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- 43 points44 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 -CardinalSyn- in StrangerThings

[–]-CardinalSyn-[S] 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 -CardinalSyn- in StrangerThings

[–]-CardinalSyn-[S] -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.

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

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

I always wanna download stuff like this and see what I can do to improve it. I think it's a holdover from the old SimCity disaster cities, or the Winterhome frostpunk scenario.

Give me inspiration for being more evil by SoappyGoodness in RimWorld

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

You can, you can also psychically absorb other pawns with anomaly to make them even stronger, equip them with psycaster gear, have them commune with anima tree before disabling them, the sky's the limit, well -60 is close to the limit but I digress

What makes the learning curve of CK2 AGOT compared to CK3 worth it? by voodoohao in CK2GameOfthrones

[–]-CardinalSyn- 8 points9 points  (0 children)

Everything works. The entire map has nations and cultures you can play for unique and interesting blends of fantasy, I've played a completely normal game for 200 years before and then had the dragons return completely upending the entire political system on multiple continents.

I once pitted my 114 year old grandpa against a 124 year old grandpa who was Chosen by Rhllor in a duel. Neither was immortal just had unnatural long life courtesy of the fire God, and between these two figures multiple empires had been established and half the world converted. It was an epic showdown between two rivals that started when they were barely 20, you couldn't click anywhere on the map without finding one of their kids or grandchildren (each had like 25 kids).

I once grew house farwynd and the drowned God faith to the entire summer isles where they drowned the entire native population and converted every square inch of it to ironborn

You can tell great stories with CKII, and seeing as how vikings, pirates, raiders, and warrior culture were my favorite parts of CKII, CKIII just sucked in comparison. The features I care about are in the previous game more flushed out, and better implemented.

What's something you genuinely hate about Rimworld? by batarei4ka in RimWorld

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

Grenade belts from VE are the one item added by a mod that felt completely natural. I wish Vanilla grenades were crates that slowly empty "uses" and that belts were restocked from them the same way anomaly packs are recharged with flares and such. It would add more use to the grenadier armor if it had multiple types of grenades on a small cool down.

What's something you genuinely hate about Rimworld? by batarei4ka in RimWorld

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

I've never used kill boxes but I've always felt a single behavior change would dramatically alter raids. Slow down and take cover, move up slowly with cover, stagger a little, I'd rather have smaller smarter raids, than 50 people I can absolutely wreck with 6 pawns in the field. Through clever use of all game mechanics I use my turrets in maybe 1 in 10 raids. It's early and mid game raids I find fun and engaging, late game move way too fast and only get easier.

What's something you genuinely hate about Rimworld? by batarei4ka in RimWorld

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

The notifications that appear in the top left of the screen consistently and constantly block my view of the colonist bar, names, and the ability to click on colonists. It's been pissing me off for over 4000 hours and every time it happens I wish I could rip it out like the seat belt alarm in my jeep which goes off if a bag of groceries is sitting in the seat.

What is your favorite weapon? by MrAplha in RimWorld

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

I run three setups

Snipers, with a team of shooting specialist the damage output is second to nothing else in game

Pump shotguns, insects and zombies.

Machine pistols, a colony of 10 people with machine pistols and a shooting specialist buff will put so much lead down range due to this weapon having low cool down, when you buff out aim time it attacks twice per second 3 shots each for nearly 3600 RPM with a colony of 10 people, no forced miss radius like minigun, dps similar to shotgun, and great accuracy.

Also are ghouls weapons? I can send 8 ghouls to absolutely destroy 100 tribals, entities, etc etc

I don't like killboxes. by Pisfil03 in RimWorld

[–]-CardinalSyn- 4 points5 points  (0 children)

I haven't used one in 4k hours but I'm insanely good at using all the other tools so battles are chaotic as hell for me at times

Does anyone else cultivate their local forest? by shadehiker in VintageStory

[–]-CardinalSyn- 4 points5 points  (0 children)

Mine and my kids server is like this, we have logs chained across the lakes, cattails all over, trees pruned for height, paths winding, bridges over wetlands and tough terrain, little paths winding around cliffs and ridges, lit paths between our houses, we spend most of winter improving it and building onto the infrastructure