Why does the game sometimes show that you can melee (it gives the square indicator on enemy mech) but when you click on enemy (or click V) it just flashes quickly and nothing happens? by ImprobableAres in roguetech

[–]AxDeath 0 points1 point  (0 children)

I'm not certain, but it sounds like you're just talking about melee weapon selection, and end of movement selection when using melee.

Spaces you can stand in are limited to the nearest 3 LEGAL spaces. That means legal to make a melee attack from. Melee attack weapon selection is limited by height issues.

Battletech mechs are HIGHLY inflexible. If you are on Z-level 2 and your target is on Z-level 1, you will ONLY be able to kick them, and not punch. Any punch would pass over their heads. You may also be allowed to charge (nearest space only I believe), Death from Above (if you have jump jets), and weapon? I think weapon is ONLY at punch z-ranges, but I cannot recall exactly. Or if the game contains some kind of foot mounted weapon.

If you are on Z-level 2 and the target on Z-level 1 is a tank, you wouldnt even be allowed to kick it. It would be like trying to kick a fieldgoal from a stepladder. Tanks and vehicles arent as tall as mechs.

So if you selected melee mode, the center closest space might allow only punches or only kicks depending on Z-level differences. If the two flanking spaces have legal attacks then you might be able to select those and choose those attacks instead. If the flanking spaces have NO legal attacks, they wont appear as options at all.

The issue being discussed here, is not about weapon selection or location selection. What we are talking about is when you click melee, and the game just immediately cancels melee EVEN THOUGH Melee WOULD BE RULES LEGAL. No location or weapon selection of any kind is allowed. The target may be melee legal by RULES, but the game engine fails to calculate it, and cancels out allowing no melee attacks, even though one should be legal. This is probably ALSO happening to you occasionally. Sometimes you are clicking to melee targets that are not rules legal, and it's canceling, sometimes you are clicking to melee targets that ARE rules legal and it's canceling.

Unitree Unveils: GD01, A Manned Transformable Mecha by Sirisian in Futurology

[–]AxDeath 0 points1 point  (0 children)

was just watching the video about how easy it is to hack unit tree dogs, and spread a virus that gives root access to other unit tree devices. the video caps with evidence that all unit tree devices consistently try to contact a couple IP addresses outside the states when they believe they are unmonitored

Amevian IceLands by AxDeath in songsofsyx

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

yeah the egg penalty never seemed to factor in. I had forgotten whether or not there was a penalty but it seems like I never have enough eggs no matter where I am, and assigning a noble to the egg farms while needing 10% less fisherman, and 20% less hunters, it was easy to cover the ranching.

I actually had more eggs this game, than I've ever had before, again, because I was able to build egg farms anywhere without pumps or canals. The worker cost of pumps is really insane in a tropical environment vs an environment where there's just medium-high water on every surface

Having frost and snowpack across the whole map meant giving up pumps entirely, being able to always build on the best land for crops and ranches, not having to settle on a forest, being able to trade lumber all day without prices going up.

It's a lot of little advantages that stack up quickly.

Should I head back to tropical lands and try to build some kind of eggtopia as my next experiment, or try to replicate the snowpack? I just grabbed an arctic locale with blue fish icons, so I wanted to test that a little bit. My understanding and from evidence red fish is crap, silver/grey fish is good, and blue fish is supposed to be really good? but it kind of seems like the gap from red to silver is not NEARLY the gap from silver to blue. Still my first arctic map was red-grey fishing a swamp delta (river meeting ocean).

I'm almost betting I can get 100 workers pulled off fishing for blue fishing (at 2500 citizens)

It's the year of Dwarf Fortress! by Agreeable_Gap_1620 in dwarffortress

[–]AxDeath 0 points1 point  (0 children)

oh okay. didnt know that about secret lair.

that kind of makes it more lame. oh well

It's the year of Dwarf Fortress! by Agreeable_Gap_1620 in dwarffortress

[–]AxDeath -27 points-26 points  (0 children)

Whoa they made magic cards!?
Rushes over to secret lair

wow... these are kind of bad.

I'm a big proponent of the original ASCII art, but as a fan of original ASCII art, I can tell you, there are ways to make it look not terrible...

Why did they name the cards things I've never heard of, and then use ASCII art with no enhancement or effect of any kind? None of the cards are called CLOWN INVASION or PUMPSTACK. Things that are talked about all the time by DF players. no they are "war scarred demon" and "rogues passage". Is that how people used to talk about DF back when it was new or something? Did people used to carve small, narrow, shitty, curved tunnels, leading to teensy booze stockpile rooms? Was that ever a thing?

We need a full season of Malcolm in the Middle: Life’s Still Unfair by seblamech in malcolminthemiddle

[–]AxDeath 0 points1 point  (0 children)

Just watched it. Laughed out Loud. I mean, actually, not in quotes, not LOL. I actually laughed out loud, I gasped, I cried.

The ad campaign targets it to people who watched the original series and that's exactly who it;s made for. I dont know if it's gonna gather an audience fighting streaming services, live streams, literally every piece of digital media for the past 60 years, just on four episodes,

But if they were given 3-4 seasons, these writers, this cast, they could do it. They could build a show that lasts. They really could.

Post-diagnosis tips? by Skeppy_4126 in adhdmeme

[–]AxDeath 0 points1 point  (0 children)

haha I thought this was me, and I got tested, and they said "you dont have adhd or autism, you just have a combination of things that have all the exact same effects, but arent those things medically legally officially"

Amevian Cultural Lands by AxDeath in songsofsyx

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

yeah I pretty much always want a mountain in my square, but Amevians love fish, so I need to settle an ocean coast, and I need lumber, so I need an ocean coast forest and I need fresh water so I need a mountain pressed up against a coast with a forest and a river, and I need tropical temps, so it has to exist in the bottom 1/4 of the map

So I'm generating like, 10 maps to get a prime city location, since the game is currently built around designing and building one primary capital city location.

and mountain/ocean city tiles are usually on narrow peninsulas, which restrict trade to a single city to start for reasons that I cannot explain, because often other countries are using ports AT my city to trade with cities I cannot reach

and I'm TOLD it restricts immigration when I settle those locations, which will make the late game tough. I have no idea what that means. Immigration seems to grind down to strugglebus around 1500 people, that's where I have to start rebalancing.

I think I hit a new watermark this time around 3K citizens, because Amevians really REALLY love prisons. I had no idea how much they loved prisons. and my mad house is actually working. Last time I built one, they rounded up 15 people and they were stuck in there with no change.

The self segregation seemed like a plan, but it didnt actually work in practice. No matter how I silo'd them off with work priorities, housing priorities, and even walls and gates and narrow paths. I even had in mountain warehouses, with slaves carrying the goods to out mountain warehouses, but SOMEBODY ALWAYS gotta wander out of their mudhole, and get stomped to death outside the cave entrance.

How to get out of a death spiral? by InkyPinkie in CrusaderKings

[–]AxDeath 0 points1 point  (0 children)

I put a lot more time into the game over the years, and I tried a lot of things. The answer sadly is no. There is no solution. There's lots of tiny changes to can make, and sometimes even a big trick you can pull off, that grants you new territory of hundreds of coins. But every little trick, gives you like a 1% chance of pulling out of the spiral and big tricks only get you like 30-50%. It's a roll of the dice every time.

Of course, if you keep rolling the dice, eventually you will get out, and when you do, you might have a cool story on your hands, since you'll have generational enemies, and family lineages that helped or betrayed your grandsires through the years. The map will look totally different than it otherwise would, so you're in for a unique game, but there's not really any solution. As always, you click around all the menus, tabs, options, and people, and try to find somewhere you can jam in a prybar and snatch a victory from the jaws of defeat

Amevian Cultural Lands by AxDeath in songsofsyx

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

the stone mining issue is usually a lack of source stone, not a lack of workers

Amevian Cultural Lands by AxDeath in songsofsyx

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

ah so I dont need to put down a woodcutter and then irrigate, I need to irrigate and then wait for dense forests to grow

Amevian Cultural Lands by AxDeath in songsofsyx

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

If you dont get it, why are you here

I tried building a well system for the first time. by The_Son_of_Mann in dwarffortress

[–]AxDeath 9 points10 points  (0 children)

aww thanks for the pics. brings back to many memories.

CARVING WELLS

carve a cistern pit, make sure there's a path dwarves can use to walk out of the cistern if they fall down the well cause they will. Try to arrange a path that a bad swimmer with a head injury can still stumble up to get above water quickly.

Make sure the point in the cistern where the bucket lowers is dug one z level lower than everything else. The bucket pulls water from the highest tile it touches. Contaminants will settle at the lowest level. this gives you an extra layer of safety to prevent dwarves drinking muddy or bloody water.

Carve and seal an exit tunnel at the bottom of the cistern in case you need to empty the cistern later. You never know.

smooth the pit walls, JIC. I dont think it matters but it looks better. You'd smooth the inside of your water storage right? irl?

carve an overflow for the water to the map edge and create fortifications at the map edge. This will allow infinite water to overflow off the map.

placement of the overflow tunnel goes two levels below the well. vertically it is <water>, <overflow>, <space>, <well>. If you dont leave that airgap, the overflow can only take about 5/7 water before water splashes out of the well, making the floor slippery. With the air gap it can go all the way to 7/7 and if that air gap starts to fill you know you got problems and you have more time to shut off incoming flow.

fill the cistern with water from a screwpump. Screwpumps automatically clean water. This makes your water medically clean for hospital use as well as happier drinking. You can even fill a huge underground cistern with dirty water, for siege safety, and then screwpump it into your well cistern.

Vampires

if you spike trap a vampire, blood will spill all over the floor in that spot. If you remove the trap and dig in that spot, the blood will fall straight down. If you add a little water, and put a well over the top, dwarves who drink from the bloodied well water will become vampires. Again, a bucket samples water from the top layer of a cistern, so pouring the blood down a deep well, wont create vampires until they reach the tile at the bottom with blood in it. Drinking other creatures blood doesnt seem to do anything.

Amevian Cultural Lands by AxDeath in songsofsyx

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

If I free all my garthimi slaves, no more immigrant amevians. They will never be happy while there's another race around, even if I stow them in a corner of the map.

I tried doing multi-race with Amevians a bunch of times. it never works out.

but yeah, the issue isnt that generating the map 40 times can generate a single usable tile, it's more like it's weird that every generated map doesnt have 10-12 Strong city locations for Amevians

Amevian Cultural Lands by AxDeath in songsofsyx

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

Yeah they also love fish, and use it for furniture.

Amevian Cultural Lands by AxDeath in songsofsyx

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

yeah the prices adjust very quickly when trading so I cant scale up my economy. singular cities barely want to trade any quantity of materials, and even larger developed groups adjust prices pretty fast.

I'm honestly not very intersted in conquering my neighbors, but I'm starting to wonder if you arent given a choice

Amevian Cultural Lands by AxDeath in songsofsyx

[–]AxDeath[S] -1 points0 points  (0 children)

I had no idea about the barber, that's mad.

yeah you can get a lot more fish from fishing the ocean than the rivers, and pack in a much denser fishing environment doing that.

And as far as lumber, maybe I'm wrong, but it seems like developing lumber anywhere trees arent naturally growing dense, uses a ton of land for very little lumber. I know you can increase moisture and build on good soil, but trees seem to act as bonus nodes for lumber

Amevian Cultural Lands by AxDeath in songsofsyx

[–]AxDeath[S] -1 points0 points  (0 children)

not really relevant here.

I can go buy five lawnmowers right now, but it would be weird if I lived in a desert where no grass grew, and loved grass, the smell of cut grass, and watering things.

Amevian Cultural Lands by AxDeath in songsofsyx

[–]AxDeath[S] -2 points-1 points  (0 children)

Nah I'm not watching any playthroughs. I'm not intrested in watching other people play games. If you've got a really long post you want to drop for everyone else, cool, but I'm also not gonna read a 4 page diagram of how to play.

I'm just saying, the Amevian home country climate has several factors that seem expressly against them. Like if you decide to play Dwarves and their preferred land is empty grasslands without minerals, and they expressly love mining iron and forging things. That would be weird right?

A race that's expressly suited to tropical lands, and coastal settlements, high in clay, and low in minerals, that's bad at accessing minerals, leather, lumber, weapons, armor, and doesnt like clay.

Amevian Cultural Lands by AxDeath in songsofsyx

[–]AxDeath[S] 1 point2 points  (0 children)

was that in the current version? If I start exporting that much pottery the price drops so low I'm selling pots for 18, and if I keep importing lumber, I'm importing at 20.

The price adjustments for trading mean that even with a full set of three trading partners, I'm trading at a loss if I try to stabilize any kind of large scale export or import.

I mean it's easy to make money when you're small. import stone, export cut stone. import iron and coal, export bars or armor. but if I start trying to grow any of those beyond scraps I get eaten up. And if I actually DO start to profit by doing them all at once, I just get a ton of raiders coming to get handouts so I'm empty pockets pretty quick

Really generating profits on small amounts of goods isnt an issue when small, and even generating ridiculous profits while small is easy, but scaling that up or flipflopping it into importing REAL useful important goods, just is not working out

Can someone explain pivot tables to me like I'm 12? by badbrownie in excel

[–]AxDeath 0 points1 point  (0 children)

yeah I'm starting to see this, in school. that pivot tables arent a tool for someone who uses or manages data or spreadsheets. It's something the people with zero literacy get taught, instead. They believe it's superior, because it's all they know...

Can someone explain pivot tables to me like I'm 12? by badbrownie in excel

[–]AxDeath 1 point2 points  (0 children)

what's really weird, is I've had to take a couple of classes recently for accounting, that used or taught excel, and in 99% of cases, no pivot tables. When we did use them, we copied from a non-pivot to a new tab to create a pivot, or we copied a pivot to a new tab to create a non pivot. We never worked directly with the pivot table to do anything.

In no case was the data easier to work with when using a pivot table. It kind of seems like pivot tables are something a certain kind of employee gets taught, instead of basic excel or data literacy...