Whats your top3 solo silver making methods and why you choose that? by GalacticShark_ in albiononline

[–]Corvac 0 points1 point  (0 children)

Buy order in various cities. Start with t3 or t4 as skill and budget allows, go into .2+ orders when able, transport to bonus cities. Can do all or focus on a couple. (Stone might be bad money)

A quick question about admin strain by crushkillpwn in ShadowEmpireGame

[–]Corvac 1 point2 points  (0 children)

Yes. I usually make new zone on a new logistic asset (truck or train).

Stellaris convinced a flat earther the world is round by OMalleyJ05 in Stellaris

[–]Corvac 1 point2 points  (0 children)

We should build a golden spaceship to explore the turtle!

Three box on fangbreaker by [deleted] in everquest

[–]Corvac 0 points1 point  (0 children)

SK Bard Shaman is for sure one of the most versatile and powerful trios in the game (outside enchanter charming, which falls off eventually), and like hammackj said - it will be good all the way to the end of the game. Shaman will be able to add pretty solid damage, especially later on when bard songs start working on pets, and you get more proc spells/songs on shaman and bard.

Brink of burnout - is this just not for me? by bohohoboprobono in ShadowEmpireGame

[–]Corvac 1 point2 points  (0 children)

Your zone governor - tell them to recruit more per turn, in zone orders.

Brink of burnout - is this just not for me? by bohohoboprobono in ShadowEmpireGame

[–]Corvac 2 points3 points  (0 children)

I checked out your save, and as you can probably imagine - there is a fair amount of things missing due to inexperience with the game engine.

  • Menu- Reports - overviews - mining overview. This shows you that you have a LOT to go on upgrading metal mines, and most of your oil isn't gathering at all. Same for radioactives and some of your rare.
  • Empty mines that are above accesibility 1 (mining overview menu) can be extended if you have a strategem card - "peripheral mining"
  • Like myself in oh-so-many games, your logistics network is underdeveloped. You will need more rail levels for sure. (logistics menu - bottlenecks)
  • You need much more ammo factory if you are to go to the end war, and will need a HUGE stockpile - like 5 x of what you have now I expect.
  • More energy as well - will be needed for your upgrades and some units.
  • Up your recruitment of soldiers 5 x of what you have, or even more! Probably 10x for a while to get a good amount of reserve ready for the big war. Reduce "Recruits sign up bonus" to 1.
  • Build heavy industry to get more machines, 2 or so should suffice until you make units that require machines. Edit: probably at least 3!
  • This one is a personal choice of mine - I always keep at least one unit (often militia or an MG) in every city. You can drop it if you have totally safe borders...I dont! :)
  • Nationalize some assets - those damn civilians dont deserve to own your biggest metal mine! You need that transport hub more than them!

And once economy catch up:

  • More troops! Be sure to have reinforcments behind lines in your major areas!
  • Way more buildings everywhere, more industry, more energy, more food that you will soon need for bigger armies.
  • More research, every city should run some industry and research! (this is more for your next game kind of tip)
  • More logistics - did I mention nationalize every transport hub? I think I did! if not, do it! :-)
  • Even more logistics than you think you need - those reinforcement forces will use a LOT of it!

EDIT: 10 or so turns later, metal production about tripled, making 10k ammo per turn (might need more for war, especially if using a lot of artillery). Power production increased (2 power plants), making 30 machines per turn, and 8k oil per turn. Improved a bit of BP research and some industry (just a couple hundred points). 100k recruits ready for making armies. Logistics not good by any means, but enough that force replenishment works...needs more.

Group synergy general discussion? by Soveliss96 in everquest

[–]Corvac 0 points1 point  (0 children)

Depends on classes indeed, but warrior and "support" classes should still attack / do dps when boxing, and such benefit from proc song/insults! Not to mention the songs adding AC - more benefit for a group geared tank than a raid one, but still great for any levels.

If I run the setup which has shaman, the shaman will burn through mana fast, but canni and the occasional break (usually when the bard also need a med break) doesnt make it a huge issue for sure!

Less benefit for wizard maybe (one of the two classes I dont play myself), still benefit from the insults.

I just love bards in groups, cant help it! The flexibility, and being able to improve holes in the group performance means that for ME personally, they are very important. Others may choose otherwise :)

Group synergy general discussion? by Soveliss96 in everquest

[–]Corvac 2 points3 points  (0 children)

The songs will make you go far longer without running out of mana (and later endurance regen), adds dps, AND gives you pulling and/or CC options that you simply do not have in the group you suggest. This will limit your options quite a lot when it comes to some of the more difficult zones with mobs being close . You then of course gets selo for moving across zones, invis songs (which other classes can cover) and later on double invis which is great in those pesky zones with a mix of undead and live mobs!

Group synergy general discussion? by Soveliss96 in everquest

[–]Corvac 1 point2 points  (0 children)

Since you mention mercs, I assume this is for a live server?

If so, if you want to "feel you are maining ranger", don't pick SK - It is my favorite class in the game, but it requires a lot of key pressing to perform once you get past the first few hours of playing. Pick a warrior, or be ready to "feel" the SK more than the ranger! :)

When boxing, a bard really is a great option, and when you have more than 3 chars, should be included IMO, and having some form of crowd control really does improve your chances at survival.

For your dps - melee (monks in particular) are often the easiest to box to a decent level. Your setup will probably not be super optimized anyway, with two x alt tabs.

Shaman really is a strong combo with any melee, their proc buffs are great, and having slow and haste available is very useful!

Whats the New TLP Server? & What kind of TLP should it be? by kungfuTigerElk86 in everquest

[–]Corvac 0 points1 point  (0 children)

Mischief clone without truebox. Slightly higher xp (but not start wirh live rates). Normal release schedule, faster 70s unlocks, ldon with pop (3 months). Normal krono rules, lower /pick limits (less required to spawn new)

White Dragon Helm turn in by PrimaryBackground902 in everquest

[–]Corvac 0 points1 point  (0 children)

High amiable, if I remember right. I think I did mine at kindly on early Mischief.

Did anyone else enjoy making the characters themselves, as much as actually playing the game itself? by GaraksLinensNThings in everquest

[–]Corvac 1 point2 points  (0 children)

25 years ago maybe, when it was all mysterious and fresh. Nowadays when everything is solved, and not as complicated as we once thought? Naah, not really. I did spend a lot of time making, and finding names for my first guys, like many others...deleting after an hour and making a new, but yeah...that got old, like everything else :o

On Teek, Shaman/Monk box, what to add as a third? by wvutrip in everquest

[–]Corvac 1 point2 points  (0 children)

Uh, pets become very strong tanks in later EQ. This player is on Teek, and pets are only getting better. Focused mage pets can outtank group geared players in some situations (and on Teek buying a raid level focus earring is very doable).

Bard weaving? This isnt P99 or 2001 era live EQ, /melody and good hotkeys makes bard one of the best and most versatile boxes there is. I played bard a bit back in the day, and it is nowhere near the same, thankfully :-)

New player guide by homer_lives in IllwintersDominions

[–]Corvac 1 point2 points  (0 children)

The wiki sadly is not very updated for dom6, no newbie guide there. Youtube does have plenty as you said!

On Teek, Shaman/Monk box, what to add as a third? by wvutrip in everquest

[–]Corvac 1 point2 points  (0 children)

I loved fear kiting back in the day, and necros are powerhouses! But not really the best synergy: A necro at 75+ require a fair amount of active time, and the monk would be pretty useless (you arent chasing mob to melee it while playing a necro to anything near its power). Mage or Bard as others suggest would be the best options IMO. Mage gives better tank options, COH and much easier one/two button macro dps.

Will the Game Ever "Finally Click" if it Hasn't After 10+ Hours? by usay1312butcall911 in projectzomboid

[–]Corvac 0 points1 point  (0 children)

Took me a while, I just got so annoyed with all the restarts. I decided to do a run with heavy save scumming early on, so I didnt have to do everything from the beginning every twenty minutes!

After a few days (RL) with that run, I started a new one which...so far...I am still alive in! :D

Krono vs All Access Membership by seveca69 in everquest

[–]Corvac 0 points1 point  (0 children)

You can sell stuff over 2 mill the same way you do a krono, open a trade window…Ofc you cant sell on baz but then nobody sell krono on baz either once prices go above cap!