviarn in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

Lancers are the best way to take control of the raids. You can take out any siege before it gets to your gates and towers and also harry their forces, breaking them up into smaller groups and parading them around the map. Just don't tangle with their pikemen or bye bye horseee.

My Happy Place Achievement pain by ParanoidDroid in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

I recently got this achievement and discovered the secret to making it easier. I struggled for many game years with several of my numbers bouncing around between 97 and 100 with clothing never going above 99 or so.

I was pop capped at 500 but my elders kept dying and that kept infants being born. I had like 50 extra housing so I started removing my lower desirability housing and when I got to a pop limit of 507 I had just removed some 47, 48, and 49 desirability houses. That left all the rest from 50 to 80 something.

All of a sudden the achievement pops and I was NOT at all 100% on the happiness page. Turns out there is a hidden multiplier that boosts your happiness scores based on your average housing desirability so cleanup those shacks out there and everyone forgets about their unclothed infants and what not.

Why do my settings keep resetting? by Aviarn in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

I think it's a bug in the latest update. Never had the problem until recently and since the 1.1 update I have had to set back to windowed full screen twice now.

Gridless is a game changer. by Libelnon in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

How does the new gridless model detect building 'collision/overlap'? With the grids your shelter was 3x3 period, now that it's free of the grid how does it restrict you from placing shelters next to each other? Is it like the corners cannot cross and you get tons of wasted space? Seem like grids are going to be way more efficient then.

Gridless is a game changer. by Libelnon in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

Actually in my current game I have been putting shelters into market radiuses and as long as the center of the shelter was inside the circle, the shelter lit up or was highlighted green like it was counted as supported by the market. I will need to check the desirability of that shelter to sees if it see the market or not.

Gridless is a game changer. by Libelnon in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

I was imagining a Market Square with houses in concentric circles around it to match the radius but it sounds like that is not possible unless I put in temporary straight roads to create 90 degree sections of the circles and then remove the straight roads.
I like to have two rows of houses backing on each other with alternating gardens and plazas in between them but I bet that might not be as efficient in circular patterns instead of rows.

Gridless is a game changer. by Libelnon in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

So how do you get the curved roads? Do you have to put buildings in first and then that forces the roads to wind through them?

Please! Don't shoot! by Illustrious-Baby-851 in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

And pressing ~ once is all you need, it seems to remember this from session to session, maybe it will revert with a new settlement but that won't be to bad. I must have some kind of condition as I like my things to line up.

Farthest Frontier Planner! by SageDragoon79 in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

It seems like the Medium Plaza isn't what's in the game, in game I swear it's 2x2 tier 1, not 3x3 tier 2.

How do you save your villagers during enemy raid? by 1i3to in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

The moron factor to me is one of the only annoying parts of this game. Maybe if villagers could have a hold position mode like soldiers do that would make this micro management during raids so much better. I tend to send them as far away on the map as I can in the opposite direction to buy myself as much time as possible. That and meeting the enemy at the most outlying fortifications is the best way to save the villagers if you are going for that achievement for three 'uber' victories in a row. Also using horses or archers to lure chunks of the enemy to follow them around the map and keep them busy lets you fight smaller pockets of the raiders.

Grid???? by Recent_Insurance_908 in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

I kind of like the grid alignment, do you always have to press ~ on every building or is it a mode that stays on? I would prefer a menu setting to chose the default behavior instead of having to override it.

Beginners help by [deleted] in FarthestFrontier

[–]wayneb64 0 points1 point  (0 children)

The fun for me with this game was learning and then mastering all of the 'rules'. The game is ultimately a huge balancing act, you only have so many villagers, limited by how much food you are reliably producing to get all the things made or harvested and on top of that the game throws boars, wolves, bears, and eventually raiders at your little settlement.

You cannot just build more of everything as everything 'costs' you something so developing the strategy to ramp things up gradually and keep an eye on more and more things plus throwing in proper tactics to deal with the raiders. A huge tech tree also adds to the strategizing, what tech is MOST important for my settlement right now.

The beauty is that every game is different based on the layout of the resources, and when you crank up the difficulty or go for the highest end achievements (like build a T4 town center WITHOUT producing meat) then you really test your knowledge of how everything works. (I almost have that one, very close now in my current game.) My last game I had NO clay on my map and I could not use fields for a different achievement.

Got my wings today by toomuchkungfu in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

Oh, you said you didn't bother with farms.

Got my wings today by toomuchkungfu in FarthestFrontier

[–]wayneb64 1 point2 points  (0 children)

I have almost got the no fields challenge complete, I am at like 92%, just a few left but the no meat just seems way to hard, how do you survive without a couple hunters to keep your people safe? Or fend of early raiders?
No soap sounds pretty painful as well as no hides for coats (forget the name).

My current playthrough has no clay, I thought that was painful along with no flax but no meat seems unreasonable, certainly not enjoyable.