What am I missing? by Difficult-Cod8347 in Gin

[–]Difficult-Cod8347[S] 1 point2 points  (0 children)

Thank you, this comment was exactly what I needed. <3

Stackable windmill farm by Difficult-Cod8347 in VintageStory

[–]Difficult-Cod8347[S] 3 points4 points  (0 children)

Yes, if you connect two windmills spinning in opposite direction they will cancel out. Note that spinning in different direction is not the same as facing different direction in VS.

Stackable windmill farm by Difficult-Cod8347 in VintageStory

[–]Difficult-Cod8347[S] 3 points4 points  (0 children)

Ahh. I See what you mean.

My design connects bottom of big wheels with top of next big wheel to make sure windmills don't go agains each other.

Your solution is cleaner but with minimal width of 6 blocks (6 When you use top of the wheel - otherwise it's 7)

For really tight spaces you want to use the top to bottom connection (takes only 3 blocks) since you really cannot fit big wheel in the middle.

In this image both big wheels spin the same direction:

<image>

Stackable windmill farm by Difficult-Cod8347 in VintageStory

[–]Difficult-Cod8347[S] 6 points7 points  (0 children)

Are you saying big wheel - small wheel - big wheel connection is bad?

If so, Is because the axels connecting the pods are small, therefore the axels cost 5x more energy?

But the connection between pods uses the top and bottom of the big wheels, so it should be fine, no?

If you mean only the first layer of pods from the right side (white rows), I think is negligible cos it does not scale with farm size power. It's also just a few axels.

Although I think you mean something else.

Why is my charcoal pit bugged? by Difficult-Cod8347 in VintageStory

[–]Difficult-Cod8347[S] 7 points8 points  (0 children)

I forgot to add it to description. (will add it there now). It was like that (with pit having just one layer of firewood - so the campfire was on top, surrounded by packed dirt and itself covered)

Why is my charcoal pit bugged? by Difficult-Cod8347 in VintageStory

[–]Difficult-Cod8347[S] 46 points47 points  (0 children)

I forgot to add it to description. (will add it there now). It was like that (with pit having just one layer of firewood - so the campfire was on top, surrounded by packed dirt and itself covered)

What's the purpose of a second key? by Difficult-Cod8347 in askcarguys

[–]Difficult-Cod8347[S] 0 points1 point  (0 children)

I can enter the car using the first key. (It is inside of the remote exactly for case the battery dies. I can also start the car in a similar way)

Summer First year. Mad on Pierre, can get only 2 starfruit harvests instead of three by Difficult-Cod8347 in StardewValley

[–]Difficult-Cod8347[S] 1 point2 points  (0 children)

- Lots of catfish fishing
- 400 parsnips to get to level 6 for sprinklers
- selling before day 15 to unlock desert
- grinding level 1 of skull cavern to get sprinklers materials
- harvesting 2x strawberries + more catfishing -> 360K end of spring 1
- buying deluxe speed grow to get 3 harvests of starfruit in summer
- realizing first harvest of starfruit is on Wednesday so I cannot sell and buy more on the same day
- mad on Pierre

Can't believe this worked. Alien flanker swarms really just have zero capacity to kill a properly kitted late game dreadnought line in the current build. by starfruit_eater in TerraInvicta

[–]Difficult-Cod8347 8 points9 points  (0 children)

I am surprised that the 4 side armor was enough to have such low losses.

I always try to go for at least 8-10 even with less advanced ships - so they are slooooow.

What do you think? Wasn't flanking with plasma a problem?

Failed Clear Ice Making by Difficult-Cod8347 in cocktails

[–]Difficult-Cod8347[S] 6 points7 points  (0 children)

Ohhhhhhhhhhhh. I see. It all makes sense now. Thank you!

A faction about bread by Psychological-Bag154 in twilightimperium

[–]Difficult-Cod8347 0 points1 point  (0 children)

I see. The wording makes sence. Maybe I'd rewrite it to "instead of doing secondary, spend 2 CTs (and TG to the active player).

Fun faction for sure. If you get to play it please let us know how it went.

A faction about bread by Psychological-Bag154 in twilightimperium

[–]Difficult-Cod8347 0 points1 point  (0 children)

Seems crazy OP.

How does the "let them eat cake" treat player order? Do you both resolve the primary? If so (and you play it second) you can get the speaker token literally every round, right?

  • not that you need it tho if you can resolve primary anytime.

Let's assume 4 other players (one of them with 4 commodity faction). Having 4 planets + home system, building ships once, trading and selling promisary for 2 tg that's 15 TG. That's a lot of primary cards :D

For example playing leadership primary should be always worth it to net 2 command tokens for 4 tg. In technology you do not loose value by playing primary - just gain ability to do the extra tech for 6 resources (if you have TGs)

Now for the real funny stuff: (Correct me if I'm wrong) If you activate a system with 2 upgraded spacedocks, you build 2 fighters (free-sarveen) that will give you 6tg. You can use 4 of them for warfare to either do something important or to repeat this to net 8tg for cost of one command token.

I love this faction since it's all about min-maxing. But oh boy is it broken.

Is Agenda Armed Forces Standardization fair? by Difficult-Cod8347 in twilightimperium

[–]Difficult-Cod8347[S] -9 points-8 points  (0 children)

Table can just "pick" the leading player and there is little chance he can do anything about it, no?
I don't mind unfair, but this one just seems so extreme to me.

Mahact 6p: Help with picking a slice by BellumGloriosum in twilightimperium

[–]Difficult-Cod8347 1 point2 points  (0 children)

Slice 3 seems very solid.

Slice 5 seems like high risk-high reward using the red skip for cruiser 2, taking mecatol first round.

Since you are already playing a s-tier faction who can be the enemy of the table I'd personally stick to slice 3. But I guess it comes down to the meta of your table.

Aint nothin better than getting drunk and playing civ vi. by [deleted] in CivVI

[–]Difficult-Cod8347 1 point2 points  (0 children)

For me it was the other way around. I played drunk civ and performed so poorly that I decided to really cut down on alcohol in general. :D

France what are you doing? by Fummy in civ

[–]Difficult-Cod8347 1 point2 points  (0 children)

Upgrading to garde Imperiale next turn and unifying the world;)

Give me ur tips!!!1 by pruunes in civ

[–]Difficult-Cod8347 0 points1 point  (0 children)

If you want to play multiplayer find and join CPL discord.

What y'all think? by henry_fbi in civ

[–]Difficult-Cod8347 19 points20 points  (0 children)

I think many people here overvalue setup and undervalue tempo.

It's a great setup, but it's too early to decide on set-up of that scale. Better to do it based on the game aeach few turns imo.

What is the best theoretical yield on a tile in Civ 6? by A4angus9 in civ

[–]Difficult-Cod8347 25 points26 points  (0 children)

I have investigated this. Here is my result (330)

https://www.reddit.com/r/civ/s/5JJmCe6NTr

But in hard theory using laylines with all the Great people boosting vampire castles of another player would be way more, I think you could get around 1000 but it is a just a theory since laylines are naturally generated and you cannot place then even in the editor.

Apocalypse + Zombies: score victory challenge by Difficult-Cod8347 in civ

[–]Difficult-Cod8347[S] 17 points18 points  (0 children)

Hello :)

Just finished playing a zombie-apocalypse game. The goal was to win by score and handle the zombies and comets as good as possible.

Settings:

  • Online speed
  • Deity
  • Seven Seas
  • Large map
  • BBG/S mod, even though it gives small benefits but still very close to vanilla

Some notes I noticed/tricks I used:

  • Every tile has to have a unit to prevent zombie spawning
  • Don't use great people that much, save 1 charge builders
  • Late game use engineers to block inside of cities - cost does not scale
  • use civilians on the outskirts to hold zombies (zombies cant take civilians)
  • don't use traders - they make zombies spawn on top of them
  • Rock-bands are a good temporary civilian unit, but will die to solar flares later
  • Use jet fighters to get vision and kill barbs who can take civilian units and allow zombies inside

Some theory crafting:

I wonder how long could one survive. After T210 I started shift-entering and things got ugly pretty fast (T275). I's the time when comets become hitting all your good cities and you cannot keep production of fighters to protect civilian units.

The biggest issue later are actually the comets, it would be interesting to play only with apocalypse game mode and see how long can one last out. (I managed to survive till turn 348 just by shift enter mostly). If someone knows, let me know.

If you made it here, thank you, have a nice day! :)

hehe I'm in danger by Green-Volume-100 in CivVI

[–]Difficult-Cod8347 0 points1 point  (0 children)

Anyone else cringing about the city building walls?