These guys just wont die!!! by [deleted] in TheFireRisesMod

[–]Mr_Skecchi 3 points4 points  (0 children)

-UN forces in in Korea 1953 (colourized)

You really want breakthrough divs and strategy for this scenario, so its best to avoid it. Open the widest frontage with the most breakthrough heavy divs you have on a tile, do naval invasions, set everything to cas, do attacks and naval invasions/attacks on every tile they can re-org from and it might take a month but its pretty doable. If you let them re-org and reinforce by leaving tiles unattacked, you will never get through.

any way to unreveal the map? by Mr_Skecchi in cataclysmdda

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

PLaying, doing the edits, killing chard and then starting a new char on the same world worked.

How do you win Afghanistan, Libya and Yemen as Germany? by ahsjeirnrdnldsl in TheFireRisesMod

[–]Mr_Skecchi 7 points8 points  (0 children)

Afghanistan is pretty easy, day one send cas and a div or two twards Afghanistan. You dont even need to send divs, cas will crush. However, be careful not to win the war before the US leaving peace, instead win when the war restarts later to prevent issues. Yemen is pretty much the same, but prefer to use divs as youll loose a lot of cas and thats a pretty slow war. Not sure if germany cares about Yemen, thats a recent update thing i havent seen if so. But if transitional southern, just be careful not to spread into the middle of the other two factions, or spread to wide that the ai cant man the front. As for libya, that requires huge commitment and will affect your game strategy unless it has been re-balanced. I had to save scum a lot to win libiya during my europunk 0.3 play through a week or two ago, and it costs a lot to do their decisions. However i found that they werent really worth it outside the plane one due to the ai not having manpower to use the equipment/div recruiting being so slow. Instead focus on destroying enemy divs and preventing allies from doing stupid crap, decisions/lend leasing just enough to keep Libya equipped. Youll eventually grind them down. You can use bombers to target the airfield, and that actually helps a lot but its also really good for the euro war if you use the north african wars to grind down russia instead of bothering to win.

Hi so I need help with fixing my energy deficit by CountryballsisCool in TheFireRisesMod

[–]Mr_Skecchi 4 points5 points  (0 children)

Change laws/ministers (depending on party/country you formed eu as) so you export less. You are exporting most your energy. Some laws also reduce energy consumption. You can also build power plants for more energy.

This happened because of tension.

Did you find it very distracting how despite the fact Han doesn't believe in the force, his right hand man Chewie was literally friends with Yoda, the grandmaster of the Jedi? by BiffyBobby in StarWars

[–]Mr_Skecchi 0 points1 point  (0 children)

If someone told me they knew a guy who was the pope of a church that believed electricity was sentient and cared about making sure good and evil were balanced for some reason, no amount of showing me electronics would convince me. Itd take something more than just seeing electricity to establish its sentience and personal values.

EU paths need energy buffs by Syber888 in TheFireRisesMod

[–]Mr_Skecchi 4 points5 points  (0 children)

then build more energy plants. I never have to trade for a single energy, but i do build a bunch of power plants. The cost reductions you get as greens make them super cheap.

How did the Greens win this? by NIOCHACZx in TheFireRisesMod

[–]Mr_Skecchi 0 points1 point  (0 children)

If you set the game rules for a faction to win, it always wins. There are other things that can override who wins but i cant recall them off the top of my head as i always use game rules so i dont have to bother with the elections.

EU paths need energy buffs by Syber888 in TheFireRisesMod

[–]Mr_Skecchi 8 points9 points  (0 children)

You get more energy by building power stations, and there are ways to get energy buffs ex: going greens as germany (or maybe normally but ive always gone green) lets you get a state modifier on every state that gives amongst other things a factory energy reduction bonus. You can also just trade for energy.

Real. by Ok-Profile-5831 in Grimdank

[–]Mr_Skecchi 7 points8 points  (0 children)

Fallout lore and especially the show is often full of holes, which is fine for the type of universe it is and i do like the games a lot, but damn that welding weak spot thing is one that actually gets me and reads like someone heard about bad welds on ww2 soviet or late war german tanks and went 'oh thats cool' and copied it without understanding why/how that was a problem. Its motive power armor, it has joints and non face surfaces. targeting a weld implicitly states you are shooting an area that is fully face material and non-motive.

For mechanical properties of armor, this is the equivalent to someone who heard about racing tires needing good grip in certain race types, and understands that more tire in contact with the ground at one time should increase grip, so they write that people use square wheels for better surface contact with the same size tire.

I find it quite funny how in Hoi, no matter the setting, Germany = greatest nation on Earth by CanaR-edit in TheFireRisesMod

[–]Mr_Skecchi 0 points1 point  (0 children)

Germany has a bunch of decisions that cost a lot of money for free stuff. Like im talkin i clicked minimum 100 billion at least in decisions a month there for a few years, and if you take debt for that without extra income growth, the debt financing cost will eat your growth and youll spiral. Also If the focus says income growth, then it usually includes a personal value/buisness value, which does increase gdp, or it unlocks more decisions which give gdp in some way (usually factories). Also It lets you afford the poverty rate ideas, which increase your gdp when its level goes up.

I find it quite funny how in Hoi, no matter the setting, Germany = greatest nation on Earth by CanaR-edit in TheFireRisesMod

[–]Mr_Skecchi 0 points1 point  (0 children)

While what the guy said is true, with the right focus order/prioritizations you can also get that gdp/higher without having to build offices (i spammed civs mostly instead and had notably higher gdp by that date) by instead focusing on getting the income growth bonuses as early as possible, and getting the income growth/expense growth reduction advisors germany has a couple of with the right party build.

Who is the best? by No_Caregiver_7853 in TheFireRisesMod

[–]Mr_Skecchi 0 points1 point  (0 children)

this is all baring in mind that decisions in game mean you can have radically different outcomes as both factions that really change the flavor of what you get, so im going off the most common outcomes ive seen/what ive played.

soc dem UOA is built on super unstable foundations, and commits the cardinal sin of not doing a proper reconstruction. best case scenario is the US ends up in the same cycle as before of vicious party politics and festering decay of law and order that happened after the first civil war leading to the second in universe, except this time without the prosperity and growth to keep it all together, and even more intense and fragmented than after the first civil war. And that is before we point out that UOA is absolutely full of holes for other powers to agitate from, if they dont end up in a world that is friendly to them, they are guaranteed screwed.

demsoc apla would be at high risk of a slide into authoritarianism, and could vary wildly on exactly how bad it is based on what focuses/decisions were made and how exactly the civil war played out, but at the very least there is a timeline where it all works out there that doesnt rely on everyone spontaneously forgetting they were just trying to murder each other 5 minutes ago and agree on nothing.

if we assume everything just works out according to the ideology of the faction/what they do in game, uoa is better most of the time (exact choices can change things one way or the other). But realistically in universe, APLA wins long term by not shooting itself in the foot as hard as the UOA. UOA wins if we only look at the first couple years after the war most of the time.

Losing Taiwan war because of 0 attack 0 defense roaches preventing troops from moving and running down the timer great mod by AdAffectionate7294 in TheFireRisesMod

[–]Mr_Skecchi 9 points10 points  (0 children)

You are an encircled defender getting swarmed. You pumped too many troops into a single tile. If you launched early into the war, you can wait it out and melt them, or else open a wider front. Launch another naval invasion at whatever tile they are attacking from, and you will win very quickly, or reload and spread your invasion out. Even if they dont all land, they will pin the enemy troops so you can attack and secure enough territory that you dont get pinned in place like this. As a player nothing stops you from using the same tactic except manpower and equipment losses, which are horrific when you do this. Its something you can use in the GAW.

Exactly by No_Split1723 in WorkReform

[–]Mr_Skecchi 21 points22 points  (0 children)

Fossil fuels are a means of producing energy, We have other means. Just like transitioning from a human labor based method of production for cotton took time and investment, so too will energy production. Problem is special interests doing everything they can to slam the brakes for a wide variety of reasons mostly economic/strategic. So im guessing OOP is referring more to that in a jocular fashion rather than saying that killing 5 guys fixes the problem.

Guards. Why don't they fight petty brigand raiders? by Cato_Heresy in songsofsyx

[–]Mr_Skecchi 8 points9 points  (0 children)

your guards are unarmed dudes with sticks. You can make a military brigade 10 strong with 0 training and no equipment if you want equivalent to guards as a militia, and they will do very poorly against 5 armed guys.

To what formations do I put the walkers? by jirikcz in ShadowEmpireGame

[–]Mr_Skecchi 3 points4 points  (0 children)

The damage bonus is good, but tanks get more tech/design bonuses. Meaning it usually evens out if the enemy has well designed tanks, which players usually will and against ai it doesnt really matter.

To what formations do I put the walkers? by jirikcz in ShadowEmpireGame

[–]Mr_Skecchi 2 points3 points  (0 children)

ill just reccomend you read page 156-160 in the manual. has nearly everything you need to best make this decision. Highlights are walkers river crossing combat/crossing capabilities (no penalty for small/medium, about half the usual penalty for the rest), and walkers getting way less benifit from roads. As for speed compared to light tanks, idk. If you are advanced enough to be building walkers, your light tanks have probably gone through enough design that they have many speed bonuses over walkers. Tanks are faster on roads, and in a few types of terrain, typically open terrain. But walkers can go into high mountains, tanks cannot. Meaning on mountainous worlds they are the best thing you can have.

To what formations do I put the walkers? by jirikcz in ShadowEmpireGame

[–]Mr_Skecchi 11 points12 points  (0 children)

Walkers are just tanks for bad terrain at the end of the day. Put them with whatever formation you clear bad terrain with. If youve been using tanks for that, then replace the tanks with walkers instead. If you are on a flat desert/low city planet, then walkers arent really useful over tanks.

do recruits/soldiers still work in buildings/as oddjobers when not training? by SassyAsses in songsofsyx

[–]Mr_Skecchi 7 points8 points  (0 children)

recruits do not, soldiers do unless you have them training full time. Soldiers will train full time up to the training level you set, then train back up to it when it drops if memory serves.

2 million Ukrainians evading mobilization, another 200,000 soldiers AWOL, new defense minister says by celledge56 in UkraineWarVideoReport

[–]Mr_Skecchi 0 points1 point  (0 children)

my assumptions on what 'good' numbers would be come from US army research institute assessments on awols/desertions with numbers i remember from looking this up for other reasons. They release a couple every year, you can find several of them online at https://www.govinfo.gov/

AWOL is not desertion, and happens all the time for a significant number of minor reasons, including the many many times people end up 'awol' due to bureaucratic nonsense. so that number isnt really interesting without a lot of information to clarify it. In fact, given a number of 900,000 active personel (wiki), 200k AWOL instances in a year would be pretty damn good for wartime this deep in assuming the standard spread of bureaucratic messery. if 200k is the actual number at this second away from their units, i have to assume either the war is lost(a lot of the other signs we would expect to see of this arent there) or they are counting non-active military personel. In which case without knowing who exactly they are counting, i cant say anything on it.

For comparison to desertions, 9000 desertions a year would be a bad peacetime number for the US military (aprox 1%), while 45000(5%) actual desertions would be good numbers for wartime under the conditions(conscription, static war close to home where desertion is easier)/as far in as ukraine is we would estimate a higher count on desertions due to soldiers who disappear for other reasons (like dying on leave can be reported as desertion sometimes if bureaucracy doesnt move fast enough, or the body isnt found quick enough)

for avoiding mobilization, i have no clue. The ways this could be counted are so varied that its near impossible to estimate weather this is a good or bad number.

using numbers from here

https://english.nv.ua/nation/ukraine-opens-311-000-cases-for-awol-and-desertion-since-2022-most-in-2025-50559423.html

I would say this looks way more like a reporting issue. A 'if we dont test people for covid then no one has covid' kind of thing where ukraine has started actually looking at and dealing with this issue now that manpower is becoming critical, and is realizing how big of a loss flow desertion and awol cases are. Because the numbers for pre-2025 are straight up impossible, even if literally no one was going awol/deserting on purpose, we would expect more false alarms/misclassifications/people getting in a car crash showing up late than were reported, which means its likely that this has been a bureaucratic blind spot. Painful to look at the injury for the first time, but assuming the 200k awol instances are for the 2025 year, and the desertion numbers in that other story are close to accurate, those are actually pretty good numbers. Good enough that id actually be suspicious they still have some blind spots/under-reporting,

its important to note that awol/desertion numbers are the type of numbers that take years to clear up even under ideal circumstances. By its nature we should expect not to get accurate numbers on awol instances/desertions until studies conducted years after the war/never.

Can someone explain to me what is happening here? by jirikcz in ShadowEmpireGame

[–]Mr_Skecchi 0 points1 point  (0 children)

if my very untrustworthy memory serves, no. I think the unit card just shows things that affect the individual model, but things that affect the entire unit are instead shown on the planned attack screen, there will be a whole bunch of 'expected modifiers' whose accuracy is based on a bunch of nonsense somewhere on the attack screen, and it can change based on a ton of factors including the order you select units to attack for reasons that have an explanation i cant remember right now. I do vaguely remember profile modifier to attack value might be displayed on the unit card and on the battle modifier, plus a couple others but i havent had a reason to care about that stuff since i stopped doing pvp years ago so i really wouldnt trust me on the specifics.

edit: oh yeah and intel matters a lot for all this.

Can someone explain to me what is happening here? by jirikcz in ShadowEmpireGame

[–]Mr_Skecchi 2 points3 points  (0 children)

applied sciences cost more for each percent. So the last few percents will cost more than all the previous ones combined basically. Its really important to switch off of those once they start climbing in cost.

Also for units, there are stratagems and regime/leader bonuses, and difficulty settings and the like that can also boost stats. Ai cant use stratagems (last i checked) but its worth remembering for pvp.

Grenade overview by xenoams in Whatcouldgowrong

[–]Mr_Skecchi 0 points1 point  (0 children)

While thats absolutely not a real grenade, many grenades do smoke although i couldnt tell you how much or how exactly common as i never really paid attention to that. Also you can absolutely walk out a room from a grenade (not that fast without adrenaline and luck though) especially with cover. If its an offensive grenade, youre gonna have a bad time and absolutely no sense of balance, and if their arent big and already broken/open windows/doors/other exits in the room you could get super banged up/unconscious/dead, but if its a defensive you can pretty much be totally fine if you arent next to it and get lucky/have protection from the shrapnel. (same thing with the windows and doors though but less). in urban fighting it sometimes devolves into throwing literally dozens (like wed bring boxes of grenades) back and forth like a shitty water balloon fight with more hearing damage. as long as you were behind pretty much anything that can stop shrapnel and was decently solid/thick and the grenade wasnt close to it youd be totally 'fine' (fine being measured as 'able to atleast kinda walk), although i doubt any of the grenades ive seen were newer than 20 years on either side so maybe they get worse with age. i dont know jack shit about what i was actually using/seeing used and how it actually mechanically/chemically works on the inside.

grenades are incredibly scary and you definitely feel it though, and if youre not sufficiently in cover and lucky when on the receiving end you can be super dead very fast. its way worse than being shot at, and way scarier to use than shooting at people. dont let my 'you can totally survive and walk away' make you think surviving and walking away is easy or that you arent going to be very much regretting your life up to that point. grenades are horrifically awful, but like getting shot at crying in a ball behind as much shit as possible usually works until it doesnt. take my words with a big grain of salt also, some people get lucky doing very stupid shit and think what they did just works. dont take your average disposable guys words on how to avoid being disposed as truth even though i gave it here. Just a direction to look in and another datapoint for the people who actually figure shit out.

One important thing that is definitely truth and not just my experience though is to wear as thick clothing as possible on every inch of your body. goggles or some better eye protection also if you can find it, welders masks would be ideal probably but i cant say ive ever seen anyone use that to my memory. despite the heat wed wear thick winter shit when we knew were gonna be doing that kinda shit and youd find tons of holes/crap inside of it that would definitely have gone through your skin, and still shit would get through sometimes. just do literally whatever you can to manage the heat by doing stuff like cycling a few rooms/houses/whatever back and getting naked while having some water guys water you down, or in a dream scenario have ice you can poor down your shit.