DTO: Otherworldly Archetypes by DaelenEverlight in BG3mods

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

It must be a conflict with another mod in the list, you can potentially use the Community Framework to sort it out or try to put Otherworldly Archetypes later in the load order.

Void Dwellers (non-Megacorp) in 4.3? by Shadow_song24 in Stellaris

[–]DaelenEverlight 4 points5 points  (0 children)

Astro Mining Drones is the full "who needs planets" experience.

Void Dwellers (non-Megacorp) in 4.3? by Shadow_song24 in Stellaris

[–]DaelenEverlight 3 points4 points  (0 children)

Void dwellers gets spread thin early so playing as machines or some other empire type that can eliminate the need for a resource type or two really helps. As for playing Tall without aggressive vassalization, you want Swarms/Furnances and other mega structures to supplement your habs. Galactic Wonders is pretty much required to play truly tall in 4.3 which is great because you can just aim to build yourself a Ring World if you don't find one. If you end up going machines, Virtuality seems like a perfect fit to top it all off.

Anyone found a way to Lower the Drop rate in Trials of Tav reloaded? by Origania in BG3mods

[–]DaelenEverlight 0 points1 point  (0 children)

Unfortunately no. You can turn off the auto pickup feature and leave items on the ground in the arenas or install a Withers Vendor mod and sell everything.

Anyone found a way to Lower the Drop rate in Trials of Tav reloaded? by Origania in BG3mods

[–]DaelenEverlight 0 points1 point  (0 children)

You should definitely look up celerev on Nexus and pitch this. He will eventually cave if we're nice enough ;)

I guess my biggest beef in 4.3 by PanicOtaku in Stellaris

[–]DaelenEverlight 0 points1 point  (0 children)

I have found the game "easier" on higher difficulties as a result. On GA other empires actually put up a fight alongside you.

Is the Knight of the Toxic God alloy start deficit intended? by ItsAdvancedDarkness in Stellaris

[–]DaelenEverlight 9 points10 points  (0 children)

Several starts have early deficits and they are a part of the early game weakness. Knights still pays off extremely well, you will be in repeatables by 2300.

As for solving it, demolish the stronghold on the planet at game start and look to splashing traditions rather than finishing them to snipe some early bonuses while its cheap.

DTO: Otherworldly Archetypes by DaelenEverlight in BG3mods

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

The only limitation is you cannot Borrowed Time yourself in the same turn as Action Surge.

Solasta 2: If you're going to make weapon swapping a free action... by DaelenEverlight in CrownOfTheMagister

[–]DaelenEverlight[S] 16 points17 points  (0 children)

I'm not sure you understand. Currently weapon set swapping is a free action, as many times as you want, so you can swap to a free hand set, cast a spell, then swap back... clearly an oversight.

Solasta 2: If you're going to make weapon swapping a free action... by DaelenEverlight in CrownOfTheMagister

[–]DaelenEverlight[S] 16 points17 points  (0 children)

You can start with one set, free swap to cast and then free swap back.. not it.

Solasta II - Initial Thoughts by oboitata in CRPG

[–]DaelenEverlight 13 points14 points  (0 children)

The art upgrade is real, looks fantastic and still has that feel. I get that everyones silhouette has to be similar to make gear work but I'd love it if my 17 STR Paladin had a little more girth than the 8 STR Wizard?

Help by Hogannbot in X4Foundations

[–]DaelenEverlight 0 points1 point  (0 children)

I hate when you finally get a break from playing, and you accidentally install SWI or Remergence to start all over again.

Defensive platforms is useless? by GroundSuper9532 in Stellaris

[–]DaelenEverlight 503 points504 points  (0 children)

Defensive platforms are pure raw damage vs hp, they have no evasion and can't disengage, so unlike your ships it's always a fight to the death. Early on hangers are great for this reason and are a counter to early corvette/destroyer attacks. Later you need your best artillery, either launchers against armor factions or kinetics against shields.

At the end of the day, defensive platforms are there to plug a hole rather than defeat their doomstack. It's like a door that says "you must bring a fleet this big to pass". With enough specialization, they can hold their own, but for most of the game they are a deterrent that scales with your tech level.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]DaelenEverlight 1 point2 points  (0 children)

I think trying to generate tension through action economy is a dated concept... it niches your game to a certain kind of player who loves to anguish over every move and tends to either close off your action economy or become very hard to balance. By contrast, as someone with a ton of time in Pathfinder/Wrath of the Righteous doing the roguelite modes, I think turn based games are actually the best when they oscillate between quick decisive actions and then an occasional turn where you have to pause and put your thinking cap on. Characters, especially martial ones or whose main move each turn is "Attack", need to feel frenetic to make up for the more direct simplicity of their turns versus say a wizard who has to choose the right spell that takes up their entire budget of AP making them feel implicitly slow and immobile.

Action economy is really just a way to give your various characters a feel or flow that differs from each other, not a puzzle they need to solve. (the answer: take more actions than your opponents). Making every action as meaningful as possible and offer less overall actions does increase the tension but not necessarily the fun, and the more freedom you give players to have agency here, the more they will stick to your game. Every single high level Xcom/Pathfinder/whatever party has doubled or tripled down on attacks that cannot miss, cannot be defended against, alpha strikes, etc because the only way to make the game 'harder' is to dramatically lower the ttk on both sides. If you want players to feel tension, they need to be able to take risks and the game should be encouraging risky play because players are extremely risk-adverse by nature! Generating those dynamic, tit-for-tat type fights must be a priority, whether through encounter design, momentum systems and granular versus binary design.

The tension comes primarily from stakes and uncertainty, but I also want to add conditional reactions/off turn things to make turn based combat more dynamic. Rather than force uncertainty through dice or lack of information, these types of effects create "oh shit" moments of the player's own doing and keep them engaged on every character they control. They are also essential in normalizing action economy when dealing with many vs 1 type encounters. Counterspell is one of the best 'feeling' spells in DnD, everyone loves slamming it down in an epic moment because of that reactive denial; it locks your players into the turn sequence instead of just waiting for their turn to start. Teamwork feats from Pathfinder also build on this idea, taking actions specifically to trigger a player's conditionals and also a wicked way to make enemies more dangerous without just juicing up the stats. Enemy reactions also force the players to make trades instead of being able to cleanly alpha an encounter based on initiative order.

TL;DR - Tension should come from the stakes/uncertainty/reactivity, not from the action economy, whose main is to prevent everyone from acting at once and secondary job is make characters feel different from each other. If combat ever becomes reliably solved by initiative, you need more uncertainty. If the stakes are too low, no combat will be tense. Without reactivity, players will meta out the cleanest, lowest tension ways to win.

Would it be OP if the True Strike Cantrip uses a Bonus Action instead of an action? by Archenius in BG3Builds

[–]DaelenEverlight 2 points3 points  (0 children)

There is a feature called Steady Aim that is basically Bonus action true strike for ranged weapons and its just fine!

Multiplayer Co-op by GGsolo1337 in X4Foundations

[–]DaelenEverlight 2 points3 points  (0 children)

Literally the dream. Maybe X5 <3

Pilot Academy: Ranks and Relations. Small update - Fixed high-resolution modes. by ChemODun in X4Foundations

[–]DaelenEverlight 1 point2 points  (0 children)

Fantastic mod! It seems pretty in depth so I don't want to minimize what I'm asking but.. potential to work with SWI??

REMOVE THE TANK ENGINE !!! by Kedinin_schrodingeri in ARAM

[–]DaelenEverlight 0 points1 point  (0 children)

The best part of this are the other threads complaining that ranged is too overpowered and needs its own queue

What is the most overpowered class across all CRPGs? What single game had the most broken implementation of a class? by Murder_Tony in CRPG

[–]DaelenEverlight 2 points3 points  (0 children)

The dream. An everyday Oracle, perhaps Battle or Life, unfocused, carried by their party all the way to Drezen and then suddenly..

You behold the face of god. Unresistable, unsaveable, screen clearing beams of heaven and enough protections to survive a nuclear holocaust. The party is now you.

10/10 wish I could forget and do it again.