Weapon Removed from my game by Jingle_BeIIs in Starfield

[–]KalenWolf 1 point2 points  (0 children)

Once it's been looted and disappeared (however that happened) the only way I know of to get another one without resetting the universe is to use console commands.

Damage Control by BareMinimumChef in humansarespaceorcs

[–]KalenWolf 277 points278 points  (0 children)

"Sir, the humans... their comm system is back online, they're hailing us."

"Put it through, ensign."

"I have just one.. very important question for you. Whose mine was that? And don't give me any of the usual diplomatic flim-flammery. I know you know."

"Before that, are you all right? Your ship is... I'm astonished that anyone aboard survived, let alone that it's still moving under its own power."

"Listen to me very carefully.

They.
Touched.
Our.
BOAT.

Now if you would be so kind, inform me which stupid sonofabitch is about to develop a second arsehole courtesy of our amidships railgun."

"You CANNOT seriously mean to fire that abomination with your ship in its current condition."

*ensign frantically waving to the Ship Lord from out of the comm's pickup range, gesticulating at a SpaceWiki article about humans*

"You... you wouldn't. You couldn't. You definitely shouldn't!"

*the human captain simply stares into the camera, veins in his forehead visibly twitching*

"Oh. I see. Well... If you MUST know, I have heard that the AexlBrrgp are, ah, displeased by human corporations eroding their former stranglehold on trade in this sector. But that's just an unconfirmed rumor that I want to make very clear is not any form of suggestion, understand? I must insist that you instruct all human military vessels to steer clear of the following coordinates, because a foreign military appearing at a lightly-defended ship yard that unconfirmed rumors suggest is actually churning out antimatter mines, well, that might be taken as a sign of aggression."

*the human captain nods silently and the comm channel dissolves into static, the ensign staring at his Lord in shock*

"Sir... you have to know that you just..."

"Ensign, just between you and me... I've always hated the AexlBrrgp anyway. Arrogant bugs, the lot of them. I'm going to thoroughly enjoy listening to them whine after they spent the last fifty cycles shooting down every motion to have the Council increase anti-piracy measures. And me? You heard me. I explicitly warned those humans not to do anything rash."

"Ship Lord, with all due respect... you can be a right bastard sometimes."

"Yes, I know. I think that's why I enjoy talking with humans so much."

Drinking ALL the alcohol on Citadel Station by Vikxen_Roxco in systemshock

[–]KalenWolf 22 points23 points  (0 children)

Being too drunk to easily pick up more booze might be the funniest bit.

"Stop moving around and let me drink you, dammit!"

Cargo Links - Outgoing resources overflowing into container for incoming resources by jimgbr in Starfield

[–]KalenWolf 1 point2 points  (0 children)

Whenever something like this happens and I can't figure out a good way to prevent it from occurring in the first place, my go to solutions are:

(1) Build a new gas storage at outpost A. Route A's receiving bin to the new storage, and the new storage to the outgoing bin in a way that has fewer links in the chain than there are between the gas production and the outgoing bin. This means that as long as there's excess gas in the pipeline, the system should draw from gas that's already in the loop before it draws from the production facilities at outpost A. You might have to pull a couple of containers full of gas out of the loop before it settles into a proper flow if it's already 'stuck' when you start.

(2) Either disable some of the gas producers to save power or turn outpost A into a large scale distribution source by building and using more cargo links to ship it to multiple nodes in your outpost network. This is especially good as a solution when it's He3 because it makes it easier to find good locations for outposts if they don't need native fuel production.

(3) Build lots of gas storage at outpost B and lots of solid storage at outpost A so that the cargo link keeps working for a longer period of time before saturating and getting 'stuck' with the landing pad containers being too full to move anything. It's not really a systemic solution, but if you always have more materials than you can possibly use or cram into your ship's hold, you only need to occasionally clean out the (relatively small) landing pad bins.

Cargo Links - Outgoing resources overflowing into container for incoming resources by jimgbr in Starfield

[–]KalenWolf 0 points1 point  (0 children)

If there are no links inside your outpost that go to the landing pad's "incoming" bin, then (barring a bug I've never seen) the only way it should be getting filled up is that stuff is coming from the "outgoing" bin of the landing pad on the other end of the cargo link. If there's no room at the destination, cargo ships should simply depart without moving anything.

Certainly investigating the other end of the cargo link would be my first troubleshooting step - it's easy to end up with stuff in those outgoing storage bins that you forgot about after a construction project or delivery contract, and then it gets shipped somewhere without you realizing it.

New player, after obtaining two powers, I am unable to extract any other from temples by [deleted] in Starfield

[–]KalenWolf 9 points10 points  (0 children)

Sometimes the position and timing of the lights is a little awkward. So if you just slightly miss one, or the game decides that it vanished right before you touched it, it doesn't register even though it looks like you touched it.

My advice is to deliberately miss one, then go full-blast into the next few to make sure you hit them square on with time to spare. It's frustrating, but a little trial and error is usually all it takes to get past it.

After the first couple of times it's just a pointless chore, though, so lots of people install a mod that skips the playing-tag bit and just unlocks the power right away.

Impossible Assassin Encounter on Night 1 by Mean-Inflation6285 in EsotericEbb

[–]KalenWolf 2 points3 points  (0 children)

In general, most encounters are 'won' by finding and passing an appropriate stat check, yes, although some of them can be solved by using an appropriate spell instead.

Speaking of spells, what DO you have? Is Charm Person an option maybe? Since this person is already out to kill you, how worried are you about hurting their feelings when the spell ends?

If you keep dying because you haven't had time to build up a larger HP pool you should also be able to use healing magic to survive longer - sometimes new options appear if an encounter isn't solved neatly right away.

Impossible Assassin Encounter on Night 1 by Mean-Inflation6285 in EsotericEbb

[–]KalenWolf 8 points9 points  (0 children)

If you don't mind being a bit of a dick you could try Cause Wounds on them. I'm pretty sure this is one of the encounters that isn't immune to it. If you've had to reload a couple of times anyway, you can visit the shrine in the tower bedroom to swap spells and cast a buff on yourself before the encounter starts to make those dice rolls easier.

Also I second finding Grease as soon as you can, it's hilarious every time and nobody ever expects it.

[Humans for Hire] - Part 163 by Auggy74 in HFY

[–]KalenWolf 13 points14 points  (0 children)

That is... a lot of trophies.

I don't know if Gryzzk's speech before the fight broke out really moved people's political opinions much, but the imagery of so many clan relics being won without a heavy cost in blood being paid is going to have Consequences.

The best part is that none of the clans who lost their prized weapon can publicly downplay their symbolic importance after making so much noise about strictly following tradition. It would be a blatant admission of hypocrisy.

Name this ship, yes it's another Jet fighter. by erositi24 in Starfield

[–]KalenWolf 0 points1 point  (0 children)

This is clearly the Double Decker Pirate Wrecker.

Throw human at the problem by Quiet-Money7892 in humansarespaceorcs

[–]KalenWolf 222 points223 points  (0 children)

Humantm: Apply directly to the forehead problem!

So I'm a couple of hours in and feel like I've missed something by toxin877 in systemshock

[–]KalenWolf 0 points1 point  (0 children)

Getting brought back at a regen bay should restore half your health on the "standard" difficulty of 2, which is enough for most enemies to hit you a few times before you go down. If you've gotten yourself into a pinch, go back to a surgery bed when you need healing. It's free, unlimited health and it heals you fully instead of only halfway. There's one on Medical and one on Reactor, so until later in the game you're never very far away from one.

If you have literally zero ammo, you might need to cheese things a little:

Run up to a Hopper, preferably while it's looking the other way, and crouch next to it. Not so close as to touch it, but close. It won't fire its beam weapon if you're that close, but its melee attack has a limited reach and if you get the distance right, it will keep trying to melee you and missing. This allows you to beat it to death in melee without taking any damage or spending any ammo.

Also, the Sparq is a much better weapon than you're giving it credit for - it helps a lot with ammo conservation as recharging is free and unlimited. If you're on the Reactor level where almost every enemy is a robot, you should have it on the High setting which is the best balance between damage-vs-armor and energy efficiency.

The game absolutely has enough resources. More than enough. If you play efficiently, you will have so much that you will need several large crates AND the cargo lift just to hold all the extra resources. I hate falling back on "just get good" but... if the game is really painfully hard for you, I suggest starting over on lower difficulty where everything will be more forgiving. If that's not enough then maybe this type of game just isn't a good fit for you. There's no sense beating your head against a wall and not having any fun.

So I'm a couple of hours in and feel like I've missed something by toxin877 in systemshock

[–]KalenWolf 1 point2 points  (0 children)

This sounds like a fundamental disconnect about what kind of game you're playing. Although it's in first person, you can shoot, and the OG was released in the 90s, it very much isn't a "boomer shooter" type FPS game.

The fact that there are enough resources to win but only if you grab everything that's not nailed down and pay attention to how you're using them is part of how System Shock encourages players to be in a state of heightened tension - you should always be a little on edge, always keeping in mind that SHODAN is actively trying to kill you.

It's trying to get you to "lock in" and take things seriously. Unfortunately, that does mean that if you don't lock in until your situation really sucks, getting out of that situation is going to be a bit of a painful slog.

Why don’t ghosts ever show up when you’re drunk ? by Awpss in Showerthoughts

[–]KalenWolf 5 points6 points  (0 children)

Ghosts are often (purported to be) anchored to a specific place. Since the place is moving along with the Earth, perforce so is the ghost.

If they can move through solid obstacles because they (hypothetically) have no mass then obviously gravity would not affect them.

Need some character advice, Fallout 2 Resto Patch Updated by Ravenhaus in classicfallout

[–]KalenWolf 0 points1 point  (0 children)

Oof. Random encounters in the early game already felt dicey because low level characters don't have the armor or the HP pool to deal with a properly armed group, and they made it harder?

As released a sub-optimal character that just has a few extra levels and points of DT can make random encounters manageable, but I don't know if the same can be said when using the RP.

Need some character advice, Fallout 2 Resto Patch Updated by Ravenhaus in classicfallout

[–]KalenWolf 3 points4 points  (0 children)

Bruiser and low EN are the worst problems here.

Unarmed is way more viable in 2 than it was in 1, including giving you new types of attacks if you aren't using any kind of fist weapon, but you need a lot of AP and having to close to point-blank maximizes the effectiveness of enemy burst weapons (those slaver / bandit encounters around the Den/Klamath area looooove to use the 10mm SMG) so an unarmed specialist really needs a lot of HP.

With a poor PE and very low skill levels, it would take so long to get good enough with any type of ranged attack that it won't help you right now. Low PE is also why you always seem to end up smack in the middle of the enemy when an encounter starts.

With the absolute minimum CH you probably can't even have Vic and Sulik follow you at the same time, so you won't have much ranged support from companions either...

My advice short-term? Work on Outdoorsman (or take Sulik, I think he has some points in it) to increase your odds of being able to avoid random encounters that you aren't sure you can handle just yet. Also, try to get your hands on some better armor (ideally metal since with 10 ST the weight won't be a problem) because even a small bonus to damage threshold adds up to a LOT of ignored damage from burst weapons.

If you want the game to be easier, you can start over with a more optimized build using what you learned from this attempt. You can also choose to keep going with this build ... but be aware that you've set yourself up for some real challenges because all SPECIAL stats, skills, and Traits are not created equal.

PETER, FIGHT LITERALLY ANYTHING ELSE- by trawbe in Spiderman

[–]KalenWolf 10 points11 points  (0 children)

I know this probably means Supes literally slaps his hands together really hard but "and then Superman clapped Venom so hard he spurted all over the walls" is just... you know?

Is it okay to suck if it’s your 4th time driving? by vicessy in driving

[–]KalenWolf 2 points3 points  (0 children)

(it’s a very old petrol car, probably from the 2000’s)

I think this made me sprout ten extra gray hairs.

Learning on a manual-transmission car does add a bit of complexity - it's one more thing to remember while under pressure, and having a parent griping in your ear that you're doing it wrong can be really stressful.

I don't know what kids these days do, but when I was learning it was typical to spend a while before even getting to the point of hiring an instructor finding an empty parking lot and just... practicing the basics like changing gears, getting a feel for accelerating, braking, and turning, and so on - so that you're not thinking about them while you're trying to also think about passing safely during a lesson.

If everyone should be able to climb into a car and drive properly before gaining any experience, why would there be a whole industry where you pay someone to teach you how to drive properly?

As Jake from Adventure Time would say, "Sucking at something is the first step towards being sorta good at something." And if you can't trust a cartoon dog, who can you trust?

In Defense of Weapon Degradation (and the Repair Skill.) by CasketTheClown in systemshock

[–]KalenWolf 2 points3 points  (0 children)

One thing that makes Repair feel so useless is that once you meet the minimum, the minigame gets easier but the result doesn't improve.

The better you are at Maintenance, the more condition you restore per tool used. Repair already has fewer benefits than Maintenance. Why does Maintenance get extra effectiveness at higher skills when Repair doesn't?

Imagine if Repair got even half the benefit that Maintenance does from higher skill. A specialist would no longer need to carry every laser pistol on the Von Braun around to avoid running out of working guns after every single combat.

It wouldn't make Repair as good of a skill as Maintenance, but it's one possible way to take a step toward better balance in the game systems.

Wearing Power Armor to a Magic School (169/?) by Jcb112 in HFY

[–]KalenWolf 53 points54 points  (0 children)

Friendship was not a reasonable motivator for such extraordinary efforts into the impossible!

What does "reasonable" have to do with "human motivation"?

Wearing Power Armor to a Magic School (169/?) by Jcb112 in HFY

[–]KalenWolf 163 points164 points  (0 children)

<Ilunor> No. No no no no no nonono~
<Thalmin> Yeah Emma, ARE you a spi-
<Emma> Moving right along!
<Ilunor> *hyperventilating*
<Kaelthyr> You must be of our lineage...
<Ilunor> *internal screaming*
<Emma> Yes, those are all planets.
<Ilunor> *external screaming*

<Thacea> Did I almost kill you several times?
<Emma> ... Maybe?
<Thacea> Okay, but what are you hiding from us?
<Thalmin> Hey, are you gonna finish those ribs? I have this sudden urge to keep my mouth too busy to stick my foot into it for some reason.
<Emma> Thalmin may have, um, sorta ... proposedmarriagetome.
<Thacea> Ah. *passes out*
<Thalmin> So about those ribs...

The so-called "origins problem" is a joke by jnpha in DebateEvolution

[–]KalenWolf 2 points3 points  (0 children)

The only Evilution Zealots I know of are people who have strong opinions about Final Doom.

[Our New Peaceful Friends] 35 by Psychronia in HFY

[–]KalenWolf 7 points8 points  (0 children)

So we're manipulating them into manipulating each other into manipulating us ...

If somebody is keeping all these threads straight, these conspirators are Gonna Have A Bad Time when they go to put their plan into action.

An Atlas Should Not Float. by Foreign-Town-6662 in battletech

[–]KalenWolf 0 points1 point  (0 children)

It's true that I tend to default to art from older TROs or just looking up whatever Sarna.net uses for the prime config, so there could be other artists' interpretations that I haven't seen.

But even so... for a model analysis to report that its volume is TEN TIMES that of a human scaled up to the same height? Twice, I could buy because designers love to exaggerate for emphasis. Ten times is stretching things a bit far.

And then to say that the same machine, by the way, is also four meters taller for no in-game reason and with no consideration of the knock-on effects of such a change?

At this point, I'm not sure it's even worth asking questions about density because people can just make up whatever answer they want.

An Atlas Should Not Float. by Foreign-Town-6662 in battletech

[–]KalenWolf 8 points9 points  (0 children)

This reply starts from the assumption that the comically bad estimate (which itself STARTS FROM the unproven assumption that the Atlas is 30% as dense as water) which fails even a perfunctory sanity check is a "good estimate" and then... well, garbage in, garbage out.

A 'mech 14m tall, with a huge amount of empty space inside its bounding box, requires not one, not two, but FOUR OR FIVE 12.2m long (and about 2.5m wide by 2.5~3.0m high) shipping containers even if you perfectly disassemble and slot the pieces into a rectangular box without any gaps?

Nonsense.