Topic: Frisian Balancing
hessenfarmer![]() |
Posted at:
2018-05-05, 23:28 UTC+2.0
without changing the images a renaming to sabre would be possible. However a broadsword sounds to be a probable alternative as well. ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-05-06, 07:06 UTC+2.0
I think the point here is that the sword is curved, and so are sabres. So, we wouldn't gain anything here by renaming it to sabre and keeping the image. "Broadsword" with a new image would work. Busy indexing nil values ![]() ![]() |
Ex-Member![]() |
Posted at:
2018-05-06, 10:25 UTC+2.0
@Hessenfarmer I am intending to try your branch soon, I am busy at the moment boring myself silly trying to finish a 24 hour nile game. I am not sure what the objection to curved swords is, they look good to me, and isn't a broadsword just a sort of double edged sword? I could be happy with 4 cycles for the hunter, after testing maybe 3, but lowing the training is just wrong, if anything all worker training levels are already to low for all tribes. In my opinion starting wares are already way to high for Frisians I usuallt start them with hardcore settings
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hessenfarmer![]() |
Posted at:
2018-05-06, 14:59 UTC+2.0
the last version of the branch contains already most of the changes Nordfriese suggested. including delivering fur every third cycle but excluding the change in brick production. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-05-06, 23:20 UTC+2.0
I did two rounds of playtest on "the far north" it took me around 2 hours to produce my first hero. And still then the military trtaining was not running smoothly. I will do a run with barbarians tomorrow to have a benchmark. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-05-07, 23:19 UTC+2.0
3rd round same map. This time I managed it in 1:43 also did start the training camp to early the first time and wasted probably 5 to 10 minutes. In this round I discoverd the following things slowing me down. So I'd like to suggest two changes: I will upload a replay of my 1 hour 43 minute run to the bug on launchpad so anybody interested could see what I tried to describe (you need the data dir of the balancing branch to replay that). if further information is needed feel free to ask. regards hessenfarmer ![]() ![]() |
Ex-Member![]() |
Posted at:
2018-05-08, 10:06 UTC+2.0
You might want to look at the work cycles in the recycling centre as well. Currently it does fur, iron, mixed, iron and that allows a lot of scrap iron to build up. At time I have 40+ scrap iron and <10 mixed and <10 fur. Perhaps the cycle should be iron, fur, iron, mixed, iron? ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-05-08, 23:36 UTC+2.0
thanks Tinker for the hint. As there is much less mixed scrapped metal returned after my changes the change of the recycling cycles is really necessary. ![]() ![]() |
teppo |
Posted at:
2018-05-09, 20:12 UTC+2.0
I tried it out: Removed the need of clay from the economy, and increased fish need (by setting the target to absurdly high value). The result was that fish production declined, but really slowly. Then I removed the need for fish for some minutes, and resumed it. The fish production collapsed and did not recover. Aqua farm manages fine without a constantly active clay pit, if the aqua farm itself is running all the time.
I agree, it was an overstatement. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-05-10, 00:43 UTC+2.0
reintroduced the claydigger and changed the production cycles of furnace and recycling center. Every input would be highly appreciated. ![]() ![]() |