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Stronghold 2 » Forums » Stronghold: Game Help & Strategy Discussions » Number Crunching
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Topic Subject:Number Crunching
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Merepatra
HG Alumnus
posted 11-24-01 15:33 EST (US)         
I've started doing some playing around with "number crunching" in Stronghold. I thought that maybe some other people might also be working on, or be interested in, this kind of thing and if so they could also post anything they find out, or are curious about, in this thread.

The first thing I have done is working out the speed at which the different people in the game travel. I will be putting that into the next post. Doing this has led me into starting work on production rates of farms and industries, hopefully I will have something to post about them before long.

This thread is getting so long that it has become a major task for people to find what has been discussed previously so below is a list of some of the main points covered, either as posts in this thread or as articles that have come from these posts. These only cover some of the main points or numbers, there are many interesting discussions not covered by them so anyone with the time would do well to read the whole thread.

Production cycles and walker speeds - Living by numbers article

Fear Factor details and effects - The Good, the Bad and the Mechanics article

Popularity and Taxing - Dr Popularity

Combat related hitpoints etc - Post 258. This post is a compendium of what has been discovered about combat strengths etc.

[This message has been edited by Merepatra (edited 05-29-2002 @ 00:11 AM).]

AuthorReplies:
Wraith
Archer
posted 03-20-02 01:26 EST (US)     201 / 294       
OK! Just did the #s for moat digging, and what I found was suprising:
*all units dug the same amount, 1 "paintbrush" of moat, x3 long, at speed 90*
SLOWEST digger:ARCHERS!!!

Archer:1:15 Seconds
Spearman:40 Seconds
Maceman: 1.05 Seconds
Pikeman:50 Seconds
Siege Engineer:60 Seconds.

Go spearmen!



Guard your walls, I am coming.
My Recommendations
Wraith
Archer
posted 03-20-02 17:15 EST (US)     202 / 294       
Kill yer lord!

Unit >hits to kill lord
Maceman - 3
Spearman - 8
Pikeman - 3
Monk - 4
Knight - 3
Swordsman - 2
Tunneler - 6

ATTACK WITH SHARPENED STEEL!


Guard your walls, I am coming.
My Recommendations
blacksheep1
Archer
posted 03-20-02 17:19 EST (US)     203 / 294       
I was trying out some ideas on the marketplace and found out something interesting. When working in the editor and putting down stockpiles, granaries, or armories you can only put in so many. I thought I would be able to put in more once I played the map, but much to my surprise I couldn't. The limits I found were 9 on each. Has anybody else run into this problem or do you not ever have a need for that many? I would tend to think 4-5 might be enough but I haven't braved the multiplayer environment yet.
derusett
Archer
posted 03-20-02 17:31 EST (US)     204 / 294       
I use 5-6 in a MP game

and in the editor if you are placing stockpiles and you want more then 9 just use keeps to place them, you make a keep it comes with a stock pile you delete the keep and the stockpile stays

this is how you can place stockpiles in many locations


"When you have to kill a man, it costs nothing to be polite. "
"Strength lies not in defense but in attack."
" you were born to be a chalk outline"

The Ztolk
Archer
(id: Ztolk)
posted 03-20-02 17:31 EST (US)     205 / 294       
You can only have 9 stockpiles, but everything else is limitless.
Wraith
Archer
posted 03-21-02 00:00 EST (US)     206 / 294       
There is a limit on grannaries and armouries too.

Guard your walls, I am coming.
My Recommendations
derusett
Archer
posted 03-21-02 00:07 EST (US)     207 / 294       
they are all limitless, but you are only allowed so many left unused.

you can only have 9 empty stockpiles if you have 8 empty you can build another


"When you have to kill a man, it costs nothing to be polite. "
"Strength lies not in defense but in attack."
" you were born to be a chalk outline"

Wraith
Archer
posted 03-21-02 00:53 EST (US)     208 / 294       
wow!

Guard your walls, I am coming.
My Recommendations
Merepatra
HG Alumnus
posted 03-23-02 06:29 EST (US)     209 / 294       
I was wondering how the game decided which buildings to man first so I did some playing around and came up with a manning priority list. The game will always allot peasants to buildings in this order, ie no hunters will be produced until all apple orchards are manned. If more than one of the same type of building needs workers then priority goes to the one that was built first.

1. apple orchard
2. hunter
3. dairy farm
4. wheat farm
5. bakery
6. mill
7. woodcutter
8. stone quarry
9. oxen teams
10. iron mine
11. pitch rig
12. fletcher
13. blacksmith
14. poleturner
15. armourer
16. tanner
17. well
18. hops farm
19. brewery
20. inn
21. chapel
22. apothecary

derusett
Archer
posted 03-23-02 15:28 EST (US)     210 / 294       
when your popularity is equal too zero you will not lose your well people

just thought I would mention this

I had a population of 32 with a populatirty of zero.

because of wells


"When you have to kill a man, it costs nothing to be polite. "
"Strength lies not in defense but in attack."
" you were born to be a chalk outline"

The Ztolk
Archer
(id: Ztolk)
posted 03-23-02 15:31 EST (US)     211 / 294       
Essential services can't go on strike, right?
derusett
Archer
posted 03-23-02 16:25 EST (US)     212 / 294       
food people can go on strike and they are far more essential then well guys

"When you have to kill a man, it costs nothing to be polite. "
"Strength lies not in defense but in attack."
" you were born to be a chalk outline"

Brave Sir Robin
Archer
posted 03-23-02 17:25 EST (US)     213 / 294       
Also, about 4 peasants will never leave, meaning no matter how low your population goes, you'll never be totally screwed.

Brave Sir Robin
Expert combiner of official Stronghold art.
Knavish Knave of Knavery, The Tragedie of BSR.
Scenario Designer and Member of Tsunami Studios.
Head of The Tsuniversity

Adiperius
Archer
posted 03-23-02 21:57 EST (US)     214 / 294       
You know...maybe it's only me..but four peasants is screwed, no matter what...

Scribe: A large army of the..err..Wraith's men are coming this way, my liege?
Pikeman: Wraith?!
Jester: The apocalypse is upon us!
Mother: Save us m'lord!
Chickens: Cluck!
blacksheep1
Archer
posted 03-27-02 20:52 EST (US)     215 / 294       
Hey Mere, worked out the yearly output of Hunters Post? I thought I missed it but going back through the posts, I couldn't find it anywhere. I know Hunters Posts are a low output industry, but to use them until you get other food sources up and running, or to supply another food type, it might be useful.

Keep Smiling......It Makes Everyone Wonder What You've Been Doing!!!!
Wraith
Archer
posted 03-27-02 20:57 EST (US)     216 / 294       

Quoted from BSR:

Also, about 4 peasants will never leave, meaning no matter how low your population goes, you'll never be totally screwed.


I noticed this too when I did the Black death 1381 scenario. Why then is there a "No Peasants Left" trigger.
Also, keep it going long enough, and your pop shoots to 75

Guard your walls, I am coming.
My Recommendations
derusett
Archer
posted 03-27-02 20:59 EST (US)     217 / 294       
hunters are great for cheap attack units in invation games
if you have plenty of wood make a row of hunter huts put them on sleep until you hear of an invation then wake them up

you have a fast free band of archers that will keep reporducinf

Merepatra
HG Alumnus
posted 03-27-02 21:14 EST (US)     218 / 294       

Quote:

worked out the yearly output of Hunters Post?

No I haven't, nor do I think you really can. There are too many variables in how long hunting takes, depending on the number of deer on the map, how close deer are to the huts at a particular time, the size of the map etc. I haven't even tried to make an estimate but my personal feeling is they aren't very efficient as a food source, but they do have some advantages. They can be very helpful in some missions to help control bears/wolves or even as derusset says against invaders. Also hunting huts are small, don't need fertile land nor do they need to be close to the stockpile, therefore if you have the peasants they are an easy extra food source to place.

DimmurWyrd
Archer
posted 03-27-02 21:32 EST (US)     219 / 294       
> I noticed this too when I did the Black death 1381
> scenario. Why then is there a "No Peasants Left" trigger.
> Also, keep it going long enough, and your pop shoots to 75

The reason for the trigger is that peasants can be killed and if popularity is below 50 then no new ones will come back. Basically if wolves/bandits/fire/whatever kills those last 4 then yer toast hehe. I guess the game assumes you will be unable to raise your popularity back up with NO peasants so checks for it but so long as you have even 1 left you have a chance (albeit a very slim one hehe.)

A good thing it's VERY easy to raise popularity when your population is 4 since you can use max bribe and double rations forever with just a handful of gold lol. can do both for quite a while actually until population starts to build up again. Hopefully you have wood and can setup an emergency recovery system in your area (turn of all production except for food generally works to get you back to 100 fairly quickly.) you'll need to drop back to no tax after about 10-15 peasants unless you have good gold stocks and if you do there are MUCH better things to spend it on hehe.

Bleah! anyway this isn't a lecture on recovering from a boneheaded mistake (my specialty since I make those mistakes often just a reply to a simple question.

Wraith
Archer
posted 03-27-02 21:36 EST (US)     220 / 294       
It was a beautiful scenario, 500+ peasants in an acuret recreation of london. The only way they could die was by the plague, but as luck would have it, the millers died, and the bakers ran out of flour, so they never returned to the stock pile...

Guard your walls, I am coming.
My Recommendations
blacksheep1
Archer
posted 03-28-02 00:05 EST (US)     221 / 294       
I didn't think of it in those terms. I was only thinking that if they can get the food in relatively quickly at the first of the game you would have some incoming food before your farm production kicked in. I don't know how long they take but the first few deliveries should partialy replace what is being used, shouldn't they? That is if you have enough Hunters Post's.

Keep Smiling......It Makes Everyone Wonder What You've Been Doing!!!!
Brave Sir Robin
Archer
posted 03-28-02 01:12 EST (US)     222 / 294       
I seem to remember something like that happening when I played it, Wraith.

There seemed to be so many food production places, but evidently there were even more peasants


Brave Sir Robin
Expert combiner of official Stronghold art.
Knavish Knave of Knavery, The Tragedie of BSR.
Scenario Designer and Member of Tsunami Studios.
Head of The Tsuniversity

Wraith
Archer
posted 03-28-02 13:03 EST (US)     223 / 294       
I lost it in the crash, and there is NO WAY Im redoing 1/2 the streets in old london EVER again!!!!!!

Guard your walls, I am coming.
My Recommendations
derusett
Archer
posted 03-30-02 04:23 EST (US)     224 / 294       
cow regeneration time?? anyone done tests yet to see or should I do some for my self??

"When you have to kill a man, it costs nothing to be polite. "
"Strength lies not in defense but in attack."
" you were born to be a chalk outline"

Merepatra
HG Alumnus
posted 03-30-02 04:41 EST (US)     225 / 294       
I think it takes about a month for a cow to regenerate. My notes show it takes approx 3 months from the time a dairy worker arrives at a farm, which is when the first cow is born, till the last of the 3 cows is fully grown, I never went into greater detail than that.
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