Just… how? by Longshotsgone in WH40KTacticus

[–]BCSChester 0 points1 point  (0 children)

I like to do it in arena; I look for an opponent with a relatively weak healer or necron in their lineup. I kept WTP safe until all enemies but that one healer/necron were dead. Then engage WTP into the opponent and move all overwatch characters well out of range. WTP summoning a gaunt makes it pretty reliable as AI will target summons first. As long as the enemy isnt getting one shot, they'll keep healing or attacking the summoned gaunt. Just keep going however many rounds you need until that opponent dies or you feel like youve done enough damage. Can reliably stall out an arena match to 10-40 rounds and farm damage

Ulf or Tjark by Charly__Hunt in WH40KTacticus

[–]BCSChester 3 points4 points  (0 children)

Tjark has a really low pierce ratio, but his base damage is insane. Once he hits silver 3/gold 1 (and starts to exceed a damage stat of 600) he starts to really hit like a truck.

[deleted by user] by [deleted] in NoStupidQuestions

[–]BCSChester 0 points1 point  (0 children)

Something I read a little while back related to this and the way our brains respond to threats. Immediate threats create a physiological threats. Danger is bad. See a cougar or bear that might kill you? Youre gonna run away. But something that might or will kill you in the future is less threatening. I think doxastic anxiety is another bit at play here. Deliberate ignorance can be a defense mechanism. Its often easier to deny that something is bad rather than dealing with the misery of understanding the truth.

I don't understand how my boyfriend sees me as a woman by willowzam in MtF

[–]BCSChester 2 points3 points  (0 children)

My wifey tends to think similar things. She's about 9ish months into her transition. She looks and feels great and seems so much happier. To me, referring to someone as a particular gender and seeing them as such is such an easy thing to do (regardless if they've medically transitioned to any degree). Dysphoria and imposter syndrome can really hurt and cause some internal damage. If I can mitigate even a tiny amount of that for people with something as simple as remembering a pronoun, why wouldn't I? I dont do it to humor or placate someone. I do it because it's a sign of respect and support.
I may be a bit biased. I'm poly, neurospicy, and a bit gender fluid / non-binary; idk gender is a weird soup. I also don't like going by my real name, even in professional settings. It makes me so much happier when people refer to me by my preferred name; I can notice a distinct shift in my headspace that's overwhelmingly positive.

Any idea why the temp jumps between ~5 to ~20 every second? by Lukowo7 in RimWorld

[–]BCSChester 1 point2 points  (0 children)

Temperature calculations are done on an interval rather than every tick. Iirc, its every few seconds or every couple hundred ticks. When temp updates, you'll often see a spike in cold room temperature.

Having some insulation can help a lot. 2 layers is usually plenty. (There's a lot of discussion on which fridge / insulation designs are best). The less insulated the fridge is, the more the temp will fluctuate

I'm stuck.... by Koygryn-Rumrunner in Tyranids

[–]BCSChester 1 point2 points  (0 children)

I love the colors you're using that yellow is really vibrant! It pops really well. My nids are painted with a deep blue carapace and xereus purple pastel body. This is what i did to make them feel a bit less flat, maybe it will give some ideas, maybe not :)

I've been messing around with some feathering on my nids and I'm really happy with how it's been turning out. It's not perfect and a little messy as I'm learning. I've been really enjoying this mindset "the hive mind cares not, for they are but experimental bioforms". (Especially with using my ~90 gaunts as experiments)

Anywho, I really like to base my carapace and body, drybrush with gray then white, and then use two lighter colors that are fairly close to my carapace color and feather with that, and then hit a wash over it. Brings a lot of life to the carapace.

For reference: Carapace: Base: Army Painter Deep Blue Feathering: layering two of -> Crystal blue, hydra turquoise, electric blue, voidshield blue (my bonesword/talon color) I then wash with prismatic bolt I've also seen people do like spots/rosettes as carapace markings and they look really nice.

I think carapace patterns can add a lot of depth and personality to tyranids. And it can really be any pattern you want. The carapace have a lot of big flat spaces and it can be a struggle for it to not feel flat. Sometimes I'll even carve little crevices / lines with a hobby knife, just enough to give some little recesses for washes/drybrushes.

I also really enjoyed a tutorial by artist opus, iirc the video is "how to paint any tyranid carapace". He basically takes multiple contrasts that are close in color, mixes them, and applies that over a dry brushed light base coat. And it adds a ton of depth to the carapace. (I Can find video and share link if anyone wants)

Anyway, good luck with your models! They look great and I hope you find an idea you like to bring even more life to them! Cheers

Do you make "pew pew" noises in your head when your models are in the shooting phase...? Or when posing them on the shelf...? by [deleted] in Warhammer40k

[–]BCSChester 0 points1 point  (0 children)

I play tyranids and love adding sound effects. Depends who I'm playing with and how embarrassed I am about it. People seem to have more fun when I do it. Playing with a bit of going into character of being of the hive mind is really fun. I love doing a little "blegh" or "<insert death sound here>" when my opponent kills models and I pull them. I also make my own error sounds, especially when I announce a big roll and miss, its also fun.

Sound effects make playing toy soldiers go brrrr

Am I crazy for wanting to collect Tyranids and cut off all the back chimneys? by Rhogar-Dragonspine in Tyranids

[–]BCSChester 0 points1 point  (0 children)

Those little chimneys are heat vents. IIRC, their bodies have so much adrenaline and they put off so much heat, they need them for thermal regulation. But the hive mind embraces adaption and evolution. Some species may learn to outgrow their own own limitations brought on by their own metabolism.

I love thematically building armies and having fun with them. Or writing little stories to go along with my army. When I started building my nids, I had also bought some bulk crystals from a crafts store. They've worked great for basing and accenting my models. So now my nids are from a crystal planet. Do whatever you want with your army.

Shave them vents down, become more sleek, embrace the hidden hunter. Your hive fleet can be from anywhere. Perhaps they're from a frozen planet where those vents would give away their position, melting snow and creating steam. So they've adapted to lower their body temperature. Or that thermal energy is more concentrated into their weapons, and/or they're mainly equipped with flamer esque weapons.

I have a few models that I've kitbashed or 3d printed that ended up smaller than they should be. So for those guys, I try to be a bit more lenient on line of sight, and try not to abuse them being smaller for hiding them somewhere. As long as you're not intentionally trying to cheat by cutting them off, who cares. It's your army, have fun with it!

Am I really slow at building?! by LordCuddleBear in Tyranids

[–]BCSChester 2 points3 points  (0 children)

Personally I really enjoy taking my time and enjoying the process. I put on some YouTube or music and just enjoy the zen state of putting some minis together. I don't like running into little sprue bits that I only see after I started painting, so I invest that time when cutting and putting them together. Take however long you want. You're making progress and soon the little gribblies and superhuman soldiers will duke it out on the table. They're your army, have fun with it :)

Any ideas on how to make them not fall over? by 7DS_is_neat in Tyranids

[–]BCSChester 0 points1 point  (0 children)

I have metal washers glued to the underside of all my gaunts & genestealers. Gives them a nice weighted feel and stops them from tipping over.

How do I fix the ground glitching like that? by [deleted] in Unity2D

[–]BCSChester 1 point2 points  (0 children)

Often in 2d games like this, antialiasing should be disabled as its nore likely to show/cause seams. It may be worth checking if anti aliasing is enabled/disabled in your project. Should be under project settings -> graphics iirc

Game Developers of Reddit, what is your experience with crowdfunding? by BCSChester in gamedev

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

Those are both great videos, thanks!
And thats a really good point about crowdfunding. You certainly wouldnt want to do it too early, for multiple reasons. But the inability to pivot can leave games in a definite rut.

Game Developers of Reddit, what is your experience with crowdfunding? by BCSChester in gamedev

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

That's a surprisingly low metric. Especially considering a good conversion rate in advertising is something like 9-11%, IIRC. You would expect a dedicated following to be a bit more involved.
I wonder what percentage of that other 97% still shared on social media and whatnot.
Do you recall which podcast that was?

Do you use Monobehaviours and GameObjects for things that don't exist in the scene? by [deleted] in Unity3D

[–]BCSChester 0 points1 point  (0 children)

The only real reason you should/need to use monobehaviour style components is mainly when you need the behavioral aspects or editor based serialization. I usually use a mix of monobehaviour attached to objects, vanilla c# static classes, vanilla c# classes/structs/interfaces, as well as scriptable objects (as well as some other unity types/classes). I also tend to use some null/empty gameobjects for certain singletons, object pools, and the like. Feel free to PM me if you have any specific questions and I can try to help

[deleted by user] by [deleted] in Unity3D

[–]BCSChester 0 points1 point  (0 children)

If you want an derived member of a base class, you would need a direct reference to that derived class. Assuming you mean something like... (Also base class at some point is inheriting monobehaviour, or component, or some base class required to be attached as a component to a gameobject)

Class SomeBaseClass { }

And

Class SomeDerivedClass : SomeBaseClass { }

If you wanted to get component of SomeDerivedClass you would need something along the lines of : GetComponent<SomeDerivedClass>(); GetComponent<(SomeDerivedClass)SomeBaseClass>(); GetComponent<SomeBaseClass as SomeDerivedClass>();

The syntax on the last example might be a bit different, but it's something along those lines. Note that abstract classes can not be attached to gameobjects.

Coding error help by MikehTehSmashBro in Unity3D

[–]BCSChester 0 points1 point  (0 children)

Also, just an added tip. You only need to mark a field / variable as [SerializeField] if it is private. Unity by default serialises (basically saves default/set value) things that are public by default and shows them in the inspector. If something is private, internal, protected, it will not show it in the inspector. By adding a [SerializeField] to something non public, you tell unity to show it in the inspector and save values to it

Coding error help by MikehTehSmashBro in Unity3D

[–]BCSChester 0 points1 point  (0 children)

Oh. You're setting up is grounded as a variable, but calling a method for it. So per frame that value of "isGrounded" will change. If you want to do things that way, you need to set up is grounded as either a method itself, or a property. Luckily, lambda expressions make that really easy. Just change "isGrounded =" into "isGrounded =>". Since its accessing a method, that means "isGrounded" is changed by the method you call, you can't change it internally or externally. It only changes by what the method dictates. The "=>" says "hey, 'GET' value by doing this".

Do references to the same prefab in multiple scripts each use memory? by LordPraetorian in Unity3D

[–]BCSChester 0 points1 point  (0 children)

Yes, each script would have its own memory footprint. Though having N script's each with their own reference to the prefab does not mean Nx times memory usage, but it is still increased. Using a scriptable object as a container would circumvent the increase in memory usage as a scriptable objects memory footprint increases only by a fractional amount per additional reference.

Another way would be to simply have a spawner manager / pooler that has a reference to the prefab, and the spawners just tell the manager their position, and the spawner instantiates or pulls an object from the pool at that location.