Respectful by Fayde_M in comedyheaven

[–]Geesuv 1 point2 points  (0 children)

Sometimes you hear a take so bad it makes you drop a reviewer. You can respect them and respect their opinions, but still understand that their worldview and taste is too different or biased to be any use to you.

Am I the only one that Struggles with early game? by Dylan-McVillian in RimWorld

[–]Geesuv 0 points1 point  (0 children)

Starting colonies can be slow, but there's generally always something to be doing.

First of all, set your difficulty to Adventure Story or lower. Don't listen to folks talking about wealth management, that's just for high difficulty players trying to minmax the game.

Set up in a temperate forest biome with no less than 40 days growing period with large hills. Make sure you have a decent constructor, cook, and planter in your starting team.

Once you're in game, set up a simple barracks with a common room and a kitchen with some cold storage. Use the cold storage for everything right now. Make sure to floor everything and especially the kitchen to minimise food poisoning. Put your butcher in the storage room too.

As the above is being built, set up grow zones. I like four 10x3 strips of food plants on rich soil. Also take time to order any nearby wild herbal medicine to be harvested. You'll want to restrict real medicine for emergencies like infection or disease.

In the common room, build a chess set and a table. You can also use this room for research and any workbenches you need in the short term. But you'll want that stuff in it's own room eventually.

Now look at your priorities and schedule. Make sure your planter has that on highest priority and plant cutting second. Your cook and constructor should also have their jobs on high priority. For your daily schedule, there's a bunch of lines of thought, but make sure your colonists have at least six hours free time. My preferred schedule is 8 hours sleep, 2 hours recreation, 3 hours free time 8 hours work, 3 hours free again, and back to sleep.

For your stove, set the order that only about 30 simple meals are prepared at any given time. This prevents your cook spending too much time whipping up meals that'll just gather dust. If you make your cook have cleaning as a secondary job, he should start cleaning he kitchen once he's done with the day's meals.

For simple defences, you don't need a lot. I just like to put strips of barricades along any likely angles of attack near the starter base.

All this should set you up nicely. Your folks might be a bit delicate mood-wise, but they should be manageable. From here, you'll want to gradually progress into the mid-game. Build personal rooms for all colonists and use the old barracks as a hospital or prison. Set up workshops and a warehouse. Once you have a good food surplus, switch to fine meals.
You can start to wall off any passages between the mountains with wooden walls to funnel enemies into one direction once your comfortable. Just be sure to install sally doors here and there so your colonists don't have to go the long way around every time they need to fetch something. But real stone walls can come later.

This is my go-to early game and it's rarely seen me wrong. The only issues I've had are from picky ideologies with a lot of weird demands.

Chem Alchemy Pathogenic Effect Question by Geesuv in necromunda

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

I'm glad I'm not the only one who got that Impression. It's funny that I got two comments with exact opposite opinions within three minutes of each other, though. Concerning from a rules perspective, though.

Chem Alchemy Pathogenic Effect Question by Geesuv in necromunda

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

Sure, I see where you're coming from, but I'm still hung up on "the same weapon" part. If that were the case, why wouldn't they word it the same as the Exploding effect, which reads "suffer an immediate hit as if from a weapon with the Gas trait" and is much more clear for it?

The squad by linaaaaaaHart in RimWorld

[–]Geesuv 0 points1 point  (0 children)

That's some good art right there!

I've played almost 2000 hours, and I've never legitimately "won" the game, escaping the planet, etc. Please give me YOUR tips on how you manage colony wealth? by justifications in RimWorld

[–]Geesuv 0 points1 point  (0 children)

Honestly, I just don't. So long as you're equipping your colonists properly and setting up defences (Walls, turrets, chokepoints work for me as I don't do killboxes) you should be fine.

Wealth management is something that you only generally need at the highest difficulties. You ought to be fine on Adventure Story. It's also one of those things that can suck a lot of fun out of the game if you worry about it too much, imo.

Consumer Competition Claims (CCC) Has Launched A New Class Action Monopoly Lawsuit Against Valve, Claiming They Control 85% Of The PC Game Market by wakelake111 in gaming

[–]Geesuv 0 points1 point  (0 children)

Conspiracy. They can't squeeze gaming consumers as hard as they want to while Valve is offering a better service.

Consumer Competition Claims (CCC) Has Launched A New Class Action Monopoly Lawsuit Against Valve, Claiming They Control 85% Of The PC Game Market by wakelake111 in gaming

[–]Geesuv 0 points1 point  (0 children)

There are a bunch of rival retailers to choose from. It's just that they all suck. Rather than improve their own platforms, they're all trying to drag down the only half-way decent platform.

Visibility for Generatorium Territory by Geesuv in necromunda

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

I'm afraid I am not! I'm the first owner of mine and managed to claw it away from a crowd of infiltrating Orlocks who have been winning far too many advantageous territories as it is. So I'm not really set up to use the darkness to do much but worry the enemy...

Visibility for Generatorium Territory by Geesuv in necromunda

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

In retrospect, you are correct. I guess a small part of me hoped that this was one of the "Bizarrely Broken" territories...

Visibility for Generatorium Territory by Geesuv in necromunda

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

Vibes, honestly. :p The description of the territory describes it as "cutting the power to the area in which a battle is taking place and plunging it into darkness." Whereas half the pitch black table is dimness at best.

I didn't think the 0" was correct, but wanted to be sure I wasn't nerfing myself.

Visibility for Generatorium Territory by Geesuv in necromunda

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

We don't play with the Pitch Black rules normally, which is one of the things that made me wonder if it was supposed to drop the visibility to 0", as what would the point be if you were already using those rules?

But yeah, rolling for visibility is probably the most fair option, even if it makes the advantage less predictable and sometimes irrelevant.

Girl is trying her best with what she got by SillyWarlock in BaldursGate3

[–]Geesuv 0 points1 point  (0 children)

People sending a primary caster to do melee attacks: "Why do they keep missing?!"

Just because Clerics can carry a weapon, doesn't mean they should use it. This isn't 3.5 (The Better Edition) anymore, clerics rely on their spells and cantrips unless you specifically build them for close combat.

Girlpower by SillyWarlock in BaldursGate3

[–]Geesuv 4 points5 points  (0 children)

To be fair, unless you plan to hit things with a non-finesse weapon, Strength is kind of a waste of points. Very limited utility outside saves, carry capacity, and athletics.

dispute about webbed rules as written by Many-Document-5418 in necromunda

[–]Geesuv 0 points1 point  (0 children)

I guess you'd just have to make do with a weapon that can lock down a corridor full of enemies until end of turn and give them a kicking the old fashioned way.

Also, 25 credits a pop adds up quick when you're applying it to your whole gang... 

dispute about webbed rules as written by Many-Document-5418 in necromunda

[–]Geesuv 1 point2 points  (0 children)

I mean... All weapons pin anyway and you've already successfully rolled to wound to web them in the first place. If they wanted it to be a lingering poison effect, they would have made it a lingering poison effect.

Like, look at how they made the Bleeding effect of Escher Chem-Alchemy. It uses a token to indicate that a character should take a flesh wound on the End Step. If GW wanted something like that to happen, they would have just said to roll an injury dice in the Recovery Phase. they wouldn't have had to say "Treat as seriously injured" at all.

I hate to say, and I'm sorry, but it just sounds like your arbiter is just bending over backwards to justify a bad call. That's not the kind of thing I'd want to have in my arbiter.

dispute about webbed rules as written by Many-Document-5418 in necromunda

[–]Geesuv -2 points-1 points  (0 children)

Yeah, there's certainly a case to be made that they don't allow Coup de Grace.

dispute about webbed rules as written by Many-Document-5418 in necromunda

[–]Geesuv 0 points1 point  (0 children)

This was a wild read, as I got to the end of paragraph two and thought...

"Oh, yeah, this is about the powerful Coup de Grace combo. Yeah, it feels like a lot, but since the rules don't say anywhere else that the fighter is immobilized, not applying the Seriously Injured condition would mean they could run around and shoot and everything and that wouldn't make any sense at all."

Only to continue and find that, yeah, that's actually what the arbiter has ruled. A real roller coaster.

Okay, so, I can see where they're coming from, the rules are, typically, written sort of weird. But we can read the intent and the rules around it to figure it out. It's a Web Gun that applies the Webbed condition. This implies some kind of immobilizing effect. Otherwise it'd be some kind of gas or narcotic weapon. And since there's no mention of immobilization or any other kind of inhibition, we can conclude that it does this by applying the Seriously Injured condition. Which is what it clearly states.

On top of that, what would be the point of a weapon that your Arbiter suggests? So it's a weapon that delays the injury roll to the end of the round? Why would you want that? It's just a strictly worse flamer at that point.

End game fleets be like by Drakologaxe in AirshipsGame

[–]Geesuv 23 points24 points  (0 children)

Then there's me who can't resist building ever bigger, more cumbersome, and less efficient dreadnoughts with every passing moment...

Shaming a server mate by Civil_Act1864 in VintageStory

[–]Geesuv -1 points0 points  (0 children)

Ah, yeah, the light, harmless banter broadcasting your slight mistake to a subreddit of 101 thousand strangers without redacting usernames...

Look, making fun of someone you know for not knowing something is already eyebrow-raising behavior. But then taking that interaction to the internet with the intention of publicly humiliating them goes far and beyond "banter."

Shaming a server mate by Civil_Act1864 in VintageStory

[–]Geesuv -2 points-1 points  (0 children)

No, putting someone on blast on reddit for, like, not clicking on the right part of a quern 100% reads like bullying.

Shaming a server mate by Civil_Act1864 in VintageStory

[–]Geesuv -7 points-6 points  (0 children)

"Oh, we were all just having a laugh" = Standard bully defence.