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Messages - zizard

#151
General Discussion / Re: 'Social' is worse than ever.
September 26, 2018, 04:51:44 PM
Quote from: cultist on September 23, 2018, 07:04:30 PM
Quote from: zizard on September 23, 2018, 06:00:37 PM
Part of being a good player is identifying useless skills and keeping them low to avoid unnecessary pawn wealth.
That's absurd. The game doesn't feature useless skills presented to the player as a trap they're supposed to learn to avoid. Perhaps the social skill is unbalanced or needs adjustment, but claiming it only exists to confuse and obstruct players makes no sense.

While improving in this game the main theme I noticed was figuring out all the noob traps. e.g. large stocks of supplies, beautiful / pretty pawns, loot in general, batteries, wood floors, bionics, family members, large colonies, livestock, IT GOES ON.
#152
General Discussion / Re: 'Social' is worse than ever.
September 23, 2018, 06:00:37 PM
Part of being a good player is identifying useless skills and keeping them low to avoid unnecessary pawn wealth.
#153
The game's combined values are misleading though.
#154
General Discussion / Re: Do they use the armchair?
September 21, 2018, 09:36:33 PM
check if their comfort is what it should be with the armchair
#155
General Discussion / Re: Immaculate ovulation?
September 21, 2018, 05:20:53 PM
ruined by temp -> animals logic converts to unfert

species fluidity is sorely needed though
#157
General Discussion / Re: Clothing economy is still broken
September 19, 2018, 03:32:00 AM
In development mode, there is a table called "Quality generation data" in the second gear menu at the top. This shows the chance of each quality level for each crafter (ur values are a little off). The table can be copied and pasted if enough columns on the right are compressed by right clicking on them. This can be multiplied by the market value multiplier per quality found in 'Stats_Basics_General.xml', to get the average market value multiplier per crafting level.

Since work value contributes separately from material value, we can exclude it from the comparison. If some furniture breaks even including work value, then it lost value on the materials. There might be a work multiplier per material, but it doesn't matter as long as your crafter is always busy. i.e. to sell crafter labour, grow cotton; to apply a high level crafting quality multiplier to material, craft low work / quality ratio items. ofc there's some benefits to producing something with the perfect balance, but the point is that we should think of selling pawn's work as separate to applying their quality multiplier.
#158
Can we let them uninstall and bring sleeping spots? Sleeping in a rectangular outline sure beats sleeping on the ground.
#159
General Discussion / Re: Clothing economy is still broken
September 16, 2018, 10:03:17 PM
Your crafters won't be able to process the cotton once they have to start making components. Crafting is impractical to train pre-components.
#160
Build a wall and make the raiders pay
#161
The hit points of the item don't really matter. You want this stat:

      <statFactors>
        <MaxHitPoints>2.0</MaxHitPoints>
      </statFactors>

Anyway the TLDR is TF ~= HW > dstrand > "elite" leather, and any other material doesn't matter
#162
General Discussion / Re: Clothing economy is still broken
September 15, 2018, 04:58:32 PM
Only one of many rewards for unintuitive play.
#163
General Discussion / Re: New wealth system in B19
September 13, 2018, 06:59:43 PM
Actually you need to sacrifice twice a year
#164
General Discussion / Re: New wealth system in B19
September 12, 2018, 09:12:29 PM
Colonist value gets included in the raid wealth. So a colonist contributes as if he were an item, plus the colonist specific amount.
#165
General Discussion / Re: New wealth system in B19
September 12, 2018, 08:12:29 PM
For 1k item wealth, the base value (everything apart from the F factors) would increase by 6.22 + 0.32 * num colonists. With 1.5 colonists, this is 6.7. Then this is multiplied by extreme difficulty factor 2.2 and adaptation factor 0.76-1.24. So the end result will be about 11-18 points.

Yes, I think the 11k value is correct for that. The colony wealth with full contribution from buildings is still good to know because it determines the mood expectations value. Sometimes I call the wealth with buildings halved "raid wealth" to distinguish them.