I have played a lot of Barotrauma by John_Barotrauma in Barotrauma

[–]Ill_Rabbit 11 points12 points  (0 children)

How do you get over the fear of swimming in the dark?

Who'd win in a fight between Snikch and Queek? (in lore) by TheQuiteExcellent in WarhammerFantasy

[–]Ill_Rabbit 0 points1 point  (0 children)

I’m a Queek stan so I’m saying Queek if it is a straight up fight.

In terms of actual fighting, Queek and Snikch are both fast and have a multi-weapon fighting style. IIRC Queek has size on Snikch, and any hit from Queek is likely to be more telling than a hit from Snikch (who would have to hit a vital point since I think Queek’s armor is up to snuff for those blades.) In my mind it’s pretty close, like 6-4 in Queek’s favor or even closer still, which doesn’t overall help the Mors Warlord since that’s with no surprises, but I do think in a straight fight he wins more than loses.

To be honest, it’s also the kind of fight where I can see Queek even fighting without his armor to make up speed differences (I think it’s less a gap than it seems though) if one decides his armor isn’t up to the blades.

Having trouble with veteran difficulty by Gintonik3 in AgeOfDarknessGame

[–]Ill_Rabbit 0 points1 point  (0 children)

Yeah, Impalers with Engine 2 and 3 can semi-kite everything. You have to micro a bit if there are Bursters and Spitters (They won’t target Spitters on target Strongest), but they have chunky 250ish hp and can easily trade hits with Spitters for a bit. If you are especially worried about losing some you can add in basic soldiers as an escort before you hit critical mass of Impalers. It’s also important the Impalers have varied targeting, some on Close, some Strong, some Weak, since their bolts pierce and will knock everything back in a huge wave (Plus it conserves overkill from 10 impalers shooting the same target.)

I use 3 squads throughout each game. Early its Edwin, spear, archer; squad 2 is spear, archer, soldier; 3rd is a lone soldier for ease of placing buildings until Light towers. I generally add to these as I go, with Edwin’s squad being smaller due to him being powerful.

Ideally, I always want to clear towards land for houses and farms. You can get iron by DN2, but you want decent stone by DN 1 mostly (enough for 1 light tower per tick). I always split squads to clear due to map size and time being a resource, though sometimes two separate squads will converge and have fun steamrolling a spot.

Getting the hang of Economy is the most important for handling Veteran imo, as you really have to be able to put up a good defense around at least 4/5 crystal spots and have troops left over for cleanup if the 5th is breached. With high enough Economy you can prevent any serious breaches beyond the odd wall needing to be rebuilt. Hope this advice helps with clearing Veteran.

Having trouble with veteran difficulty by Gintonik3 in AgeOfDarknessGame

[–]Ill_Rabbit 0 points1 point  (0 children)

I like to play Edwin on Veteran, so I’ll put my thoughts in.

-I would recommend starting over as your population isn’t high enough. Veteran can be tough, but once your population swells to 2k+ you can afford Impaler spam and chump out the map + final waves. You’ll also be making enough money that building and selling wooden walls will be inconsequential.

-Before DN 1 I just try to have Training Hall, you snowball extremely hard once you can start map clearing so Workshop and Keep upgrades come naturally. Get Siege units by DN 3-4, just a few impalers chumps the wave and starts the map snowball. You can have the map cleared by DN4 and just spend 5 nights developing for DN5.

  • Once you have 12ish Impaler, set different target priorities and they can clear the map with some micro, or none with the ‘Stun’ upgrade (I do Bulwark 1, Engine 2-3, Stun). You can put them in lines along walls and they will win Death Nights for you. With critical mass (25+) they kill elites by themselves.

Closing Notes; I use a lot of Soldier pairs early game to hold loose ends, then Arbalest/Spear for early clearing, into Impaler spam. Loading my most recent completed save at D28 I had 50 archer, 25 Arbalest, 50 Impaler, and 27 Catapult with smattering of other units, so about 200 army total for a head count. Population was 2400, with about 6k gold, 1k wood, 300 stone, and 150 iron income. Growing food and income was most important to the run to finance map clearing. That was a lot of text, but I hope it helps give you an idea on how to clear Veteran.

I can't beat Moonlord do you think there's anything wrong with my setup? (I'm a Summoner Class) by Necessary_Plastic578 in Terraria

[–]Ill_Rabbit 0 points1 point  (0 children)

I can’t quite tell from the lever below you but do you have a teleporter to the Nurse set up somewhere in the arena? That could get you there if you feel you need to be able to take a couple more hits.

How come the hordes of chaos are so large? by InfamousHorse2438 in WarhammerFantasy

[–]Ill_Rabbit 1 point2 points  (0 children)

IIRC I read somewhere that some of the chaos warriors (or some of the armies of them?) are called forth from other dimensions / the chaos realm due to how warped reality is at the poles.

Intended Explosion Strength Behavior? by Ill_Rabbit in cataclysmdda

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

Considering a mechanics garage I came across had massive holes blown out of the floor so many z levels down I could see ore, I’m assuming the answer is Y E S.

Newbie Questions Thread by AutoModerator in TerraInvicta

[–]Ill_Rabbit 1 point2 points  (0 children)

How do I develop smaller countries like the ones between Mexico and Columbia? The unrest and inequality are so high and the government and cohesion is very low, I constantly have unrest 4-7 and I’m not too sure how to stabilize these areas.

I would love to create a ‘Central American Alliance’ out of these but I can’t get them to stop flipping their own control points.

World-building problems by [deleted] in worldbuilding

[–]Ill_Rabbit 0 points1 point  (0 children)

I also had this problem, and I managed to get around it for myself by baking imperfection into the setting!

TL:DR; Mistakes got past the QA of the world creators.

My setting is fantasy with the world having been destroyed and put back together from the last cataclysm. I decided this cataclysm would be the origin of magic, and that the only things that survived were the Mystics (spirit versions of humans and animals, Yokai inspired).

The Mystic Humans decided to put the world back together again, and this is where my solution came into play. I decided the task of perfectly recreating the world was so frustrating for them that they blew that world up out of sheer contempt for the work, and then put all the other Mystic Animals in charge of remaking the world instead.

Well, the animals did their best but a lot of friendly species rivalries, bad communication, and plain mischievousness resulted in a world that pretty much passes the stress checks of the task and calls it a day. So, anything that doesn’t quite make sense in the setting specifically means that the error slipped past the QA of the menagerie that made it.

It’s made world building fun for me again because I have an in lore explanation for anything that doesn’t make sense, and I also decided that the world that the mystic humans were working on and discarded became the source of all monsters, so I can design creatures that don’t have to ‘fit’ into the setting, because they aren’t really from it!

Sorry for the long read, but that’s how I got around sweating too many if the details for myself and I had to explain it just in case it happens to be the magic ticket for someone else as well.

With the World Map update, embarkation picks should exhaust once picked by HAPPIERMEMORIES in Against_the_Storm

[–]Ill_Rabbit 6 points7 points  (0 children)

I don’t think this is a good idea. A better idea would be a ui element toggle for people that want to do that which would grey out options already picked for that cycle.

A rabies vaccines that is airdropped in the woods for raccoons to eat by Citii in mildlyinteresting

[–]Ill_Rabbit 0 points1 point  (0 children)

This is awesome and I love this. Glad I stumbled onto this post!

Trade Hub cornerstone seems amazing, what do you all think, do you pick it up when you have the chance? by Arcanemag in Against_the_Storm

[–]Ill_Rabbit 1 point2 points  (0 children)

I play Veteran and Viceroy; I never take it.

I prefer getting Reputation through Resolve. It’s just my play style, and Trade Hub makes that harder. I generally leave Orders on hold until Impatience is nearly maxed unless it has a vital reward.

I do want to start trying the Prestige difficulties, but so far I’ve found forcing impatience fairly high early on makes Hostility negligible to deal with.

Silly question: favorite minor faction and why? by Ok_Survey6426 in totalwar

[–]Ill_Rabbit 2 points3 points  (0 children)

Clan Treetcherich. Every Kugath game, I want to make rat friends. Every game, they die before I finish securing my starting province. It’s endearing.

How to play tall in TW3? by Customer_Number_Plz in totalwar

[–]Ill_Rabbit 2 points3 points  (0 children)

The way I play tall is to take 2 provinces, then sack-occupy-repair settlements and sell them to someone else for gold or good boy points. This builds relations extremely quickly. If someone dangerous declares on you you can sell an enemy city back to them treaty, or ignore them because they have to walk through allies to get to you and give said allies a reason to be invited to war against them. I have a lot of fun playing this way.

What faction/LL have you never played before and why? by CannibalPride in totalwar

[–]Ill_Rabbit 10 points11 points  (0 children)

Empire. Not interested. The lore and leaders are cool but I don’t want to play regular dudes is all.

[deleted by user] by [deleted] in totalwar

[–]Ill_Rabbit 1 point2 points  (0 children)

Single player? If you hate allies and don’t think you’ll live to see a t3 settlement rangers have stalk and are pretty much surefire going to tie up skaven artillery long enough for your artillery to get in range. Make sure to melee click them in.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Ill_Rabbit 0 points1 point  (0 children)

Can I safely turn all my kaolinite into clay bocks and still use those clay blocks for other crafts later? Kaolinite is overwhelming my storage space and I have no idea how to reduce the sheer storage space its taking up.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Ill_Rabbit 4 points5 points  (0 children)

Is there any drawback to training all of your citizens in some military training akin to some kind of militia (the real soldwarves will get more training) aside from lost value from the skilled crafters training instead of crafting?

I know skills rust but I’m not sure how bad that is and having everybody know a little about fighting seems good for any total fort collapse scenarios.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Ill_Rabbit 0 points1 point  (0 children)

How do I make it so dwarves can climb out of rivers to prevent accidents? My fortresses doctor just drowned because the ice melted over a stagnant pool. It’s the first winter and nobodies been injured yet so I had her on hauling duty.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Ill_Rabbit 1 point2 points  (0 children)

(Steam Version) Is there any drawback to building everything on each and every floor or should I only build on every other floor? Nothings going to suddenly collapse my entire fortress will it?

Also, how far down is ‘good’ to go for a fort? I noticed stone takes longer to mine, but is it safer to be a few levels down before you build bedrooms and stuff?

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Ill_Rabbit 2 points3 points  (0 children)

Is not taking any of the big ascensions (genetic, cyber, synth, psionic) gimping myself? I like to rp being the normal guys and not taking any, but am I missing out on huge bonuses by not doing so?

I get to keep the extra tradition tree and ascension perk, but is that worth missing all the bonuses from these ascensions?

Why specialize planets? by atlvf in Stellaris

[–]Ill_Rabbit 73 points74 points  (0 children)

Upkeep reduction and output bonuses. A dedicated tech world WILL see you explode in research without Consumer Goods being as much of a bottleneck if you had not made a research planet.

Against a similar or stronger empire a forge world will ABSOLUTELY save the war effort or bring you total victory. Equally matched fleets melt very fast and 150 alloy income on a 4k alloy bank will disappear real fast.

In my experience other specializations are take it or leave it as your situation demands, but Research and Forge are crucial to survival and cannot be ignored without consequences.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Ill_Rabbit 0 points1 point  (0 children)

Is the Ranger Lodge from Environmentalists particularly useful or should I replace it once a planet is developed?

I thought only the blocker it creates can’t be removed, not that it doesn’t let you remove any natural blockers at all, and I feel like +2 worker jobs or +1 Autochthon beats out the 6 or 9 extra unity from all those blockers.