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Messages - clayffo

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AtG - General Discussion / Re: Fun Ideas for Additions to the Game
« on: January 10, 2020, 05:06:48 PM »
Ta strona jest uważana za bardzo pouczającą, ale chciałbym wiedzieć, czy te dane zostaną usunięte i dlaczego.

jesteś idiotą. przestań trollować

AtG - General Discussion / Re: near end game
« on: November 12, 2019, 05:32:18 PM »
hi Cristo,

I am waiting on 1.3 before adding more content to this or the steam forums.  The game is in such an unpredictable state as it is since it launched incomplete and 1.3 is supposed to be a big step forward.  it's hard to say though since Jon has gone back to his old ways of not talking to us. 

I think a best practices tutorial would be a good idea once i have some time on 1.3

train him to be an explorer.  bring you explorer back and train them to be a miner or other useful trade.  explorers have no penalty for being resentful as long as they're not in camp.

AtG - General Discussion / Re: near end game
« on: October 25, 2019, 02:58:24 PM »
hi Jon_speelman

sorry i haven't been on this forum in forever.   I also haven't played the game in a few months but i'll reply as best as i can.

I presume you must have had several patrons and maybe sculptors in the settlement at some stage and also captured quite a lot of units.
(I gather that once you reach 72 clans, trying to increase the limit crashes the game - is this still the case?)

Last time i played, which was when 1.2 came out, you could exceed the cap by capturing clans after you hit the natural recruitment cap.  what i would do is i would guard white settlements from barbarians, but not cap them.  I would only capture computer player clans.  once i hit 72 i would go in and cap from there.  Some times the game crashed when i did this, sometimes not.  i got one game up to 96 clans

Obviously once a couple of coinmakers are up then the economy is stable but it must still have been a real undertaking tuning it so well.

Money sucks for probably at least 150 turns, maybe more.  There's not a good way to make money until you either make a money crop (such as wine or war horses) or make a couple coinmakers.  The traders are shockingly terrible at making money, even when upgraded and boosted with the camp honor skill (don't remember the name).  Even early on you're better of making any kind of resell item.  The key with the caravan is to buy stuff u need, then sell stuff you don't to keep the cash on hand a the caravan adequate.

With so many bods in the settlement, I guess you'll always have a crime preventer and some mood enhancers (I don't know offhand which these are precisely but believe that intimidating are the former and eloquent the latter - are there other traits that have the same effect?

this is part of the trick with this game.  you need to establish good people in the camp.  always need someone who has the "cannot commit a crime" trait.  also need intimidation and moral booster traits.  sometimes i would keep someone in camp, even though i had no job for them, just for these purposes.  Eventually i would train them up when possible.

later in the game once you get regular parchment, just strip off all the bad traits on everyone.  This eliminates all but the most egregious RNG mishaps from happening.

 i do enobling for 3 primary reasons.  The first and most obvious is for job requirements.  the second is to improve moral and productivity (happier people have a better production multiplier).  The final reason is just to speed up the training process.  if you enoble while training a trade (such as honor) you  get +1 for the training and +3 for the enoble, which is +1 more than enobling without training; and higher skill ppl train jobs faster.

i also keep one person nearby of each trade type for the purposes of swapping out, if there are fights.  i try to make apprentices for wood, mine and farming.  I will keep either an explorer or surveyor within 20 squares if i don't have an apprentice trader.  have them scout or watch after the white camps.

finally, if you have someone that keeps committing crimes or has horrible traits, have them do something that is not production oriented and not in camp.  angry people can do some jobs despite their attitude for some reason.  these jobs include explorer, surveyor, boat driver, warrior (if not part of a group), trader, and watchman. 

The warrior won't engage in fighting while super pissed, but he will defend himself.  it's not hard to bait the computer into fights so you just sit him next to their camp and wait.

AtG - General Discussion / Re: Neutral pillaged iron mine?
« on: February 10, 2019, 11:47:47 AM »
No this feature will be added at a future date

You can only cap functional ai and neutral camps

Th actual penalty is 96.88% of food above 72 is lost to spoilage.

This may be a reasonable things to do if it’s the Middle Ages and you’re cutting meat without salting or smoking it.  Also if you’re not canning fruit   However, the game allows techs for this 

The game doesn’t change the penalty once you upgrade your clans.  This is incorrect.  The percentage of spoilage should go down once you are storing food more efficiently   

Also the game doesn’t properly calculate food compared to useage.  If you buy 1 food at the caravan it calculates as 1 turn of food, not 1 food

I’ve spoken to Jon about it and it’s a bug that’s difficult to fix.   He will eventually fix it most likely in the September update

attached is a  game file showing the food shortage issue.  mouse over the food to show the tool tips and summary of food

AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 09, 2019, 12:14:55 PM »
I don’t agree with limiting stone.  I’m always a fan of bigger is better. 

I have games like the one I posted in my thread that are way way excessive 80k gold, 30k wine, 10 knights fully juiced up, etc. 

This occurs because the ai is not playing, not taking resources, nor attacking.

Many of the op concerns will be solved once you have to increase your military at the expense of luxuries like ranches

AtG - General Discussion / near end game
« on: February 08, 2019, 06:28:05 PM »
if anyone's interested in a great end game ready save, I have attached mine.  I focused on high wealth generation and high value items for sale (war horses and wine). 

game's not won yet.  will take some time and just clicking to get there .

AtG - Bug Reports / Re: 1.0.0 Crash when upgrading clan size past 72 clans
« on: February 06, 2019, 03:47:09 PM »
I reported this bug to Jon like 6 months ago in beta.  There is a hard cap limit of 72.   You can recruit past 72 by capping neutrals but it will show as red so long as you don’t upgrade

This is an issue with balancing the game and making it so you win prior to capping out.  I don’t expect a fix for a long while

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