Going to be honest here, durability and spoilage make sense in a single character game where you can only carry so much and there is likely gameplay mechanics around spoiled food and broken weapons that matters more than going to get stuff repaired instantly. In a game where you run an army and possibly a kingdom this makes no sense as it would fall under logistics and should be assumed replaced automatically. In fact several mods for Mount and Blade exist for auto selling and auto buying when it comes to foods so players can just visit towns and it will automatically try to match their plans for foodstuffs. Salzaar really shouldn't have had these mechanics.
I share your sentiments. In most games, bureaucracy only happens against the player regardless of whether the situation calls for it. When your command structure grows to a certain size, games should probably assume you are important enough to warrant an assistant of some sort: a trusted lieutenant, loyal butler, or administrative subordinates. Games like Master of Orion and Stellaris are more interesting for me in the earlier stages, but after a while, your empire literally spans multiple star systems. This kind of upgrade would also give me the opportunity to run around saying "left-enant," which is always rare. 😄
@@TranPlays Distant Worlds 2 is nice in that it’s basically a partially automated 4X simulator - and you can set anything automated (even make the whole thing play itself), as my empire grows I tend to turn more things automated and I don’t need to click through every planet that I want to colonize, for example. Also things like troop management or setting tax rates on colonies are automated so you can focus on the big picture like picking research, designing ships, diplomacy, etc.
There are at least a dozen folders marked "Mods" strewn about in AppData and in the Sands of Salzaar game folder itself, so I'm not 100% sure, but I think it's in an entirely separate area in Steam\steamapps\workshop\content\1094520\ followed by folders denoted by workshop ID number.
I've never been fond of any durability mechanic, popularized by survival games but my first encounter with it was in 1989's The Magic Candle, by Mindcraft. The majority of the Sands of Salzaar gameplay I've done was based on the older versions when these mods were created. Back then, the only way to repair would be to find very specific hammers (still in the game) that can repair only items within a certain level range, and while definitely pointless, added unwanted padding to both management and gameplay. Your party of four heroes equip three items each, some of which would likely require different hammers than the ones you're currently getting as item drops.
The ideal to me would be the game automatically using the lowest applicable repair tool on any gear that is about to break. In general taking the talents that grant repair tools solve the issue of cost but it’s silly that I have to click through that every time.
Going to be honest here, durability and spoilage make sense in a single character game where you can only carry so much and there is likely gameplay mechanics around spoiled food and broken weapons that matters more than going to get stuff repaired instantly. In a game where you run an army and possibly a kingdom this makes no sense as it would fall under logistics and should be assumed replaced automatically. In fact several mods for Mount and Blade exist for auto selling and auto buying when it comes to foods so players can just visit towns and it will automatically try to match their plans for foodstuffs. Salzaar really shouldn't have had these mechanics.
I share your sentiments. In most games, bureaucracy only happens against the player regardless of whether the situation calls for it.
When your command structure grows to a certain size, games should probably assume you are important enough to warrant an assistant of some sort: a trusted lieutenant, loyal butler, or administrative subordinates. Games like Master of Orion and Stellaris are more interesting for me in the earlier stages, but after a while, your empire literally spans multiple star systems.
This kind of upgrade would also give me the opportunity to run around saying "left-enant," which is always rare. 😄
@@TranPlays Distant Worlds 2 is nice in that it’s basically a partially automated 4X simulator - and you can set anything automated (even make the whole thing play itself), as my empire grows I tend to turn more things automated and I don’t need to click through every planet that I want to colonize, for example. Also things like troop management or setting tax rates on colonies are automated so you can focus on the big picture like picking research, designing ships, diplomacy, etc.
I wanted to know in which specific place/folder do the downloaded mods get saved in sands of salzaar
There are at least a dozen folders marked "Mods" strewn about in AppData and in the Sands of Salzaar game folder itself, so I'm not 100% sure, but I think it's in an entirely separate area in Steam\steamapps\workshop\content\1094520\ followed by folders denoted by workshop ID number.
@@TranPlays i have found it👍😅
Resources to repair durability have never been an issue but the mechanic is pointless.
I've never been fond of any durability mechanic, popularized by survival games but my first encounter with it was in 1989's The Magic Candle, by Mindcraft.
The majority of the Sands of Salzaar gameplay I've done was based on the older versions when these mods were created. Back then, the only way to repair would be to find very specific hammers (still in the game) that can repair only items within a certain level range, and while definitely pointless, added unwanted padding to both management and gameplay. Your party of four heroes equip three items each, some of which would likely require different hammers than the ones you're currently getting as item drops.
It does tend to become an issue when you have legendary gear and it requires Jade to repair, I need that Jade for troop upgrades.
The ideal to me would be the game automatically using the lowest applicable repair tool on any gear that is about to break. In general taking the talents that grant repair tools solve the issue of cost but it’s silly that I have to click through that every time.
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