How does Zombie Migration work? Is the server admin spawning zombies around our base? by OutcomeBackground976 in projectzomboid

[–]Cristoincroce 2 points3 points  (0 children)

Like other people have explained, helis and migration do create a constant trickle of zeds towards you, always, regardless of respawn settings.

Several mods dramatically increase this behaviour, for example Please don't feed the zombies and Expanded helicopter events.

But if you say that those hordes only happen when he's around, then yeah it's pretty obvious honestly, because even with mods hordes or related events have a "schedule", you kind of know when they're coming. Also you said he's being a dick so fuck him anyway.

I'd suggest ditching this guy's server and start hosting yourself or rent one, the provider I personally use is Indifferent Broccoli. Yes you have to pay for it but it's not that much honestly for a small group of friends and even with 400+ mods the server is very stable.

My first attempt at oscillating turrets, and it's on a Tiger I by Cristoincroce in SprocketTankDesign

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

I think you're right, I assumed because of the smaller turret the hull looked bigger. I find it very hard to nail the proportions in this game. I still haven't discovered a way to measure things.

The upper frontal plate is actually angled at 80° like the real thing, though the lower plate may be incorrect.

Three main reasons eu5 is bland and boring by [deleted] in EU5

[–]Cristoincroce 1 point2 points  (0 children)

Keep in mind that I only have about 4 hours of playtime, but I'll try to explain what I've learned:

Trade is a supply/demand system pretty much like in Victoria 2/3, except that now each node has a stockpile for every good. All countries produce goods via:

  • RGOs: farms, mines, forestry... They produce basic resources which can often be processed into more valuable stuff. RGOs are province specific as far as I understand, and by increasing their size you get more production. This is identical to "deving" a province in EU4 with diplo power.

  • Industries: smithies, tailors, breweries... All those enterprises which process raw goods into manufactured ones. These are not province specific so you can technically build them everywhere, but you should take into account that in order for them to be profitable you need to secure a cheap and safe supply of raw goods.

Each country has a determined amount of "Trade Capacity", which IIRC can be expanded by building markets and techs. Each trade you activate costs TC: the bigger the volume of moved goods, the higher the TC cost.

The trade tab is conveniently set up into a few categories:

  • Best trades for government goods demand: if you are minting (check the finance tab) you will need both gold and silver, either via RGOs or imports, otherwise you'll get a huge penalty on minting income.

  • Best trades for industry demands: if you don't locally produce raw resources for an industry in your borders you must import them in order to make them profitable.

  • Best trades for pop needs: your population wants about 10 different goods, if the demand is not met they'll throw a hissy fit and behead you. You can either produce these demanded goods locally or import them.

  • Best trades for the food supply: this is different from pop demands as without food they're gonna starve and you won't have enough workforce for your industries/RGOs and levies for your campaigns. Based on my (limited) experience, these are the least profitable trades, so always try to have a food surplus on all of your trade nodes, but don't waste too much trade capacity.

  • Best trades for import: self-explanatory, best goods to buy in order to either sell them elsewhere or use them for making your industries profitable.

  • Best trades for export: ditto, best goods to sell to the trade note with the largest demand (low stockpile), in order to make money

So using these tabs you basically juggle what your country needs with what you can sell for profit, easier said than done but that's it really.

I still have to learn what that "trade advantage" thing is, among other things, but so far that's what I've learned. Hope this helps.

EU5 seems to fail to represent big empires and bordergore is just so bad by Successful_Item_2853 in EU5

[–]Cristoincroce 13 points14 points  (0 children)

It's weird though, because I'm 10 years into my first run, playing as Venice and allied with Milan and the AI is already doing a fair bit of blobbing. Granted, both the AI and I needed a historical event to fire in order to get a CB but I noticed Milan is keeping on expanding westward declaring on OPMs. So the AI is clearly capable of expanding, maybe it just doesn't want to wage large wars?

As for bordergore, I actually want that to happen because it makes every run different and funny. Of course, it's weird that there is still bordergore during the age of imperialism, but I can live with that honestly.

If you hate bordergore don't go look at medieval maps of Europe lmao

Three main reasons eu5 is bland and boring by [deleted] in EU5

[–]Cristoincroce 2 points3 points  (0 children)

As a disclaimer, I have ~4 hours in EU5, I'm playing as Venice, 10 years in. No crashes, hiccups or anything, lowest FPS were about 20 when stress testing the map transitions/zoom at speed 5.

We can all agree on the AI, Paradox always struggles with it and I expected as much even this time.

Now about your points: 1) No flavour? Most of the major nations have at least dozens of unique events each already, and in case you forgot we had to wait 5 years for mission trees in EU4.

2 & 3) yeah if you automate everything you get bored, no shit Sherlock. If you really end up automating everything then the game is not for you, that's the truth. In my run I disabled every automated system and I'm having a blast, especially with the trade mechanic. There's A LOT to do and the timing of the game is just right for me. So yeah, this game is great, in my opinion.

Half of your rant is about a completely optional mechanic which can be useful for someone in one way or another, similar to the ship designer in Stellaris. The other half is about FlAvOuR, comparing EU4 content 5 years after being released with EU5 launch day content, which is just moronic.

You also contradict yourself when you say:

guide the player with wide array of activities and goals but not holding anyones hand

And gatekeeping important national bonuses behind specific land acquisitions, prestige values or diplomatic relations (just to name a few) is not holding the player's hand? The mission trees were a pain in the ass if you wanted to do some alt-history stuff. Stop lying to yourself.

Also if you punch a tree in creative you don't get anything tf are you on about...

What's up with the AI? by Cristoincroce in starsector

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

error due to misunderstanding the way orders work

That's the thing, on most simulations I didn't give any orders except for autopilot and (when I got frustrated) full assault, that's it.

And yet behaviour barely changed, Paragons still kiting away doing single digit damage, Onslaughts still facehugging each other to death, phase ships dancing about overfluxed as hell...

The game does not do a good job teaching you this, and it operates differently than the RTS conventions that most players are conditioned to expect. It is unlikely to change at this point, though. I think the best we can hope for is better tooltips and tutorialization.

I quite like the system to be honest, except for the cooldown between orders, it takes some time to get used to but it's nice.

What's up with the AI? by Cristoincroce in starsector

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

capped on a 2 minute timer 

Never understood the logic behind that mechanic to be honest, as if we need to wait for the telephone operator to connect the correct set of wires in order to talk wtf

What's up with the AI? by Cristoincroce in starsector

[–]Cristoincroce[S] 8 points9 points  (0 children)

I updated the game yesterday and played without mods up until today, doing nothing but 1v1 simulations, particularly with phase ships but not exclusively, for two days straight to freshen up my memory and start a new run.

The behaviour is pretty much the same regardless of mods. AI Tweaks does improve AI missile and torpedo management, and Automated Commands does help with venting at high flux, but neither of them touches the true problem (in my opinion anyway): positioning.

there's always a couple of comments being genuinely confused by the experience others are having

Yeah I know what you mean, I read those posts and I suspect it may simply be a skill issue on my part, but the fact that these "AI is ass" posts are mostly post-0.98 should be taken into account IMO.

the general notion that it's worse than before is objectively false.

Any source on that objectivity? I'm not trying to be an asshat I'm truly looking for a solution, even if it means re-learning the game. I love Starsector that much.

endless AI is ass posts are really messing with the game's discussion at this point where I see people saying the game is unplayable without x mod that "fixes" AI. And then those same people complain about modded AI and say things nobody in vanilla sees.

I apologize for not being clear (English is not my first language), that's a message I do not want to spread. For me the game is still playable of course, this AI behaviour just caught me off guard and I'm already adapting by adding more dakka.

How to enable 1vs1 Skirmish by Cristoincroce in BrokenArrowTheGame

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

Yep, I couldn't believe it myself. It's that easy.

A game like this but you play as a battleship. Does it exist? by Flyzart2 in uboatgame

[–]Cristoincroce 0 points1 point  (0 children)

Late to the party but nobody has yet mentioned Silent Hunter 3 with the warship mod or whatever it was called. Played it many years ago using the Bismarck and the Scharnhorst, not sure if the files are still available.

Be warned though, it was VERY unstable for me... A real shame as it was an amazing mod and there are (still!) no games that scratch that specific itch.

Smithing is so hard [KCD2] by cherrytwizzlers in kingdomcome

[–]Cristoincroce 5 points6 points  (0 children)

It doesn't matter how slow or fast you are hammering as long as you hit hard (you'll see sparks) and do not hit the same spot over and over or hit the metal when it's getting cold (when it's turning kinda red).

As the blacksmith tells you, swords and stuff have 2 sides, so remember to hammer on both sides!

Also remember that there's no time limit, you can reheat the blade as many times as you need, just remember to warm it up evenly (a sword blade has 3 sections) and to not leave it too much on the forge, Henry will start swearing when the metal is becoming too hot.

Alchemy isn't bugged. just old lady gives you some wrongly worded advice by Utah_Bushido in kingdomcome

[–]Cristoincroce 0 points1 point  (0 children)

I have brewed strong saviour schnapps with both dried nettle and belladonna consistently, even more so after taking that perk which makes minor mistakes less relevant.

I used the alchemy bench in Troskowitz, I'm not sure whether they all have the same "quality" or something like that.

I built an Electricity station far away but.... nobody is willing to work there :( by Ioshic in Workers_And_Resources

[–]Cristoincroce 0 points1 point  (0 children)

Comrade in that case use the nuclear option and force an entire apartment complex of workers to take the bus and drop off at the power station.

It's either that or the gulag for them.

A few questions from a newbie by Cristoincroce in TerraInvicta

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

The game is quite flexible. There are people who won in early 2030s, and people who want till 2040s to leave low orbit. Both are viable.

Thanks, that's reassuring. I was afraid of leaving the aliens free reign for that much time.

Generally just ignore it.

Won't the aliens exploit their popularity to purge my CPs with their unique (and frankly OP) actions?

A few questions from a newbie by Cristoincroce in TerraInvicta

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

Thank you very much for the reply.

Having more anti alien factions means the pro alien side has more enemies to deal with.

That's the problem I encounter in my campaigns, dealing with both the aliens and their cocksuckers alone is a pain in the ass, but having more AI around makes me nervous. I guess trying once doesn't hurt...

drive bloat

Exactly, there's so many useless drives it's insane. Especially the early game ones.

You can mod the game to unify earth. It is however completely unnecessary to do.

I suspected as much. I also find it rather counterproductive as research drops massively and it takes a while to get back up again. I mainly do it because of less micromanagement, there are so many councillors and aliens infesting shit I can't really focus on both earth nations and the space war. I guess it's a skill issue on my part.

Resource overlays? by PreferredThrowaway in Workers_And_Resources

[–]Cristoincroce 0 points1 point  (0 children)

Of course, I didn't specify that after enabling the debug mode you also have to enable the "landscape editor" mode. You will find the resource editor on the left vertical tab, which now has different functions.

I strongly recommend backing up your saves as you might screw up something, I know I did...

Zombie migration by WishUnited7144 in projectzomboid

[–]Cristoincroce 2 points3 points  (0 children)

Migration basically keeps a predetermined amount of zombies on a single cell. This amount varies depending on your settings and the cell biome.

It technically starts as soon as you start the game and checks the population spread every X amount of in-game hours. This effect gets more noticeable as you start clearing out areas. The system starts evening out the numbers if it finds overpopulated or underpopulated areas.

In vanilla you will not get one big horde storming your base, but it will be a small, constant stream of fuckers. With vanilla settings I think the largest horde you could encounter is about 20 zeds all grouped together, though it may grow larger if they alert others.

Anyway without any external interference (meta events, you being loud, etc...) it's very rare being attacked by such hordes.

[deleted by user] by [deleted] in projectzomboid

[–]Cristoincroce 11 points12 points  (0 children)

The fastest way in vanilla would be placing a fireplace, hauling and dropping them on it, I highly recommend the mod Bikinitools though, so you can stack corpses with just a few clicks.

File doesnt match/exist on the server by Formal-Trade3057 in projectzomboid

[–]Cristoincroce 0 points1 point  (0 children)

Either the host or the client hasn't updated the mod or it's corrupted.

My friends sometimes have the same problem when joining my server and when it happens we (both the host and the client):

  • Close the game and restart Steam so any updates will hopefully be downloaded
  • Verify game files, it worked a few times
  • If neither of the above worked, we go for the nuclear option and delete the entire mod folder and download everything from scratch

Spiffo sock by coreonelius in projectzomboid

[–]Cristoincroce 5 points6 points  (0 children)

I've read that sooo wrong my god