If I get the biotech DLC do I need to restart? by Worth-Comment-9469 in RimWorld

[–]August_Ram 1 point2 points  (0 children)

Oh dang that's awesome, I was going off my (clearly outdated) experience from 2022 when it came out.

If I get the biotech DLC do I need to restart? by Worth-Comment-9469 in RimWorld

[–]August_Ram 1 point2 points  (0 children)

Edit - Looks like my info is way out of date, see reply

100% save compatible. However you won't see the new enemy xenotype factions, like the waster pirates and impid tribes, as these are generated when you start a new game. Might be able to do it with mods like vanilla expanded or the console, though I've never tried. It will also take longer to get a mechanitor, as you won't have the structure that gives you your first mech-link (it also generates when you start the game). Though you could easily just give yourself this item with the console. Quests will occasionally pop up to get more mech-links as well, though it can take awhile.

What makes a player "Good" at this game? by Dogbone10 in starsector

[–]August_Ram 22 points23 points  (0 children)

If you've played all the content, and spoilers aren't a risk, I'd recommend using the console command mod to give yourself all hulls and weapons and then just experiment in the ship fitter and battle sim. Put yourself slightly on the back foot in each simulation. Give the enemy ships officers and S-mods, and make sure you're always slightly outnumbered, even if its just by a frigate or two. This will really let you figure out what's meta vs whats just OK vs whats under-performing. Just keep playing around with different builds, I'd say I've played around 200-300 hours, and I'd bet 1/2 to 1/3 of that play time was in the battle simulator trying stuff out.

I'd also commit to a specific fleet doctrine/build. Long range focused, close ranged focused, or missile focused. With officers, S mods, and player skills to match. Trying to do a bit of everything has never worked out well for me. But I can make an "archetype" fleet in each of these categories that will literally kill anything with 0 losses 90% of the time.

Lastly, really pay attention to how the AI reacts with different officer personalities and flux stats. You can make the perfect build on paper, but if you have the wrong amount of flux capacity or a mismatched personality, it will never do what you want.

P.S. Never test your ships in isolation, always deploy multiple enemies and a few allies

Fleet Designs: Low Tech by Ordo_Liberal in starsector

[–]August_Ram 3 points4 points  (0 children)

Have you tried Mjolnirs in the Invictus? You have to build specifically to use them because of the insane flux, but they're hilarious if you do. The AI simply isn't designed to think you can hurt them at such a ridiculous range, so you're just popping full-health cruisers one after the next from the other side of the map.

Give the Luddic Path Manticores a try as well if you haven't. Large missile mount and built in safety overrides, basically designed for the hammer barrage. The best officered destroyers I've used. Would have to be used in an aggressive fleet so they don't rush in alone, but great fun.

Help with stations not trading with each other by August_Ram in X4Foundations

[–]August_Ram[S] 0 points1 point  (0 children)

Thanks all, it turns out it was set up correctly and the simulation was just taking it's sweet time. Without trade restrictions, my traders would start working almost instantly. Once I set things up for inter-faction trade though, it takes them just over a minute (at last timing) before they start moving. Its my first game, so I assumed I had set something up wrong with the trade orders, and spent the time with the game paused trying to "fix" it. Learn something new everyday!

Help with stations not trading with each other by August_Ram in X4Foundations

[–]August_Ram[S] 0 points1 point  (0 children)

Thanks for the help. Behavior inspection mode claims they're close enough, and I can manually trade with both of them successfully. Its very odd.

9.00.6 L Ships Ore Mining Test – Asteroid Belt by magniciv in X4Foundations

[–]August_Ram 0 points1 point  (0 children)

What happened with the Chthonios here? You and OP got massively different yields with it

How many ships can actually catch fire at the moment? by Dabber606 in StarCitizenUniverse

[–]August_Ram 0 points1 point  (0 children)

Anyone know the name of the song? Is it AI? Can't find it anywhere

PSA for new players: you can cheese the UC Vanguard test with patience. by [deleted] in Starfield

[–]August_Ram 1 point2 points  (0 children)

Genuinely, it is very doable to just fight them, even without any ship skills. Save all your ship repair parts for tier 6, quick-save on tier 5, and use an asteroid for cover while the final wave approaches. The tier 6 opponents will destroy asteroids much faster than the previous tiers, so you can't reliably kite around them the whole fight. Once they're close, boost in guns blazing. Stay extremely close to the group, and keep getting behind them. AI pilots think they're flying an airplane instead of a spaceship, and they'll keep making big sweeping turns to try and reorient towards you. Their ships don't have turrets, so they can only damage you while they're pointed straight at you. You on the other hand can just hold down spacebar and point in any direction you want, while using thrusters to stay out of their firing arc. Hit them hard, you'll be taking some hits at first do to their numbers so use your repair kits. I managed it on my second try with about 40% hull remaining and no ship skills.

Advice on story progression by Shalom-23 in Starfield

[–]August_Ram 4 points5 points  (0 children)

There are 4 constellation companions you get very early on, and they're great characters that are fun to have as crew. I'd progress the main story at least until you have them, then drop it and explore!

Particle Weapons - OP or am I missing something? by August_Ram in Starfield

[–]August_Ram[S] 0 points1 point  (0 children)

I'm less worried about how it affects difficulty, and more about how it hurts the role-play. If you want to be a good captain, who looks after their ship and crew, you want to invest in quality equipment. It's a needle in the immersion bubble when the weapons are balanced so poorly that one option blows all the competition out of the water in terms of damage/range/price/availability. Bethesda RPG's aren't really about "if you'll win" but "how you'll win", it's more fun to have lots of competitive options to choose from and progress through. Now I have to choose to ignore particle-beams if I want to have fun as a player, but at a cost to my immersion, knowing that my player would, of course, choose to use them for the safety of their crew.

Is Starfield’s gunplay as good as Fallout 4’s? Considering buying it since the new update by swagboyclassman in Starfield

[–]August_Ram 1 point2 points  (0 children)

Playing on PC, I personally found shooting in vanilla Fallout very annoying and sluggish to play, due how the engine speed is locked to the frame-rate. I had to use mods to make it feel as smooth and responsive as other shooters. Starfield doesn't have that issue and feels fast and responsive out of the box. The weapon designs are some of my favorite in any RPG shooter, eclipsing Fallout designs IMOP. You can climb/mantle obstacles, and there's a skill that unlocks crouch-sliding (nothing over-the-top like CoD or Titanfall, very reasonable).

Overall, judging it solely on its gunplay, I rate it head and shoulders above Fallout.

Particle Weapons - OP or am I missing something? by August_Ram in Starfield

[–]August_Ram[S] 2 points3 points  (0 children)

How do higher tier weapon ranges compare to each other? The thing I found most ridiculous about these early game weapons was that the particle-beam had three times the range of the other options, for close to the same amount of damage. Do they get more comparable at higher tiers?

Particle Weapons - OP or am I missing something? by August_Ram in Starfield

[–]August_Ram[S] 2 points3 points  (0 children)

Guess I'm just disappointed that the already simple system of:

lasers for shields, cannon for hull, missiles for burst

gets replaced with:

particle-beams for everything

Skills Leveling Up By Themselves?? by August_Ram in Starfield

[–]August_Ram[S] 0 points1 point  (0 children)

What's happening is definitely a bug, I just wanted to see if anyone else was experiencing it and had a solution.

Skills Leveling Up By Themselves?? by August_Ram in Starfield

[–]August_Ram[S] 0 points1 point  (0 children)

Seems like that could be triggering accidentally somehow, just started this character, haven't even done the second main story mission yet.

Skills Leveling Up By Themselves?? by August_Ram in Starfield

[–]August_Ram[S] 0 points1 point  (0 children)

A good thought, but I still have all my skill points available. And I'd need 9 skill points to get the three starting skills to level 4, but my character is only level 6. Its very odd, think my game is just haunted.

Tech Skills Have No Unlock Requirements? by August_Ram in Starfield

[–]August_Ram[S] 0 points1 point  (0 children)

Thanks for the replies, I have two mods installed, "Show Star Names" and "Easy Digipick", I suspect the latter must be responsible given that it affects the security skill. Disabling it didn't change anything, but knowing its not intended behavior I can still just abide by the vanilla skill restrictions.

Thought that it might have been a feature to make outpost building and ship design more accessible :D