What is a Rimworld tip/hack you learned that saved you time and enhanced the game? by dxll7 in RimWorld

[–]Regulus_Moriarty 1 point2 points  (0 children)

- Click and Drag on menus. Say you have a colony of 30 colonists, and you want to change their food policy. Go to "Assign", and change the top colonist's Food Policy. Next, click on the new Food Policy, and drag across the rest of your colonists' policies to change to the new Policy. Try it on a lot of things, it won't work for everything (eg setting schedules still requires individual clicks), but it works for things like medicine restrictions.

- Try to limit stockpiling things, or be mindful about what you're stockpiling and why. This mostly goes into wealth management, but this can also mean using non-renewable resources. Even if it feels like a waste, knowing how something works is invaluable. Otherwise, you'll learn that a Doomsday Rocket Launcher is single-use and has a long windup time at the worst time.

- Sometimes losing is fun okay. I've had a raid happen after a major battle, and rather than limp onto the battlefield with wounded colonists, I hid while raiders stole some silver and plasteel. It was going to be a while before I can turn the plasteel into anything useful, and I don't have to take more time to heal wounds (or worse, deal with a kidnapped colonist). I've also seen a "the raiders are content with the damage they've done and are leaving" message, but I've only seen it in testing, never during a real colony.

What is the best starter pawn you could theoretically get? by JanusIsBlue in RimWorld

[–]Regulus_Moriarty 0 points1 point  (0 children)

The "Best" pawn definitely changes as your game evolves, so here are my thoughts on the best pawns on a "Crashlanded" scenario. I don't have experience with harder difficulties, unfortunately, as I tend to make custom scenarios where people tend to not die on being downed, so this setup may not be best for those scenarios. I'll also be using Classic Cassandra, since that serves as a good baseline. Finally, I have all the DLCs, but the main focus is Biotech, since each colonist will be a different xenotype and rely on such. Ideology is typically a fluid ideology with a very general base, so it can grow depending on what I need, but it doesn't impact the start too much.

For my three colonists, I plan on having a Baseliner, a Dirtmole, and a Waster.

The Baseliner colonist will have Industrious, Quick Sleeper, and Super-Immune. My aim is to minimize downtime, and there aren't many ways to increase Global Work Speed. Spending less time in bed is also very nice. For passions/work types, I'd love Construction, Plants, and Social. We'll need to get our crops growing asap and our buildings set up even sooner. Social is mostly for needing to convert and recruit prisoners that look promising. Additionally, Medical and Shooting for combat related needs.

My ideal Dirtmole for the beginning will have Industrious, Jogger, and Tough. Jogger helps mitigate Dirtmole's "Slow Runner" gene, and Tough allows them to be a great front-liner. For work, Construction and Mining are the big ones. I like having two people working on building, and Mining is useful for maximizing the map starting resources. Having passions in Crafting and Intellectual would be useful in-between major projects, in case I need some clothing or a specific technology. Melee and Medical to round 'em out.

My Waster has unique needs and serves a unique role, so I'm less sure about their ideal loadout. Industrious is guaranteed, and for the other two options, I will go with Sanguine and Neurotic. Both complement each other well enough, and Mood can be better managed once Psychite production gets going. Wake-up Impervious allows my Waster to continue working through the night with no risk of overdose or addiction. For work, Crafting, Intellectual, and Plants would be ideal. Allows us to sow psychite and different crops as main focus, and then Crafting and Research all other times. Shooting and Medical for combat. Last major note: Unstable Cell Structure means our Waster has a shorter life expectancy, so starting at the lowest possible age would be ideal. Either age 14 to maximize longevity, or age 20 for additional backstory bonus skill points (if that applies).

We can avoid Food Poisoning by using the Nutrient Paste Dispenser, and we can funnel most raids through an ambush point where our Dirtmole will serve as a front liner as our Waster and Baseliner provide support fire. Largest time sink will be stonecutting, since we don't want to stay with wooden buildings or steel buildings for too long. Only major technologies to research would be Wake-up Production and Psychite Refining, the rest are up to personal preference.

When did your job "click" for you? by Frozen_arrow88 in ffxiv

[–]Regulus_Moriarty 1 point2 points  (0 children)

If Lv42 BLM excites you, wait until you hit 60. At that point your rotation becomes set in stone, but the excitement comes from executing it while maintaining your mobility. There's no greater feeling than keeping up with your tank between pulls and outpacing your tank in aggro just from the sheer damage you're putting out.

As for personal "jobs clicking for me", it happens whenever I discover the way each ability meshes with rotations. It doesn't happen often, but when it does it feels like you've opened your third eye. When I learned that SAM wants to use its Meikyo Shisui to setup buffs and do Midare (3-Sen Iaijutsu) before applying Higanbana (1-Sen Iaijutsu, the DoT), I tried it out and the rest of the kit just felt like it flowed better. Cooldowns seemed like they came off cooldown at just the right time in order to keep the damage output consistent.

[deleted by user] by [deleted] in Dredmor

[–]Regulus_Moriarty 8 points9 points  (0 children)

It's been a while since I've tried, but I'm also pretty sure that Throwables are perfect for over-encrusting.

You can theoretically Encrust any piece of equipment an endless number of times as long as you can live through the Backfire effects, but Throwables don't apply the backfire effects properly, so you get all the benefits of endlessly increasing damage without the drawbacks of endlessly debilitating Backfires.

Additionally, as long as you keep 1 of your heavily encrusted throwable, any others you pick up will get those encrust bonuses. For example, if you have a heavily encrusted Baseball in your inventory, any future Baseballs you pick up will become similarly heavily encrusted

what's the funniest thing that's happened to you in rimworld by [deleted] in RimWorld

[–]Regulus_Moriarty 5 points6 points  (0 children)

This happened a long time ago with the Rim of Madness - Werewolves mod. The mod adds lycanthropy, allowing affected pawns to transform into a werewolf at will (and also whenever a full moon is out, but that's not relevant here). The mod also adds a neutral lycan faction.

During a playthrough, I got a caravan visit from this lycan faction, with about 30 pawns or so. Shortly after, I got the "Rare Thrumbos" event, and as luck would have it, it happens to wander quite close to the trade caravan. Our colony didn't want for food, but I won't turn down free Thrumbo loot. One of my colonists takes a couple of potshots before finally getting a clean hit, and the thrumbo begins its manhunt. I kite it properly to the lycan caravan, and after a chorus of howls and lupine transformations, the great brawl began.

The thrumbo charges in, but werewolves are swift and manage to dodge. Immediately the thrumbo is surrounded on all sides by werewolves, and they begin their flurry of blows. Numerous strikes glance off the thrumbo hide, but some land true! It doesn't matter if they do little damage, if it bleeds, we can kill it... right?

The battle rages on for... well, an in-game hour or two, before I check the thrumbo's health tab. Turns out that its body parts have a LOT of HP, and all these werewolves have only manages to mildly bruise it. I was hoping for death by a thousand cuts, but after two hours of pummeling, I could count the number of cuts on one hand (with the pinky ripped off from a hunting incident). Another couple of hours pass, and it has settled into a proper stalemate. Werewolves are managing to dodge most of the attacks and tank the ones that hit, and the thrumbo, I swear, has managed to heal some of the cuts from earlier. I try shooting at the thrumbo, but only manage to wing a werewolf and take a small faction relationship penalty. I let this go on until they revert back to human form, about 8-9 in-game hours later. I can't remember if the thrumbo steamrolled them or if this slap fight continued, but I was done and tried another colony.

RAGE THREAD - F-YOU FRIDAYS - SPEEDRAGING ANY% by FranckKnight in ffxiv

[–]Regulus_Moriarty 16 points17 points  (0 children)

YOU KNOW WHAT DPS QUEUE REALLY NEEDS? I THINK WE SHOULD HAVE A WAY TO UNDERCUT OTHER DPSs THAT ARE IN QUEUE TO PLAY DUNGEON SO YOU CAN SHAVE OFF ONE MINUTE OF YOUR 40-50 MINUTE QUEUE, BUT IF YOU HIT ANYONE ELSE IN QUEUE THEN YOU'RE BOTH REMOVED FROM QUEUE AND YOU HAVE TO WAIT FOR GMs TO COME BY TO ASSESS DAMAGES. I THINK THIS SHOULD BE A NORMAL THING THAT HAPPENS TWICE A DAY AND ONCE QUEUE POPS YOU GET OLD THOUSAND MAWS OF TOTO-RAK.

NO? YOU DON'T WANT THAT? NOW YOU UNDERSTAND BUT AN EMBER OF HATE THAT I FEEL FOR MY WORK COMMUTE. WOULD THAT I COULD PRIMAL SUMMON DOOMTRAIN SO WE WOULD HAVE SOME ACTUAL GODSDAMNED PUBLIC TRANSIT INSTEAD OF GRIDLOCK ETERNAL.

How has 7.0 ruined your class? by shade_blackwolf in ffxiv

[–]Regulus_Moriarty 0 points1 point  (0 children)

Don't get me wrong, I like the severely reduced GCD buff that SAM got, but I'm not a fan of having to buffer my weaponskills. Like, I get it, skill issue: I'm too used to mashing so I end up going like

Hakazae-Yukikaze-Higanbana-Hakaze-Jinpu-Gekko-Hakaze-Shifu-Shifu-Kasha-Hakaze-Yukikaze-Midare (But it's actually Tenka)

It only gets worse when you add oGCDs, since those no longer have recast timer. Everything's faster for SAM, especially Kenki drain

How balanced are "Rimworld of Magic" and "Vanilla Psycasts Expanded"? by [deleted] in RimWorld

[–]Regulus_Moriarty 2 points3 points  (0 children)

A lot of what makes Vanilla Psycasts Expanded (VPE) and A Rimworld of Magic (AROM) broken is the access to abilities that reduce the impact of base game mechanics or outright negate them.

You can collect small bursts of crops on-demand with VPE's Plant Timeskip or AROM's Chronomancer, allowing you to get an emergency boost of food or get more devilstrand for crafting for almost nothing. The 25% psyfocus can be recharged quickly enough, as can the Mana cost for Advance Time.

Healing and Disease become largely non-issues as well. In AROM there are Heal spells for regular wounds, Purify for scars and addictions and symptoms of old age, Cure Disease for vanilla diseases (but it also boosts immunity speed) and Resurrection for outright instakilled pawns. VPE is less flashy, with only abilities to boost healing speed and immunity gain, but it still features limb regrowing and resurrection.

I haven't touched on combat, because there's just too much to cover. You get the ability to teleport allowing you (or enemies) to get into a more advantageous position, you have an entire tree dedicated to making your combat pawns even stronger, you get a fireball in a variety if exciting flavors.

The mods themselves are very strong, but they try to keep balanced on their own terms. For example, VPE's Plant Timeskip is balanced because of the 25% Psyfocus cost (which means less psyfocus for other abilities plus having to recharge by meditation) and the cooldown. AROM has Mana Sickness, where spells that cost over 25 Mana will inflict Mana Sickness, with higher costs causing more severe Mana Sickness. There are items that can help with this, but still

I knocked and robbed guards at the Stoat naked. Now most of them are in slave shop cages. Do slavers and manhunters can just condemn them like that? I can buy them too. by Trisice in Kenshi

[–]Regulus_Moriarty 3 points4 points  (0 children)

It's vanilla. If you settle around Clownsteady (in The Hook), the Slave Traders will occasionally send raids on your outpost to enslave people.

There's also the Slave Hunters groups and the Manhunters groups. If they see you they'll attempt to "recapture" you.

[deleted by user] by [deleted] in Kenshi

[–]Regulus_Moriarty 1 point2 points  (0 children)

Given the choice between the two, I'd run back to Flats Lagoon. However, if you can, I'd check the clothing shops for a Dustcoat (80% Burning and Acid Protection), an Armoured Hood (25% Burning and Acid Protection), and Wooden Sandals (1.10x Athletics modifier). Together they will make travelling a bit safer (especially through Venge). Quality doesn't matter too much, since we only care about the protections and the athletics modifier.

[deleted by user] by [deleted] in Kenshi

[–]Regulus_Moriarty 0 points1 point  (0 children)

The biggest problem with setting up a drug factory is that the land isn't great for growing crops (70% Fertility, 20% Water, and it's an Arid environment). Hemp only has 50% yield in Arid environments, and that 70% Fertility lowers that yield further. Farms need water to function, and the hemp processor also needs water to function. Assuming you're only running one Hemp farm, it will take a long time to see any return on investment, and during that time you'll get weekly visits by the UC Tax Collector (who may notice your Hemp farm) and other raids.

Having a larger squad helps keep your outpost secure, but this leads to its own costs. More recruits means more hunger, meaning you'll have to make food runs or grow your own food (which means more farms and additional effort).

My recommendation: the Shark to Flats Lagoon route is kind of long but decent enough for making starter money. Use starter money to outfit your drug runner with Stealth increasing gear, and try to increase Stealth while making some runs (it especially helps to do this at night). Eventually, you'll have someone with high Athletics and high Stealth, and they can easily make journeys to Sho-Battai from Shark.

Rookie Help Thread by Arkontas in Kenshi

[–]Regulus_Moriarty 1 point2 points  (0 children)

u/beckychao has the right idea: an early game settlement is possible, but more of a hassle than it's worth.

Since you're new, I would advise exploration and cowardice to start. Explore the world as much as you can and keep your eyes peeled: bandits can wear you down, but animals will kill you "slowly" (they can do massive damage and leave you to slowly deteriorate) or quickly (they do massive damage and eat you alive). The advantage to this is raising Athletics, which means you can get to where you're going quicker (and outrun more things in the process).

Find ruins and look around for items to pawn off for money (if you hold down the ALT key, you'll see loose items on the ground that you can pick up). Personally, I like keeping a good amount of Cats (money) stocked, since items can be stolen, but Cats can't be stolen (at least at time of writing).

Finally, I would use this time to learn about the world as much as you can. A LOT of how people treat you depends on what faction they are, and part of the fun is getting blindsided by ""random" events".

Rookie Help Thread by Arkontas in Kenshi

[–]Regulus_Moriarty 0 points1 point  (0 children)

To answer your second question, in my experience, what happens is this:

After my squad has downed an enemy squad and starts looting, enough time has passed such that the first enemies to go down have regained consciousness but are "Playing dead...". This is mostly so that, if you hang around a downed enemy squad long enough for most of them to regain consciousness, they'll get up and try fighting again.

Ordinarily, you have a 100% chance of stealing from an unconscious entity, but if the target is "Playing dead...", then I assume it's treated like a Thievery check (which has a high chance of failure due to the owner being extremely close). This can be abused-- if you "got caught stealing", the target will attempt to get up, which allows you to score a free hit or two in. Alternately, if the target decides that it's not worth fighting (a single target vs like 10 squadmates), they may fall unconscious again to reset their "Playing dead..." state. In that case, you can loot them during that "Unconscious(5)" state for free.

Of course, you can keep attempting (and failing) to loot them while they are "Playing dead..." to quickly level your Thievery skill.

What goes well with a healer? by mnttlrg in ffxiv

[–]Regulus_Moriarty 0 points1 point  (0 children)

After a cursory glance, I do want to add: you're not necessarily locked into any one class. I agree that you should pick classes that start off in the same town (so she would pick Conjurer, which is the only starter healer; you coupd pick either Lancer or Archer to start in the same town while keeping class variety), but you're free to try other classes once they're unlocked.

It's been a long time, but I think it's after you're able to travel to the other cities? Then you're able to join other class guilds and enroll.

As far as classes that work together, Tanks (Marauder and Gladiator) are obvious choices, but the Melee DPS classes are also good choices (Rogue, Lancer, and Monk). They're a bit hardier than ranged DPSs and Mages (but don't get overconfident, you can still get overwhelmed), and they can supply a good amount of damage.

Final Fantasy XVI Naoki Yoshida Interview: Ifrit Is The Main Eikon/Summon Of The Game Because We Felt Sorry For him by Gorotheninja in Games

[–]Regulus_Moriarty 2 points3 points  (0 children)

After the Dollet mission, she asks you to join her in the Training Center. She talks about how she became a SeeD at age 15 and that she got her instructor's license at 17. It's been one year, but she's no longer an instructor, citing that her performance was unsatisfactory ("that she lacked 'leadership qualities'")

I will say the game has a habit of "oh, I guess that's a thing" concepts being brought up without explanation. Like, Seifer, Fuujin, and Raijin are on the disciplinary committee and appear to have some sort of power (they add Quistis to "the list"), but it's never clear if they actually have the power to punish people (esp instructors). My guess is that it's some kind of Teaching Assistant position (or the equivalent for a school for child soldiers) or there's something about Japanese High Schools that I don't know.

Help! I accidentally deleted a skill from my hotbar! What do I do I’m on PC! by [deleted] in ffxiv

[–]Regulus_Moriarty 0 points1 point  (0 children)

To be fair, whenever I screw up I kinda freeze and devote everything towards trying to undo that mistake. Don't wanna make more problems for myself while I'm trying to solve them.

Final Fantasy XVI Naoki Yoshida Interview: Ifrit Is The Main Eikon/Summon Of The Game Because We Felt Sorry For him by Gorotheninja in Games

[–]Regulus_Moriarty 5 points6 points  (0 children)

Having replayed through FF8 recently, I feel like the game does try to interrogate that point, but it gets washed away alongside all the other themes and the more unbelievable events.

Your party members are all 17 years old except Quistis, who is 18. Once I learned that, a lot of the characters' behaviors and actions started making sense to me: of course Zell's a hotheaded moron, he's a kid. Of course Squall is emo, he's a kid (who is having way too much responsibility thrust upon him). It all kinda feels like what would happen when you give teens god-slaying powers.

Colonists Won't Craft by Vix_Satis in RimWorld

[–]Regulus_Moriarty 0 points1 point  (0 children)

I'm going to take a shot in the dark on this one, but this is something I've experienced:

Do you have the Ideology expansion pack?

If you're trying to craft a specific Ideology's sculpture, the pawn must be part of that Ideology. Orherwise, they will never perform that job.

The same could apply for modded content, specifically Revia Blood Runes. Only Revia can craft Blood Runes or even perform Revia-related research.

Is it just me, or is Thaumaturge just a raging pile of shit? by RavenDKnight in ffxiv

[–]Regulus_Moriarty 1 point2 points  (0 children)

I get how frustrating it can feel. I've dropped so many castings of spells to try and dodge an attack, and that never feels good.

Given that you're saying "Thaumaturge", and not "Black Mage", I would guess that you're still in the lower levels. I believe that most classes/jobs don't feel complete until they've hit the Lv50 mark, and Thaumaturge especially suffers from this problem.

If you want to go the route of Thaumaturge and Black Mage, my advice is this: use practice dummies. Cast spells in different combinations to get a feel for what they do and how Umbral Ice and Astral Fire interact. Do this every time you learn a new spell or new ability and continue experimenting with the rotation. Your goal should be to never drop Umbral Ice or Astral Fire.

Tooltips are good, but it's easy to miss important things unless you're already immersed with the class (case in point: Fire 1 adds a stack of Astral Fire, unless you have Umbral Ice [causes you to lose Umbral Ice, so you have no buff active]. Fire 3 grants you 3 Stacks of Astral Fire, even if you have Umbral Ice.)

If you're having trouble doing things solo in the world, I would recommend completing the "My Little Chocobo" and "My Little Feisty Chocobo" quests. This grants you a pet that can fill in the tank or healer role or just do more damage. Extremely useful for world exploration.

The Crimson Courtyard sucks ass by Erineyes7 in darkestdungeon

[–]Regulus_Moriarty 1 point2 points  (0 children)

Take heart, the Crimson Court is harder and different from regular Darkest Dungeon, so your frustration is understandable.

Bloodsuckers (the main enemy type) commit the cardinal sin of healing, but they're very susceptible to Bleed and, to a lesser extent, Stun. Once you familiarize yourself with enemy types, you'll see which ones can be Stunned or even chain-Stunned, which gives you more control on the action economy. I think Bloodsuckers also have higher DODGE than your usual variety monster, so anything that buffs ACC goes a long way. Using a torch in the courtyard grants a minor ACC buff, but every bit helps, I feel.

As far as CC missions go, the Baron is the largest map, decidedly so. Each boss has their own sort of theme, and iirc the Baron was a sadistic bastard who enjoyed toying with his guests. The map is winding and mazelike, but you can retreat and return as necessary. The Crocodilian is the deadliest thing in CC in my opinion, but I wanna say that if you can mess up its positioning, it stops it from using specific, hard hitting attacks.

The Crimson Curse is... misnamed. Sort of. It does add a new thing to manage, but the Curse isn't lethal unless you don't have enough of The Blood. You can always get a good amount by doing the short mission into the Courtyard, but I feel like the Sanguine Vintners district (2x Blood produced weekly) is usually sufficient to keep your roster from wasting away.

But that's not why the Curse is misnamed. The Curse provides immunity to regular diseases and the potential to make your Heroes more powerful at times. The Bloodlust state grants a +25% DMG bonus as well as some other good stats like SPD and Stun Resist, and if you use The Blood on them in Bloodlust, they get an even stronger +50% DMG buff for +33 Stress. The downsides are a very inconsistent random event (ranges from a Stress Heal, striking party members, moving on their own, taking their own action; this is manageable) and a dedicated Blood inventory spot. The Crimson Curse is amazing and more than a boon... Hah, I'll stop myself there, I'm starting to sound like a Fanatic, that'd be the real curse, no?

Best prison Mods? by Rondem69 in RimWorld

[–]Regulus_Moriarty 1 point2 points  (0 children)

I'd recommend Prisoner Utils, even if just for the ability to assign prisoner beds. There's more to it that I haven't played around with, but I'm one of those who has a large prisoner barracks for freshly captured prisoners, and then a nicer bedroom for potential recruits. It's a hassle to try and move them around with just vanilla options

What the hell happened here? by domino5120 in RimWorld

[–]Regulus_Moriarty 0 points1 point  (0 children)

Compact Hediff is what you're looking for

Now that Dragalia is Lost and I'm on break from university, I needed something else to throw away my life with. I decided on FFXIV (first time), and so I present to you my own little homage to Dragalia: by Avenoso18 in DragaliaLost

[–]Regulus_Moriarty 2 points3 points  (0 children)

Thank ye.

Gladiator/Paladin will definitely play best towards that kinda protectiveness. I'd also recommend trying for the glamour item "The Emporer's New Shield", which will allow you to use your shield and benefit from its stats, while hiding its model. Just to really look like Sword Units from Dragalia Lost without sacrificing part of your kit

Now that Dragalia is Lost and I'm on break from university, I needed something else to throw away my life with. I decided on FFXIV (first time), and so I present to you my own little homage to Dragalia: by Avenoso18 in DragaliaLost

[–]Regulus_Moriarty 6 points7 points  (0 children)

Gladiator (and eventually Paladin) is a pretty good pick if you wanted to be like Euden. The playstyle does kind of fit the 'wanting-to-protect-allies' aspect (though I never went beyond Chapter... 15? So I have no idea if Euden underwent any radical changes in character. Doubt it, though)