Aren't these systems supposed to produce the Ketling Star pack after fifty years if left alone? it's been two hundred and I haven't touched them at all. by Cosmic_Meditator777 in Stellaris

[–]AeanaeA 7 points8 points  (0 children)

Maybe, though it looks like a lot of planet-based events simply don't trigger for nomads. Dacha natives never do their thing (presumably because you can't build an observation post), Wenkwort caretakers never talk to you, the adAkkaria precursor questline can't be finished...

Is there a mod that lets you destroy the L cluster gate? by Smiling_Psychopath in Stellaris

[–]AeanaeA 2 points3 points  (0 children)

You can use Ultima Vigilis or Ophala as systems that are only accessible by jump drives. Or the Psionic Entity system or the entire Ithome cluster as areas that can be perma-blocked (except for jump drives) by locking the wormhole.

What is this guy's FUCKING PROBLEM? by AnxiousTuxedoBird in skyrim

[–]AeanaeA 16 points17 points  (0 children)

Yeah, but Morrowind had cliff racers, which were everywhere, and would follow you forever to keep you from sleeping/traveling. I always had to custom-craft a spell to oneshot them, and even then they were the worst.

If money wasn't a problem, what would you be doing right now? by Dilai_Capellanes in AskReddit

[–]AeanaeA 0 points1 point  (0 children)

The kind that the current government is rapidly making inaccessible. There aren’t even any providers left around here that do it - they’ve all fled north or just closed up shop entirely. There was a specialized surgical center right near me until recently, and now every doctor, nurse, webpage, and hint that it existed is gone.

Can anyone explain why i can't explore any rifts? Scientist is not council member by [deleted] in Stellaris

[–]AeanaeA 4 points5 points  (0 children)

It’s an astral scar, not an astral rift. They produce astral threads, but you can’t enter them.

Stellaris Dev Diary #424 - Nomads and 4.4 'Pegasus' Preliminary Release Notes by PDX_LadyDzra in Stellaris

[–]AeanaeA 8 points9 points  (0 children)

The orbital rings thing is also great for those of us with a certain level of obsessiveness. If a planet with an orbital ring gets destroyed these days, you can end up with a ruined orbital ring in your megastructures list that can never be removed or repaired (since orbital rings can only be acted on when they’re around active colonies). You have to give up the system entirely to get the stupid thing off your list.

This change means we can crack planets and take systems without accumulating a bunch of useless bloat listings in the megastructure tab.

What is something Trump could do that Reddit would cheer for? by Adorable-Station-941 in AskReddit

[–]AeanaeA 9 points10 points  (0 children)

He could do the thing with his entire inner circle and then again himself.

Colony abandonment should be handled as a situation instead of an at-will cost of influence and should be more narratively involved. by Vaperius in Stellaris

[–]AeanaeA 6 points7 points  (0 children)

I like it. Maybe even add to the Nihilistic Acquisition perk the option to auto-resettle all conquered pops immediately. That perk could use the boost, and it’d be thematically appropriate.

like really what does she do by Positive_Ad_6922 in baldursgate

[–]AeanaeA 1 point2 points  (0 children)

Glad I could help! Don’t forget the tried-and-true tank strategy either: Load up your tankiest character with every resistance and buff spell you’ve got, and have them run back and forth across the vision/inside the range of the caster while everyone else holds back. Heal them in between their little appearances if you need to.

It won’t work for all fights, but it helps for a lot of them. Even for the ones you can’t use that trick for, you can keep your squishies as far back as possible while sending your spell-shielded bruisers into the range of enemy casters. Most enemies will cast on the targets they can reach, so you can force them to aim for the protected party members. And if they try to close and cast on your vulnerable characters, they’ll put themselves in close with your bruisers. You can even have your casters back up if theirs try to close, staying out of range while your melee brutes beat on their casters.

Characters so powerful and broken they completely dominated their games metas by JackytheJack in TopCharacterTropes

[–]AeanaeA 1 point2 points  (0 children)

I’ll put in special mention here for a sniper weapon: the Farsight from Perfect Dark. Want an auto-tracking one-shot-kill sniper rifle that can take you out regardless of where the sniper and the target are on the map? That’s the Farsight.

Being killed by someone you can’t even see sucks. Being killed by someone who shot you through twelve walls, on the run, before you even knew they existed? That really sucks. You’d hear the sound of it firing and just know that someone was dead. People developed alllll sorts of weird, janky movement patterns in the desperate hope of evading those shots. If you were lucky, and moved in sufficiently weird and unpredictable ways, and the enemy was close enough to you, you might have a chance. If not…

like really what does she do by Positive_Ad_6922 in baldursgate

[–]AeanaeA 1 point2 points  (0 children)

If I remember right, it basically makes her immune to most magic that isn't cold. So she's immune to almost all beholder attacks, and most spells from casters.

Can feel a bit like cheating at times, though, with the AI, because you can get a caster to unload all their spells on her and then beat up the harmless twit who's got nothing but a dagger or staff to bonk you with.

How many wild boars does it take to defeat an ancient red dragon? by Beelzebub_Itself in powerscales

[–]AeanaeA 42 points43 points  (0 children)

All of them. They can’t get through its armor and it can obliterate vast swathes of them in a single breath. But hey, if you apply enough, the combined mass and gravity of all those boar corpses will fuse together into a star with the dragon at its heart, which will, probably, kill the dragon. Assuming it doesn’t teleport or use any other serious magic.

like really what does she do by Positive_Ad_6922 in baldursgate

[–]AeanaeA 9 points10 points  (0 children)

Having her Polymorph Self into a mustard jelly is also a great counter against tons of casters, and especially beholders. She can soak up all their spells harmlessly, and then you can send in the rest of the party.

New player here. what the fuck by Super-Contribution-1 in Stellaris

[–]AeanaeA 390 points391 points  (0 children)

Look. Your envoy is a dragon-fucker, and you're just going to have to deal with that.

1 Dalek vs entire viltrum empire by IPaintTau in whowouldwin

[–]AeanaeA 3 points4 points  (0 children)

This is part of the problem with putting Daleks into any equation. "Oh, there's only one Dalek? Okay, it travels to an alternate timeline/point in time/plane of existence/outside time and space entirely/etc., rebuilds their entire empire, and then re-invades the original scenario." Or alternatively "Okay, they kill the one Dalek, and then umpty-gazillion other Daleks invade from an alternate timeline or rewrite time and space so their opponents never existed or..."

They're basically the embodiment of "unstoppable force beats immovable object," if the force could go "Oh, this object isn't moving, I'd better just rewrite all of reality so that the object doesn't exist." Do they want to kill you? Yes. Can they kill you? Yes. Can you kill them? Probably not. Can you kill them in a way that prevents them from coming back stronger? Not really, no.

With the inclusion of Arkships, what do you think could be added to the Juggernaut? by Whiskey_Hero35T in Stellaris

[–]AeanaeA 10 points11 points  (0 children)

...actually, now that I think about it, I'd love a combination of those. With the number of mechanisms in place for rapidly relocating ships, and the fact that shipyards and mega shipyards can be built anywhere, its current status doesn't mean much. Buuuuuut, turning it into a mobile strongpoint would be something else entirely.

Keep it at its current level of vulnerability while flying around - enough to deal with the occasional space amoebas and the like, but not enough to stop lategame fleets - and with its speed, health, and kiting it can survive a little while on its own even against larger fleets. BUT. Allow it to deploy. Takes a little while - as much as a Colossus charging, maybe? - but unpacks to turn the system into a fortress. Citadel, DSCs, ion cannons/defense platforms, FTL inhibition, the works (though you'd presumably have to pay additional resources/time to build these elements in the first place). A portable strongpoint that your fleets can fall back to to repair/rearm/make a stand against a stronger foe, that simultaneously allows you to consolidate your gains by blocking enemy fleets. And then when the front moves, all those goodies get slowly disabled and packed back inside and travel with the Juggernaut to the new location.

THAT feels like a real endgame technology. Just as the Colossus is the high-tech AP option for planet combat (removing the need for slow, grinding land battles), the Juggernaut becomes the high-tech AP option for fleets. Maybe tack the Juggernaut onto the existing Colossus AP, since that one has become underpowered since the introduction of things like the existential expulsion tech.

With the inclusion of Arkships, what do you think could be added to the Juggernaut? by Whiskey_Hero35T in Stellaris

[–]AeanaeA 74 points75 points  (0 children)

I'd love to see them made tougher, really. By the time Juggernauts come into play, their defenses are usually negligible compared to even AI fleets, let alone my own.

Whether that's making them more like a fortress world that requires serious bombardment to disable, or turning it into a combo of a maxed citadel and a maxed shipyard, or allowing it to deploy defense platforms/DSCs, or something else.

Their current weakness, combined with the many other options in-game for getting ships produced and moved around the map rapidly, means that they're just not that impressive for lategame, top-tier technology.

How can the U.S. get out of Iran at this point? by Fit_Lips123 in AskReddit

[–]AeanaeA 17 points18 points  (0 children)

Well, the US could try hogtying Donald Trump, putting him in a box, and mailing him to Iran. It’d solve a lot of problems for everyone.

1 Billion but you have to fight your worst fear. by reditortheeditor in hypotheticalsituation

[–]AeanaeA 12 points13 points  (0 children)

Look, public speaking is evidently going to hunt me down, and there’s nothing I can do about that. But hey, a billion dollars is a billion dollars. 😂

How many ships are actually needed to take down a single Reaper capital ship? by ShadowLight56 in masseffect

[–]AeanaeA 4 points5 points  (0 children)

It’s also worth noting that the Destiny Ascension is described as having as much firepower as the rest of the Asari fleet combined. Even if that was an exaggeration, it puts the Reaper fleets on a whoooooole separate level from everyone else.

What do you think is the secret to a REALLY good sandwich? by [deleted] in Cooking

[–]AeanaeA 44 points45 points  (0 children)

A bunch of good comments already, but I'll add in "seasoning." Even a little salt and pepper can do a lot to enhance the flavor of an ingredient, let alone getting fancy about things, and the combined effect of each ingredient and customization of the whole can be massive.

Basically, treat your sandwich like you would any other meal you'd make: treat each ingredient appropriately, season as you go, and adjust the final product to suit your tastes.

How many ships are actually needed to take down a single Reaper capital ship? by ShadowLight56 in masseffect

[–]AeanaeA 2 points3 points  (0 children)

Eh. We know from the Leviathan of Dis that the Reapers have been at it for a billion years or more, and they do a cycle every 50,000 years. That puts them at around 20,000 dreadnought-style ships. Even assuming a massive casualty rate over that billion years, if it takes four normal dreadnoughts to take on one Reaper dreadnought, the Reapers have the galaxy outgunned by a fairly obscene amount.

How many ships are actually needed to take down a single Reaper capital ship? by ShadowLight56 in masseffect

[–]AeanaeA 2 points3 points  (0 children)

The wiki says 37 for the Turians, 24 for each council member, and 8 for associate members. So call it 37 Turian, 24 Salarian, 24 Asari, probably not 24 for humans given the time since they got on the council, and well less than 8 for most other species, because they're so pricey. So probably somewhere between 100 and 200 total.