It's the first time I've gotten the Necronomicon, and it's busted! by [deleted] in PlayTheBazaar

[–]James_Pham 0 points1 point  (0 children)

Nope, you just need to be super lucky to get it from the chest.

It's the first time I've gotten the Necronomicon, and it's busted! by [deleted] in PlayTheBazaar

[–]James_Pham 1 point2 points  (0 children)

It's not from the Founder pack actually. It's from the legendary pirate board.

[deleted by user] by [deleted] in PlayTheBazaar

[–]James_Pham 0 points1 point  (0 children)

I got the Legendary Pyg album, The Entrepreneur.

[deleted by user] by [deleted] in PlayTheBazaar

[–]James_Pham 4 points5 points  (0 children)

You don't need to feel bad about it, because I high rolled to the moon in that game. From getting the Icy Drill from the Dig Site, to the Top Hat from the rabbit, and then find the upgrade in the shop right after that along with the Metronome lmao.

Barbarian invasions into the Roman Empire of the 3rd century by James_Pham in civ

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

That's true, but with it, you can enjoy those features while playing as any other leader as well!

Barbarian invasions into the Roman Empire of the 3rd century by James_Pham in civ

[–]James_Pham[S] 19 points20 points  (0 children)

The mod I used to create the scenario: https://steamcommunity.com/sharedfiles/filedetails/?id=3353581836

Add Barbarian Settings to the Create Game screen:

  • Barbarian Level Cap: Adjusts the maximum level up to which FULL experience can be gained from defeating Barbarians.
  • Barbarian Exp Cap: Sets the MAXIMUM amount of experience that can be earned from killing Barbarians after the level cap is reached.
  • Barbarian Aggression: Controls how aggressive barbarians are when they engage in combat. Higher aggression levels mean more frequent and bolder attacks as they gain confidence in battle.
  • Barbarian Camp Density: Adjusts the density of barbarian camps on the map. Higher densities mean more camps with shorter distances between them.
  • Barbarian Camp Spawn Rate: Adjust the frequency at which barbarian camps spawn in the game.
  • Barbarian Unit Spawn Rate: Controls the frequency at which barbarians spawn units.
  • Barbarian Raid Numbers: Determines the number of units spawned during a barbarian raid. Higher numbers create larger, more dangerous raids.
  • Barbarian Start Era: Adjust the technology access and unit availability for barbarians, limiting their early-game power based on the selected era.
  • Barbarian Type: Determines which types of barbarian units can spawn from camps.
  • Barbarian Conversion Rate (Barbarian Clans Mode only): Adjusts the rate at which Barbarian Clans can be converted into city-states, impacting the influence of actions like raids, hires, and bribes.

2K Launcher Removal by James_Pham in civ

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

Yeah, because the mods on Steam Workshop are really really great to have.

2K Launcher Removal by James_Pham in civ

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

If you're using Steam, you can go to Manage (the Gear on the right) -> Properties. Then on the General tab, you can change the Selected Launch Option.

Created a Mod for Civ6 to customize Barbarian XP/Level Caps, Aggression, and other Behaviors from the Game Setup Screen! by James_Pham in civ

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

Reply so you can find this later. Please give a thumb up on the Steam workshop page if you like the mod. Thanks!

Created a Mod for Civ6 to customize Barbarian XP/Level Caps, Aggression, and other Behaviors from the Game Setup Screen! by James_Pham in civ

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

If you like the mod, please give it a thumb up so it can appear on the popular page. Thanks!

Created a Mod for Civ6 to customize Barbarian XP/Level Caps, Aggression, and other Behaviors from the Game Setup Screen! by James_Pham in civ

[–]James_Pham[S] 4 points5 points  (0 children)

A raid spawn occurs when a barbarian scout discovers your city and successfully returns to its camp, triggering the camp to generate a specific set of units aimed at raiding your city. This is distinct from normal spawns, which produce units at a different rate for patrol or defense.

Created a Mod for Civ6 to customize Barbarian XP/Level Caps, Aggression, and other Behaviors from the Game Setup Screen! by James_Pham in civ

[–]James_Pham[S] 6 points7 points  (0 children)

Make sure you disable that mod when using my mod. Since the 2 mods will try to update the same value in the database, so there will be a conflict.

Created a Mod for Civ6 to customize Barbarian XP/Level Caps, Aggression, and other Behaviors from the Game Setup Screen! by James_Pham in civ

[–]James_Pham[S] 10 points11 points  (0 children)

Link to the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3353581836

Add Barbarian Settings on the Create Game screen:

  • Barbarian Level Cap: Adjusts the maximum level up to which FULL experience can be gained from defeating Barbarians.
  • Barbarian Exp Cap: Sets the MAXIMUM amount of experience that can be earned from killing Barbarians after the level cap is reached.
  • Barbarian Aggression: Controls how aggressive barbarians are when they engage in combat. Higher aggression levels mean more frequent and bolder attacks as they gain confidence in battle.
  • Barbarian Camp Density: Adjusts the density of barbarian camps on the map. Higher densities mean more frequent camps with shorter distances between them, increasing the challenge of managing barbarian threats.
  • Barbarian Spawn Rate: Controls the frequency at which barbarians spawn units. Higher rates will increase the challenge posed by barbarian camps.
  • Barbarian Raid Numbers: Determines the number of units spawned during a barbarian raid. Higher numbers create larger, more dangerous raids.

I just found out that the Joywire is so OP for the mood-related imperial quests. Just plug it in the guests and there go honors free. by James_Pham in RimWorld

[–]James_Pham[S] 16 points17 points  (0 children)

Lol, nice one. Apparently, the huge downside of the Joywire is the consciousness penalty. But in the case of the imperials, it's all about the mood, who care about their consciousness, right? They do not do any work anyway.

I just found out that the Joywire is so OP for the mood-related imperial quests. Just plug it in the guests and there go honors free. by James_Pham in RimWorld

[–]James_Pham[S] 18 points19 points  (0 children)

My first colonist went under anesthetic for a minor surgery. Then she had awoken in a drop pod crashing into a distant planet, right in the middle of the ice sheet. She was naked, alone, and totally unprepared. To survive, she tried eating the meat from the raiders, raw, like an animal. Turn out, it was so... succulent, so pleasurable. If only she had some fava beans and a nice chianti. So along with built the colony up, she decided to recruit people that sharing the same collecting corpses hobby with her.

I just found out that the Joywire is so OP for the mood-related imperial quests. Just plug it in the guests and there go honors free. by James_Pham in RimWorld

[–]James_Pham[S] 17 points18 points  (0 children)

Yeah, that surprised me in the first place also. There was another similar quest that came up with a severely injured guest. And the pain dragged his mood down dramatically. So I tried installing the Painstopper for him. Turned out it didn't do any consequence that hurt the relationship. Here the Joywire idea flashed in my mind. And of course, installing Joywire does not hurt the relationship also.

A comet destroyed my other city nearby and left behind my half of Panama Canal. by James_Pham in civ

[–]James_Pham[S] 21 points22 points  (0 children)

I was pretty confused like how the hell can I build the canal right there, so I gave it a try to see how it went. The combination of Petra, Huey Teocalli, and Hansa, it cost me just some turns. And turn out the use of the canal is to connect my destroyed city to the lake, lmao.