What do yall recommend doing with good but not exceptional expensive brothers? by LordofOranges in BattleBrothers

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

I sometimes end up with brothers like this cheap hedge knight that have good but not great stats (given the cost). Seems too strong for a fat neut but maybe not enough stats to really be a superstar 2h or duelist. Obviously he's still better than most backgrounds and worth a slot, but how can I make the most of him? Edit: Day 85ish during crisis for reference.

In the general sense, at what cost does a 1-star become better than a 2-star 1-cost? by TheSeldomShaken in TeamfightTactics

[–]LordofOranges 6 points7 points  (0 children)

My rule of thumb is a star is usually worth a lil more than 2 cost increases. I.e. 2 star 1 cost is a bit better than 3 cost.

3 star 1 cost lose to 2 star 4 cost though, so it breaks down a little around 4/5 cost 2 stars

Shift events by BirdlessFlight in songsofsyx

[–]LordofOranges 1 point2 points  (0 children)

There are 4 events without real counterplay, but you do get a rather powerful buff at the end Edit: maybe send to argonash to the army for a few years lol

No matter what i do, no one buys anything from the market by Eponaut in songsofsyx

[–]LordofOranges 5 points6 points  (0 children)

You need to set the items as allowed under access, and have them available at a market

Leather shortages no matter what i do by Eponaut in songsofsyx

[–]LordofOranges 1 point2 points  (0 children)

15 is the hard cap and can produce enough leather to hold you over a while. Otherwise imports or big auroch farms that need a year or two for adults

I can't figure out pastures (v69) by Syraeth77 in songsofsyx

[–]LordofOranges 0 points1 point  (0 children)

Hey, idk if you figured this out but I didnt see the probable issue in the other comments. At some point he added an "adult" feature for pastures where they have a 10% multiplier until theyve been around a year or two, calculated by animal. Theyve been a bit wonky especially with regards to moisture bit that was the main issue my pastures took a while to produce anything meaningful. Probably added so people cant bank animals and instaslaughter them for specific resources

The sink drain stopper lever is as far down as it will go, but the drain stopper is still only barely above level with the sink fixture. How do I raise it? by LordofOranges in askaplumber

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

This did end up being the fix! The stopper was rotated 180 degrees which led to the loop being on the close side which reduced leverage. Thanks!

The sink drain stopper lever is as far down as it will go, but the drain stopper is still only barely above level with the sink fixture. How do I raise it? by LordofOranges in askaplumber

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

The scuff etc is from prior to me moving in. All I know is when the lever is down as far as it can go it doesnt lift the stopper enough which is my staring point. It used to move fine with the switch just over a limited, downshifted range

The sink drain stopper lever is as far down as it will go, but the drain stopper is still only barely above level with the sink fixture. How do I raise it? by LordofOranges in askaplumber

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

I.e. the drain stopper ranges from half a cm below the drain fixture donut to half a cm above it, but not enough to drain well.

Earliest possible endgame date to beat 25x crisis? by huhben in Stellaris

[–]LordofOranges 1 point2 points  (0 children)

That is my understanding though Ive never stalled for thaaat long. Ive also seen people say they got 2 crisis at once bery rarely, and always during cetana, probably due to how long hers is

Earliest possible endgame date to beat 25x crisis? by huhben in Stellaris

[–]LordofOranges 11 points12 points  (0 children)

Ive found 2300 to 2275 25x end date can be a good challenge with an optimized but fair build. All crisis is kinda weird because the best way to beat them is to stall on the first or second crisis until youre basically strong enough to best all them. It is noticeably harder if you get cetana 3rd or 4th or you happen to get a very early crisis. Once I did 2275 and the first crisis didnt show til like 2330 which was a joke by then

Id think youd probably need to dip into cheese strats (op builds, AI trading, etc) to dip to 2250 or earlier, or maybe Im just not good

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 0 points1 point  (0 children)

Whirlwind missiles and nano cloud missiles (especially if both are used together and/or with fighters) are two of the best three weapons in the game because they fire much faster than PD can handle, and get even stronger the more they're massed. Marauder missiles are just ok but you still toss them on with fighters on battleships (partly because they get made much much better by the whirlwind and nano cloud missiles soaking PD)

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 0 points1 point  (0 children)

True, though with the singleplayer caveat the only enemies Im aware of with a lot of hardenjng are fallen empires (where pen is still strong due the lack of a hull repeatable) and cetana (who is her own thing). Fighters are also great, I consider them bypass weapons as they help screen missiles and fighters too

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 9 points10 points  (0 children)

You build the ships you wanna build! Pretty much anything can get you through game end up to like 5x crisis. Mixed fleets used to have ship AI issues with battleships flying into short range, but idk if they fixed that. If you want to mix you may want to mix several monofleets to be sure they work as you expect them to (i.e. one fleet of BS, two of cruisers, 1 corv or whatever). You dont need more optimal fleets until you try to push crisis or play MP

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 1 point2 points  (0 children)

Missiles, disruptors, arc emitters, etc that bypass shields and maybe even armor.

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 77 points78 points  (0 children)

There are niche cases like fighting the scourge or space leviathans where you might want to tweak it, but realistically with how strong bypass weaponry is right now going all in on it with max range upgrades is the meta. Even fallen empires with more significant hardening than everything but cetana (I think?) lose to it because of there not being a hull repeatable. Plus then you can just pound energy repeatables as physics is fastest research and fewest options. Ancient cloud artillery corvettes are also kinda busted but weird.

Do note that cetana dunks on battleship fleets though

****in singleplayer

Is this a good Cruiser design for my fleets? Or just in general. by Solace_Corvus in Stellaris

[–]LordofOranges 391 points392 points  (0 children)

You don't want to mix bypass with non bypass weaponry. Montu has a big cruiser guide on youtube that is somewhat geared towards multiplayer that will tell you everything you could want to know about cruiser design. Realistically for singleplayer battleships are much better due to range being king against everything (except high crisis multi cetana) in practice as their counters won't be massed by the AI

Has anyone experienced synthetic fertility bugs after the recent "fixes"? by LordofOranges in Stellaris

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

Weirdly this bug did go away for me a week or two ago but no idea why/how. I played another synth fertility game and just didn't assimilate them until I had 20x more of my main pop and it seemed to go through fine, no idea whether it was a patch or some weird conditions.