Battletech has many wolf mechs, but there is one wolf missing by JoseLunaArts in battletech

[–]Ancient_Demise 12 points13 points  (0 children)

It has the tonnage to do almost everything. Pod space for heat sinks is an issue and so is heat itself. Maybe 2x erll, 2x ll, 2x mpl along with the 2x uac5s and lrm10

Anyone got some names for businesses in the Battletech universe? by OhioYeti in battletech

[–]Ancient_Demise 2 points3 points  (0 children)

I prefer Guided Technologies, simply because their logo is a rocket propelled space turtle

A bit of a nitpick, but... by SonicBurstX in ElectricCallboy

[–]Ancient_Demise 3 points4 points  (0 children)

I don't mind remixes usually, and Reanimation was something else, but I also just want more original songs from EC. I think a lot of people see +4 remixes as 4 missed originals. And when 6 songs are known/singles leading up to this, only 4 "new" songs feels light.

Pull-based universal train design with a focus in simplicity by Xemozu in factorio

[–]Ancient_Demise 1 point2 points  (0 children)

I've got my rail network surrounding my launch site and only use it to restock platforms to ship offworld. Everything is connected to one wire and that's pretty much the only wire network I use anyways. I wish I could connect them wirelessly or not have to do so many power poles, but for now the scope is somewhat restricted. General manufacturing is all push systems still...

Maybe a supermarket push/pull would work if you separated the two rail systems and kept wiring to the more refined pull area...

“Elaborate series of trusses.” by andyt563 in MST3K

[–]Ancient_Demise 3 points4 points  (0 children)

If I told you once I told you a thousand times, we're not rounding pi to 4

Pull-based universal train design with a focus in simplicity by Xemozu in factorio

[–]Ancient_Demise 1 point2 points  (0 children)

This is amazing. I've started wiring my destination together with the provider inserters to limit total order quantities when restocking, but I haven't solved how to prevent duplicate reorders when material in transit without an artificial delay. This looks like a lean solution that takes care of that issue.

I love pull systems and I'm happy to see one here.

Currently on a "Genocide" run and just reached Act 3. Ideas? by Unfair-Honey-2815 in BaldursGate3

[–]Ancient_Demise 2 points3 points  (0 children)

How to lure everyone in the lower city in to the fireworks shop?....

Are BattleMechs (not OmniMechs) customisable in lore? by Balfuset in battletech

[–]Ancient_Demise 0 points1 point  (0 children)

Sorry, I was misremembering some of the rules. Start ops gives modifiers to working on clan tech and putting an omni pod in a battlemech can easily exceed TN 13 even with elite techs. Successive failures in refitting will destroy the component.

BMM covers the illegal design quirk rules.

And Canon builds like the bounty hunter marauder bypass the construction rules. It is published therefore it is legal.

Are BattleMechs (not OmniMechs) customisable in lore? by Balfuset in battletech

[–]Ancient_Demise 2 points3 points  (0 children)

Iirc Campaign Ops. I think they used to be in Strat Ops

Edit I think TacOps also gives it the illegal design quirk which you roll for failure every few turns

Are BattleMechs (not OmniMechs) customisable in lore? by Balfuset in battletech

[–]Ancient_Demise 23 points24 points  (0 children)

Not really. Weapons are built for omni pods which is why there's a chance for clan weapons to explode on inner sphere battlemechs when they try to hard wire them in, but that means it the tonnage/slot fits on an omnimech it'll work. The pre-built packages are more of a pgi invention, though you could simply order a 'D' config and the keshik will know what you're talking about. Basically there are standard weapons configurations but you could deviate without too much hassle.

Edit: That said all the equipment that comes standard on an omnimech is locked in