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Poll

Should we restart and try for a better system?

YES IMMEDIATELY, SCRAP EVERYTHING YOU WONT NEED IT!!!!!
- 4 (30.8%)
Yes, but keep the map and monsters that are already there.
- 2 (15.4%)
Yes, But keep the map.
- 1 (7.7%)
Yes, Full Restart, just take two or three weeks to make a new map.
- 2 (15.4%)
NO NEVER.
- 1 (7.7%)
I Just needed something to vote on, Soo...
- 3 (23.1%)

Total Members Voted: 9


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Author Topic: Monsterus Gods OOC NO PLAYER CAP  (Read 11499 times)

Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #135 on: January 09, 2016, 03:50:45 pm »

I couldn't keep track of it myself because the amounts of each resource that was being used for everything was not clearly labeled with the exception of food consumption. What you are showing me now also differs from how I thought things were going to work in several ways which I will list.

I see that "animal stuff" is one of the resources that are collected while they were only referred to as "animals" in the actual posts. The implication of this is that they can either be used to make bone tools OR used as food since I don't see bones appearing as a material that I have.

I am also confused about how it was possible to use the mushrooms if I apparently did not have any after turn 1?

I also do not know why stone isn't listed as a resource despite needing to remove it from the plains tile to create the farm, and the fact that mushroom acid potions used to soften rock have already been tested on a previous turn. I also don't see any instances of tools that were invented in the previous turn on the list. Are prototype objects that are researched discarded or destroyed upon use?

You didn't specify exactly what resources are used in crafting in the turn updates. Using the information that I do have available I know that there would be 545 animal stuff remaining if food was the only thing they would be used for and there are 95 remaining now. The implication is that a bone tool requires 1 tool per unit and the rest were used for research or construction purposes. Another possibility is that food items go bad after a certain amount of time.

In closing, if you want me to keep track of resources myself then I need to know EXACTLY how many of each resources are used and obtained each turn.
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #136 on: January 09, 2016, 03:58:38 pm »

On an unrelated note, I have no idea how construction works. Apparently it will take "2 seasons" for 200 Felkusha to produce a farm, but for the Kyrine I see that 50 of them can produce a farm in "3 seasons". Apparently dice are somehow used to determine how long it takes. I am not sure if I just got an extremely bad roll or something but based on my math...

200 workers with developer 2 would produce 600 work per turn
50 workers with developer 1 would produce 100 work per turn.

I don't know how you are calculating this but something seems wrong from my perspective.
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #137 on: January 09, 2016, 04:07:50 pm »

I will be more specific from now on.

"Animal stuff" refers to all parts of the animal, Including the bones and bone marrow, And other then the bones go bad within one "season" of them being collected as you have no preservation Techniques right now. "Herbs" are edible plant matter with few other uses, they last longer do to not attracting flies and other things quite as effectively.

Items that are collected in one turn Can be used that same turn, thus the mushrooms.

You don't have stone at the moment because your race is still clearing the farm area of them, That will leave that area "Stoneless" but will give you 6X the amount of stone you would normally get.

Generally nothing is being sorted, parts of things are discarded, all sorts of things like that thus it's mostly a 1 - 1 item creation process with some acceptations.

Does that answer most of your questions?

The reason that 50 can build a farm faster than 200 is because they are not ripping out all of one material. In other words it takes less time the less they have to do.
« Last Edit: January 09, 2016, 04:09:51 pm by crazyabe »
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #138 on: January 09, 2016, 04:23:44 pm »

Alright. I can accept those explanations for now. Though I would like to know if construction can be sped up by allocating more workers, or if it would be slowed by removing some.
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #139 on: January 09, 2016, 04:30:27 pm »

building can be sped up by adding on half of the workers current number, or slowed down by removing 1/3.
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #140 on: January 09, 2016, 04:44:55 pm »

So what happens if you remove less than 1/3?

Personally I would recommend giving each construction project a cost measured in work, and it should be rolled for each turn for modifiers if you still want a random element. I do not understand your current system at all; but it seems like it might potentially be better to scrap a project and restart it in hope of a better roll which seems off.
« Last Edit: January 09, 2016, 04:49:03 pm by Supernerd »
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #141 on: January 09, 2016, 04:48:43 pm »

it is rounded to the nearest whole number, if it is closer to 2/3 then it is to what is was it gets an extra round added on, if it is closer to what it was it may take the same amount of time on the other side.




Might be, I'll put up a Poll
« Last Edit: January 09, 2016, 04:50:21 pm by crazyabe »
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #142 on: January 09, 2016, 04:49:26 pm »

Is there any reason for me to not have 201 workers working on the village and 134 working on the farm instead of 300 and 200 respectively?

Edit: Is there any reason for me to not have 251 workers working on the village and 167 working on the farm?
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #143 on: January 09, 2016, 04:51:44 pm »

Not really it's up to you, with the big thing being that problems are easier to handle when you have more people there.
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #144 on: January 09, 2016, 04:54:39 pm »

I understand that it would be logical for more workers to get things done faster, but the current system you have will lead to a lot of min-maxing when it comes to doing building. Like, why wouldn't I have twenty workers attempt to start twenty identical projects and then assign more workers to the project with the best roll?
« Last Edit: January 09, 2016, 04:56:50 pm by Supernerd »
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #145 on: January 09, 2016, 04:56:51 pm »

Because If you do twenty identical projects I batch Roll, Giving them all basically them same effect.


Also, New Poll.
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #146 on: January 09, 2016, 05:00:11 pm »

Oops. I pushed the game system too hard and broke it. :(
But still, I do think that several game elements are in need of an overhaul...

And now I am pushing more. If you batch roll for identical projects, then what about similar non-identical projects?
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Ultimuh

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #147 on: January 09, 2016, 05:00:46 pm »

Wait, we are restarting? I have barely started to do stuff!
Although if you must then I suppose I have to comply..

However can I suggest that we have some sort of idea what our civilization is capable of at start ?
Also, can we keep using our gods and civs? I kind of like what I have but I do understand that we might have to redo their stats and stuff.
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crazyabe

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #148 on: January 09, 2016, 05:04:47 pm »

Oops. I pushed the game system too hard and broke it. :(
But still, I do think that several game elements are in need of an overhaul...

And now I am pushing more. If you batch roll for identical projects, then what about similar non-identical projects?
Think about it like this, if they all have basically the same effect I "May" Cause all but one to turn into Dead ends. if not I will most likely just roll for the ones that end up being different.
« Last Edit: January 09, 2016, 05:06:19 pm by crazyabe »
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Supernerd

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Re: Monsterus Gods OOC NO PLAYER CAP
« Reply #149 on: January 09, 2016, 05:12:18 pm »

Next issue: Why not always start many completely different projects, scrap the badly rolled ones, and create tools that would logically affect the construction of the ones that rolled badly during the construction of the others and then reattempt the bad projects later?

Just so we are clear, I'm not trying to take advantage of the system; I'm trying to point out potential problems with it. This is why I am instead recommending giving each project a set amount of work it would require to do it, and instead roll for it each turn instead of each time a project is started and the roll for the turn would affect how much gets done.
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