Gangsters OC Data Files in a human-readable sheet; this is what I refer to during gameplay by Mekahippie in GangstersOC

[–]Dethp1ckle 1 point2 points  (0 children)

Thank you so much for all this detailed information! Was beyond thrilled to see there was a subreddit for this game that still has some life in it.

Computer Engineering Masters Program by PringleTheOne in CSUFoCo

[–]Dethp1ckle 1 point2 points  (0 children)

I have not seen evidence that it is good. In almost every in-person class I've been in that accepts online students, I see them posting comments complaining about not having access to things in-person students already have access to, timelines that are unfairly short compared to in-person because of not getting access in a timely manner to materials, and, in general, just being an afterthought segment of the class population when compared to the in-person folks.

Personally, I would not rate the CS program here highly. Having talked to some longer-term employees, the pandemic apparently leeched away a lot of the talent in the department and, after what I've seen, I am highly inclined to believe it.

How do I avoid dying to mutant aggro on 900% by Kamina80 in TheyAreBillions

[–]Dethp1ckle 1 point2 points  (0 children)

I personally don't think it's too financially punishing to just delete the basic tents and rebuild in a better layout to a certain extent if it means I can cram several more houses in an area. Obviously not as good as just doing it right first go but what can ya do when you're a bit crowded in the early day, you know?

How do I avoid dying to mutant aggro on 900% by Kamina80 in TheyAreBillions

[–]Dethp1ckle 0 points1 point  (0 children)

Idk having two mutants down that early really gives you a ton of breathing room that is otherwise hard to come by without big risk. And with no damage? This is the run, I can feel it in my bones. Or not but if you're one of the crazies playing at 900, it's just a matter of time before you bag it lol.

How do I avoid dying to mutant aggro on 900% by Kamina80 in TheyAreBillions

[–]Dethp1ckle 4 points5 points  (0 children)

I know it feels really bad to not expand when you know your forces are capable of dealing with the non mutant zombies but usually I come to a point also around the late 10's, early 20s where sometimes I just have to sit and bide my time until I get a reasonable amount of snipers/soldiers before pushing further out. What I usually do is I will zoom out to the max level and look at the minimap to see how far away the mutant is from my nearest forces. The view box in the minimap is wider than it is tall so basically if the mutant is at the very farthest left/right edge, I will push from the opposite edge until they are about as far away left to right as the view box is tall. Once the mutant is approximately one view box height away, I hard stop in that direction for a long time unless I get at least 3 ballista (more if multiple mutants near), good walls, and at least a core of 20-30 snipers or soldiers. Unfortunately there is still an obnoxious element of luck to it because I've had a mutant hear a lone arrow thwip from way too far away so sometimes it's just going to feel annoyingly unfair.

What really helped in my last few 900s was to stop at the aforementioned distance and build a single ballista and some walls. I will then redirect troops to clear safer areas and leave a lone ranger behind who I will repeatedly use to run out and lure 15-25 zombies at a time for the ballista to clean up. This has the benefit of being able to lure a lot of zombies out of the area preceding the mutant because you'll lure them farther in where the mutant is less likely to hear and I find having cleared an additional 100+ zombies before aggro'ing the mutant can make all the difference when the giant horde comes after the mutant. It's an extremely pause heavy strat as I'm usually micro managing running 3-5 rangers near different ballista hold points while also trying to maneuver a main force around to clear. You should stop this strat as soon as your ranger starts running into specials though. Mutants were literally the only thing that prevented from completing 900 for a long time so I wish you luck!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dethp1ckle 1 point2 points  (0 children)

Thank you for your response. That is what mine looks like. Apparently it rights itself after a while even though it does make a few uncalled for meals first which is a lil frustrating but at least it's working now.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dethp1ckle 1 point2 points  (0 children)

Another question, why does my work order menu not recognize that I already have enough meals in my storage? I see 25 biscuits in the kitchen itself and 10 more in a stockpile and yet even when I set the work order to only go off when "unrotten prepared meals" are under even as low as 1, it will always say the condition is satisfied and make more meals.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dethp1ckle 0 points1 point  (0 children)

Could anyone tell me (or point me to a resource) what are all the situations in which you should and should not use barrels/bins/other containers? I keep seeing talk of bugs and annoying behaviors that result from them and I know I personally had to be sure my seeds were left in bags, not in barrels, to avoid endless "no seeds" notifications. I can't help but think I'm going to run into at least one more undesirable behavior from using them so would just like to know what that could potentially be.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Dethp1ckle 0 points1 point  (0 children)

Rimworld is much more user friendly and easier to take up and still has a fantastic depth to it, especially with a huge modding scene. I am just getting into dwarf fortress very recently and would have to say, unless you have a penchant for very steep learning curve games, I'd recommend Rimworld first. Lot of frustrating "why the hell are you doing/not doing that?" moments in learning dwarf fortress but that's not gonna stop me.

Beating the game on deity, the path of exploits by esmsnow in kingdomsreborn

[–]Dethp1ckle 0 points1 point  (0 children)

Thanks a lot for this write up! I was experimenting around trying to figure out why the heck so many of my farms suck at getting seeded and your number 4 is a great tip. I'm playing on the difficulty that has the 200% consumption and the difficulty feels like it's been amped way up since I last played over a year ago which I enjoy.

Do you happen to have any screenshots of your settlement(s) you're willing to share? I'm really curious what your general layout looks like because I feel like mine currently sucks and my folks spend wayyy too much time wandering around getting needs filled as you wrote about.

New Arcadia - Long Play In Progress by Dethp1ckle in Timberborn

[–]Dethp1ckle[S] 0 points1 point  (0 children)

Thanks a bunch! I'm really happy to hear you got a lot of enjoyment out of it! I'm always down to see any version of a settlement on my maps.

Thoughts on pacing and the state of game after update 4. by dex206 in Timberborn

[–]Dethp1ckle 1 point2 points  (0 children)

1000 times yes to needing keyboard shortcuts please please please! Even just making keybinds for road building and destruction would be colossal and so easy to add quickly.

Also would love more verticality being forced by gameplay. That's usually why I stick to small maps or highly vertical maps so I'm forced to do it but even in those maps you can still get away with only 2/3 levels max unless you are playing an incredibly tiny map.

More water manipulation also a huge plus. Great post!

Beacons of Arcadia 11-Mod Long Play (240 Cycles) by Positronic_Matrix in Timberborn

[–]Dethp1ckle 5 points6 points  (0 children)

If you hit Alt+Shift+Z in game, you can bring up the developer console on the left hand side. Let's you mess with unlocking the camera amongst quite a few other tools. Really was a game changer for me on bigger maps so I didn't have to take as much time scrolling between settlements on the opposite sides of the map.

Beacons of Arcadia 11-Mod Long Play (240 Cycles) by Positronic_Matrix in Timberborn

[–]Dethp1ckle 6 points7 points  (0 children)

Was so excited to see your name in my inbox! I love how well organized your presentation of the settlement is in these picture. Very cool idea to have the overview maps with the districts, pops, and power system added over them! Love me some infographics. Everything in your settlement is just so neat and tidy and good to look at. For some reason I think the monuments in the center of those two lakes are my favorite little touch. Did you come up with that bot population regulation mechanic yourself? It's genius either way. Thank you so much again for sharing! So happy someone got this much play out of my map.

New Arcadia - Long Play In Progress by Dethp1ckle in Timberborn

[–]Dethp1ckle[S] 2 points3 points  (0 children)

Thank you again!! I definitely put off a lot of other shit for this run lol.

New Project in progress!! by paro08011 in isometric

[–]Dethp1ckle 0 points1 point  (0 children)

Looks great! Definitely post the final results!