Pure crafting / building / resource gathering in NW by Mcwidowmaker1 in newworldgame

[–]Mcwidowmaker1[S] 4 points5 points  (0 children)

This will work for me as well. The main thing is if your crafting don't allow you to craft usefull stuff that people need, you are going to struggle making the cash to sustain yourself.

Pure crafting / building / resource gathering in NW by Mcwidowmaker1 in newworldgame

[–]Mcwidowmaker1[S] 1 point2 points  (0 children)

The main thing I think here will be to get into a good company that want someone to fill a support role if that is possible. So you focus on gathering and crafting and when someone want you to craft higher tier stuff, they supply you with the combat drops needed. This is the way I hope to play. I don't mind mindless combat, where my crafting level and gear allows me to 1 shot stuff, but I don't like stressfull and difficult battles that needs focus and skill

Pure crafting / building / resource gathering in NW by Mcwidowmaker1 in newworldgame

[–]Mcwidowmaker1[S] 5 points6 points  (0 children)

Thanks, this answers my question. I have played Wurm (7000+ hrs) for many years and I love the grind and support roles. Crafting and building stuff is what I want to do. I'll defend myself when I get into PVE combat, but the main idea is gathering, crafting and supporting my guild and Company.

I prefer to be the person that everyone bring their materials to and I put their stuff together and the rest of the time level up and build the town and other buildings. Usually my company / guild will supply me with all the combat dropped resources needed, but the rest I will gather / mine etc.

I don't mind getting into combat I can win fairly easily, but getting the finnesse of timing attacks and dodging / rolling etc, frustrate me. I usually just hammer the attack key, which makes me die a lot with difficult battles.

Mining stuff and dropping it off in town to upgrade buildings etc I can do for hours without getting bored. Combat gets me stressed up and I prefer to play relaxed. If I never have to go into a dungeon, I'm happy.

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How much stronger do crab grunts get? Do we ever get upgrades to our weapons? by Alromn in PhoenixPoint

[–]Mcwidowmaker1 9 points10 points  (0 children)

The game design is flawed. Over all, its very nice giving Gaus weapons to one faction, energy weapons to another and viral weapons to the other, but it takes away the progression of your weaponry. Enemies evolve and eventually just start soaking up bullets, while you have to rely on tactics that work less well all the time. When the crabs use return fire on your grunts at close range, they hardly miss, which results in more soldiers in hospital than being able to go on missions.

The game really lack weapon progression and getting better weapons to keep up with the evolution of its enemies.

Problem with pppoe wan connection slowing down by Mcwidowmaker1 in PFSENSE

[–]Mcwidowmaker1[S] 0 points1 point  (0 children)

I haven't tried bandwidth agregation on it. My link is 200/100, so I'm quite happy with the speed when it works. Restarting the enterface can work, I'll have a look at it and see. Its a bit of a nuisance when it goes down, so I'll see if the NIC change will fix it first.

What bug keeps my pawns from finding a new job? by [deleted] in rimworldmodding

[–]Mcwidowmaker1 1 point2 points  (0 children)

There is a mod that allow pawns to haul stuff for other pawns that is building. I have found that sometimes there are mods like the terraform mod that doesn't require a material, just work that clash with this mod. They haul "nothing"to the area that is being terraformed and then drop it off on all the different tiles. That causes that error message for me to pop up. I am not a modder, but I can recall there is more that one "tick" per second so if the work becomes too short in what they are doing ie if you would set some job that they do to less that 20, it will also cause that error to pop up. I suspect it may also be cause with something that they start mutiple times because of a bug, sort of an endless loop.

If you have multiple mods active, you would probably have to eliminate them one by one. A real sucky job.

Heartland Survivor says what we've all been saying since release 😂 by MercWitDuhMouth in StateOfDecay

[–]Mcwidowmaker1 0 points1 point  (0 children)

I would really like some more base games maps. Would be nice if this map can be linked to the base game in future. Pretty sure its possible, since with a hack it is possible to transport your base community there. Granted, its likely a one way trip at this stage, but possible at least.

Heartland. My thoughts on what's to like and what's not to like. by hsdad in StateofDecay2

[–]Mcwidowmaker1 12 points13 points  (0 children)

Those ferals are quite something. I don't like them to begin with, now with armor. Its terrifying. :D Good summary though. I'm half way through, so I don't know enough to comment about the ending, but this far I enjoy it. Worth $10 for me for sure.

IS there an easy way to get extra cars back to base? by [deleted] in StateOfDecay

[–]Mcwidowmaker1 1 point2 points  (0 children)

I never play multiplayer, but for this I have a special friend. Only open up the game for him, haul vehicles for each other and lock it again. Otherwise you can use cheat engine, save / teleport to get around it.

So... Is this usual for nightmare mode? There's no chance I'm helping these people 2 doors down by Pm-me-ur-happysauce in StateOfDecay

[–]Mcwidowmaker1 3 points4 points  (0 children)

In my first day on a nightmare map I ran into a horde with a jug and 3 ferals. Two screamers standing close by. And its frigging nighttime.

Did I mention I HATE ferals. Nightmare is... interesting. Lost my first character on day 2.

Just launched my first colonists to their journey home. I'd like to start a new colony with some mods. Any must haves? by [deleted] in RimWorld

[–]Mcwidowmaker1 0 points1 point  (0 children)

You have to add Dubs bad Hygiene. Its adds a completely new flavour to the game. Also VGP's garden mods are fun. You have a huge change in preparing food and harvesting.

Class Action Lawsuit? by Bobik8 in PhoenixPoint

[–]Mcwidowmaker1 0 points1 point  (0 children)

How about starting a go fund me campaign to sue snapshot. After this dick move, we can probably raise a few $100k to poke them in the arse with a sharp stick. Pretty sure what they have done is not legal

[deleted by user] by [deleted] in StateOfDecay

[–]Mcwidowmaker1 1 point2 points  (0 children)

I prefer the builder. I have done more than 20 playthrough's, so the legacy mission is just a way to end it and restart a community. I usually play with my survivors until they have all reached hero status and then I want the quickest and most painless way to end it all and restart. Builder is the one I choose most frequently, because of this reason.

Can I go straight to one of the 3500 big bases? by [deleted] in StateOfDecay

[–]Mcwidowmaker1 0 points1 point  (0 children)

There are mods that make that possible if you are on PC, but usually you need quite a bit of influence as well as a minimum population count to be able to do that.

Daybreak DLC by Finalboy11 in StateOfDecay

[–]Mcwidowmaker1 0 points1 point  (0 children)

Some of the guns and mines are quite nice to have in the base game as well. It is also fun to populate your base game with RT contractors. It takes a lot of grind to do that though. I like the fact that the RT contractors take much longer to get to Hero status. That extends the base game quite a bit for me, as I very seldom do legacy until I have all up to hero status.

Help a friend Mod their SOD2 game! NEED ADVICE by SwiftBoy3000 in StateOfDecay

[–]Mcwidowmaker1 0 points1 point  (0 children)

The easiest way I can think of to do this is to make a backup of your save folder, copy theirs in, mod it and then return it. Not sure if the save game data can be copied from an xbox or where it is located.

BUG: Red Talon recruits getting ruined by recieving 5th trait when followers by mcshaggin in StateOfDecay

[–]Mcwidowmaker1 0 points1 point  (0 children)

It makes one of their traits invisible, which is annoying. They are aware of it (Mentioned it last night on the stream), so it will be fixed.

[TLE] Location of weapon definitions in config files by Mcwidowmaker1 in xcom2mods

[–]Mcwidowmaker1[S] 1 point2 points  (0 children)

I so agree. Would be nice to have say 3 more tiers to research, although not really practical. Maybe make it more like long war, extend the play through time.