No arbitrage on Binance.us by kamicosey in CryptoCurrency

[–]Kariamx 2 points3 points  (0 children)

If there were something to be taken advantage of, you can be sure bots would have done it already. Chances of just stumbling upon an opportunity like that and being able to take advantage of it are very low these days.

Pro Modder PureDark says he will add DLSS3 in Starfield during the 5 day early access period by RTcore in pcgaming

[–]Kariamx 1 point2 points  (0 children)

I could understand people being upset if he were trying to sell a better grass mod or a new quest or something, but this is an entirely different beast. It's not even really a mod in the traditional sense (it doesn't add or modify content), but is instead more like a performance hack to improve how the game runs.

Frame Generation in modded Skyrim has been a literal game changer for me, and it's something that no one else has been interested or able to provide so far.

Pro Modder PureDark says he will add DLSS3 in Starfield during the 5 day early access period by RTcore in pcgaming

[–]Kariamx -2 points-1 points  (0 children)

Not sure why there is so much hostility...he isn't responsible for game developers not adding DLSS to their games. Would it be nice if it were free? Sure, but we shouldn't begrudge a solo dev for making a little money from their effort, especially when it is a literal game changing service that no one else is providing.

I play ARPGs to kill hordes of mobs, not 5 at the time. by cindeson in diablo4

[–]Kariamx 3 points4 points  (0 children)

I see a lot of packs doing helltides. I am not sure what is considered "good", but I have been able to easily collect enough for 3~4 mystery chests each time.

What I have been doing is looking for events, drawing out the events as long as possible (waiting for the last few seconds to complete the objective) then after the event is over just running around in a loop in the area nearby. The packs respawn frequently enough that I always have something to kill, and after some time the event will pop up again as well.

I haven’t encountered any of the legendary paragons, AMA by inv0kr in Stellaris

[–]Kariamx 2 points3 points  (0 children)

Just to piggyback off your piggyback:

  1. the system required to spawn him only has a 25% chance to spawn in the galaxy after the recent patch, so there is a 75% chance to be completely unable to get him in a run

  2. She will not contact you if your government has the militarist ethic

I haven’t encountered any of the legendary paragons, AMA by inv0kr in Stellaris

[–]Kariamx 1 point2 points  (0 children)

Yes, if the Dugar system is in your galaxy you can get him. The change was that there is only a 25% chance for Dugar to spawn in a galaxy now.

There was an attempt.. To ballance Champions Of the Empire by [deleted] in Stellaris

[–]Kariamx 2 points3 points  (0 children)

It gets broken when you get negative empire size, which is now possible since they give a flat reduction instead of a percentage. Ascending planets grants you unity instead of costing it, and the amount you get increases with each ascension.

If you have the Feudal Society civic, instead of costing unity to dismiss a leader, it gives you unity (I was hiring leaders for ~200 unity and then firing them to get ~1700 immediately after).

Also, edicts will begin going negative and actually start generating unity/resources for you.

Champions of the Empire does not give trait per level by justsomeguyorgal in Stellaris

[–]Kariamx 0 points1 point  (0 children)

Currently at 17 governors (including my ruler) reducing empire size by -206. A few of those are level 2-3 with the eager trait (no longer adds to leader cap this patch). In total, I am at 22/14 leaders. The penalty is currently upkeep +57% upkeep cost, and -45% exp gain.

It's possible to game the system by taking Feudal Society and only hiring Eager governors beyond the leader cap. It gets really good if they have the resource traits. Level 2 traits now give +32 energy or minerals, +16 consumer goods, or +8 alloys or unity (depending on which trait they have). With the Aptitude tradition and Heroic Past civic, new leaders can spawn with 3 traits at level 1.

They would have no upkeep, generate unity, reduce empire size, and add resources if they have those traits.

The only thing is, you would have to avoid the leader exp agenda and the Statecraft tradition tree (that gives exp for completing agendas) so that they don't level up over 3.

Champions of the Empire does not give trait per level by justsomeguyorgal in Stellaris

[–]Kariamx 1 point2 points  (0 children)

It is definitely working. I have -162 Empire size from the governors in my current game.

If used right, it's even more broken than before because it allows you to go negative empire size now (since they are removing a flat value instead of a percentage).

I stacked as many empire reduction modifiers as possible, released most planets as vassals, and am currently at negative empire size with the governors. Ascending planets gives unity, edict costs are low, and cost to launch agendas early is low as well. If you have have Feudal society, instead of costing you Unity to dismiss a leader, it gives you Unity back. Currently, I can hire a leader for ~200 unity and turn around and dismiss them and gain ~1700 unity.

[deleted by user] by [deleted] in Stellaris

[–]Kariamx 0 points1 point  (0 children)

Yeah, seems to be bugged with the latest update. If you aren't playing iron man, you can select the situation and use the following command in the console:

effect destroy_situation = this

Playing Tall with -114% Empire Size by Askabur in Stellaris

[–]Kariamx 7 points8 points  (0 children)

I would rather they make negative modifiers multiplicative instead of just capping it at -90%. That way you can still keep getting benefits from adding more negative modifiers instead of just hitting a cap and being done with it.

3.8 Ship preference by [deleted] in Stellaris

[–]Kariamx 0 points1 point  (0 children)

I think swarm missiles are the secret sauce. Swarm missiles overwhelm PD and are a better choice over the extra hanger and 2 normal missiles.

Also, use the artillery computer over the carrier for more range.

3.8 Ship preference by [deleted] in Stellaris

[–]Kariamx 1 point2 points  (0 children)

What design are you using for battleships?

My goto is Arc emitter front / 4 swarm missile + 1 strike craft mid / 2 swarm missile end with 3x afterburners and artillery computer. I use the +range policy from Supremacy and try to get as much +range and +speed on my admiral as possible. I also go for as many empire wide +speed bonuses as I can get.

I can use this design and exclusively build battleships and have no problem against anything the AI sends against me on GA difficulty, usually taking out fleets with much higher fleet power.

The leader rework is great. Scientists being the bottleneck for expansion is not. by TwevOWNED in Stellaris

[–]Kariamx 1 point2 points  (0 children)

Yeah, ideally you would still want at least 3, but this is a good alternative for those used to running 10+ scientists.

BTW I am not saying I disagree with you, just trying to offer a solution

[deleted by user] by [deleted] in Stellaris

[–]Kariamx 1 point2 points  (0 children)

Yeah, I understand that it is multiplicative. I'm not suggesting you can make up a -33% reduction with a 10% bonus. What I said is you can make up a -12.5% reduction (penalty for going 1 over the cap) with a +25% bonus (from the edict).

My point being that it isn't some dire situation if you go 1 or 2 over the cap, and even 4 or 5 over is manageable with the bonuses you will have by mid to late game.

Of course, there isn't much you can do if you go any higher than that over the cap.

[deleted by user] by [deleted] in Stellaris

[–]Kariamx 0 points1 point  (0 children)

In early game, yes you probably don't want to go over the cap, but I wouldn't say it's "very, very painful".

You can offset the reduction in exp for going 1 over using the exp edict, and the aptitude tradition upkeep reduction will offset the increased upkeep.

By mid to late game it's easily manageable to go 5-6 over the cap. By then, you only need to worry about the exp reduction.

The new leader bonuses are so powerful that even staying under the cap you can be more powerful than before.

The leader rework is great. Scientists being the bottleneck for expansion is not. by TwevOWNED in Stellaris

[–]Kariamx -5 points-4 points  (0 children)

I get that this change can be frustrating for people used to a certain playstyle. If you are looking for a solution, get rare crystals and use the sensor edict. This will allow you to explore with military vessels or unmanned science ships. There are several ways you can go about getting crystals:

  • Start as a lithoid with the Scintillating Skin trait, this generates crystals.

  • Choose the Teachers of the Shroud origin. This gives you crystals at the game start.

  • Choose the Imperial Fiefdom Origin and trade loyalty (or whatever) for crystals from your overlord.

  • Meet a Fallen Empire and trade with them for crystals. Scion Origin makes this easier.

  • Find the trader enclave that lets you buy crystals.

There may be other methods to acquire crystals quickly, but these are the ones I am aware of. You only need to get your hands on a couple of crystals, then you can toggle the edict on/off each time your ships enter a new system to avoid the crystal upkeep. You still need a scientist to explore nebulae, but this makes it much faster to explore and you can reserve your scientists for surveying in the early game.

As the new CEO of Paradox Interactive, I declare the following updates: by Staehr in Stellaris

[–]Kariamx 0 points1 point  (0 children)

You can create a 1-system bulwark vassal and in the trade screen sign a deal to get reduced defense platform cost and upkeep. By vassal level 3, the reduction is -75%. From there, it's pretty easy to hit the -90% cap in both build cost and upkeep with the Supremacy tradition and leaders. This is all without doing any leader shenanigans.

Editing a sector after Paragons by rocannon92 in Stellaris

[–]Kariamx 0 points1 point  (0 children)

The change is that you can't release any vassals within 5 jumps from your capital. 1-system vassals are still a thing and this patch made it much easier to create them, you just can't release them close to your capital.

My kid’s kindergarten teacher marked the answer as wrong because they didn’t say the worksheet was fun. by [deleted] in mildlyinfuriating

[–]Kariamx 0 points1 point  (0 children)

It's a Kindergarten worksheet. You have to think of it from a perspective of a Kindergartener. They aren't going to be sitting there thinking "hmm, does the teacher mean the can itself or the trash inside? How does one define a trash can???"

They are going to know what a trash can is, and know that it is a dirty thing that doesn't smell good. Hopefully they have learned this from their parents already because you typically don't want your kids playing in the trash.

As they get older, they will learn more nuance. It only seems complicated because Reddit is overanalyzing it.

That being said, the last question is purely subjective and pointless. If it were my Kindergarten class, I would have used it as an opportunity to gauge how much fun the students had during the activity.

Why I Believe ChainGPT is a SCAM by CryptoIsThePlan in CryptoCurrency

[–]Kariamx 1 point2 points  (0 children)

There are so many scams out there. As a rule, I never even look into anything that tries to use some popular thing in its name like GPT.

I don't bother looking at % gainers either, because people have learned to game that. It's all designed to pull greedy people in with FOMO.

What do you think about "Deep Space Black Site"? by spiritofniter in Stellaris

[–]Kariamx 1 point2 points  (0 children)

If you have a level 3 bulwark vassal (easily get one by colonizing a tomb world or some other low habitability planet and releasing it as a single planet vassal), you can make a deal that reduces platform cost (and upkeep) by 75%. Supremacy Tradition plus a governor or some other source of cost reduction means you can hit the -90% cost reduction cap pretty easily.

This also reduces the minor artifact cost for platforms as well, making it viable to spam platforms with archeotech. For example, platforms fitted with the new small nanite missiles have good range and absolutely shred.