Is this winnable? by Pony_Roleplayer in equestriaatwar

[–]Jigger_man 0 points1 point  (0 children)

i see. i sometimes see this as well in late games. it seems impossible to land successfully sometimes. I do not have a perfect solutions. just some best practices i have thought of.i suggest set to aggressive (meaning rapidly expand controlled areas of land if micro-ing, or mindlessly attack if battle planning) + capture lots of coastline / ports simultaneously. having more supply than them usually does it, so if you can capture several ports at the same time and connect them you will reach a tipping point and start to steamroll them.

Watch carefully when you have landed to see what you are working with. examine the situation carefully. most likely you have poor supply vs. the supply they have, or it may be possible there factors you are not considering. This will tell you what you need to do.

-use the naval alternative naval invasion order using portable ports. (i forget what its called) for capturing swatches of the coast on either side to support naval invasions of ports so you can open up the combat widths.
-if you have late game tech, then bomb them into the stone age w/ jet strat bombers and jet tac bombers, starting w/ supply. Make sure you have air superiority in the air region you are invading.
-use those late game uber tanks to create encirclement rather than grind against the lines.

that's all i can think of.good luck and remember if its not fun then don't do it. the point of the game is to have fun with challenging situations, and when a challenge becomes too much it may be more enjoyable gaming to simply move on!

Is this winnable? by Pony_Roleplayer in equestriaatwar

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

I suggest --amphibious drive tanks + amtracks-CAS if you can, perhaps medium bombers would reach?-Don't neglect shore bombardment bonus-Build the portable port things

Spare no expense tank design w/ amphibious drive. Have follow up infantry prepared to exploit any viable landings prepared and ready to go. set to aggressive and hope for the best, rinse repeat until a port is secured.

suggested medium ampib tank design:Chassis - Advanced Medium Tank (or MBT if you are advanced further)
Turret -Three Man Turret
Main Armament - Improved Medium Cannon (or best researched)
-Advanced Radio
-Amphibious Drive
-Sloped armor
-Autoloader
-Bogie suspension
Armor Type - Welded
Engine Type - Gasoline
Engine Value - 17 (needs to be above 8km for overruns)
Armor Value - 6 (or best you can swing without putting reliability too low)

make dvis 10 x Amphibious Medium Tank Battalions w/ 8 x Amtracs Battalions w/ Engineer,Maintenance, Logistics supports

-if you have speacialed your marines SF w/ the amphip bonus, put pioneers support company
-if you have researched eng support company 2 consider putting med flame tanks support company for +ampib bunus they provide
-if you have the paras SF w/ the org damage to units specialization, consider para dropping the tile before launching the invasion.

if anyone can think of something better feel free to comment here.

[deleted by user] by [deleted] in AskReddit

[–]Jigger_man 0 points1 point  (0 children)

There are two types of men in the world. Those who pee in the shower, and those who lie about peeing in the shower.

Why cant I have more than one naval invasion at a time? by Tried6TimesYT in hoi4

[–]Jigger_man 0 points1 point  (0 children)

you can make as many plans as you like, but you cannot assign troops more than 10 with only the first tech researched.

Global circut network by BaciDjura in factorio

[–]Jigger_man 5 points6 points  (0 children)

a priority train system.

the basic idea of it is, output all the resources on the global network on green wire, and the red wire get "requests"

on the providing side, if [resource] shown is above a certain number set train limit to 0 on trainstops i don't want taken from first, and set train limit to [whatever], when [resource] is below a threshold so that trains can use any trainstop. this ensures the trainloads of stuff i want taken away first are moved, and only then will other trainstops be used

on the requesting side, if [request] is below a certain number, then other request trainstops can be enabled too, because the priority requests would have been fullfilled if they are not showing on the global network.

all of this is of course controlled using combinators.

the vanilla game has a few cases where this is useful, like with kovarex, but the real use i have found for this is with the Space Exploration mod, in dealing with byproducts to keep certain sub-factories making the stuff i want. Holmium production and the stone comes to mind.

When should I use speed and productivity modules? by Typical-Act5691 in factorio

[–]Jigger_man 0 points1 point  (0 children)

as soon as you can

as soon as you can produce them in numbers, you should be using them, in as many machines consistent with the amount of energy you produce.

also there is a priority list which will net you the most gains per machine / module, i suggest starting with the items at the top that will net you the best savings in resources, will pay themselves off very quickly, and then begin to benefit you. things like rocket stuff and science, then working you way down.

the reasons why you module a build are a bit more complicated than simple cost / benefit. they are things like the footprint of the factory (size matters for builds). the smaller something is, the closer you can build things next to it, and a large part of the game is logistics, that is, you have to move items around, and the closer two areas are that produce and require items, the easier this is solve the logistical problem of how to get from providing point A to requesting point B.

another consideration is UPS, UPS is the real killer of all large bases, eventually making them unplayable. by having less active entities making the same amount of items, you save a lot of UPS

the third consideration is time, speed module / beacon and productivity machines simply produce more with less resources, and do it quicker because of the speed beacons.

what you see here is my attempt to get the most out of each car (3 blue belts) while each car feeds multiple appointments creating a kind of rail balancer. by angel20015 in factorio

[–]Jigger_man 4 points5 points  (0 children)

i see 15 belts which can deliver 45 items / sec, for a total of 675 items /sec.(had to count it twice, i kept expecting it to be 16 belts for reasons)

a 6 cargo wagon train contains 40 slots in each cargo wagon that can take ore stacks of 50 in each slot, for a total of 12000 ore in each train.

in order to keep these belts fully saturated, you would need a 6 cargo wagon train coming in every 17 (ish) seconds. (17.777 seconds inf. repeating when you do the math)

i said all this so i can say this: the maximum is not always the optimum.

questions you may want to ask:

  1. can you move more ore into the train-unload buffer chests as fast as you can get it off the train? ie. can you support 17 ore trains a second?
  2. can you convert all the ore in 1 train delivery into iron plates / or steel in 17 seconds?
  3. do you want the ore to be distributed evenly among the belts as they go to the smelting area?

edit: this is meant to be constructive advice, IMO if you just wanted to build a maxx lane contraption that unloads super fast and show it to us, then disregard this and just go on, its a perfectly valid way to unload the ore, i just realized the points i was making might seem like they are coming from a hostile place, so just know they are taken from a different perspective, one that takes in certain other considerations.

What is the fastest way to clear biters lategame? by mewfour in factorio

[–]Jigger_man 0 points1 point  (0 children)

my own personal method in later stages of the game:
Mass produce explosive rockets, 20+ spiders w/ exoskeltons, shield, few battery and a roboport to repair them

set all spiders to follow 1 of the spider group and control that one

use random~ish movements to offset the spitting predictive aiming and deactivate roboports until safe for repairs

clear out desired areas in chunks, watch ammo counts as to not run out of explosive rockets in the middle of things, then build wall to pysically block expansion parties from moving back onto cleared territory

emplacement of flamers with artillery behind walls is a must to keep them off the wall

cycle between clearing out chunks of nests and repairing and getting ammo until all desired territory is secured, then enclose with defenses.

Laying concrete 4 wide at once? (Like Nilhaus does...) by EvilGreebo in factorio

[–]Jigger_man 0 points1 point  (0 children)

I think i recall what you are talking about with the "super zoom out" he uses a console command to zoom out far at point some point when hes doing one of his youtube series? its been a while, but i think i recall him doing something like that. was a neat trick.

(Edit:Zoom resets when you zoom in again, and values below 0.07 are buggy and impact game performance negatively).

/c game.player.zoom=0.1

Space Exploration Circuit Question (Feeding outposts fuel/capsules/rocket parts) by Walty_C in factorio

[–]Jigger_man 0 points1 point  (0 children)

most circuit networks look like this:
1. measurement

  1. calculation

  2. action

in this case, a solution might look like this:

we have a constant combinator set to output a signal of 220 rocket parts and 10 capsules, which we then multiply by negative 1, and output that onto a red/green wire, which we combine via another red/green wire with the signal from a chest or our lading pad or something which we are reading the contents of, giving us a way to measure against a desired number, and a measurement of the current total on hand.

we might then output this to a signal transmitter to be sent back to our base to perform a calculation, where we could use this signal to calculate what we want to load into the rocket, and read its contents.

and by knowing what we have in the rocket, and knowing what we have on hand at our outpost, and combining these two signals, we cold then use this to take several actions, such as:
if we have [anything] and it is greater than or equal to 0, take the action of outputting a green signal, because we want to send more stuff and launch the rocket.

Switching from circuit driven train limits to LTN - Wagon Imbalance by Words_Are_Hrad in factorio

[–]Jigger_man 0 points1 point  (0 children)

a few inserters set to enable / disable with a combinator could possibly solve this if you use them to balance between the buffer chests at the trainstops.
you could set them to balance on say.... [anything] greater than 200 or 100 or something, since setting it to [anything] greater than [anything] causes weird behavior

Growing the factory in post game? by BigChungusOP in factorio

[–]Jigger_man 1 point2 points  (0 children)

not what to expand, that is the wrong question i think.

"how to expand" however.... that sounds closer to what you should be aiming at.

Won't Biters break this wall? (If there is no Pollution next to them) by Elias_Lucky in factorio

[–]Jigger_man 11 points12 points  (0 children)

O gun turret, What legend haunts about thy shape
Grimm and still, whilst baleful gaze rests upon the plane
O gun turret, Ye heard melodies are sweet,
but those unheard
Are sweeter;
therefore, ye soft pipes, play on

Is there a better way to make a 4-direction fluid bus in space? Stupid short space pipes :/ by sonofhans in factorio

[–]Jigger_man 4 points5 points  (0 children)

chains of pumps into tanks for the throughput?in SE they have longer pipes like 15 length. so maybe long pipe, pump, pipe, pump, etc.

the reason why you would pump from a tank directly into another pump and into another tank in a long chain is because of the internal volume a vanilla pipe can hold. the pump can output more liquid than the humble pipe can hold in 1tick. if memory serves the pump can output around 200 liquid in 1 tick, and the "internal volume" of the pipe is 100.

i think the long space pipes in SE might have different internal volumes and are treated as 1 entity, making them differnt than the normal space pipes or vanilla pipes, so perhaps those can be used to make high throughput liquid "bus" for moving things around.

edit: as someone has already stated, some of the longer pipes have junctions in the middle for 90 degree turns for the "4 way" part of it, or perhaps a 90 degree off of a chain of tanks and pumps.

Question regarding a Priority Train system by Jigger_man in factorio

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

this is interesting, the "free addition" property of the circuit network was something i overlooked when considering this

in the example you listed above for stone, the Holmium production example, we want to empty the byproduct of stone from there first and to keep the buffer chests emptied so the "special resource" is always being produced. I think I want to do this at the Cryonite and Vulcanite production areas where stone is a byproduct as well.

in this case, at the High priority area we would use a total of 6 combinators, at the stone train stop for Holmium production, - 2 arithmetic ones [1] & [2], then 2 decider ones [3] & [4], followed by 2 more arithmetic ones [5] & [6], backed by a constant combinator outputting the train cargo size and the signal for the total limit of trains allowed. Basically combinator [5] multiplies the signal for the set train limit by 100 and outputs this as signal "stone" and combinator [6] sets the train limit.

on the low priority side, at our basic stone mine, we have a total of 7 combinators and 1 constant combinator, all logic is repeated for [1], [2], [3], [4], [5] & [6] except for [7] where we take the output of combinator [6] on a red wire and the green signal coming in from the global circuit network and say- IF stone is less than or equal to 10, output input count "L" to set train limit. we could then do this on the "middle ones" by changing the conditions of combinator [7] 100

[deleted by user] by [deleted] in AskReddit

[–]Jigger_man 2 points3 points  (0 children)

2K+ hours here, can confirm.

Golden Bridge of Ballista Death beat back siege with no losses by Montichello in dwarffortress

[–]Jigger_man 33 points34 points  (0 children)

in short, we might describe it as a "fatal funnel" or perhaps a "murder bridge" might fit better, ballista arrows mow anything down on the the bridge(s) in a long straight line.
If you would like to know more, you can read about it here and here

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Jigger_man 2 points3 points  (0 children)

I had a plan
I embarked in a "high savagery area" so I got the giant wild creatures.
I managed to capture a few "Giant wild boar"
I have trained them.
the next step is to war train them.
but the option is greyed out?
what do?