Kirche wrote:Lame, siege system was looking promising.
jorb wrote:No. The old activation timer was always unchanged.
jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.
vatas wrote:jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.
So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
vatas wrote:jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.
So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?
jorb wrote:vatas wrote:jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.
So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?
Indeed.
ghandhikus wrote:Could use integers instead of visible floats for that one. Or just make it visible as a percentage of 0%-100% without a comma.
jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.
MarcusXDead wrote:I'd like to suggest a solution here - give a village totem an aoe buff (that'll affect members of the village that are within n tiles from the totem) that reduces the amount of stamina spent on actions like digging/leveling, cutting trees and building, ect. for a limited period of time after the village is founded. As far as I remember the most stamina-draining actions were scouting, mining (should remain such, as it's not bound to 1 place, and can't be abused with such buff) and clearing space, paving and building a pali for the future base.
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