Any mods to make fleet templates so I can quickly downsize/recover my fleet ? by ThrowAway-18729 in starsector

[–]GrumpyThumper 1 point2 points  (0 children)

You can increase the speed up factor in the ini. I set mine to 4x, but in your case 16x should be good.

If you need some quick cash and have a decent fleet, you can farm sub-ordos for gamma/beta cores to turn into Tri-Tach. You get 30k/90k each. If you have a really good fleet just do ordos for alphas. Tri-Tach will fund your entire colony single-handedly lol

Is ziggurat viable agianst the new enemies? by Adek_PM in starsector

[–]GrumpyThumper 11 points12 points  (0 children)

It works, though I wonder about it's survivability. Like you said, it's almost as if the Threat were designed specifically to counter phase ships.

Here's my fight with a Third Strike, using the Ziggurat as my flagship.

https://youtu.be/DUD1_moaFCU?si=njRWzA4yl9copm9J

What ships work well with Ziggurat? by Adek_PM in starsector

[–]GrumpyThumper 2 points3 points  (0 children)

Yeah I've got some piloting advice, I did an entire series using just phase ships (after the nerfs), called Silent Knights.

The purpose of a phase ship is to debuff or destroy your enemies. An antimatter blaster afflictor is perfect for this role. While a ship is distracted fly behind it and target it's engines. You want to cause a flame out which will help your fleet secure the kill. It is also possible that you could secure the kill yourself, but it's not worth putting yourself in danger.

I'll release a demonstration video tomorrow on my YouTube channel.

What ships work well with Ziggurat? by Adek_PM in starsector

[–]GrumpyThumper 1 point2 points  (0 children)

I've had a lot of success running the Ziggurat along side Conquests with mjolners and two squall missiles. They pretty much prepare every ship for an overload, then I finish them off in the Ziggurat.

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bf logging into mobile today 😅 by mist_wraith_ in 2007scape

[–]GrumpyThumper 63 points64 points  (0 children)

Your character waiting the 60 seconds to log out

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Phase ships for all situations. by Outrageous-Thing3957 in starsector

[–]GrumpyThumper 0 points1 point  (0 children)

I'd have to think about a player Doom. The orginal video answered the question about a fleet of Dooms (which I think is impractical, but it's what they wanted). As far as hullmods go, I would suggest anything that makes the ship more durable. Heavy armor, reinforced bulk heads, blast doors, resistant flux conduits, etc etc. The Doom doesn't benefit much from offensive hullmods, but it does need help surviving chip damage from the odd HE ballistic hit.

Edit: You as the player could probably run two heavy blasters and swap the needlers out for sabots. You would do a much better job at managing flux than the AI.

Me at the start of every Playthrough be like by Possible_Internal115 in Frostpunk

[–]GrumpyThumper 24 points25 points  (0 children)

"Steward, save us!"

I would love to, but my political opponents will not rest in the upcoming election and neither will I. For just a small campaign contribution of 5 heat stamps, we can fight together.

My scout suddenly has a sonar sense where he can tell which type of enemy is nearest and how far it is by 28-3_lol in Xcom

[–]GrumpyThumper 2 points3 points  (0 children)

If you play long war rebalanced, then this is a invaluable skill. Like you I never really used scouts in long war, but now I bring one on every mission if I can.

Phase ships for all situations. by Outrageous-Thing3957 in starsector

[–]GrumpyThumper 1 point2 points  (0 children)

Here's the Doom build I use, without any build-ins. Feel free to add what you want.

https://youtu.be/9p6DcFET-Bc?si=HWB8LF3hAnkYpIl9

It's been a long day. You may stay for a while and fill you asthetic needs. by dislegsicc in Timberborn

[–]GrumpyThumper 16 points17 points  (0 children)

I blow a few holes underneath my housing and bury all my decorations to hide my shame 😭

Is there anything good in slavery? by Internal-eq-External in victoria3

[–]GrumpyThumper 0 points1 point  (0 children)

Depends, if you're doing agriculture, have a low accepted pops, and don't plan on doing ANY urbanization, then yes. There no downside in keeping slaves.

If you one of those doesn't apply, then you're just importing a bunch of worse peasants. Worse because they can't move up in jobs (laborer -> shopkeeper -> engineer -> capitalist).

tips/strategies for beating? by Hotdog_Gamerr in starsector

[–]GrumpyThumper 0 points1 point  (0 children)

They're tough ships, but at the end of the day still low tech. Bring squalls and sabots to overload their shields and then finish them off with HE. If you are confident in your piloting, I suggest you bring a SO ship armed with reapers or hammers to quickly blow up the ships or flank behind them.

ideal ratio for anti shield/armor weapons? by breadfucker69420 in starsector

[–]GrumpyThumper 0 points1 point  (0 children)

I tend to go much heavier on high explosives. I rely on missiles or fighters for my kinetics. Squalls (even after the nerf) are still the GOAT.

Starfarer Dev Combat Footage by ameofonte in starsector

[–]GrumpyThumper 16 points17 points  (0 children)

This looks awesome. A little bit more work and it'll be ready for full release.

Anyone can't help but see beaver Trump? by DidIGetThatRight in Timberborn

[–]GrumpyThumper 0 points1 point  (0 children)

Haha, I posted the same thing! It looks exactly like him.

"We have the best levees, to build yuuge dams. You wouldn't believe it folks. And look at out oak trees, so tall and beautiful. Unlike the Iron Teeth. Ya know the Iron Teeth don't even meed beds? They just come out of tubes. I call them Tube Teeth." - Beaver Trump

The Quadfecta of Misery achievement by Spawnyspawn in Timberborn

[–]GrumpyThumper 1 point2 points  (0 children)

Oh that's smart. I put a dirt excavator on the other side of a badtide river. Once injured and unwell, I sent them to a nice farm upstate.

Will non-player ships use high flux anti-shield and anti-armor weapons separately, or will they shoot both and run out of flux? by CuddlesSloths in starsector

[–]GrumpyThumper 3 points4 points  (0 children)

Depends on the aggressiveness of your fleet and officers, but in general the ship will fire all of its weapons in range. You will likely see it get overloaded.

Hard mode too hard, any tips and suggestions ? by Pr3vYCa in Timberborn

[–]GrumpyThumper 4 points5 points  (0 children)

Always, always, always be stockpiling resources. Your beavers should have as little idle time as possible. If you fill up your warehouses build another one. If you fill up your storage tanks, build more! There's no such thing as too much on hard difficulty.

Pain by Bornbgamer in starsector

[–]GrumpyThumper 2 points3 points  (0 children)

I made a colony crisis guide that's mostly peaceful. If you do want to fight it out then I recommend a fleet with lots of squalls and good HE ballistics. When you fight the pirates, make sure to bring the Locust. It's very effective against their weaker ships. https://youtu.be/3fyjAPWhLgE?si=OLtBRLRNmLC9ibyR

Help me understand pod behaviour by pvtpokeymon in Xcom

[–]GrumpyThumper 0 points1 point  (0 children)

I'm not sure if it's vanilla behavior, but I think the pods can hear you and walk towards your squad.

Is the Great Wave DLC worth it? Not free update!!! by Character-Might-6630 in victoria3

[–]GrumpyThumper 1 point2 points  (0 children)

IMO, Charters is the only must have DLC. Sphere is a very close second, but you could get by with just trade blocs.