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All posts created by Azure_Zero

Azure_Zero
Since I've worked some with the previous Unity versions (4.x -> 2017.3), I can say there would be quite an upgrade in functions and tools.
That and the workflow is a bit better.

Though I do recall when Unity 5 came out I asked Ryan if they would upgrade and he said no since they made the features themselves that were included in Unity 5 that were not in Unity 4, including updating parts of the rendering pipeline.

Now I do kinda hope they do upgrade it to get more features and performance,
but at the same time I don't want the Duke Nukem Forever engine switching to happen eating; time, cash development, bug fixing etc.
Azure_Zero
Well All the Systems are not in yet.

Once alignments and deities are put in along with their restrictions, the Star Slinger rogue would need to be; NG,CG,or CN, follow Desna, be attached to a settlement that accepts that alignment and access to a settlement(s) that will allow them to get all that needed training.

That'll start limiting things since once those systems go in and they DON'T meet the alignment and or Deity requirements they'll loose access to the star slinger. Just like how Channel Positive and Channel Negative will be alignment locked as well.
Azure_Zero
Paddy Fitzpatrick
Would it be feasible to decrease the range and/or give star slinger a cooldown?

I would agree those nerfs would lead to a reasonable balance.
Adding Ammo would nerf it to a useless and Ultra-expensive attack to use no one would want it.
It is already an expensive Attack EXP wise, why tax it with ammo.
Heck Wizards have Ammo-less ranged attacks as well.

If star slinger gets nerfed with ammo, I'll be betting that Ammo-less wizard attacks will be the star slinger for the rogues, and this time they can choose a variety of elements and have more attacks.
Azure_Zero
Welcome Torrith to the game.
Azure_Zero
Since we are a small nation with few folks and the need to get the game's economy running again.

With so few in the nation it'll be hard to make the coin payments at the current levels easily.
So to help pay the coin cost we'll be selling some of our excess bulk resources through the Talonguard auction house.
Provided you've not blacklisted me, causing me to blacklist you.

We'll also be looking to Trade bulk resources for other Bulk resources in a one to one ratio, we are willing to trade; Wood, Food, Iron, and or Stone for Trade Goods.

We are also in need of settlement building recipes and be willing to trade the recipes for Bulk goods, or buy some with coin if we have enough.
Bulk to recipe will be 50~100 Bulk per settlement building recipe (pending recipe) that we are missing.

We'll only be trading or selling a limited amount of each bulk resource per week; so first come, first served.

Thursdays will likely be the best day to do the Trade without making an appointment provided you hop in the discord to let me know you want to sell, or trade for and with.
Folks can book times on Weekends with the High Covenant leaders for trades via; speaking in discord or posting here.
We Currently have;
Boutique
Cooperative
Leatherworker
Loom
Woodshop
Workshop
And
Guardpost, Religous Statue.
Azure_Zero
Greetings to one and all

As Settlement owner of Talonguard and Corbenik,
I've decided to change Talonguard from the Commonwealth to the Nation of Keepers of the High Covenant

Note that Talonguard and Corbenik will be basically a New nation, Keepers of the High Covenant, Allied with the Nation of Kalthapas.
Keepers of the High Covenant will be neutral to all other; nations, kingdoms and alliances unless they are hostile towards us.

Keepers of the High Covenant will never start hostile actions, though will be hostile if hostile actions are Used specifically against any Keepers of the High Covenant settlements, territory, and or citizens.

Keepers of the High Covenant will only help with defense of Kalthapas settlements and territory, but that is it.
Unless of course hostile actions have targeted Keepers of the High Covenant settlements, territory, or citizens outside of defending allies, then we will be hostile.

The Rules of how welcome you are, are really simple.
Blacklist me, I'll Blacklist you. (or incase of whitelists, not including the settlement(s))
Raid Me, I'll Raid you.
Take my territory, I'll take yours.
Break my stuff, I'll break your stuff.

Which is basically, what you do to any Keepers of the High Covenant settlements, They will in turn do to you.

I have No plans on going above +3 settlements as the territory needs would be too much to manage for two settlements controlled by so few.

Now Keepers of the High Covenant can Trade bulk resources for other bulk resources one for one (though blacklisted settlements will be paying a tax), and will require arrangement via Discord.
Azure_Zero
Thanks Bob for looking into this,

Crunching the number for Option 1 that I put up using +0 as example
upping to 37.5%, in a forest would be 12 units
upping to 50%, in a forest would be 17 units
Azure_Zero
As the topic says Trade Outposts need tweaks the BEST you could hope for is 7 Trade Goods in best hex which is Forest.
I could put up a Hunting outpost in the forest and Get 7 trade and 7 food, While in the plains I could get 11 trade and 3 food.
So Why would I want to put up a Trade outpost when there are Much Better options.
The problem is that Wood and Ore are exclusive hex ratings just as is Herds and Game are exclusive hex ratings.
So the Best rating is a quarter (5 units at +0 outpost), with the next ones being less then that and you end up never going past 10 units for +0 in a perfect forest hex

So this outpost needs some real tweaks before anyone even thinks of using it.

There are really only Two options;
1st: increase the Current percentages from 25% to 37.5%->50%
2nd: include EVERY hex rating and they are ALL raised from 25% to 33%

The first Option should be very easy to do as it'll only be a update to the current values of the Trade outpost.
Azure_Zero
If it's devil fever or demon flu, better ask for Iomedae for the job of removing it.
Azure_Zero
Maxen
I would rather see security cost coin. It would be paid by the taxes collected in that location. After all, isn’t that how it works in real life? I don’t know many security guards who work for a loaf of bread and a cord of wood…well unless we’re talking about some third world country.

Point being, security should be paid a wage. Wages come from taxes. If you have a tax deficit, you have to make up the short fall with a coin deposit to that holding bank. No different than making up a bulk resource shortfall to make sure your holdings don’t go belly up.

I agree coin is Not a great cost for Security, that and it is an easy scape goat.
Security should cost something that has meaning.

I'd rather it be something else, Like having say;
High Security reduces Outpost Bulk Production by 10%
Medium Security Has not impact on Outpost Bulk Production
Low Security increases Outpost Bulk Production by 10%

This way you can choose to secure your high value hexes, and make the poorest hexes somewhat usable even if it is a poorly secure area.