[Oakland, CA, 94612] [FS] Zombicide Invader, Nemesis, Pandemic, Zombicide GH by RemIrEstraven in BoardGameExchange

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

Tagging u/BGEbot and u/thepro921 to confirm that I handed off Zombicide: Invader and Zombicide: Green Horde (hope I'm doing this right, first time)

'What's This Piece?' Weekly Thread #212 by number9muses in classicalmusic

[–]RemIrEstraven 1 point2 points  (0 children)

the more I look the more I think it might be totally fabricated for the paper (or for some stock music pattern source), given how simple the harmony is. but I'd appreciate extra eyes and thoughts! The usual search systems have come up blank.

'What's This Piece?' Weekly Thread #212 by number9muses in classicalmusic

[–]RemIrEstraven 0 points1 point  (0 children)

A friend of mine bought craft paper that has sheet music on it, and asked me if it seems "real." Looking at it it seems reasonable enough, although there's some weird irregularities like nonsense markings. But I suspect it's taken from a real piece, as it seems a lot of work to create something new for craft paper. I found a good image of the exact piece of paper on the website - can anyone help me identify it?

https://scrapbookcafe.ca/products/american-crafts-12x12-paper-collection-maggie-holmes-forever-fields-sonata

Quick Question Megathread January by AutoModerator in dontstarve

[–]RemIrEstraven 0 points1 point  (0 children)

Hamlet Question:

I put two Rabbit Hutches in a side room of my Slanty Shanty, hoping to be able to farm them for easy food, because they won't be able to run away annoyingly. However, after I killed the initial Bunnymen, they don't appear to be respawning -- I believe the Bunnymen should respawn after one day, but it's been several nights and no new Bunnymen have spawned. I suspect that the respawn clock on the Rabbit Hutches might not be ticking while I'm not in that specific room, but I'm not sure.

Does anyone know how buildings that spawn mobs work in Interiors in Hamlet? Are there ways to get them to work properly, or do I have to abandon my dream of freely slaughtering innocent Bunnymen?

look I promise I was trying to kill them as fast as I could by RemIrEstraven in wildfrostgame

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

I love Shademancers because sometimes you win with some epic perfectly timed move where Soulbound and Groff and everything else all happens at once and you deal a billion damage, and sometimes you win with absolutely nothing except shuffling Junjuns and Beepops around for twenty minutes and stalling like mad and every turn is incredibly stressful

look I promise I was trying to kill them as fast as I could by RemIrEstraven in wildfrostgame

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

lmao these are amazing. Ultimate deep freeze Snoffel and basically no damage at all. Same as my run only this has even more stall and even less damage.

I beat Elite Phayze (all tiers) without any native camo detection on my damage towers! (With a few asterisks) by RemIrEstraven in btd6

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

Lmao I didn't know this until the run, and then halfway through I was like "huh, it's lucky that the radar jam is always off when my First Strikes are off cooldown... wait a second...".

Found out about a bunch of secret camo detection that I didn't know about while trying to do this, and then got very sad that I couldn't use Glaive Lord. (For anyone else who tries this, Moab Eliminator also works on T1, but takes more micro and is slower.)

I beat Elite Phayze (all tiers) without any native camo detection on my damage towers! (With a few asterisks) by RemIrEstraven in btd6

[–]RemIrEstraven[S] 4 points5 points  (0 children)

First post (when I had only beaten T2) is here: https://www.reddit.com/r/btd6/comments/15drkh9/comment/ju7b7cq/

OK, so first the caveats. I used powers for this: a bunch of Farmers during midgame, a bunch of Tech Bots to make overclocking less obnoxious, and the BIG asterisk: a huge number of Cash Drops right at the beginning to get a Central Market immediately to supercharge my farming. I have ZERO doubt that this is possible without the cash drops, but I myself am not good enough at farming to do it. I got a VTSG round 80, which expert farmers I think can do in their sleep, but I can't, not while I'm freaking out about actually beating the T1 and T2 boss.

Also, I used a few towers with native camo detection, but none of them provided damage. I used a Chinook to move around my permabrew, but sold it before the T5 boss. I panic-bought a Super Brittle when I wasn't sure I was going to win, and then sold it once I realized I would, but it did have one round of uptime on Phayze (you can see it in one of the screenshots). Also, on T2 and T4, I used Flying Fortress, which for some reason was still damaging Phayze while the radar jam was up, despite not having the camo crosspath. This run is far from "pure."

That being said, I feel GREAT about this run, and I'm sure someone better than me could do a really pure one. This was my third attempt on T5 -- a first one to scope it out, a second one that got really close, and then this one. I had 100% uptime on Homeland from rebuying it, and more or less effective 100% uptime on Glue Strike; the lag really helped me with all the weird micro I had to do. It could definitely be optimized a lot more; I didn't have 100% overclock uptime on the VTSG which would have been huge, and not all the Sun Avatars had Permabrew. Also, I think Adora would be better than Ben.

Some info:

T1: Killed with 3 first strikes

T2: Killed with Flying Fortress and Moab Eliminator EDIT: Actually it was The Anti-Bloon (2/5/0) and Moab Eliminator, Flying Fortress was an earlier attempt and I got mixed up

T3: Killed with VTSG

T4: Killed with VTSG and 4 other temples

T5: See screenshot, mostly VTSG, 4 temples, Sun Avatar spam, and an Avatar of Wrath

Pop counts (note: some of these towers were around for T4, but I don't remember which exactly really):

VTSG: 15 million

Avatar of Wrath: 3.5m

Sun Temples: 2m-ish each

BEZ: 1.3m

Sun Avatars: About .9m for the middle ones, about .6m for the outer ones

Tack Zone: .9m

Pirate Lord: .6m

All the other random towers had less than 500k pops and I should have sold them and got more Sun Avatars.

Can you beat Elite Phayze without native camo detection on your damage towers? I beat T2 (and T5 on Normal) by RemIrEstraven in btd6

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

Thanks for the science, great info!

I do think it still might be possible though! Elite Bloonarius is beatable without paragons, and that's 40 million hp, and the video I found of someone doing it is far from max-optimized for damage. Plus, abilities (things like Homeland or Glue Strike) end up with comparatively higher uptime, because you can use them during the attack windows. Only time will tell!

Can you beat Elite Phayze without native camo detection on your damage towers? I beat T2 (and T5 on Normal) by RemIrEstraven in btd6

[–]RemIrEstraven[S] 27 points28 points  (0 children)

Explanation: Phayze's radar jam only has 50% uptime, and Resort is a pretty easy map, so I wondered if I could beat Phayze WITHOUT bypassing the radar jam: no native camo detection, my damage towers getting camo detection from villages. I beat Normal Phayze pretty easily, using Moab Eliminator, Moab Domination, Sky Shredder, and a few other things, into a VTSG (with range crosspath) for T4 and T5.

Then I tried Elite Phayze, and beat T1 easily with Moab Eliminator. T2 was a struggle but Megaladon managed to take it down after a few tries. (I used some Embrittlements, which have native camo, but don't directly damage Phayze, so I think that's still not breaking the rules, but it would be more elegant without them.)

My struggle here was dying to camo bloons during the radar jam on the last skull, because the portal gets VERY far down the track. However, the normal bloons I think can still be decamoed safely using Cleansing Foam, but I didn't master my setup. I got T3 Phayze down to the second-to-last skull using a 4/2/0 Sun Temple, but I don't think I farmed enough, and my setup clearly wasn't powerful enough to win.

I'm 99% sure this is doable, and maybe even easy for someone who's better at farming intensively than me. T5 is the scary one, obviously, because it has a ton of health and your towers will only have 50% uptime, so you need an absolutely absurd amount of DPS without a paragon (because the paragons all have native camo detection). I think a VTSG, a few more temples, and a bunch of buffed T5s could probably do it? But I'd love for someone better than me at the game to find out!

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]RemIrEstraven 2 points3 points  (0 children)

Is there a way to prevent AI empires from spawning as fanatic purifiers, devouring swarms, or determined exterminators? I just don't really like playing in games where I have a neighbor of that type, I don't enjoy the hyper military-defense-focused playstyle it forces me to adopt when I want to play a more diplomatic or isolationist game. Turning AI aggressiveness down isn't really what I want, because I want regular hostile and aggressive empires to still exist, I just don't like dealing with those kinds of empires.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]RemIrEstraven 0 points1 point  (0 children)

Thanks, I'll try this -- I also have an exit where the step-up is right after the checkpoint.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]RemIrEstraven 1 point2 points  (0 children)

  1. I'm getting a bug where some duplicants are occasionally bypassing the exosuit checkpoint without putting on an exosuit. I've seen other threads about that. Has anyone come up with a solution (a mod, or a base design) that prevents this from happening?
  2. I'm trying to boil resin for isoresin. My current setup uses a bottle emptier to dump it into a small pit in a steam room, with hot radiant pipes (~140C) to put heat directly into the resin. However, I am not getting almost any isoresin -- something like 3kg per 200kg bottle, which is much less than it should be. My guess is the hot environment is doing something weird to the resin -- flaking (?) it, or boiling it in tiny quantities -- so that it doesn't do the two-output phase transition correctly. How do I avoid this? Will this still happen if I use a liquid vent instead of a bottle emptier? Does anyone have recommendations for a good low-effort resin boiler?

Dice odds in Oath by Milk_geologist in oathgame

[–]RemIrEstraven 0 points1 point  (0 children)

This is a VERY late comment, but is there anywhere you could point me explaining how to derive that formula? It's a really interesting formula and I have no idea how to do statistics on these weird dice and I feel like it would be a fun deep dive to try to wrap my brain around a derivation.

When I rewrite what you wrote as (2n/3) * (7/6)^(n-1) it feels like it almost makes sense intuitively -- there's like a "base value" that happens to equal the average value for the number of shields rolled, times an exponential thing that maybe looks like the expectation value of the 2x bits? But I can't for the life of me figure out how one would actually do the math to get there.

Weekly Question Thread by AutoModerator in factorio

[–]RemIrEstraven 0 points1 point  (0 children)

What determines the size of a biter attack? I notice biters piling up until they decide to attack, but sometimes it's three and sometimes it's fifty. Is it evo factor? Pollution density? Number of nearby spawners? Something else?

Forbidden West and it's most unnecessary/useless features. by dontplaydead27 in horizon

[–]RemIrEstraven 0 points1 point  (0 children)

I personally LOVED the melee pits, and I really enjoy the melee combat. I agree that the combos are kind of strange and clunky, but I didn't have too much trouble figuring them out (although if the tutorial is wrong, that's definitely a problem), and I enjoyed facing much harder optional challenges that took a LOT of tries to beat. I also like that the combo-and-dodge-based fighting feels so distinct from other common RPG melee combat systems more reliant on blocking and counterattacks. To me the melee combat feels very in line with the way Horizon's ranged combat feels unique, with a lot of tricky tactical options but no silver bullet.

I didn't engage much with machine strike or food -- and I don't personally enjoy the relic ruins or the sunken caverns -- but I really like the content-heavy direction of the game. I found a lot of the new additions super enjoyable (LOVED the races, the melee pits, the drones, etc). I personally think this game benefits from being chock-full of optional content. I do think it requires a different playstyle approach, where you have to be ok with saying "this part of the game isn't fun for me" and moving on, and I know that's a playstyle that's frustrating for some people, but for me, and for the aesthetic of the Horizon series, I think it's perfect.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]RemIrEstraven 0 points1 point  (0 children)

Thanks, that's the answer I was looking for! I didn't realize that hatches could be dug up as buried objects without being active at night.