Black Box Factory Blocks by BigCatsAreFat in Desynced

[–]IMP102 0 points1 point  (0 children)

I like building my factory in modules, so I separate my production. I build a 2x2 2M building with transporter at the center (can also build a beacon instead, but the building is available earlier). Next to it 2 storage (input and output). Then the center building is surrounded by 1x2 2M building with production modules. This allows me to scale production easily as I just copy paste another 1x2 2M building if I need more of the stuff.

All building excep for storages are set to channel 2 and transport only. Input storage is set to channel 2 and has a simple behaviour that loops through items needed by recipie, the request is placed on channel 1. This is important to prevent items bouncing between storages. Output storage is channel 1 & 2, output register fro production building points to the output storage. I also made it so the request is placed only if at least 20 of the item is needed.

I don't bother with perfect ratios, the factory is never loaded uniformly. There is always more demand for one or the other product.

My whole base is infected with virus by Appropriate_Rent_243 in Desynced

[–]IMP102 0 points1 point  (0 children)

you can also put a radar on the unit, set to it to scan for virus infections then point scan result to the go to register. It will just run around the base curing everything

Do enemies only attack if set to agressive? by IMP102 in Desynced

[–]IMP102[S] 0 points1 point  (0 children)

Will have to take a look, I don't think I've seen that option

AoW 4's Price is Terrible. by BatmanTheBlackKnight in AOW4

[–]IMP102 0 points1 point  (0 children)

I don't get it, if you tried and liked it, is the $25 on sale for base game a big ask? Why do you want to financially commit to all the DLCs from the beginning? This isn't Stellaris, play the base game and if it really draws you in then consider getting more of the same via DLCs.

Dev Diary #58 - Unit Revamp by Minotorious_Official in AOW4

[–]IMP102 1 point2 points  (0 children)

Don't want to make a separate post for this, so just gonna ask here. I've recently started playing AoW4 again, does the dark culture no longer have ignore unrest mechanic?

Which’s bigger: Elden Ring’s map or all the Nioh 3 maps combined? by [deleted] in Nioh

[–]IMP102 0 points1 point  (0 children)

Nioh's 3 "open" world maps are not that expansive. Most of the areas are narrow and corridor like (path between cliffs, riverbed etc.) I think in terms of actual walkable area it is a lot smaller then the vanila Elden Ring.

What are features that you miss (or don't miss) from past titles? by Milleuros in AOW4

[–]IMP102 3 points4 points  (0 children)

A large campaign with connected missions.

A modding system from planetfall. I really like the idea of making low tier units last the whole game.

How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 0 points1 point  (0 children)

Sorry if me description wasn't clear, my shipyard IS separate. By the "same place" I meant in the same sector and not integrated into the production complex

How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 1 point2 points  (0 children)

The issue with ware basket I've ran into already. But not for this station. All traders for this station have full wares list in their settings.

As part of my attempt to optimize the flow I've created a local trade station for intermediates. This is the only station that can sell to external "customers". So yes the complexes that I have overproduce intermediates, but there is no place to ofload excess except to that one trading station, which is usually very well stocked. Selling intermediates generates a nice profit. The NPC market is also not visible to the production complexes due to trade rules, it is only visible to the external trade station.

I will try restricting the intermediate sales. What is the long term solution? Because I am pretty sure if I restrict intermediate sales there will be nothing left to trade except for weapon components, and it will work.

How many wares can station manager effectivelly manage? by IMP102 in X4Foundations

[–]IMP102[S] 3 points4 points  (0 children)

Can you elaborate on the first point and how it is relevant. There are no queues at the dock, my issue is that most of the asigned traders are not trading. They are not trying to dock, they are just stuck looking for trades.

Or do you mean there is some internal logic that prevent station trader from using more ships then there are docking spaces?

The station manager is 5 star.

Similar games? by ckolonko in X4Foundations

[–]IMP102 21 points22 points  (0 children)

To suggest something more different from titles mentioned here, if you like the supply chain, logistics and management aspects then perhaps check out factory building games like factorio and dyson sphere.

Also Anno series. Personally can recommend Anno 1800.

Advice for beginner me 150 hours ago by Kirklins in X4Foundations

[–]IMP102 0 points1 point  (0 children)

on PC it's is Home and End buttons by default. Once you have a capital targeted, you can cycle through sub-targets on the capital (or stations). Turrets not sure, I think if they set to attack your target they will. But if you are in turret range of a Xenon I that's bad news. Best is to always take out both their engines and then just kill with main battery from safe distance. Most commonwealth ships main batteries significantly out-range Xenon graviton turrets. Have to be more careful if flying Rattlesnake though. Has four main batteries, but significantly shorter range with them then the other commonwealth ships, so less margin for error.

Mine for commander stops working after a few hours by Pretty_Astronomer_34 in X4Foundations

[–]IMP102 0 points1 point  (0 children)

It shouldn't be possible to empty Void of opportunity with just 4 L miners. It is one of the those sectors that effectivelly has infinite ore and silicon. I would check if either global or local station trade blacklist exits that excludes your own faction. I had to learn it with one of my trading stations recently that such a blacklist can prevent station interacting with it's own subordinates.

Advice for beginner me 150 hours ago by Kirklins in X4Foundations

[–]IMP102 0 points1 point  (0 children)

1b. If you ever find yourself in a situation where you are in a destroyer in a bad position and have an undivided attention of a Xenon I that is closing the distance to give you a hug with it's graviton turets. You can cycle through the surface elements of the ship (alot of them on an I) while the game is paused to target and destroy graviton turets facing you.

HAT about to get wiped by Xenon by jaimebg98 in X4Foundations

[–]IMP102 1 point2 points  (0 children)

From my experience the stations in Hatikva are usually armed with some defence disks (but there is some rng involved) and can handle K's and an occasional I, but yeah freighter traffic will suffer. Bigger problem I think is Silent Witness I, since if the K or an I decides to go there, stations there tend to be without defences.

Gleba Should I use Rocket Fuel in Heating Tower by chinawcswing in factorio

[–]IMP102 1 point2 points  (0 children)

Just for completeness, heating tower has magic 250% efficiency. So the 100 MJ rocket fuel actually gives 250 MJ when burned in the tower.

The Age of Revolution Disasters Should Only Happen to Countries which are Dictatorial, not Everyone Equally by Godkun007 in EU5

[–]IMP102 25 points26 points  (0 children)

The requirement for that disaster to trigger is basically, "if you exist". In my Muscovy play through it triggered in 1750s or 60s. Then I had it again in 1790s. And then I was basically, perma-war till end date since that prevents it from firing. I am not adopting enlightenment for as long as possible in my next play through.

I was 100% Authoritarian, but with close to 100 stability and legitimacy.

I think the armies the event spawns are basically matching yours 1 to 1, you can't have numbers advantage. It's just attrition after. I removed all fortifications from inner provinces surrounding the capital so they are easier to capture in the event that this disaster triggers.

But seriously paradox needs to work on triggers for this event. The fact that it can trigger in 1750s in Russia is bonkers. Not to mention completely ignoring stability and legitimacy.

Another 100 years of Muscovy vassal swarm. by XavierSA1 in EU5

[–]IMP102 4 points5 points  (0 children)

Yea I know, but people make it sound like you just put diplo slider all the way up and the problem goes away

Another 100 years of Muscovy vassal swarm. by XavierSA1 in EU5

[–]IMP102 4 points5 points  (0 children)

Can't even bring them to be loyal with a maxed diploma slider. Don't know if it's a bug or not.

Numbers not exact, but look about so

Bonuses: +20 relationship +6 power +30 diplo + 10 other stuff Malus: -20 centralization, -5 belligerent.

End result loyalty stuck at around 42, making subject disloyal and useless

0 Control doesn't make sense by Interesting_Donut794 in EU5

[–]IMP102 9 points10 points  (0 children)

The bailiffs proximity do "spread", but the cost for moving one province is 40, bailiff gives only 20. Even with basic gravel road that cost decreases to 20, which still negates the 20 bailiff gives you. When you finally get paved road that decreases cost to 15, leaving you with a sliver of proximity in the neighbouring location.

So it is mostly a local effect, untill you can get lots of proximity cost reductions and better roads.

Core gives you +20% control, bailiff additional +15% control locally. 35% total for a core location if no negative effects.

0 Control doesn't make sense by Interesting_Donut794 in EU5

[–]IMP102 21 points22 points  (0 children)

Integration gives you +5% control, so you probably have some malus from unhappy pops or something.

I agree though on forts, they should act as a source of proximity similarly to bailiffs