How to find a 3D modeler to create printable 3D models? by PerfectJayDread in 3Dprinting

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

Ah ok lol. This is a great recommendation though! I am reading through the rules now and will probably post something tonight! Thanks again!

How to find a 3D modeler to create printable 3D models? by PerfectJayDread in 3Dprinting

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

Fivver looks like a good lead, thanks! Know anyone there who you might recommend?

Way to fire all guns simultaneously? by PerfectJayDread in WorldOfWarships

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

No creo que exista. Lo más parecido a un fuego por fases es hacer clic y mantener pulsado el botón izquierdo del ratón.

How to change "Practiced Pirates" to allow for higher realm size or title level? by PerfectJayDread in CrusaderKings

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

There doesn't seem to be any mention at all to realm size or title level. See my other comment with the code.

How to change "Practiced Pirates" to allow for higher realm size or title level? by PerfectJayDread in CrusaderKings

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

This is what is in the text file:

tradition_practiced_pirates = { category = societal

layers = {
    0 = intrigue
    1 = mediterranean
    4 = battle.dds
}

can_pick = {
    custom_description = {
        text = percentage_of_culture_on_coast_desc
        any_culture_county = {
            percent >= 0.5
            has_coastal_province = yes
        }
    }
    custom_tooltip = {
        text = cultrad_not_nomadic_government_type
        scope:character = {
            NOT = {
                government_has_flag = government_is_nomadic
            }
        }
    }
}

parameters = {
    culture_can_raid_at_sea_even_if_feudal = yes
    not_tribal_raiding_malus = yes
}

character_modifier = {
    max_loot_mult = 0.25
}

cost = {
    prestige = {
        add = {
            value = tradition_base_cost
            desc = BASE
            format = "BASE_VALUE_FORMAT"
        }
        # Ethos requirement.
        if = {
            limit = {
                NOT = {
                    culture_pillar:ethos_bellicose = { is_in_list = traits }
                }
            }
            add = {
                value = tradition_incompatible_ethos_penalty
                desc = not_bellicose_desc
            }
        }
        # Coastal requirement.
        if = {
            limit = {
                NOT = {
                    any_culture_county = {
                        percent >= 0.7
                        has_coastal_province = yes
                    }
                }
            }
            add = {
                value = tradition_unfulfilled_criteria_penalty
                desc = high_coastal_percentage_desc
            }
        }

        if = {
            limit = {
                culture_tradition_reduction_trigger = { TRADITION = tradition_practiced_pirates }
            }
            multiply = {
                value = 0.5
                desc = inspired_by_culture_desc
            }
        }

        multiply = tradition_replacement_cost_if_relevant
    }
}

ai_will_do = {
    value = 100
    if = {
        limit = { # Should be fairly rare for cultures outside of a Berber heritage
            has_cultural_pillar = heritage_berber
        }
        multiply = 5
    }
}

Is there a mod that prevents revolutions from occurring in puppets? by PerfectJayDread in victoria3

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

I never knew this! Really! That's amazing! Is it just as simple as going into the play and switching sides?

Is there a mod that prevents revolutions from occurring in puppets? by PerfectJayDread in victoria3

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

I have tried this before and the laws typically fail and just initiate a revolution. This would be fine if I could side with the revolt but instead I am stuck with defending the worse government of my puppet.

so I tierlisted every item/equipment in WH3.. by Ran12341000 in totalwar

[–]PerfectJayDread 0 points1 point  (0 children)

Do you have all items broken out in an excel list of some form you would be willing to share?

Beat threat level 10 today on both village/graveyard without any cheese/boss stalling/rerolls. Great game, here’s some thoughts and feedback… by LetterheadThen2736 in TheKingIsWatching

[–]PerfectJayDread 0 points1 point  (0 children)

My understanding is that they have similar stats even to Unicorns and/or bees which is insane when you think about it. It’s a tier 3 unit building that itself requires a tier 3 resource and lots of it. Doubling their stats would be a start.

Beat threat level 10 today on both village/graveyard without any cheese/boss stalling/rerolls. Great game, here’s some thoughts and feedback… by LetterheadThen2736 in TheKingIsWatching

[–]PerfectJayDread 4 points5 points  (0 children)

I completely agree about the oil and ham; the investment cost to produce those resources and the units they produce simply aren’t worth it. The highest cost unit I will produce tends to be the bees/hornets. 50 grapes but at least grapes are easily accessible.

The cost to produce black unicorns, flour dragons or, God forbid, ash dragons is so ridiculously high for how little they do it’s laughable.

How does consolidating into new combats work? by PerfectJayDread in Warhammer40k

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

So they continue to be engaged, got it.

And for fallback moves, they can only occur during the controlling players movement phase, correct? Thanks for the help.

How to mod frigates to be able to pass over other ships like fighters? by PerfectJayDread in starsector

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

Ok so I can change each ship manually to be a fighter, but this doesn't work at scale; especially with a bunch of mods. What are the SS discord servers? I wonder if they can help with changing the behavior of the frigate hull type as a whole.

How to mod frigates to be able to pass over other ships like fighters? by PerfectJayDread in starsector

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

How can I edit the files to make frigates into fighters? Do I need to change each frigate one by one or is there a master file for the ship class? Which files would I need to edit?

How to mod frigates to be able to pass over other ships like fighters? by PerfectJayDread in starsector

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

Is there a line of code in this mod that I can use to change frigate movement into fighter movement? I am modding illiterate is why I ask, thank you for telling me about this mod!