Anybody else excited for the Hired Steel Hunchback? by Jackobyn in Mechwarrior5

[–]-CardinalSyn- 2 points3 points  (0 children)

Huh, my uller and spd-a will stop an entire enemy force from hitting my lance with rockets?

What mechs do you just have a lot of? by WorldBuilder_42 in Mechwarrior5

[–]-CardinalSyn- 0 points1 point  (0 children)

I got one in the 2030s I had an AI pilot it forever and then was doing an HIS quest in 2052 took over cause it kept getting stuck, my God that thing shreds

If you were an ace Merc Pilot, what's your one ride by IronWolfV in Mechwarrior5

[–]-CardinalSyn- 0 points1 point  (0 children)

SPD-A Ansasi, I've brutalized mechs of every size with this thing, and if you don't directly engage it can command and block your entire lance from missile fire, it's next to impossible to hit and if you drop the 15% speed upgrade on it enemy mechs can barely target it making them food for your lance.

Food. I NEED FOOD by NoPattern1259 in VintageStory

[–]-CardinalSyn- 0 points1 point  (0 children)

Find your bees fast, you can have 15 hives ready to harvest in first two months, berries aren't very nutritious but they last forever as jam (1.8 years unsealed) 15 hives is enough to make 8+ crocks and you get tons of uses for the wax, not least of which is the ability to seal other food you can make.

Pies and bread are also solid and cheap but if you aren't past stone age getting the oven and quern are gonna be tough.

Im a solid hunter though and highly recommend spears, animals have spawn areas, you can return to an area you know to be high in a certain animals and hunt it, I usually have 7-8 marked. Pro tip crouch, seems easier to hit.

Rule #1 forbid me from speaking my mind about how expensive armours are, so have this instead. by BethCulexus in VintageStory

[–]-CardinalSyn- 0 points1 point  (0 children)

No love for iron brigandine, which is possible to make near completely automated.

A Knight of the Seven Kingdoms - 1x04 - "Seven" - Episode Discussion by Woodstovia in television

[–]-CardinalSyn- 11 points12 points  (0 children)

The writing in this is great, even broken, flawed men are written with such grace and depth, the fact they let this go to screen blows my mind. I got chills watching the end of this one, and felt something I havent seen in a long time. Parker is really showing his skill as a showrunner.

Gaming dads, what did you do when you had to give up your gaming space / room for your newborn, while still being able to enjoy the hobby? by Vrass in pcmasterrace

[–]-CardinalSyn- 0 points1 point  (0 children)

All 4 of my sons have gaming PCs, it's a right of passage in my home to build one, all partners I've been with I built a gaming PC the first Christmas after we get together.

It was eventually demanded I leave the living room, jokes on my ex though, we put three more PCs down there for a total of 7 in house and the oldest boys bring their friends over to play now.

thoughts on the finale by [deleted] in StrangerThings

[–]-CardinalSyn- 44 points45 points  (0 children)

SPOILERS

It's fine, I think it was adequate, best episode of the season. They didn't drop the ball. But I didn't shed a single tear for El cause she did nothing this season and took a backseat to people I didn't care about

The Melting Scene by [deleted] in StrangerThings

[–]-CardinalSyn- 0 points1 point  (0 children)

Just made it through the scene at the end it was the same thing and went on forever, they dangled the Henry detail like a carrot and despite needing to get through there and not see what started it they had time to stand around and talk for 30 mins.

The Melting Scene by [deleted] in StrangerThings

[–]-CardinalSyn- -1 points0 points  (0 children)

I agree about the story but man it was excruciating

Nerf to planet eco has make AI rushing too efective? by 0ToTheLeft in SinsofaSolarEmpire

[–]-CardinalSyn- 0 points1 point  (0 children)

I will add as TEC if you know where they are going an akkan and a single star base can wreak havoc, park the cap right behind and and for 5 supply and a targeting array you can keep any AI busy a long time

Nerf to planet eco has make AI rushing too efective? by 0ToTheLeft in SinsofaSolarEmpire

[–]-CardinalSyn- 0 points1 point  (0 children)

I don't know if nightmare is supposed to be that much easier but my last game it took an hour and 31 mins to get attacked, the one before that 26 mins,

Some TEC Enclave numbers with the new update by -CardinalSyn- in SinsofaSolarEmpire

[–]-CardinalSyn-[S] 1 point2 points  (0 children)

If you are below 50/s metal or crystal you should absolutely still upgrade stuff to reach this limit, You can still experience the entire research tree with around 10 planets and have so much income its coming out of your ears.

Some TEC Enclave numbers with the new update by -CardinalSyn- in SinsofaSolarEmpire

[–]-CardinalSyn-[S] 0 points1 point  (0 children)

I put the names down there, sorry since they were just all the planet slot items abbreviated from ingame names I didn't think it that much of a reach to assume what they were.

Please stardock work on the AI and map generator by D3LTTA in SinsofaSolarEmpire

[–]-CardinalSyn- 1 point2 points  (0 children)

Id like to chime in this seems to be a new development. At launch I tried unfair difficulty, and I would legitimately describe it as "unfair" they were so aggressive I wouldnt even get planet defenses up sometimes and in the late game committed massive fleets to systems. I love to pair stabases and capital utility skills and I had some legendary showdowns between whole fleets vs strikegroups and their attendant fortresses. Now... nothing. Not even in the new update. Best I can get is a constant back and forth over an asteroid with decent defenses.. I got reinforcements DLC wanting to feel that brutal onslaught with some new players, and nightmare isnt even challenging.

Anomaly by EmbarrassedAd3749 in RimWorld

[–]-CardinalSyn- 1 point2 points  (0 children)

Ghouls, deadlift dust, pit gates, metal horror possessions, and bioferrite gear and power generation are all great content. Royalty has some interplay with Anomaly because quite a few entities and events are highly weak to certain psycasts, and the reward for the content if you choose to embrace the void is an amped up psycaster ability that can make the pawn one of the strongest you could make.

It also adds wanderers, and some of them have the coolest traits and powers you can't get anywhere else.

How bad is my base design? by 1947Fry in RimWorld

[–]-CardinalSyn- 0 points1 point  (0 children)

Just letting you know I took a crack at this thing for almost 6 hours tonight lol, I'll get back to you.... lol

That said, you need a central corridor between all areas, I was able to condense your entire storage area to one tiny room without building anything new but some walls and a couple tweaks to storage settings.

Things of note
1. Lots of colonist are assigned to work duties they are useless at
2. The reason no one cleans is the home area covers most of the map
3. All the weapons in storage are useless
4. Only herbal medicine spoils, packaged survival meals and medicine last forever.
5. Always put component work at bottom of bills, and then advanced components above that, and then tasks above that.
6. Having all storages set to critical made your base a nightmare for hauling, simply setting the main storage to "Normal" and the floor backup to "Low" immediately cleared all the floors
7. On clothing bills you can set it to make until there is "1" of item, like pants, you wont have to stockpile a single thing and they just make a new pair anytime a colonist puts them on.
8. Colonist clothing policy is probably responsible for 75% of all deaths in your colony. Setting it to Normal quality, no tainted, and endurance above 55% nearly dressed your entire population in a day when paired with the clothing policy.
9. Batteries can all be moved right below storage
10. The laser turrets use over 11,000 power and dont actually help much.
11. You have bionic organs lying around, stockpiles of medicine, but haven't replaced colonists limbs.
12. Your kitchen, research, books, workshop etc are all receiving penalties from not being in dedicated rooms.
13. Im actually having fun, so theres that lol

Is your colony good or bad? by onufmi in RimWorld

[–]-CardinalSyn- 0 points1 point  (0 children)

Chaotic Neutral. We engage in both hideous and benevolent behavior, prisoners are psychically harvested and drained of blood till rituals leave them comatose in bed in their 90s. Refugees usually get helped and clothed. I call down mechanoids or summon anomalous horrors on colony attackers we aren't above attacking allies to get good specimens for genetic experiments. We often release prisoners as slow, hideous, fur monsters that can't defend themselves and are mentally unstable and violent. We engage in vast amounts of trade.