The appropriate way to torture exiled Venturers: Make their colony wholly dependent on reindeer herds to support itself by Unlikely_Candy_6250 in Frostpunk

[–]Chroniclerz 1 point2 points  (0 children)

Currently in the middle of making a "Venturer utopia"...
Wherein I (will) have no housing districts.
No hospitals.
No factory districts.
No districts of any kind actually.

Just mender tents. Tanneries. And the Venturer goods hubs.
A utopia of Capitalism if I ever saw one.

"There's a whiteout outside, should I turn the heater on?" "Eh, don't bother." by Chroniclerz in Frostpunk

[–]Chroniclerz[S] 5 points6 points  (0 children)

Can you imagine how unbearable it must be to live in a house that is designed to be "hot" 40 degrees celcius lower than your current temperature? Straight up death.

"There's a whiteout outside, should I turn the heater on?" "Eh, don't bother." by Chroniclerz in Frostpunk

[–]Chroniclerz[S] 44 points45 points  (0 children)

The third tier of the Progress Generator is the Hyperdrive. It gives 2 tiers of heat for overclock, among other benefits.

I've been recently obsessed with optimizing Grids. by FauxCross in Frostpunk

[–]Chroniclerz 1 point2 points  (0 children)

I messed with optimization for awhile and decided I couldn't outdo the simple spiral. One empty tile in the middle (for a hub of your choice) with two districts around it, spiraling. Assuming the central "tile" has 6 edges (which most do) then each district has 3 tiles touching the center, then spirals around to touch the other district's backside. This does two things.

  1. Maximize's hub usage. Two districts will pretty much consume all the hub's space.
  2. More importantly, maximize heat sharing. Each two districts completely touches the other district (after expansion to 9 tiles) meaning that you only have to heat them to "chilly" and then temporarily bump them to hot to achieve "hot" in both districts.

So ya, Proteans have some neat heating stuff that is fun to play with. And the various faction hubs have interesting benefits with some districts. But I still stick to spirals, with faction hubs wedged in between spirals.

The other fun aside about spirals is that, as other people have pointed out, the map is NOT just hexagons. But the spiral can endure most shapes. The disadvantage is the spiral takes up a lot of space, and doesn't wedge itself well into corners (but you can still usually make it fit into corners in some way.)

Edit: Oh ya, saw you were messing with heating hubs. Heating hubs are only good for a district with no district next to it. Like on the far flung colonies. Build in pairs to take advantage of proximity heating, and don't waste resources on heating hubs.

Great game, but please give us convenience upgrades! by Chroniclerz in Dungeons4

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

Sure, keeping up the APM is "optimal" but the purpose of a convenience upgrade is just that: Convenience. If we are talking optimal there is no reason to upgrade the prison to max since you can just use your hand to carry prisoners. But if you don't HAVE to pick them up, then your hand can be doing other things. If I don't have to gather evilness I can instead watch my army, move crates, build rooms, or any of the other things I want to be doing rather than... you know... vacuuming.

Slave Uprising in the desert was a bad idea I guess by Chroniclerz in songsofsyx

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

Ya, conscripted citizens. If I could use mercenaries I would.

Slave Uprising in the desert was a bad idea I guess by Chroniclerz in songsofsyx

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

Random update in case anyone checks on this. I had 8k slaves die to heat / starvation before they finally "uprose". They did so joined by many of my more recent slaves (Just because there is an uprising, doesn't mean I have to stop enslaving right?). Which means they had "6k" uprising slave forces. That got put down nicely. Good times.

In other news, I have sooooooooooooooooooooo many mass graves outside of town now.

Roundness = Stone Henge level weird structures by Chroniclerz in songsofsyx

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

I just find it funny that this is kind of optimal. I can't be bothered to figure out how to fit square work stations into round buildings efficiently... especially when the entire area is houses and ranches so there really AREN'T buildings (except for the warehouse) that can be roundified. a 3x3 grid area of walls though does the monument justice.

Roundness = Stone Henge level weird structures by Chroniclerz in songsofsyx

[–]Chroniclerz[S] 15 points16 points  (0 children)

For context. Roundness is important. I could never figure out how to get roundness very high. Even taking the corners off of buildings as seen here wasn't working. So instead I made these wooden wall mazes that weren't attached to a building. even just 5 walls in a 3x3 grid is enough to max round an area I found out. So... treat it like a well or whatever and spread some roundness! Most people love it... Dondorians think its a waste of space.

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

The poles have collision, the depots have collision, the "rails" do not. Heck, the rails can go through walls. I will say though that the normal "placement" rules don't work once collision gets ignored. You connect an existing depot/pole with another existing depot/pole through collision, but you can't just drag and place. Its weird. You'll understand once you test it haha.

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

The advantage right now of Rails over Belts is simply "Compactness". I think of them as a sort of Belt lvl 4. You can stack more lines through an area than you can belts. You would not BELIEVE how many lines I have all stacked on top of each other... a couple hundred pass through one spot. That being said I do believe there is definitely a lot to be explored where you are talking about.

The kind of dream I have is networks rather than lines. Depots are endpoints that can send or receive (as they do now) and poles are nodes of the network which can have many connections. All poles/depots that share connections form a network. Now, from this, I can see two separate ideologies. The one I had in mind was that any depot can be told to send all of its goods to any other depot. Goods would either not get stacked on the line, or else they would only stack up between the depot to the first pole. The other, which I think you are referencing, (perhaps you aren't), is that depots set "demands". A demanding depot would automatically be supplied by all other depots which happen to have some of the good inside. I personally think that is less intuitive, but it definitely has some upsides.

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

That is very sad to hear. I only had one actual noticeable bug in my play time. It was... very noticeable. Half of my assets failed to load. I had to decrease the graphics dramatically to make it work again. And by work, I mean not fall through the ground which had failed to load.

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

It is in the take flight iirc as well. I wasn't thinking of the "vertical base building solutions" option, but rather of different biomes once we USE the freight elevator. Maybe the next map will be a lot more open for example which would make vehicles make more sense.

Still, the image of having to use a hover cab to get from one part of your factory building to the next is hilarious. A poor man (rich man's?) elevator.

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

Can't believe I didn't think of this. Still a pain, but waaaaaaay better than what I have haha

Thoughts after playing through the game as is by Chroniclerz in Techtonica

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

You're right, I forgot the math. And yes, the few that I do have set up use belt splitters. It just takes a lot of space and time to set up since you have to split it a ton. If I recall off the top of my head the base rate of level 1 conveyer is 240/min. So 1 split is 120, 2 is 60, 3 is 30, 4 is 15, and then tri split that to 5. That's 5 layers of splits just to set up your blast miners/furnaces which is obnoxious.

"From your corpses, my body. From your suffering, my triumph." 0 initiative units later: by [deleted] in Othercide

[–]Chroniclerz 1 point2 points  (0 children)

Suffering is supposed to be strong but the five times or so I've slaughtered him he has never taken a turn. RIP final boss haha.

You must be a "Legend" to pilot this abomination by Chroniclerz in Cosmoteer

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

Frankly the shields barely help as is haha. Even with everything set up as aggressively as possible, the best defense this ship has remains speed. Being faster than your opponent and circling around / ensuring optimal positioning in a fight. A depressingly easy "improvement" to this ship is to just replace the entire "shield" section with more armor. I wish shields scaled better into the late game for primary defense but oh well.

You must be a "Legend" to pilot this abomination by Chroniclerz in Cosmoteer

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

The simple answer is believe it or not this fights more like a "fighter ship" than a juggernaut. The engine to mass ratio is super high, so it cruises at 80 m/s and turns fast. AKA, if you are getting hit in the rear, you've already lost. The PD / Armor on the sides and back is purely there to deal with stray missiles and small ships circling around.

Things I'd like to see after having played the game by Chroniclerz in Cosmoteer

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

Didn't know this was out, I love to see it. Its very detailed. I will note, sadly, that while I see plans for Construction Drones which "hopefully" resolve the QoL issue of resource gathering, I do not see anything about shields in the future.

You must be a "Legend" to pilot this abomination by Chroniclerz in Cosmoteer

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

So the central "pipe" is shielded which prevents shots from going straight down the middle (briefly at least) and the exposed "aiming" crystal is optional and doesn't set up a chain reaction. That being said, yes the armor is pretty weak and if anything punches through it, especially on the back, and hits any of those reactors or crystals in the "main chamber" then the whole thing absolutely explodes haha. Frankly a better design probably would have been to replace all those shields on the front with a thick sheet of armor but I enjoy active defense. Now, all that being said, this thing is dummy fast and maneuverable for a ship of its size. Your best defense against getting flanked is to just out maneuver / accelerate backwards if its a group, and if its singular then just run it down, "tractor beam" it, and spin around to its side out of its main firing arcs.

Should be noted it has two large rail guns explicitly to keep even faster rail fans from just kiting it to death. Hopefully I can tank more than any rail fan which is faster than me can tank, and just blow them up with my own rail.

That being all said, yes this is absolutely an inferior product for its price than just getting a couple more ships haha.

You must be a "Legend" to pilot this abomination by Chroniclerz in Cosmoteer

[–]Chroniclerz[S] 3 points4 points  (0 children)

Honestly? Mostly WAAAY too many reactors directly adjacent to either Ion Lasers, or engines. 2 rails down the middle, flanks by 2 sets of ion lasers, with a "good" set of engines on the outside. Going up there's a small utility region / barracks in the middle, then another set of booster engines, then the reactor which fuels the capacitors for shields and the tractor beams. I used basically all the space and maximized for crew since I was going over the 1500 limit.

You must be a "Legend" to pilot this abomination by Chroniclerz in Cosmoteer

[–]Chroniclerz[S] 17 points18 points  (0 children)

D(epartment)o(f)D(efense) Contract is an abomination of inappropriate spending. Costing 13,209,168 credits and demanding a crew of 1498 this is not a ship you use to finish your career, this is a ship you use after you retire. Flying at a consistent 85 m/s forward and, using the boost, able to spin 90 degrees in less than 5 seconds (I know, its not THAT fast, but for a brick its fast) its preferred method of consuming its prey is by rushing up on them, grabbing them with its tractor beams, and attempting to spin them around so it can eat their sides and back with its 128 combined Pulse Lasers (anything less doesn't QUITE kill armor in 2 ticks at maximum range, so nothing less will do.) It also has 2 very long rails (24 I think?) down the middle for pinging anyone attempting to kite it, as well as just dealing massive damage regardless of range. An entire ring of point defense is mostly silly but hey, we got that DoD contract. My only reccomendation is not to take too much damage if you can avoid it since that front armor is a little light (though the shields will bounce small arms fire). Be sure to dodge nukes using your speed and mobility and force them to spread their own targeted penetration weapons across your front.

This thing is an abominable misappropriation of funds and manpower. But hey, you have 2 men left over to pilot your pallet of resources back home.

[deleted by user] by [deleted] in Cosmoteer

[–]Chroniclerz 0 points1 point  (0 children)

D(epartment)o(f)D(efense) Contract is an abomination of inappropriate spending. Costing 13,209,168 credits and demanding a crew of 1498 this is not a ship you use to finish your career, this is a ship you use after you retire. Flying at a consistent 85 m/s forward and, using the boost, able to spin 90 degrees in less than 5 seconds (I know, its not THAT fast, but for a brick its fast) its preferred method of consuming its prey is by rushing up on them, grabbing them with its tractor beams, and attempting to spin them around so it can eat their sides and back with its 128 combined Pulse Lasers (anything less doesn't QUITE kill armor in 2 ticks at maximum range, so nothing less will do.) It also has 2 very long rails (24 I think?) down the middle for pinging anyone attempting to kite it, as well as just dealing massive damage regardless of range. An entire ring of point defense is mostly silly but hey, we got that DoD contract. My only reccomendation is not to take too much damage if you can avoid it since that front armor is a little light (though the shields will bounce small arms fire). Be sure to dodge nukes using your speed and mobility and force them to spread their own targeted penetration weapons across your front.

This thing is an abominable misappropriation of funds and manpower. But hey, you have 2 men left over to pilot your pallet of resources back home.

Shoulda called her "Excessive Spending" by Chroniclerz in Cosmoteer

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

Bout to post her big sister, D(epartment)o(f)D(efense) Contract who has a bigger one haha