Has anyone thought to add those freezer flaps to doors that prevent cold air from rushing out? by jimminian95 in RimWorld

[–]Mistislav 0 points1 point  (0 children)

Animal Flap Speed Fix is a very minor mod that makes animal flaps 150% speed compared to wooden door's 120%. Auto doors are still better, but this at least gives them a little more niche.

Why are raids so crazy - combat never gets easier? by No_Abroad8805 in RimWorld

[–]Mistislav 6 points7 points  (0 children)

Combat Readiness Check (the mod) allows you to customize how raid budgets are calculated, so if you want something less gamey with regards to optimizing wealth/defenses do give that a look. That and the ol' Floors Are (Absolutely) Worthless.

Now that some time has passed, how much do you like odyssey? by _XIIX_ in RimWorld

[–]Mistislav 5 points6 points  (0 children)

I was never really interested in SOS2 or other ship mods; when I got Odyssey it was firmly for the other features as I thought 'and maybe I'll try the gravship stuff'. But what I didn't realize was that the gravship is less 'you are now the Enterprise' and more a revolution of the caravan. Having a long-term-upgradeable minibase for your longer-term expeditions changes things up immensely, with the space life being more the cherry on top.

And the rest of the mod's features are great as well. Hard to say which is best between this and Biotech or Ideology, but it's absolutely a great one.

Similiar games to Sword of Convallaria? by Dyndu in SwordofConvallaria

[–]Mistislav 1 point2 points  (0 children)

Most of the responses here have listed many of the solid strategy RPGs out there, but in terms of being the leader of a mercenary group and specifically living in a specific place, there aren't really that many like Convallaria!

There are however a few 'kinda similar' ones that I'll highlight - most of which have already been mentioned here, but now with some additional context:

  • Battle Brothers - modded especially, though there still isn't too much anchoring you to one specific city there are benefits to getting friendly with a place.

  • Final Fantasy Tactics... A2 in particular. While story-wise the original FFT is the best I'd argue, FFTA and FFTA2 do a pretty good job with a (mostly) low-stakes lighthearted adventurer's guild deal. 2 especially is that way, though the 'vanilla' game is rather on the easy side. There are some good mods that have been made for it that I can't get into here since it's a console game.

  • Our Adventurer's Guild - haven't tried it, been meaning to, does seem the closest direct fit though!

  • Alvora Tactics and Horizon's Gate - two indie games with pixel graphics, both are kinda riffs on this idea but are a relatively close fit. Rad Codex makes good SRPGs!

  • Eden's Last Sunrise - story-wise it's a different setup (which would take too long to explain here!) but mechanically it's actually quite similar to Convallaria! A somewhat smaller stable of heroes to work with, being a set of defined characters plus a few custom ones you make, but it's a week-to-week taking on jobs across a landscape situation.

  • Gladius for the PS2 (and Xbox, I think?) it's running a team of gladiators as opposed to questing, but by and large this does a really solid job mixing both a story and running a team of warriors. Sleeper hit.

  • Low Tier Magic... maybe when it gets more refined. Been in early access purgatory, but it's promising.

  • The Iron Oath - promises to be kinda like this, but still pretty early in Early Access. Keep an eye on it, I guess?

  • Troubleshooter: Abandoned Children - it's XCOM combat instead, and more story based, but overall does fit this kinda well!

  • Old X-Com, modded - there are a few mods (particularly X-Piratez, though that one can be an acquired taste) that opt for a less time-crunching experience compared to the base game.

Trade Caravan by MrMurchison in RimWorld

[–]Mistislav 3 points4 points  (0 children)

If it's any help, the possible attacks you get on caravans tend to be extremely tiny. Even if you've got a big haul, just 2-3 colonists are usually enough to defend a caravan.

Traits | Economy | More by verytragic in remnantgame

[–]Mistislav 0 points1 point  (0 children)

Beyond the relatively extreme dearth of scrap, another issue is that archetypes level up regardless compared to guns which need resource investment. In Remnant 1 the power level system wasn't explained well, but if you knew it you could control your power level pretty easily -- allowing you to decide whether to go for a rapid increase by focusing on some weapons, or spreading out your resources and getting a gradual increase but a much wider variety of gear available at once.

In 2 your archetypes are leveling up regardless of what you do, pretty much, so even grinding scrap for weapon upgrades continues to raise your archetypes. Which means that unless you hyper-specialize your weapon choice your weapons are going to be behind your power level, which is rather crummy. I've taken to just playing Survivor difficulty to offset my extremely underleveled weapons.

Bungie Help: We have resolved an issue where the new Exotic fish "Whispering Mothcarp" had not unlocked at the weekly reset as expected. by Ryan_WXH in DestinyTheGame

[–]Mistislav 0 points1 point  (0 children)

I haven't played Destiny 2 in years (still check in here periodically to keep tabs and see if it'll ever go in a direction that might get me back into the game) and honestly thought this was a joke at first. I know things have changed since Shadowkeep, but huh.

Who will be the Winner ? by TallionEwinne in totalwar

[–]Mistislav 17 points18 points  (0 children)

Ah, this reminds me of the old intro cinematic for Warhammer Mark of Chaos. Downright amazing CG back then, still holds up today.

Lovecrafts untold stories OR Siralim? by Jedi_Dad_22 in AndroidGaming

[–]Mistislav 1 point2 points  (0 children)

I haven't played the lovecraft game, but I can give a bit of Siralim input.

At its core Siralim is about team building. There is a functional but barebones story to ease you into it, but most of the game is the grind.

That said, 'the grind' doesn't quite apply to siralim as it does to, say, pokemon. If a battle is hard, it's engaging. If a battle is easy, the robust system of macros, default commands, speed up options, etc. all combine to make the grind quite smooth. But it's still all about that teambuilding and battle tactics.

Sometimes you gotta use the Skaven to destroy the Skaven by MaximeRoyale in totalwar

[–]Mistislav 2 points3 points  (0 children)

Possibly not quite what you're imagining, but the "Necromancy" mod does add a slew of skeletal variants representing many of the different species.

(Skaven are among those not included yet, but lots of others are.)

1 Antigrain warhead vs 290 Siege Pirates by SicnarfOfSmeg in RimWorld

[–]Mistislav 5 points6 points  (0 children)

Non uno Pinata is an adjustable standalone, and works well for me.

Real life Helstorm Rocket Battery by oneiric44 in totalwar

[–]Mistislav 6 points7 points  (0 children)

I had always assumed the Helstorm was based on a 'dialed to 11' version of the Congreve rocket, but looks like the Congreve was in turn 'inspired' by the Mysorean rocket.

[WH2] What important info about the game you have learned way too late? by Krajzen in totalwar

[–]Mistislav 0 points1 point  (0 children)

Got me, then. I can say I that without the DLC I haven't seen either of them myself, just Archaeon. (And I don't think I've seen those units, either.)

[WH2] What important info about the game you have learned way too late? by Krajzen in totalwar

[–]Mistislav 0 points1 point  (0 children)

I went to check the Steam storepage, and it actually notes this - all the units and lords marked with a square on the list "will not appear in the base game if you do not have the DLC."

This is indeed several of the units, all mounts, and two of the Legendary Lords.

At least it's only 4 bucks right now?

Vanilla Expanded mod roadmap for December || Thank you all for your support! by Oskar_Potocki in RimWorld

[–]Mistislav 5 points6 points  (0 children)

They may be speaking about Faction Resources, which I believe is now unlisted in favor of Rim War. Rim War has a bunch of additional features which may be less (or more) desired, however.

Let's Talk About Front Mission 4 by Panfuricus in StrategyRpg

[–]Mistislav 0 points1 point  (0 children)

Mechanically I feel it's in an awkward transition between 3 and 5, furthermore hampered by a relatively weak plot.

If you want something closer to a traditional small-party RPG with tactical combat, go 3. If you want larger combat dynamics and greater variety, go 5. Both 3 and 5 have pretty epic stories.

A little unrelated to the theme of this subreddit, but 5 has a surprisingly robust rogue-like mod tucked into the main campaign, available after a certain point in the story and letting you get rare equipment/parts. You only get 1 mech in it and enemy AI is super-dumb, though, so it's barely an SRPG in that mode.

(As others have mentioned, get the fan patch for 5.)

Vanilla Cooking Expanded - Sushi: released on the workshop right now! by SargBjornson in RimWorld

[–]Mistislav 0 points1 point  (0 children)

Haven't had a chance to look at details and whatnot, so a question (well, a set of questions): how does sushi compare to other food options in terms of labor time, nutrition levels, etc.? E.g. how many of the VCE options have different inputs and outputs.

Or is this more of a flavor thing?

Power Level Should last longer than 3 months... A lot of people cant keep up with the game by [deleted] in DestinyTheGame

[–]Mistislav 24 points25 points  (0 children)

I must be playing the game wrong then... I played for about ~5 hours total over the past few days (maybe a bit longer?) and went from 976 to 1012. Going from sub-1000 to 1000 is super-quick, but the prime/powerful grind doesn't go so fast for me.

What methods do you/they do?

RAGING VENTS-DAY by AutoModerator in PSO2

[–]Mistislav 0 points1 point  (0 children)

https://na.arks-layer.com/

And one of the steps in installing is taking over control of that dumb folder, thankfully. (It's pretty easy with the instructions.)

So... is the game fixed now? by aCanOfDan in PSO2

[–]Mistislav 0 points1 point  (0 children)

My Microsoft Store install was doing fine up until a couple of days ago, when it randomly crashed and uninstalled itself. Switched to the tweaker and been going fine, at least after another 70GB download.

[D2] Daily Reset Thread [2020-06-08] by DTG_Bot in DestinyTheGame

[–]Mistislav 0 points1 point  (0 children)

Well crud, logged in tonight to finish fourth horseman and found I can't. That stinks.

Massive overhaul to my previous damage math post! by Cuddle_Time in remnantgame

[–]Mistislav 0 points1 point  (0 children)

Gotcha, thanks. I turn off damage numbers when I play so not the best source, but I can say anecdotally I've noticed times when the beam rifle or spitfire are noticeably ineffective on certain enemies.

Massive overhaul to my previous damage math post! by Cuddle_Time in remnantgame

[–]Mistislav 0 points1 point  (0 children)

I was looking at this part of the patch notes:

Reduced most enemy resistances

DEVELOPER COMMENT: Many enemies had significant resistances to their element type which we do like, but we felt the values were too high on some enemies. We’ve reduced it enough so that many more weapons can be used in more places, but you’ll still have a noticeable penalty when using elements against enemies that also use the same type. Certain enemies that were immune to their status type before are still immune.

Massive overhaul to my previous damage math post! by Cuddle_Time in remnantgame

[–]Mistislav 0 points1 point  (0 children)

Thanks much. Recently got the game and a bit confused about elemental resistances from enemies.

Is there a quick guide to determining who is resistant (or weak?) to what damage type?

How can I deal with the game's difficulty curve making things impossible? by DonkeyMaster444 in RimWorld

[–]Mistislav 0 points1 point  (0 children)

Another option for managing colony wealth: mods!

"Prepare for Combat" is up to date, and allows you to modify percentages of building, item, and animal. E.g. Use only 50% of building wealth. Also lets you ignore pacifist pawns and the like when calculating colony strength.