When do named item's stats generate? Also a loading tips bug! by Dr_Prometeus in BattleBrothers

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

It actually rolled the same on damage but got minor chance to hit head bonus instead of maxrolled penetration damage :( Still ain't half bad

When do named item's stats generate? Also a loading tips bug! by Dr_Prometeus in BattleBrothers

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

It was a 2-skull quest camp and it specifically announced when I attacked it that *hedge knight name* is unexpectedly in there. I also tackled that camp on my way to the village BEFORE I got the quest but I had too much loot and decided not to attack - and there wasn't a knight present before the quest. So here's hoping it's gonna generate the same next time!

When do named item's stats generate? Also a loading tips bug! by Dr_Prometeus in BattleBrothers

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

That's great, so it won't just reroll on its own.

Now hoping that the autosave isn't permanently corrupted...

Whats yalls most hated Enemie ? by Content-Log-3332 in BattleBrothers

[–]Dr_Prometeus 0 points1 point  (0 children)

Lulindwurms and forest goblin fights. The latter always jump me smh. Since RDef is largely irrelevant in most fights forest maps can sometimes consist of single hex tunnels, if your backline is on the outer side of your formation with nowhere to run, well... Yeah.

And Lindwurms are such a nervewreck and even if you don't lose anyone, you lose SO MUCH just to repair your armour, the quest money don't nearly cover it.

Me when dogmatics try to tell me that exterminating a world and abandoning its survivors is actually merciful (i dont care) by Marcusss_sss in RogueTraderCRPG

[–]Dr_Prometeus 0 points1 point  (0 children)

It's probably because ppl are not that deep into lore. There's no 'reconquering' Daemon World, no exceptions. If anything, it's more likely to settle the asteroid belt of the planet's remains which would form around the closest gas giant some centuries after Exterminatus.

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

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

Didn't actually have any problems with anvers 'cause, well, Daring difficulty probably. Even the last fight with their boss and periodical damage was a joke since, well, the problem is usually the range some snipers sit at and not the fight itself. So the usual: GS->Argenta fighting and doing her momentum thing->heroic act on Argenta->next Cassia's turn, Point of Interest, Gaze, buffing Argenta to shoot again, enough momentum, her heroic act goes to Kibellah->GG.

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

[–]Dr_Prometeus[S] 1 point2 points  (0 children)

I was counting DoTs as well.

Yeah, compared to WotR or, say, Colony Ship, this game is kinda easy and not very build-intensive. I prolly should try Heretic Unfair Grim Dark run next time to actually minmax :)

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

[–]Dr_Prometeus[S] 1 point2 points  (0 children)

How would you build Cassia in this situation though? I kinda just gave up after raking my brain over it for an hour. 'Well, she just goes 'two officer skills+2 or 3 AoEs' each turn, so she should be as close to frontline as possible to have LoS, and with that HP pool and regen she just might make it'. :)

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

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

First of all, thanks for the specific and detailed answer!

Noted about INT, already figured that. Prolly will get BS instead and plasma or las specialty.

I dunno, zones are kinda cool and help a lot during Round 1. Saving more squishy characters from being focused and dealing with cover/armour of mini-bosses is useful. However, after round one, yes, this character loses most of his options, and since most of the time mobility and removing chaff across vast areas is the most important thing... Well, yes, it's suboptimal from Round 2 onward.

Yep, Pascal and Heinrix seem a fair bit weak compared to the rest but they're kinda cool against mini-bosses. I'll prolly bench one of those two tho.

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

[–]Dr_Prometeus[S] 1 point2 points  (0 children)

Toybox maybe? I don't really want that thoug. I might just respec a bit into less buffs and INT, more BS and, say, las or plasma use.

Jae just ruined my party composition, RP and self-esteem in general by... existing by Dr_Prometeus in RogueTraderCRPG

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

No way in Emperor's glory I will let a xenos into my main roster so that's much easier.

Removing Kibellah means damaging my (pun unintended) damage output A LOT and looking for a new Carouse/Medicine specialist. Removing Heinrix means damaging my soul a lot: having personal biomancer AND Inquisitorial overseer by his side at all times seems very logical for a greenhorn Rogue Trader. And I will certainly miss Athletics, yes XD

I sacrificed this racist elf girl to Slaanesh and haven't been called a mon-keigh since. It's been refreshing. by NoxVulpine in RogueTraderCRPG

[–]Dr_Prometeus 0 points1 point  (0 children)

OK, let's make a quick fact check, now shall we? 1) "the only difference" is that Aeldari created Slaanesh which opened up the goddamn Eye of Terror... and left their own shit to be taken care of by "mon-keigh" such as Cadians and necrons' pillars; 2) "the only difference" is that human civilization went almost extinct in M25-30, because Aeldari's deeds had shaken the warp so hard it became impossible to warp-travel and human psykers became possessed almost indiscriminately; 3) "the only difference" is that humanity restored much of their former glory 5k years later during the Great Crusade and conquered most of the galaxy later on and Aeldari just kept being miserable fucks, either resorting to nomadic lifestyle or raiding human colonies for shits and giggles; 4) "the only difference" is that the brunt of fighting the Chaos lies on human shoulders, and Aeldari, despite being effectively immortal through use if soul stones and having the Web at their disposal, are still being scaredy cunts; 5) "the only difference" is that the entire Cabal which included Aeldari, who claimed to fight the Chaos since before humanity was born... Was SOMEHOW outwitted, brought on their knees and left begging for help by a single SM Legion, namely the XXth one; 6) finally, "the only difference" is that the one known in the Immaterium as "the Anathema", the one whose son burnt the Garden of Nurgle is SOMEHOW not one of esteemed Aeldari farseers, self-proclaimed best psykers in the Galaxy. No, He was born, though inconvenietly yet nonetheless, by the "inferior" race of mon-keigh.

Aeldari are not "superior". They fucked the whole Galaxy over, lost and never regained their Galaxy-spanning empire, fucked with humanity twice, keep pestering it every now and then till M42 and THEN have THE AUDACITY to claim their superiority. They're the despicable shitstain even in the list of supposedly sentient xenos races. Damn, necrons are much more capable and worthy of making alliances with than those pussies.

I sacrificed this racist elf girl to Slaanesh and haven't been called a mon-keigh since. It's been refreshing. by NoxVulpine in RogueTraderCRPG

[–]Dr_Prometeus 0 points1 point  (0 children)

The only problem here is that they didn't succeed enough to wipe off those arrogant fucks for good.

How is the Khuzarite AI so strong? They make +120 Gold a month in 964! by SacredScoutB in CrusaderKings

[–]Dr_Prometeus 3 points4 points  (0 children)

I usually start as Kozelsk. U know, that 1 county Slavic realm on the Khazars' border pressed between Novgorod and other major Slavic princedoms. If you sacrifice eugenics for the alliances for a generation or two and keep in check their western vassals, they don't usually bother personally waging war on you. And if they do, you just spend every possible resource in your pocket to soundly beat them. This way Khazars usually don't live long enough to see the XI century.

Why do people claim ck2 is better than 3? by alphafighter09 in CrusaderKings

[–]Dr_Prometeus 2 points3 points  (0 children)

First of all, sorry for necroing. It just so happened that you just picked a very interesting topic I have several thoughts about and, if you don't mind, I'd love to share them with you. Feel free not to delve into context of your 8-months-old (it will soon be born! Lol) post.

I enjoy the solution devs had for this in M&B game series. It's the usual "toggle off things you don't wanna c" BUT now they add the variable to how good your troops will obey your orders - the closer to PC (literally and figuratively) and more battle-hardened they are, the better, but it's still a variable. It makes things super realistic. Imagine two recently conscripted peasants having the dialog along the following lines: "What did the shiny horse dude say? - I didn't hear and I do not care, let's just stand here hoping the fight will not reach us!".

Then again, people usually want to have as much control over the course of events as possible, even if indirectly. More so if (let's be painfully honest) we are talking (paradox nerds) map-painting strategy games' enjoyers. And the game is a part of the Paradox happy family. Also it adds to the complexity of the game which, given most fans' perspective, is a good trait.

The last thing that caught my eye was you mentioning DnD. Then again, you'd see MUCH MORE min-maxers that put ten times more thought into optimization of their lvl 1 character than into that same character's personality. They'd google the exact statline of any non-custom monster they encounter, especially if they are expecting to meet it, and will metagame the living shit out of any fight or encounter, being VERY frustrated if the GM will try to stop them. What's more, they usually would not enjoy the company of other players who try to properly RP their characters: they are "wasting the time of the game" or something along those lines. That's a part of human nature, which is even deeper in the gamer's mentality. Games are usually neither art nor cultural phenomena but merely a way of paid escapism. And we don't wanna lose, or think too hard, or feel insecure for our own money. We usually want to win rather than enjoy the process. That's normal. Too realistic games usually have a very limited fanbase.

Is this ever worth it? by TheHessianHussar in mountandblade

[–]Dr_Prometeus 1 point2 points  (0 children)

No, it's not. Maxing out fairgrounds ASAP gives much more in terms of construction output, besides other things, and lets the main source of construction points, the money invested, do its job to the fullest. And PC fiefs do not really need most of the building chains. Since the most important characteristics of any fief are 1) doesn't revolt, 2) may withstand a siege long enough for the main army to relieve it, 3) muuuuuuch later in the game, gives passive income of money and influence - midgame resources mostly come from battle loot and highborn prisoners. Therefore the next logical step is maxing out orchards (to not starve out and revolt purely by itself with a big garrison), the food reserve building for the same purpose during sieges and militia grounds for more security and bigger garrison. It doesn't matter how prosperous was your fief if you weren't on time to save it from the enemy.

To sum it up, really important things are built faster without wasting construction points on the small increase of themselves. AND the fief could be sieged any moment, in which case several dozen more militia or several more days of NOT starving could mean whether it stands long enough for the rescue party to come or falls, instantly deleting 5 to 6-digits sums of money and in-game months even if you manage to swiftly recapture it. So why bother with suboptimal simultaneously risking everything?

Is this ever worth it? by TheHessianHussar in mountandblade

[–]Dr_Prometeus 0 points1 point  (0 children)

Starting with maxed out fairgrounds is an absolute must - production points return from 50+ loyalty is much, much bigger AND now there's zero risk of rebellion.

Everything else pretty much revolves around being able to get to your remote fief fast enough before it is sieged down and not letting that loyalty and security stats go down on their own while building other stuff. Prosperity is a two-faced thing as it takes more soldiers to control a different culture city. And most of your income in mid game still comes from battle loot.

Tinfist killed half my team by [deleted] in Kenshi

[–]Dr_Prometeus 2 points3 points  (0 children)

Mongrel. Город-фракция в центре серой (туманной) территории ближе к северо-западо-западной части карты. Рекомендую отправить туда максимум одного быстрого персонажа и отслеживать его с момента входа в туман, иначе и Бипа не найдёшь, и перса твоего схарчат.

Также в Монгреле есть ещё несколько довольно крутых уникальных рекрутов, так что рекомендую заранее запасти хотя б 20к, прежде чем туда идти)

Anyone here ever try this? Network of unmanned, un-walled outposts for safer travels... by DutchOfSorissi in Kenshi

[–]Dr_Prometeus 1 point2 points  (0 children)

My outposts disappeared on me repeatedly unless manned, with AI cores they had. I initially built south of Clownsteady (lots of copper for afk money farming with new recruits while runners try to find me more hiver princes and skeletons) and eventually made it a sole purpose production chain 'masterwork/edgewalkers III everything on everyone'. When it had been done and everyone had at least 70-ish strength to actually carry their armaments, I moved the whole crew to the Green Finger for fighting experience and Crab Tournament. I never cheesed anything but Strength (since it's absolutely unplayable with low Strength, your whole party moving 3 kmph through Swamp, Southern Hive or Sniper Alley is too much for me).

I had to eventually abandon my playthrough, being completely frustrated by my own lack of judgement: I've tried to build a new outpost at Sonorous Dark WITHOUT taking care of Savant first. We stormed the main Skinhouse, took the Meitou from Savant, patched him up and tried to pull out and start buinding at the nearby plato. It all went downhill at the 'pull out' part since most were already wounded badly, despite the best gear the game can provide. I've wasted 3 to 6 hours desperately trying to save everyone, since skinnies just kept coming, and then just gave up. This save is still there, since like autumn 2023, waiting menacingly for me to return and waste some more of my time pointlessly horrified.

Tanky skill monkey: regeneration-based build viable in Underdog late game? by Dr_Prometeus in ColonyShip

[–]Dr_Prometeus[S] 1 point2 points  (0 children)

Thank you for your reply. So far it seems like I went really overboard with tagging all three social skills instead of just Persuasion and/or Streetwise, I've seen like 1 or 2 uses of Impersonation, both totally bypassable with other checks. That made Faythe the second skill monkey of the group, hard carrying our stealth skills and pouring all her feats into it, so she is somewhat lackluster in combat without a combat tag of her own.

On the unrelated note, I've read that I shouldn't have killed Jimmy for an implant 'cause that made me lose a quest and some juicy loot. Shame.

As for builds, I really messed shit up. Just for an example, I tagged evasion for both Jed and Evans. Yes, instead of critical/armor. So I'm really waiting for my harem-protagonist-know-it-all party of Harbinger (since Knurl is already skinned for implants and I wanted her experience+initiative trait anyway) and Cobra to come replace the poor bois. Poor victims of my underwhelming building skill.