- Oct 10, 2018
- 57
- 7
Oh, okay, I will say it straight, entralled to the dragon cock.How would that manifest in a meaningful manner? It's not as if she's bossing you around right now...
I think balance is much worse in the early game, where you are basically running around two locations, savescuming and and running away quite a lot just to find enough food and not being dead due to high rage.Balance is a different matter, and there are stretches of excessively boring grind (as opposed to fun grind) in late game.
Eh, since regular maidens don't get that in this game (outside of some rape lines that can be interpreted several ways), I don't see why she'd be susceptible....entralled to the dragon cock.
What two locations? There are legit reasons for even a tiny dragon to visit all of: a farmstead, a small village, hunt peddlers on the road, hunt farm animals, hunt forest animals and hunt stray dogs/goblins. Plus the occasional visit to stock up on goblins, turn in a quest or see the Witch. And manage your minions and possibly a weak captive or two. Plus the sea if you started blue.I think balance is much worse in the early game, where you are basically running around two locations, savescuming and and running away quite a lot just to find enough food and not being dead due to high rage.
The issue is not grinding. This is a grind-heavy mod. It's pointlessly heavy grind, like the food issues for monstrous+ dragons, and especially the late-game sacrifice routine. Maybe all the clicking in combat and crafting, too.When you are actually having money, minions, magic and start to cheat for satiety, the game is actually less grindy and you have much wider pick of the targets.
What else do you want to do with them? And what's wrong with the UI? If it's the lack of direct access to minionette sex, easy reordering, access to everyone from the 'Captives' screem, these have been taken into account. Sex is a single-button affair if you wish it to be, and there will be a 'mass mate' button.I am not a fun of current managment of the captives, thought, not only it's barebones, but also pain due UI.
Torturing and milking are equally easy and useful. And eating/sexing your captives for rage management or just for fun is also a thing. Takes like 2-3 clicks and CTRL per.So I kinda ending up putting bunch of sexy creatures into cages and use them to increase number of minions and that's all.
I suppose you're not into management, then. I have had great fun microing 20+ captives and 50+ minions as a small-medium dragon.Well, I sometimes bother to turn quest characters into Dragon Priestess but it is limit of my patience.
The old stuff is changed into some monster where it's takes too much screens. And clicking switches.What else do you want to do with them? And what's wrong with the UI?
Actually I found that disregarding minions altogether and hunting in the forest and farms is the best option to go until you reach the of the grown man. Goblins don't seems to be able to help you by holding woman anyway and almost worthless in the battles.There are legit reasons for even a tiny dragon to visit all of: a farmstead, a small village, hunt peddlers on the road, hunt farm animals, hunt forest animals and hunt stray dogs/goblins. Plus the occasional visit to stock up on goblins, turn in a quest or visit the witch. And manage your minions and possibly a weak captive or two. Plus the sea if you started blue.
The 'old stuff' looked like this:The old stuff is changed into some monster where it's takes too much screens. And clicking switches.
The cell map was before my time, but I can tell you it was insanity. It would have made all actions even more cumbersome, because you now have to hunt down the right cell, too. For anything else, it was just a pointless extra overlay that maybe looked nice....instead of cell map...
Not for me. And that can and has been changed by anyone who dislikes it by altering the default value of 'lair_list_rooms_display_active'.Which is only convenient to use in this form...
Known issue and the reason for the building filter being the way it is, displaying inactive rooms instead of all of them, as you seem to want. Sorting is added in the WIP version:And there is no way to sort the buildings.
What should it do? It's an information display, also used in various places of the game. I'm not keen on complicating it without a compelling reason.Clicking on the girl name will do nothing.
What is important enough that you need it so frequently that clicking once more is an excessive chore? There is not a lot of vertical space left. The only thing I can think of that's missing is maybe 'power', but I've never felt the need to see that during interacting. I have added a reminder for virginity:Which doesn't even have some important info, hidden under Inspect button...
Both fixed since and languishing in dev hell....which will open submenu which is bugged when pressed Close, bringing player to Captives where you can't see anyone already in cages.
I happen to like that image. It's there so that you know you've got unassigned captives. Plus some lair backgrounds fuck stat numbers up even worse, which is why the image is aligned to cover all the numbers.Then there is Assign screen with poor choice of the background image...
...weird alligment making stats hard to see.
The reason is that there are other rooms besides 'cages' in there. Farms, pits, guard towers, non-torture cells now, too.The fact that it's also called "assign" instead of "Cages"...
That's a problem with your brain. If you don't feel the need to manage a long list of assignments via a proto-spreadsheet, it tells me only that you're not a strategy/management gamer, not that the UI is bad or useless....so for quite a while brain defaults to use Info screen instead of Assign screen...
What for? Filling e.g. a single empty cage or hatchery is easier and quicker via 'Buildings (I)' than anything else. Especially once reordering buildings is a thing.The Info sceen can be much better if you get rid of all buiding managments here...
Why? If it's about ease of filling hatcheries, there's now a semi-intelligent 'fill all hatcheries' button....leaving only hatcheries (and even then not by separate entity but by types...
How would you interact with or inspect your minions, then? And why is that information even useful in-game? I never felt a great need to know exactly how many goblins I had....giving general info of number of minions by type...
These can all be seen (maybe with a little scrolling) from the 'Assign' screen. And you can take action (fill cages, reassign imminent birthers, remove torturers from dying captives, etc) immediately from there....cages total, empty cages ... 3 closest births...
That's what the header of the captives list counts now:...captives without cages...
What status? They don't break, now do they? There's a trap counter now, that's the '(6)' in the above screen....status of traps...
But the lair screen is not an 'at a glance' screen. It's the management hub of everything going on in the lair. Maybe it'd be worth it to add a 'summary' screen...Then it will perfectly serve "judge by glance" purpose, which is should be the goal of, basically "end turn screen".
How? How do you even fight a pig herd with a small dragon? It's a tossup at best. Forests have surprise rangers who are unbeatable by almost any solo small dragon, and the only animals you can play with at the start are foxes and bunnies, who are not very filling. Deer run away and boars hurt/kill you.Actually I found that disregarding minions altogether and hunting in the forest and farms is the best option to go until you reach the of the grown man.
That feature and anything else minion-related (hunting parties, mines, farms, villages ruled by puppets, etc) is not included because I don't want to give minions more agency. Doing that properly would mean something like doubling the size of the mod, and consequently me abandoning the thing altogether.Goblins don't seems to be able to help you by holding woman...
Goblins make it possible to even fight anything as a tiny dragon. They are also disposable, cheap, and at least save you healing if nothing else. One reviewer quit because he didn't manage to figure out goblins were a thing, so I don't think your assessment is even remotely true. They are also a cheap way to boost party power so running away as a small dragon takes less HP....almost worthless in the battles.
Then you're playing a self-imposed challenge game.And it's against my draconial moral eithic to eat perfectly breedable woman or sacrifice them to rise power of some goblin. Dragon kinda cares. So no eating girls when you can refrain from doing this.
I don't disagree. But my (and consequently DDM's) threshold for micro is pretty high. I used to play and enjoy microing 150+ colonies in the original MOO2.But there is stuff like too much clicking and too much micromanagment.
So to sum it up, you want toThere is actually much more issues with lair UI than this, but this is the part that turning me off...
What is why doing it by type, instead of by entity will save soo much space. It's difference between having like 10 buiding buttons in the end game and 30 in the mid game like it currently does.pollute your building list with both active and inactive rooms by default;
To open the interaction screen.click on girl names (to rename them?);
Yes, battle potential statistic. Because currently when I need to check it for just 10 of girls it tooks me 50 clicks and insane amount of mouse movement.save a click on the interaction screen to look at some yet unidentified statistic;
hate the 'free captives' background, despite it doing exactly what you want from an 'at a glance' screen;
No, I am not colorblind, but it's pretty much UI design basics. While I give no shit about "meaning of color" at all, but depending on the text color and background color the ease or reading is changing. And there is no point to exhaust yourself by just trying to read some regular info.You don't like it, nothing blocks you from replacing it with something else. An all-black or -white image, if you wish. I want my lair to be a bit immersive.
You don't happen to be colorblind? Such complaints about hard to see colored parts of a UI are surprisingly frequently related to that.
Good point, it's should be called Dungeon.have a hangup with how 'assign' is not 'cages', despite being able to assign maidens and minions to non-cage buildings;
Yes, and detailed managment being on separate screens being in the other menu, with only most often used interactions being available from here, without taking much of actual space.want a summary screen instead of rather than in addition to detailed management.
I mean traps by type.What status? They don't break, now do they? There's a trap counter now, that's the '(6)' in the above screen.
Smart choice of the first head, some investment into battle mastery and A LOT of savescumming.How? How do you even fight a pig herd with a small dragon? It's a tossup at best. Forests have surprise rangers who are unbeatable by almost any solo small dragon, and the only animals you can play with at the start are foxes and bunnies, who are not very filling. Deer run away and boars hurt/kill you.
I don't really see how you can get enough food to evolve without tanking your seals game, unless you play on easy or savescum like a maniac for sheep and foxes. That is, it might be possible, but I can't see how it's 'the best option'. Four goblins will make the rangers and swineherds beatable, no matter your dragon.
That would only work (well) for generic buildings, like empty cages, hatcheries, unused altars, etc. I guess I can try adding a 'by type' filter and make that the default.What is why doing it by type, instead of by entity will save soo much space.
Adding name/race as interaction triggers is simple enough, done. Since sorting buttons also live on the 'battle cards' now, that's about it for easy changes.To open the interaction screen.
Which one, 'power'? Why do you even need to look at it for 10 girls in a row? If there's a good reason, I suppose I can add that, too.Yes, battle potential statistic. Because currently when I need to check it for just 10 of girls it tooks me 50 clicks and insane amount of mouse movement.
Uh, what? No, breeding only fails if you kill her. Well, okay, too much 'power' makes you unable to rape a captive, but that doesn't need you to look at the stat and do a manual comparison. First, because it's now more complex than just comparing the two, and second, the game handles it for you. No 'rape' button means raping is very hard or even impossible. The same goes for anything else, the buttons only appear when you can perform the corresponding action.And if I remember right, then battle power not only effects the result of breading, but also ability to breed at all.
I make no claim of being a frontend dev. Or a dev at all.Honestly, Old Huntsman, despite being quite adept at using color indications still never was good with choosing color paletes in the first place and every further "remake" makes situation even worse.
I'll put in a 'No Korra!' user option. The result looks like this:Black bacground is exactly the best option here for utility sake.
Colors are there to make it easier to skip reading the labels for the 1000th time. Maybe your mind works differently than mine, but I can get used to, say, 'energy' always being yellow or 'egg number' dark blue, and just looking for properly colored numbers.And honestly, too much stuff is colorized when there is no need for it. I get while stats and "friendship" status are colored, by there is also coloration in very random places that have no meaning.
But it's not really a dungeon, either. Living in a cloud castle, abandoned palace or manor means the prison rooms are just regular rooms with a heavy door. Or cages are plopped straight into the throne room. Defense towers can be the originals, or some dungeon fortification, or an outdoor one. It's not remotely accurate to call all of these 'Cages' or 'Dungeon'. You could call your entire lair a 'dungeon', then. This isn't DnD.Good point, it's should be called Dungeon.
Okay, what would need moving? I guess I can make all the triggers return lists of room/prisoner/minion/trap types and numbers as default:Yes, and detailed managment being on separate screens being in the other menu, with only most often used interactions being available from here, without taking much of actual space.
Not really useful for traps, since only one is upgradeable, and the new sorting buttons already claim all kinds of up and down arrows. Upgrading everything from the proper trigger sub-menu is easier, IMO.And upgrade can be here as a small interactable arrow up icon (if it's even usefull).
No room, and 13 isn't evenly divisible. I don't even know how this would save any time, the traps trigger and 'Assign' menu minions are not excessively 'clicky'.(and new) screen called "security" or something.
But you do want extra screens, one for security and another as a summary. I hope I can avoid both, and just add new trigger sub-menus.It's not like I really want less screens, I want less moving between screens while I am working on some aspect of the lair.
Two solutions:...there is an issue of what I will need to do when you will release a new version of your mod.
Well, it says 'personal tweaks' on the tin. I'm not exactly the average gamer, so a bunch of game design conventions don't apply, or are easily ignored. Kinda similar to Dwarf Fortress, but nowhere near as crazy....it's just sometimes goes into weird direction from game design point of view.
Yeah, but how do you even get the cash to start investing? Without goblins, that is. And while you can savescum yourself through near-impossible battles, I don't really see how it's fun to reload a battle with two peasants for the 20th time while a couple of goblins would eliminate that need altogether.Smart choice of the first head, some investment into battle mastery and A LOT of savescumming.
You mean the fiery breath spell? That's a cheat right now and will get nerfed.My dragon is also my mainpower, pushing for 98 damage from breath while being not fully evolved Drake.
At least as of HF 3d, you should have bought a Homunculus instead. These things are ridiculously durable, and much better than even +6 Attack Mastery, the best you can normally get for the same price.The amount of money, saved from having small number of minions, I put into Battle Mastere even before I even started to cheat was giant.
Caravans/airships/galleons can be robbed repeatedly, while the King hides behind the dude in aAnd I already can wound the king while hiring 4 guards from the island (even if all of them tend to die in process) which gives me so much gold in exchange that there is no point to bother with caravans
I see you haven't tried to do the gold quest properly yet....several time more gold that cost me with both hiring and recovery.
That's peanuts. The army quest requires 1000 times that, and I'm making the dragon unhappy if he has a paltry hoard.I always had above couple thousands of gold coins.
Wars aren't won with a single battle. Especially when you're basically a guerilla. And crafting is supposed to be the big endgame money-maker....I wasn't fan of repeating the same 3 battles another hundred of times...
Regular expenses, yes. Although others have been complaining about money being scarce early on....when easily acessed market become available money ceased to be an issue.
But cultists aren't what eats up all your seals. I don't still understand how you accessed altars fast enough to avoid the demonpocalypse without using minions to get rolling. Unless you played on easy or modded the seals mechanic out.Also, I had above 560 seal power before reaching drake because sectants was more puny...
Where? I'm pretty sure HF3d has like 99% coloration on just stats. Okay, minion info is more colorful, but there it serves the purpose of being an alternative to stat boxes, because I was fed up with Ren'Py grids and frames by that point....there is also coloration in very random places that have no meaning.
I tend to check battle mastery to see who aren't generic mobs and worth putting a bit more effort into recruit by torure.Which one, 'power'? Why do you even need to look at it for 10 girls in a row? If there's a good reason, I suppose I can add that, too.
Eh, I think the moment captive turned to have 0 points of power (throught minions sucking or tentacle pits) she supposed to become unbreadable.Uh, what? No, breeding only fails if you kill her.
You are using, hm, oversaturated colors that overstimulate eye retina. Not sure I calling it right, since I only known how this issue is called on Russian, but I hope you are understanding what I mean.All the colors are 'primary' and chosen so that I can see at a glance where the interesting stat is, without hunting down how that particular piece of the UI is ordering things, or even if it labels the numbers.
Basically I want interactable tables instead of the hell of subforms.But you do want extra screens, one for security and another as a summary. I hope I can avoid both, and just add new trigger sub-menus.
Yeah, both are pain.
- the 'proper' one: comments ;
- the one I use, being a single-man hack: save a copy of the current release scripts, diff your mod-mod against these and update where necessary.
Eh, no, it's unvinged wasps, Kobolds and goblins that are useless. Chickens are usufull tanks. But they also something that is not easy to get early on because you are constlantly humilated by girls. Bandits my "go-to" trash troop from the moment I can hire them, because I can hire 1-3 each turn so they are really disposable., and you'll have a mere 40 HP and no resistances. The other extreme is 50% physical resistance, 220HP and 9+9 attack. Neither of these nor anything in-between is tough enough to sneeze at the help of even 4 basilisks, never mind anything tougher. So I don't really see how early and mid-game minions are 'almost worthless'
But during high mobilization you are not likely to get much of caravan events and galleons and airships are random too. Meanwhile castle raid is a sure event. Yeah, Archimage can own you if he is having resistance to your heads, but personally fights against Adamantium Golems are a bit toughter for me. And Gnome Champion dies pretty fast but can take half of your minions with you. If you are don't have couple of Homunculus in the squad.Caravans/airships/galleons can be robbed repeatedly, while the King hides behind the dude in adressrobe after you get him once.
Girls robbing. I do lone peddler for a very little time, straight up skipping to plains raids and then to mountains wandering when I am able to beat most of defences and have ability to make treasures. Craft is hard to increase, but it's not like selling poor small treasures isn't profitable. But really, It's opens too late and makes you start to pushing for another lair stat for quite a while. To make profit from simple buying the resources and making treasures from them... Too much time. But make it from whatever you looted? Always fine.Yeah, but how do you even get the cash to start investing?
Dungeon - a dark usually underground prison or vault.But it's not really a dungeon, either. Living in a cloud castle, abandoned palace or manor means the prison rooms are just regular rooms with a heavy door.
Eh, no I just go into other location to skip the event. Reloading battles is mostly futile exercise, I do it only when I am understanding that I loosing because I conserved mana early on.I don't really see how it's fun to reload a battle with two peasants for the 20th time
Yeah, army equip and "1000 childrens" quests are most pointles grind in the game. Doesn't make it hard.That's peanuts. The army quest requires 1000 times that, and I'm making the dragon unhappy if he has a paltry hoard.
I actually stolen magus tower.But cultists aren't what eats up all your seals. I don't still understand how you accessed altars fast enough to avoid the demonpocalypse without using minions to get rolling. Unless you played on easy or modded the seals mechanic out.
But you really don't need to do that, maybe once at most. The more unique captives have special titles, and you can rename girls. Put a * after their name or something when you first get them, problem solved.I tend to check battle mastery to see who aren't generic mobs...
Not true. They're likely to die if you rape them, but besides that you can breed them just fine....captive turned to have 0 points of power ... become unbreadable.
Did I claim they were? But they're easy to define and noticeable on even badly matched backgrounds. If I went from 'F00' to some sort of hand-picked pink, it would never stand out as well.Primary color doesn't mean good color anyway...
Not quite. E.g. if you check out any kind of command line on a black background, these also tend to use bright/oversaturated colors to contrast with the black. And DDM tends to have dark backgrounds.And like I already said, they are on backgrounds that make them very hard to read.
Which also says 'above all we must seek the contrast between background and text colours'. These 'pure RGB', 'programmer colours' I use are an eyesore, but you really can't accuse them of not being contrasted. They're maximum contrast....decent short article...
Helps me none, because one flavour of e.g. lime looks the same to me as any other, and many of the backgrounds used in-game against any single text colour can vary considerably.And plenty of people just use vidgets to pick colors...
So what should I do with them, instead?...don't make "Minions" and "Captives" on the info screen colorised...
What tables and how would they work better? Because right now I don't see the practical difference in terms of clicks and screen transitions, and 'hell of subforms' seems more personal preference than anything. Most buildings/captives have a single use, so any table will have just two columns, ID and 'perform action'. Which is what the filters give you. The exception are cages and similar, which do have a separate table. Which you don't want to use.Basically I want interactable tables instead of the hell of subforms.
You can just use direct comparison software as well, with nearly zero setup. I don't see where the pain is here if you use something that can compare whole directories, the only effort is in keeping a backup of last release's scripts.Yeah, both are pain.
I mean, it's possible to use that other Git-like repository...
Asps are your first swimmers, don't cost money and stack well against thieves. And are nearly free from all the peasants you can acquire.Eh, no, it's unvinged wasps, Kobolds and goblins that are useless.
Er, what? That's one thing they aren't. Artillery, yes. Tanks, no. Lowish HP, no armour, troublesome to get and keep many of them, at least early on.Chickens are usufull tanks.
Depends on how you play. If you have a constant stream of eggs, whatever hatches from them can easily replace hireables. Or you can not bother and indeed spend cash instead. Although the bandits are kinda scarce, you only get one per week instead of daily, like goblins. So you can't spend their lives quite as freely.Bandits my "go-to" trash troop from the moment I can hire them, because I can hire 1-3 each turn so they are really disposable.
Well, that's an issue with your mobilization management. AKA you're in a fail state for making money by pillaging, and need to get out or find an alternative.But during high mobilization you are not likely to get much of caravan events...
Everything except airships (merchants, galleons, other ships) can be hunted directly from the air with no randomness. I'll be adding airships, too....galleons and airships are random too.
The 'good' raid is not, the one where you get lots of treasure or a princess. You can do it only once per week per dragon size category. The other raid is at best half as lucrative and has the Archmage.Meanwhile castle raid is a sure event.
But without goblins, how do you fight peddlers without savescumming and get girls with more than peasant trinkets on them?Girls robbing. I do lone peddler...
Is that village raiding? It'd really help if you used in-game terminology......plains raids...
How so? The only big quests in your way are Scourge of the Plains and Desolation, which should be early-mid-game. Scourge itself puts you at 8 fear+mobilization, and you need just 10 for Desolation.But really, It's opens too late...
Did you try the 'auto-crafting' beta script with multiple workshops?To make profit from simple buying the resources and making treasures from them... Too much time.
Yeah, but even your prison cells aren't necessarily underground, dark or heavily fortified. The ice palace, for example.Dungeon - a dark usually underground prison or vault.
Keep is what it's called these days. For the dragon, the equivalent is his hoard room, and other buildings aren't necessarily connected. Or disconnected, either.Actually inner castles is an origin of the word. So it can be just a separate building for all what it's matter.
Okay, but then how is your tiny solo dragon winning anything he needs to progress? Subsisting exclusively on rabbits and foxes is slow. Combat and throwing fights eat up your HP fast, and thus profits or time. Patrols are much worse. Etc.Reloading battles is mostly futile exercise...
But they are hard, if you're resorting to cheating. Not as any individual event, they're meant as challenges to push you towards optimising a dragon and a gameplay cycle that makes it easier to do both in bulk. Like a lair with 20 workshops and a dragon with enough crafting to make non-trash crowns. Or a lair with 20 breeding pits and Hakim to get girls in bulk for breeding, no girl-eating minions, not too much fear so that rape doesn't kill them. Maybe access to something durable like mermaids, or a bunch of Homunculi immune to death by birthing. Basically, you don't seem to want to adapt your playstyle.Yeah, army equip and "1000 childrens" quests are most pointles grind in the game. Doesn't make it hard.
Er, how? 100 poverty should need 7*25 + 5*25 + 3*25 + 2*25 = 425 days to go back down to 0, that's well over a year.By the way, Kingdom fully recovering from povetry in a month...
But it doesn't address the issue of how a solo dragon gains power fast enough to get altars before too many seals crumble. Never mind that more dragon power makes seals decay faster, while adding minions doesn't.I actually stolen magus tower.
Hatcheries will be sequential to avoid that shortcut.And then I gone from Green Hatchery to straight up Everything Goes by conquering Dwarf Kingdom.
I doubt that. Which ones did you have in mind?I think it's actually locked me out of some quests.
No, they are not. Because contrast can only be relative. Violet and dark brown isn't "maximum contrast" Black on white (or white on black) technically is.They're maximum contrast.
And that is what I mean with oversaturation. They are so bright they hurt the eyes.If I went from 'F00'
Leave them as they are, just same as the rest of the text. You can make font bigger if you want, but it's not really necessary.So what should I do with them, instead?
Look at the "assign" screen you can easily make stuff from two screens fitting here and bring all the other interactions from "interact" into small buttons. It will loose the ability to see portrait thought, so you can make bigger lines and a bit bigger buttons and portrait to the said. I will draw a scheme when I am at my main PC.What tables and how would they work better? Because right now I don't see the practical difference in terms of clicks and screen transitions, and 'hell of subforms' seems more personal preference than anything. Most buildings/captives have a single use, so any table will have just two columns, ID and 'perform action'. Which is what the filters give you. The exception are cages and similar, which do have a separate table. Which you don't want to use.
I did ask for a mockup, remember?
I wasn't even aware they are able to swim. But yeah, having exactly one asp is usefull against thieves.Asps are your first swimmers, don't cost money and stack well against thieves. And are nearly free from all the peasants you can acquire.
Cockatrices have 30 hp, basilisks have 60 hp. Troublesome to get, yes, but putting basilisk at the directly left and right sides and cockatrices at the flanks is making them usefull in most middle-level battles to fight without casualties. Lizardman are slightly better but harder to get and I need them in couple other places. Advanced types even harder before you are really strong. So cocks are non-disposable tanks for me.Er, what? That's one thing they aren't. Artillery, yes. Tanks, no. Lowish HP, no armour, troublesome to get and keep many of them, at least early on.
Quantity is quality on it's own. Easy no risk girls don't require fights.But without goblins, how do you fight peddlers without savescumming and get girls with more than peasant trinkets on them?
No. Is it even available when you have only one?Did you try the 'auto-crafting' beta script with multiple workshops?
Yeah, farm, village, small town etc.Is that village raiding?
And this talk started from me telling that I found progress in the early stages as slow and boring comparing to later stages.Okay, but then how is your tiny solo dragon winning anything he needs to progress? Subsisting exclusively on rabbits and foxes is slow.
Yeah, it's a bit of the pain to find the value to change)But they are hard, if you're resorting to cheating.
Keep is what it's called these days.
Fear is actually sink state for me, because it's only good when you have much of it anyway and it's easier to just increase size.not too much fear so that rape doesn't kill them.
Only I need to go to sleep much earlier than I have 100 povetry. Destroying dosen towns don't give me that much. My only working way to climb the povetry is gathering bunch of minions and then sending them to be free at the same time so povetry tends to stay low. I think there is optional storyline with Marquise that can help you to have bigger povetry?Er, how? 100 poverty should need 7*25 + 5*25 + 3*25 + 2*25 = 425 days to go back down to 0, that's well over a year.
I don't give a shit to half of seals crumbling, it's just adding rare annoyance. I didn't reached 0 seals and don't know what it's does, I remember giant demon in the old versions who was an optional boss, so prabaly makes me fight him? And I remind you that while I started with the smaller dragon I am playing on easy.fast enough to get altars before too many seals crumble.
Sure, but a purely B&W version of the game wouldn't be much fun. And, as you say, it's relative. The 'programmer colours' are 'maximum' among all similar colours.No, they are not. Because contrast can only be relative. Violet and dark brown isn't "maximum contrast"
That's the point. Any different shade of red would actually be unreadable if it happens to hit brown.FF0000 is "all the power end of the spectrum red" basically the most catchy color for the human eye but put it on Korra and it's barelly readable.
Not mine. I acknowledge they're oversaturated. But I'm not a UI dev, I can personally handle these colours just fine and I'm definitely not going to spend two months hand-tweaking every colour in the UI for a someone who can't even come up with a constructive solution. You don't like them, use a mass replace and change all '{color=#XXX}' into '{color=#000}'.And that is what I mean with oversaturation. They are so bright they hurt the eyes.
No, I mean the colour changes are there for a reason. The screenshot was just an example, there are more colours than that which can apply. The headers are still white if your lair doesn't have problems.Leave them as they are, just same as the rest of the text.
Which ones?Look at the "assign" screen you can easily make stuff from two screens...
Too many things to fit everything on a single line without being craptacularly tiny. Why is clicking on 'interact' so bad, anyway? You can cycle through captives with arrow keys as well....bring all the other interactions from "interact" into small buttons.
That's what the bestiary is for.I wasn't even aware they are able to swim.
The point is that asps are coming plentiful from all the peasants you'll get in the early game, and thieves only care about numbers. The only other minions who are as easy to stack as both of the asps are goblins, who cost money, eat captives and count as half for purposes of thief-catching.But yeah, having exactly one asp is usefull against thieves.
As I said, artillery....cockatrices at the flanks...
Hakim for elves and princesses. The rest are indeed unreasonably rare. Although even one can give you lots of lizardmen.Advanced types even harder before you are really strong.
But that's not a 'solo', 'minions are useless' dragon. I was under the impression that you claimed minions were worthless, and a solo dragon hunting farm and forest animals was the way to go.Quantity is quality on it's own. Easy no risk girls don't require fights.
By that time the few hundred silvers are probably too little, and you should be using minions to raid large villages or bigger merchants. For XP and emergency cash, I suppose soloing is workable.And as I already said, I go for peddlers when I am strong enough to solo them...
It's available, it just won't save you time.Is it even available when you have only one?
Which is why I created the 'medium' start, and have reintroduced some other 'advanced' starts. Read back a bit, there are WIP screenshots.And this talk started from me telling that I found progress in the early stages as slow and boring comparing to later stages.
basically running around two locations, savescuming
I don't think either are true, and you're not really supporting either claim. The converse, if anything.Actually I found that disregarding minions altogether and hunting in the forest and farms is the best option to go until you reach the of the grown man.
That's the whole point of the quest, avoiding you just buying the army out of thin air.Especially since just hiring more from the army screen do not count toward completion.
But we're not discussing a game in French or even Russian (any more). DDM is English, at least for now.Word of French origin still used in French and some other languages (including Russian) instead of keep.
Perhaps, but this is still not DnD. Dragons have lairs, dungeons are practically nonexistent (if you discount Darkwood and castle dungeons) and maidens are kept in a variety of places.Dragons also tend to be bosses of the dungeons
I have plans to make extorting more powerful, since fear is indeed not very good right now.Fear is actually sink state for me, because it's only good when you have much of it anyway and it's easier to just increase size.
Well, then it isn't "Kingdom fully recovering from povetry in a month". A couple of towns being rebuilt on average is okay, the Kingdom is big and I don't want to track individual town recovery.Only I need to go to sleep much earlier than I have 100 povetry.
Poverty is hard to get going. But it's also hard to get down once it's high.Destroying dosen towns don't give me that much.
Not de Ad, de Proa. Isabella (and also Marianne) can be released in exchange for 50 poverty.I think there is optional storyline with Marquise that can help you to have bigger povetry?
Hitting 0 seals means the Demon Prince comes out, claims the Capital and starts conquering other locations. I think only the original DW (pre-Arhin) didn't have him? He's not too bad right now, but still not something a mid-game dragon should be tangling with.I didn't reached 0 seals and don't know what it's does, I remember giant demon in the old versions who was an optional boss, so prabaly makes me fight him?
Ah, okay, that explains it. Easy tones the seals game down a lot, and you're thus not playing the 'management' version of the mod because your actions now have far less of an opportunity cost attached to them. Personally, I find that kind of exploration-focused gameplay pretty boring, but I (re)wrote most of the events, so there's that.And I remind you that while I started with the smaller dragon I am playing on easy.
I mean "number of attacks" as a quality.But that's not a 'solo', 'minions are useless' dragon. I was under the impression that you claimed minions were worthless, and a solo dragon hunting farm and forest animals was the way to go.
And that's why you put info on different shades of brown?)That's the point. Any different shade of red would actually be unreadable if it happens to hit brown.
Interrupted by patrols events (I have like 3 before managing to actually hit a town on average), auto-day changes and need to sleep for an almost a month due to exhaustion of stamina from time to time. And I have 18 stamina.I just tried, and destroying 10 towns in a row gives 97 poverty.
I not sure, but I think that it's Old Huntsman who added him, but not at initial release. And I don't remember seal system being a thing before, at least there was no seal counter on the screen.Hitting 0 seals means the Demon Prince comes out, claims the Capital and starts conquering other locations. I think only the original DW (pre-Arhin)
Not disputing that. Some minions are indeed worthless in some fights. But e.g. goblins are almost always useful against peasants or other goblins, murlocks against a shark, etc. Of course, these encounters become less beneficial as the game goes on, and nobody expects a huge and up dragon to run around with a goblin entourage.Any minion who is not likely to survive at least two attacks is a waste of resources for me.
I kinda like how there's an interesting 'battle formations' dynamic due to this; making UI for targeted attacks would be a minor pain and I'm nowhere near certain the end result would be any more interesting except for adding more fiddly bits to the battle screen. I'd also have to make some kind of mini-AI for enemies to pick their targets. So I'll pass....we can't even ask them attack specific enemy.
No, that's why I made them 'eye-destroying' red. I think Korra came after.And that's why you put info on different shades of brown?
As I said, you can make the entire 'coloured stats' thing go away with a regex and mass replace. I can't use only light green for colouring stats, that'd defeat the entire purpose.Also, white and light green are readable on dark brown in my experience.
You seem to have a rampant mobilization problem. Hmm, smugglers only kill mobilization in this version. I'm making them cause poverty instead. And it's indeed kinda hard to get out of high mobilization in this version.Interrupted by patrols events (I have like 3 before managing to actually hit a town on average)...
Happened to me, too, and only matter while poverty is still very low....auto-day changes...
Should be enough to get to 50 poverty in a few sleep cycles. I just tried, and spending 14 actions per month to try to raze towns, and hiring smugglers twice each time to cut down on patrols even further got me to 50+ poverty in two sleep cycles.And I have 18 stamina.
I looked and couldn't find 'demon', 'seal', or any 'mistress' dialogue referencing demons in 1.01 ENG. So I assume it was Arhin's doing, or just didn't migrate to the English version.I not sure, but I think that it's Old Huntsman who added him, but not at initial release. And I don't remember seal system being a thing before, at least there was no seal counter on the screen.
I've still got to ask, why do you want the interactions here? Because it's quite a bit of work to move them here, and will most definitely be quite buggy at first, while clicking 'interact' and right-clicking back is nearly as fast, plus let's you see the big profile images for eye candy. And you will be able to sort cages manually and cycle between captives (caged or not) with arrow keys.Also, here is Paint version of not-dungeon screen...
Wait, what?and right-clicking back
Lol, yeah, my fault, it was A8A9AD.2829AD
Part of the 'all the hotkeys' UI overhaul that's still sitting in dev hell. Virtually any screen can be canceled out of by right-clicking (an idea I stole from Brothel King).Wait, what?
Yeah, . I tried to make a background for each row (which didn't work very well, these Ren'Py styles are a pain) and was really surprised to see some kind of weird blue instead of grey.Lol, yeah, my fault, it was A8A9AD.
It's indeed a feature of Darkwood. This is not exactly about discouraging savescumming, because you can reload and 'prepare' for the next time you enter. But what it does is ensure that you get a roughly intended distribution of events out of Darkwood. Not 98 Beastkin girls, a worm and a demonette, or something equally silly.Something I noticed about Darkwood, and I wonder if it is intended to reduce save scumming
I don't recall ATM, but I think you still get the same event if your dragon lives?The only exception is when fun-sized (but not too small) dragon gets in and tries to avoid getting killed.