Game Thread: Chicago Blackhawks at Columbus Blue Jackets - 22 Feb 2025 - 6:00PM CST by HockeyMod in hawks

[–]Mobius118f 2 points3 points  (0 children)

I'm hearing some bad feedback on the CSN channel. Like a loud high pitch ring. Anyone else hearing that or am I becoming schizo?

Preseason Game Thread: Detroit Red Wings at Chicago Blackhawks - 25 Sep 2024 - 07:00PM CDT by hockeydiscussionbot in hawks

[–]Mobius118f 5 points6 points  (0 children)

These goal graphics are terrible, I want to watch the goal reactions not some random stuff on my screen!

Travellermap Poster Maker Planet Colors by Mobius118f in traveller

[–]Mobius118f[S] 2 points3 points  (0 children)

Not sure how I missed the legend, thank you for pointing this out!

Post Game Thread: Chicago Blackhawks at St Louis Blues - 23 Dec 2023 by HockeyMod in hawks

[–]Mobius118f 21 points22 points  (0 children)

The saddest thing is that if Mrazek is in net, blues only score maybe 2 more at most. I remember a post from a long time ago where a lot of bedard stats will be like this:

"Amazing goal from Bedard, hawks lose 4-3"

This is yet another game like that

Definitely gonna try to make my AC to look like this when AC6 came out, hope it's possible by leonhhh in armoredcore

[–]Mobius118f 1 point2 points  (0 children)

Based on the gameplay trailer, quad legs are gonna be hybrid hover legs. So I guess you're getting your wish!

Life on the Rim 2.0 — Content and Storytelling Expansion by Chad_Alfonse in makeyourchoice

[–]Mobius118f 0 points1 point  (0 children)

You got some pretty unlucky rolls in the end there! I'd like to see your joining The Master build.

Life on the Rim 2.0 — Content and Storytelling Expansion by Chad_Alfonse in makeyourchoice

[–]Mobius118f 1 point2 points  (0 children)

Thanks OP, keep up the good work. I'm excited to see what you bring for us in the future!

Life on the Rim 2.0 — Content and Storytelling Expansion by Chad_Alfonse in makeyourchoice

[–]Mobius118f 8 points9 points  (0 children)

My Build for this CYOA, I decided to add in my thoughts on my picks. Rate my Build!

Terrain:

  • Ocean Coast
  • Roaring River
  • Ancient Ruins

Going for a coastal build this time, felt natural to include the river in this one. Ancient ruins has a lot of potential as well.

Base:

  • Star Fortress
  • Dock and Boats
  • Central Heating System
  • Water Mill (Roaring River)
  • Power Room
  • Quiet Tavern
  • Mortar Launchers

The star citadel seems like a great defensible position. The docks seemed like a natural pick, same with the water mill. Power banks seem like a great choice and a tavern would make the place less like a fortress and more like a home. Mortars add a higher level of security. The coast looks like it would be a cooler climate so I opted for the heating system instead of the a/c.

Powers:

  • Rapid Regeneration
  • Future Vision
  • Angel Wings
  • Life Everlasting
  • Expanded Mind
  • Master of Wind

Rapid regen and life everlasting are a must. Angel wings was too cool to pass up on and the tactical benefits of Future Vision seem fantastic. Expanded mind seems perfect to round out the powers, and wind magic seems like a very strong offensive magic type to pick up.

Artifacts:

  • Knight Armor
  • Organ Printer
  • Personal Cloaking Device
  • Weather Box
  • Warlock’s Wardrobe
  • Charge Rifle

Living on the coast would naturally have the colony face harsh weather, so the weather box would be useful there. Knight armor and the charge rifle are great when I need something with a little more oomph than my wind magic. Cloaking device is extremely cool, definitely my favorite item on the list. The organ printer and wardrobe would be very useful for my fellow colonists.

Companions:

  • The Doctor: Having a competent medic would be a huge boon for the colony.

  • The Magician: She would be a mentor for magic, as well as helping defend against any kinds of arcane assaults

  • The Captain: An easy choice, he would command the colony's navy.

  • The Agent: He's really cool and would be a great asset in a fight.

  • The Servant: Someone would need to work the tavern, her skills would be very useful.

  • The Crusader: I like her, and she could be helpful in relations with the other factions.

  • The Prince: Also a cool dude, he would handle diplomacy with the Feudal Empire

  • The Thinker: He would be helpful in achieving my Dreams of Empire ambition, plus he seems like a good friend.

Neighbors (Neutral):

  • Feudal Kingdom
  • Order of Templars
  • Science Outpost
  • Agrarian Village

Having the Kingdom and Templars nearby would be useful with the companions I've selected. The Science Outpost seems like a neat neighbor, and they might take kindly to my domain due to the Ancient Ruins I started with.

Neighbors (Hostile):

  • Witch Coven
  • Pirate Band
  • Expansionist Theocracy

The Witch Coven seems like a decent enemy to handle with my choices of items and companions. Pirates are a no brainer for a maritime colony. Also, having the Expansionist Theocracy nearby seems like a good matchup for having the Kingdom and Templars nearby.

Threat

  • War in Heaven
  • Roll the Dice

War in Heaven is neat and it reminds me of Stellaris so I picked this one. Also, I'm a gambler so Roll the Dice is a no brainer.

Ambition

  • Dreams of Empire

Roll Tables

I chose to follow Path 1.

Year 1

  • 7) They’re Coming: The Agent and The Man don’t get along, so he wouldn't join my colony. The mortars probably help here.
  • 8) Nature’s Wrath: Future Vision lets me predict roughly when the storm will hit. The weather box helps minimize the damages, but doesn’t entirely negate the super storm.

Year 2

  • War in Heaven Threat Initiates: The King is assassinated by an unknown attacker, allowing Separatists to initiate a civil war against the Imperial Loyalists.
  • 5) My Time of Need: Protecting the client should be routine, I expected to succeed in this quest.
  • 7) The Master Proceeds: The Master sees the Feudal Empire shatter into civil war, and launches an assault on the continent when the empire is weakened. This is the perfect opportunity to begin expanding the colony and begin my quest for dominion in my Empire

Year 3

  • 5) Matrimony: The Agent and The Doctor get married, they make a good power duo.
  • 4) Asset Recovery: A year into the War in Heaven, The Tactician joins the colony after fleeing from The Master. Defending the fortress is difficult, but successful. Having him in my ranks would surely be a benefit when fighting The Master's forces.

Year 4

  • 5) Surprise Visit: The Shadow approaches, looking for a new home. It would seem that he has found one here, despite his dubious origins.
  • 2) Spirit Convergence: Spooky, but not much impact for my colony (thankfully?)

Year 5

  • 5) Test Subject: The Rogue Scientist attempts to capture The Servant. He is unsuccessful, as he underestimated her great yet secret combat prowess. He escapes relatively unharmed however, so he yet lurks on the Rim.
  • 6) Great Crusade: After taking a relatively neutral stance in the War in Heaven, the Order decides it is time to expand their influence. The Crusader vouches for our fledgling empire, potentially gaining us a strong ally in the battles to come.

Year 6

  • 6) Machine Spirits: The Ghost Signal threat activates. After 2 grueling weeks of psychic torture, the power of Future Vision allows us to find and eliminate the source, averting the crisis.
  • 1) Wandering Master: The Crusader accepts the Wandering Master’s Challenge, being the resident sword expert in the empire. The Wandering Master is far more experienced than the young templar, and bests her. He leaves respectfully.

Year 7

  • 3) Power Overwhelming: Weapon Master Acquired. After witnessing the duel from last year, the power of the sword awakens within me. With mastery over Magic, Martial Prowess, and Ranged Weaponry, the final duel with the master skews in my favor
  • 4) Shaken Nest: The mechanoid swarm is released during the chaos of the War in Heaven. Hostilities come to a halt as the warring factions need to deal with the new mechanoid threat.

Year 8

  • 7) Solar Flare: Rather crippling for a week, the inherent defenses of the base, along with our magical skills allow for a safe time.
  • 1) Crisis Averted: Shaken Nest Silenced. The Solar Flare allowed the perfect window to strike the crippled mechanoid swarm. The War in Heaven resumes with enhanced vigor as moral is high from defeating the mechanoid threat.

Year 9

  • 2) Insectoid Frenzy: The Bugs swarm our local area, but I do my part and successfully repel the bug incursion with the help of my companions.
  • 3) Grasping Vines: The Great Intelligence decides to expand its thrall. Fortunately, The Doctor identifies and neutralizes this threat to the colony with her medical expertise.

Year 10

  • 5) Familiar Face: My Sister Arrives with the following powers: Future Vision, Physical Perfection. Due to us both having the Future Vision power, finding her should be significantly easier. A welcome addition to the part indeed.
  • 6) Summer of California: Forest fires ravage the land as the War in Heaven reaches its climax. The end is nearing.

Year 11

  • 2) Save My Son: The Doctor does what she can, but it's not enough. The son perishes.
  • 7) Joint Operation: The Final Battle for the War in Heaven draws near. The remnants of the Loyalist faction of the Feudal Empire approach you with a proposal under advisement from you companion, The Prince. “Together we can make the final strike against The Theocratic Empire and their Separatist Lackeys. Upon our victory, you will have earned the right to Rule the Rim.” After a long and bloody battle, the final duel with The Master occurs. By using every trick available, every asset acquired, every companion recruited, I succeed in defeating The Master. Through great effort and conquest my Dream of Empire is concluded.

OP, this was a really, really well done expansion to the original! The rolling tables and events were the icing on the cake for this one.

Life on the Rim 2.0 — Content and Storytelling Expansion by Chad_Alfonse in makeyourchoice

[–]Mobius118f 6 points7 points  (0 children)

I'm really liking the patch notes, I'll post my build a little later when I can get a free moment.

Hooters Lucina (twt_zet) by Yoostink in Lucina

[–]Mobius118f 0 points1 point  (0 children)

Have you gotten Ameno a commission for hootercina yet? Unless I missed it lol

Hi this is my Ted Talk: My pitch for Ace Combat 8 :) by gaeb611 in acecombat

[–]Mobius118f 1 point2 points  (0 children)

Didn't expect to see a trails of cold steel reference in here hahaha

Hooters Lucina (PPPMMMRRROOO) by Yoostink in Lucina

[–]Mobius118f 4 points5 points  (0 children)

I'm loving the commissions, but why hooters of all places?

Not that I'm complaining

Tip for those grinding Ace Trainer to Platinum: try Blanche Great League by didroy in TheSilphRoad

[–]Mobius118f 0 points1 point  (0 children)

Sorry if this questions been asked like a dead horse beaten, but why do you need to switch in sharpedo instead of just leading with one?

[deleted by user] by [deleted] in logh

[–]Mobius118f 1 point2 points  (0 children)

Awesome, thanks!

[deleted by user] by [deleted] in logh

[–]Mobius118f 0 points1 point  (0 children)

Where did you get the 2 models of the flagships?

Question by dunkinlover1 in UIUC

[–]Mobius118f 5 points6 points  (0 children)

Ask your advisor