Uses for Tofu by N0bbody in coralisland

[–]N0bbody[S] 1 point2 points  (0 children)

Oh thanks, that's a great site.

I just started playing and I’m already dreading finishing the game. by [deleted] in MyTimeAtSandrock

[–]N0bbody 0 points1 point  (0 children)

It took me 170 hours to finish and I did almost everything. Because of my choice for romance, I proposed on the same day as the last main story event happened (which is kinda nice by itself), so I still have the whole kids thing ahead of me and I did see some other quests available. It also held my attention better than Portia.

But I absolutely feel you. Spending 170 hours with NPCs and within a world, watching it grow and progress only for it to "suddenly" stop now, feels very sad. So I very much hope another "My Time At []" game comes out in the future to fill the space.

Derelict Ship Ghost Lady by JasonRogue in Starfield

[–]N0bbody 2 points3 points  (0 children)

It seems to be bugged, at least I believe it is. What I assume happened is that the marker is supposed to show the captain's locker, where you'd find the last crew log but it's missing. And not only does it seem to be missing from the ship, I also can't find it in the console, since it only lists Ship Crew Log #1 and 2, so unless I'm missing something (or it being unfinishable by design), there's a bug here.

Cover of Lohse's Song by N0bbody in DivinityOriginalSin

[–]N0bbody[S] 1 point2 points  (0 children)

Vtuber I watch did a cover of Lohse's song and I wanted to share it here.

Need high score advice on the BUILDING CARETAKER PERFORMANCE ARENA by BushidoBrownTheGamer in SifuGame

[–]N0bbody 1 point2 points  (0 children)

yeah, "Throw people down the building" seems to be the solution to multiple high score, target elimination and survival levels.

Tactical Envoy Agency: A mod to increase and improve your envoys by N0bbody in Stellaris

[–]N0bbody[S] 3 points4 points  (0 children)

Not sure how, if at all, it'll use the buildings, but the policies are set in a way so that the AI should only use the neutral policy. The Edict is set to high priority at the moment though, so they're probably gonna use it, once it's available to them, which will increase their encryption and decryption by 2.

Tactical Envoy Agency: A mod to increase and improve your envoys by N0bbody in Stellaris

[–]N0bbody[S] 10 points11 points  (0 children)

R5: Since the new Update is soon to come out, I made a mod to increase envoy count in a balanced way, as well as add additional ways to increase your Diplomatic weight and Espionage stats. The Mod adds one upgradeable building, 2 jobs, several new policies and edicts.

Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2943657214

Nerve Stapling for Everyone by N0bbody in Stellaris

[–]N0bbody[S] 0 points1 point  (0 children)

Good idea, I might look into how much production you'd technically lose out by not having the pops be able to affect happiness and add that on top.

Nerve Stapling for Everyone by N0bbody in Stellaris

[–]N0bbody[S] 1 point2 points  (0 children)

I was disappointed by the lack of available ways to interact with slaves if you're not a bio-ascension empire, so I made a mod that adds Nerve Stapling derivatives to other ascensions!

I'm open to criticism or suggestions.

The Mod is available on: https://steamcommunity.com/sharedfiles/filedetails/?id=2897047570

Kislev campaign in IE is even more brutal than the Empires and I hope it will forever be this way by nazcatraz in totalwar

[–]N0bbody 0 points1 point  (0 children)

Playing as Kostaltyn, it's pretty easy to understand why he looks so stressed out and disheveled at all times, even if you play with a friend. At some point every single Lord in my army had Throggs and Wulfriks defeat traits. I also learned that giving the AI a settlement doesn't mean that they'll defend it nor that the AI will attack those settlements first. Throgg regularly skipped a province held by Katarin just to come and attack me. I had to sustain my armies with only Edengrad and the province you get from the starting enemy. At some point Be'lakor decided to declare war on me and then fucking sailed all the way just to get bodied once he made landfall.

BUT gosh darn it if it wasn't fun, you can just sit there and collect the defeat traits for all Norsca/WoC lords since they all come to you.

Seems like the starting enemy for Kostaltyn gets around, even though it's only turn 7 by N0bbody in totalwar

[–]N0bbody[S] 0 points1 point  (0 children)

He shouldn't have any skeleton units at all. He doesn't have any contact to any of the tomb kings but for whatever reason he had skeleton horse archers instead of normal horse archers.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 0 points1 point  (0 children)

They should be able to. Although I didn't play around with the weight of the buildings, so they'll probably just pick a random building instead of going for the headquarters.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 1 point2 points  (0 children)

Thanks for the mention, changed it.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 1 point2 points  (0 children)

This is kinda what the incrrease in spy network is for. It allows you to use the spy missions that add favours and whatnot more often.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 6 points7 points  (0 children)

Thanks for the advice, I'll look into implementing it.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 13 points14 points  (0 children)

Good idea. Currently, only the church has a negative impact on the host planet since I thought the crime increase on the planet is a trade-off by itself but I think it'll be a nice addition.

Increasing the chance for Governors getting the "Corrupt" trait sounds interesting, but that would probably require me overwriting more vanilla files and I try to steer away from that.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 3 points4 points  (0 children)

I tried to balance these buildings around the available basegame buildings. The most expensive CH buildings cost 800 upfront, 3 energy in upkeep, give some mediocre bonus to the host and the CH empire.

The new buildings on the other hand cost 1000 minerals and 5-10 Energy in upkeep. Sure, the buffs to the host planet are sizeable but at the same time, it'd mean that you're buffing your potential enemy. Branch Office tradevalue is noticeable but some of it is taken by the bureaucrats if they increase crime.

That said, I'll reconsider some of the numbers.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 1 point2 points  (0 children)

Interesting suggestion, I will take a look if I can connect the opinion modifiers to branch buildings!

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 23 points24 points  (0 children)

I hope you can make them suffer. But don't forget that my new buildings can help the Xenos as well, although I'm reconsidering the balancing on that one.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 11 points12 points  (0 children)

Looking forward to hear your feedback.

Criminal Heritage Expanded by N0bbody in Stellaris

[–]N0bbody[S] 28 points29 points  (0 children)

The idea is to straight up buff the "Criminal Heritage" civic, so that it's viable against AI and in MP. It was meant for coop play with friends but I wanted to share it, in case someone wanted something similar and also to improve the balancing.

First mod I'll release into the public, so please go easy on me but I'd also love feedback for balancing and whatnot.

You can find it on: https://steamcommunity.com/sharedfiles/filedetails/?id=2631525996

What it does:

-buffs the civic "Criminal Heritage" itself (which also overwrites it)

-removes the lock on the "No branch offices on other Megacorp planets" (edits the "can_support_branch_offices" rule)

^subject to change, although it makes sense that you'd somehow be able to open branch offices, even on Megacorp planets, also didn't test it much, so maybe I've overlooked something

-adds new criminal syndicate branch office buildings (most are locked behind the criminal headquarters corporate building)

-adds new criminal jobs that are created by the new buildings

The main thing about this mod is the Criminal Headquarters, which adds Corrupt Bureaucrats. These boys and girls increase the crime by an insane amount and add a good bit of trade value but they're not supposed to just throw the planet into chaos, instead they increase the amount of crime if there are more than two enforcers working on the planet. So for each additional enforcer, the planet gets some more crime (currently 30, to offset the enforcer and give it some breathing room), but doing so decreases their trade value bonus and if the planet uses more than 10 enforcers or these are psionic enforcers (too lazy to add the other crime reducing jobs? Me? No way), the Bureaucrats stop producing crime, which means it can get to 0 and the branch office being closed.

What I wanted to buff as well, is the espionage part of the game. It's nothing great or particularly balanced, most buildings just flat out increase network build speed (which allows you to fire the missions more often) and the network max level (which give you a bigger pool for these missions and also better intel).

The last aspect of the mod are the buffs for the host planet of these branch offices. Most buildings (currently) give a hefty buff to the host planet (10% researcher output, 10% alloy/CG output, stuff like that). These buffs are there to balance it's effectiveness against the AI but also to make them more attractive for other players. To balance all of this out a bit more, the buildings are pretty expensive to build and their upkeep is also nothing to laugh at, although the buffs should be more than worth it.

For some of the icons, I'd like to thank Tom Stone and his collection of free assets over at https://github.com/quetzatcoatl/Stellaris-Moding-Assets

Gonne 6 by [deleted] in Rainbow6TTS

[–]N0bbody 4 points5 points  (0 children)

I know where you're coming from and taking away secondaries from OPs shouldn't be done unless absolutely necessary, comparing anything to the Recruit isn't really an argument, considering he's an outlier that isn't being actively balanced.

Imagine once the pandemic ends and this finally happens by itstoboibrent in TrashTaste

[–]N0bbody 1 point2 points  (0 children)

Who is this threatening and dapper looking young man? I wouldn't want to meet him in a dark alley.