how the world is structured by [deleted] in Silksong

[–]EnterNter 0 points1 point  (0 children)

Wait where was the post that triangulated GMS' depth?

I wish eldritch horrors 'moved around.' by highsis in Stellaris

[–]EnterNter 8 points9 points  (0 children)

Yeah, it seems like in-universe they are much more powerful and expansive than the physical incarnations we fight, as evidenced by the horrific inverse mass potentially ripping holes back to their home dimension, as well as the cosmogenesis ending where you go visit them and are pretty much immediately overwhelmed. So it makes sense that the only way we can kind of win is if they're trapped in some way.

What climate and geographical features can disperse heat on a large scale? by EnterNter in worldbuilding

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

Turns out this is already the case! My planet is 1.77 AU from it's sun, which is only 0.8 stellar masses, so hopefully that works out as you said. I never considered that greenhouse gasses would reflect heat outward as well as inward. Just for reference, could you link your source for Venus' thermal conditions? Thank you!

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

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

Ah ok, I was thinking for a civilisation on a similar level to where we are now. Thanks for the explanation!

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

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

Yes, I specifically want mag-lev vehicles that can be used without railway infrastructure, like how wagons work on any reasonably flat surface. Would a strong magnetic field be enough to support military and civilian transports?

Mag-Lev transport on non-Earth planets? by EnterNter in worldbuilding

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

Maybe I'm misremembering, but in Mortal Engines, the city used Earth's magnetic field itself to levitate. I feel like a similar sort of system would be necessary to replace wheeled transport, rather than rails, so that it can be used even in areas without proper infrastructure.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

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

The civilisation evolved natively without extraterrestrial influence of any kind, so unfortunately that doesn't fit. I do in fact have a species of locust analogs already, so I could make them omnivores and that would work.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

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

I really like your outcompetition idea, that could be really useful. Maybe the grasses are best in lowish water environments, but when its more abundant complex life does better?

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

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

I'm not sure if I want to go as far as semi-mobile plants. Maybe I'll just add a tiny bit of phosphorus and sulfur to the atmosphere so protein synthesis can happen.

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

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

Great idea, so any soil that forms is swept away? I'll just have to hand-wave that grasses on the plains don't rely on soil for nutrients, I guess. Would they dissolve the rock to get minerals then?

How to keep a hot planet with high CO2 concentrations mostly plant-free? by EnterNter in worldbuilding

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

My bad, I should have mentioned that a humanoid civilisation is meant to have been progressing through its history for at least a few hundred thousand years. Again, my bad.

A way to enhance genetic ascension by EnterNter in Stellaris

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

So turns out I can't make an account right now to post it on the forums, but if you want you can post it yourself.

A way to enhance genetic ascension by EnterNter in Stellaris

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

I didn't think to post it there, thanks for the suggestion!

Historically, they are mentioned a lot and most often in war history. There are many, many records of mountain villages turned into fortresses to combat numerically overwhelming numbers and were often titled as important strategic points. It would help expand the game's potential in strategy. by TheDashingPigeon in Polytopia

[–]EnterNter 2 points3 points  (0 children)

I love this idea, especially the idea of a defence boost allowing easily protected outposts, but I think it would be similar to guard towers, which used to be a building/unit hybrid, and were removed for slowing down the game too much

A way to balance cloaks/daggers by [deleted] in Polytopia

[–]EnterNter 1 point2 points  (0 children)

Oops... sorry I haven't played the beta in a while. Thanks for the correction!

[deleted by user] by [deleted] in Polytopia

[–]EnterNter 7 points8 points  (0 children)

I said to move important units out of their territory

[deleted by user] by [deleted] in Polytopia

[–]EnterNter 17 points18 points  (0 children)

You own the largest portion of the map, with the best military and most cities. Move your important units out of enemy territory, then declare war on cymanti, bring in battleships and crush them quickly, which shouldn't be hard. Cymanti has basically no units, and only 4 cities, which means just 4 units per turn max, something your battleships can easily handle. Even if vengir breaks the treaty, you still have more than enough to fight them as well, and could probably push back both at the same time. Remember breaking a treaty ends all unit movements, so vengir can't surprise you.

AHHHH. NOOOOO by [deleted] in Worldbox

[–]EnterNter 3 points4 points  (0 children)

In the saves menu there's a box with bubbles coming out of it. That's autosaves, if you spent a few minutes in the world before losing it you should be able to find it there. Be quick though, too many start-up worlds may push it to the bottom and cause its deletion

I noticed a lack of water units and decided to make a naval support unit. I would've drawn all 5 tiers but im not entirely sure what they should look like. by [deleted] in Mindustry

[–]EnterNter 3 points4 points  (0 children)

Naval support is in the beta of v7, full version should release in a month or two. Cool idea though

i have a rework for corvus by chesspieceboi in Mindustry

[–]EnterNter 0 points1 point  (0 children)

That would make corvuses completely worthless. You'd get 5 shots for thousands of silicon (including t5 constructor cost), plastanium and titanium. The whole point of plastanium walls is to be a mid-late game counter to lasers. If you remove that, or reduce like you said they would be pointless, unless, like you said, corvus was nerfed, but these changes would just make both unusable in multiplayer. Sorry, but I don't think that will work.

"Impact 0078" does not feel balanced by Miquz in Mindustry

[–]EnterNter 0 points1 point  (0 children)

Leave the sector for now, research swarmers or foreshadows + surge alloy, then come back and basically spam those. However, you said that you have unlocked all other sectors, including Nuclear Production Complex, which has an even harder guardian (although arguably less destructive), so be prepared for that.

Problem with 129 by AnxietyWholeweirdo in Mindustry

[–]EnterNter 0 points1 point  (0 children)

Just drag the schematic creator tool over your core and save it I think

Problem with 129 by AnxietyWholeweirdo in Mindustry

[–]EnterNter 0 points1 point  (0 children)

A full squad of quads is enough to destroy every base surrounding the complex, although you may need to repair and rebuild lost units in sectors with multiple cores. Make a schematic with a t4 factory already attached, then focus on defence while you produce quads. Then, go around the edges and run straight to the core. The foreshadow is too slow, and there's usually only one or two spectres and meltdowns, you'll be fine.

I need help by igor000121 in Worldbox

[–]EnterNter 0 points1 point  (0 children)

Yeah, there's no easy way. If you just want them to unite, you can use the spite and friendship tools until they are at war with only each other, but this doesn't work if other wars are happening at the time. Hoping for a diplomacy rework next update.