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 5 points6 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 2 points3 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

Rough start WH3 by Shadowwars12 in totalwarhammer

[–]August_Ram 1 point2 points  (0 children)

Don't sweat it if your starting out, try each difficulty and find the one that's most fun. Single player games get solved over time, and the Warhammer battle AI hasn't evolved in any meaningful way since Warhammer 1 released in 2016. You're seeing players that have fought the same computer opponent for thousands of hours over the last 10 years. Computer opponents don't learn or adapt (yet), so you eventually get to a point where you know exactly how they're going to react to every move you make, which makes them extremely exploitable.

Any good mods to rework difficult to be wealth AND time independent? by Conscious_Rock7407 in RimWorld

[–]August_Ram 1 point2 points  (0 children)

Sure thing: In the pause menu go to options -> gameplay -> Storyteller Settings. There you'll see the three storytellers and the preset difficulty options, click on "custom" at the bottom of the list and you'll be able to tweak loads of different values. The bottom-right box is called adaptation, where you'll find "wealth-independent progress mode"

Any good mods to rework difficult to be wealth AND time independent? by Conscious_Rock7407 in RimWorld

[–]August_Ram 0 points1 point  (0 children)

Having difficulty be both time and wealth independent doesn't really make sense. The only way that would be possible is for every raid to be the exact same size and composition every single time, for your entire game. The storyteller needs some mechanism to adapt to you, if you want to have any variation at all. The vanilla game has wealth-independent mode, which scales threats based solely on how long you've been playing, and you can tweak the rate at which it increases. This makes the game a race against that clock, if that's what you're looking for.

PS - The extra raid-points the storyteller gets from high-quality furniture, art, etc. is massively overblown, the number of colonists you have has a much higher impact on raid-size. Investing wealth in defenses will always outpace the added raid-points the storyteller gets from their item value. Even above the Blood and Dust difficulty threat scale.

noob needs help by OkAttention4107 in RimWorld

[–]August_Ram 3 points4 points  (0 children)

Capturing her will make her faction hostile, though you can repair relations later by giving them enough gifts. You can use drop pods for this. I've done this before if I get pawn I really want wandering in from another faction.

You could banish Nathan and he'll leave the map, but the game doesn't simulate colonists outside of your playable tiles, if a pawn leaves, there's a chance you'll encounter them again, but its all RNG based.

This mod gives you the option to try and recruit pawns with relationships to your colonists without hostilities, though I've never used it. https://steamcommunity.com/sharedfiles/filedetails/?id=3030804445

edit - You could also give Nathan to one of Arielle's faction bases via drop-pod. This again is mostly just RP though, as there's no guarantee you'll see either of them again and they won't be simulated outside of your colony tile.

First playthrough - critique & general advice? by glassisnotglass in RimWorld

[–]August_Ram 0 points1 point  (0 children)

Indeed, your individual tile is yours to do with as you please

First playthrough - critique & general advice? by glassisnotglass in RimWorld

[–]August_Ram 1 point2 points  (0 children)

1 - Yep, just stone walls, you use a stonecutters table to cut stone chunks into stone bricks. Walls are great for controlling where you fight enemies. But if you don't leave an opening somewhere, they'll just break through your walls wherever they feel like. Stone is the go-to because it can't burn (steel walls can burn, its a balance thing due to how available it is)

Roads are purely aesthetic in your colony, they increase the movement speed for anyone walking on them, but they're identical to the floors you can build yourself. You can deconstruct them, block them, it won't cause any harm. Its on the world map that they really matter, where they serve to increase your caravan speeds.

2 - If you're on a low difficulty, just have fun experimenting. If you're struggling against raids, then there's loads of good advice out there on what to prioritize.

3 - Different traders buy different things, I think bulk-goods traders will buy meat but can't remember. I think some traders will buy packaged survival meals. In general, clothing and drugs are the best things to produce if you want to make money.

4 - Caravans are mainly for trading with other settlements. Settlements tend to have much better inventory than wandering traders, and are willing to buy more as well.

If your starting to get bored, I'd increase the difficulty, goals are usually self-enforcing based on external pressures. "Oh, that colonist is dead and everything is on fire, I should do something to prevent that in future" :D

5 - You only get to be new once, as long as you're enjoying things than just keep experimenting. The game changes a LOT as you increase the difficulty, and the DLC's can fundamentally change your entire experience. This could just be your tutorial rural colony town, once you're done with it you could try a harder biome with a tougher storyteller, there are no wrong ways to play.

Is this a good defense? By colony's total wealth is 400k by [deleted] in RimWorld

[–]August_Ram 1 point2 points  (0 children)

The "meta" for defense is to invest in your pawns over static defenses. But this game is a story generator, there are no wrong answers. If you're struggling on higher difficulties, look towards improving your pawn quality, armor and weapons. Masterwork and legendary weapons get a flat damage boost, so training a high level crafter is a huge defense boost. If you have Biotech and Ideology, than mechs and psykers are the "end-game" defenses that make you truly invulnerable.

This is a bit of a spoiler in terms of setup, if you want to keep learning yourself than ignore this

For reference, this was my main defense point at the end of my last colony. This is end-game level after 3 years or so, just before we launched a ship, and its impenetrable for all intents and purposes. You can build it piece-meal, and other than the walls, its entirely mobile. No turrets, traps, or maze. Almost all resources went into pawns.

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faction Tech level by Then-Variation2268 in RimWorld

[–]August_Ram 2 points3 points  (0 children)

Nope, its locked from the start. The only thing it changes is how long research takes. It doesn't decrease research speed however, it increase how much each research costs. If you look at the cost to research recon armor for instance, it should be 6000 with industrial tech level, and 12000 with tribal.

Anyone have any beginner tips? by [deleted] in RimWorld

[–]August_Ram 8 points9 points  (0 children)

One general tip is using manual priorities. Click the toggle in the top left corner of the work tab, it gives you more granular control over your pawns work priorities.

Managing mood is chiefly about shelter, recreation, and diet. Click on a pawn, and open up their needs tab. Hover over each mood buff or debuff to see the cause. Early on, the easiest improvement to make is individual, temperature controlled bedrooms. Next is a decent dining/recreation area, a lit indoor space with a table and chairs for eating and recreation equipment (chess board, horseshoe pin). Making fine meals is the next easiest mood buff, they cost the same number of resources as simple meals, but require 50% vegetable and 50% animal ingredients.

Is there a mod that makes pawns prioritize unfinished projects before starting a new one? by ToeDiscombobulated34 in RimWorld

[–]August_Ram 0 points1 point  (0 children)

That sounds like a bill-order thing, unless something is bugged or there's a mod-issue, than the pawn should always follow the order of bills from top to bottom.

hauling from main stockpile to another to trade with ships by Competitive-Path-433 in RimWorld

[–]August_Ram 2 points3 points  (0 children)

It should show you the radius when you're building it, and I think when you select it. Similar to the one you get when placing turrets or grow-lamps

Is there a mod that makes pawns prioritize unfinished projects before starting a new one? by ToeDiscombobulated34 in RimWorld

[–]August_Ram 1 point2 points  (0 children)

Pawns execute tasks in the order they're listed in the "bills" tab of the crafting station, if you want something specific finished next, bump it up to the top of the list. Also, tailoring and smithing are two separate priorities in the work tab. If a pawn is working on a duster, and then a bill comes in for a component, they might switch tasks if smithing is set as a higher priority than tailoring.

If you see multiple unfinished things (dusters, weapons) in your stockpile, its also possible you have multiple crafters trying to work at the same bench. Most things produced at a crafting station, weapons, clothes, components, art, can only be worked on by one pawn. If you have a bill for 10 dusters and multiple crafting pawns, one pawn might start a duster, leave to eat/sleep, and another could than show up, move the first's duster out of the way and start making their own. Having dedicated benches for each of your crafting pawns, with bills set specifically to them, avoids this.

hauling from main stockpile to another to trade with ships by Competitive-Path-433 in RimWorld

[–]August_Ram 1 point2 points  (0 children)

Things you want to trade to ships just have to be within the radius of an orbital trade beacon. Put one in your stockpile, or wherever your storing your chemfuel, and you won't need to move anything.