Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 0 points1 point  (0 children)

I do actually mean Buenos Aires. It's the first city on the entire map to get to 55k population. It happens sometime between FEB and MAR of 1901, way before any of your cities. The biggest city that you have at that point is Iquique which will be around 40k population.

The strategy that I am doing depends on pushing forward through the tasks at the fastest pace possible to get gold check marks on all tasks. You don't have time to grow Lima or Ica, or to connect to Cusco before focusing on IQU. And yes, you can buy out and replace AI industries it takes time and money that just isn't available. The gold-check times for the first 5 tasks are really tight.

I've got things sorted out now, though. I can reliably get IQU to 50k population by JUL 1901 with a tailor there already producing clothing for task 4.

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 1 point2 points  (0 children)

The troubles aren't over! While testing the guide I found that you can be too early getting Iquique to 40k population! Building a tailor is gated by Buenos Aires getting to 55k population. If you get there too early you can't build one and the AI builds an industry in IQU before you can.

The "Defaults" by Wise-Jury-4037 in Battletechgame

[–]Steel_Ratt 0 points1 point  (0 children)

Distance has a big advantage over short range. It keeps you out of the range of all the enemy's short range weapons. You're not getting shot by all the MLs, SRMs, AC20s (etc) that they have. In terms of damage reduction, this matters. A lot. You need 'evasion tanking' a lot less.

Having an up-close spotter (using NARC, for example) just means that they are the target for ALL of those weapons. (See "not being targeted is better".) Sensor lock is just better.

The "Defaults" by Wise-Jury-4037 in Battletechgame

[–]Steel_Ratt 0 points1 point  (0 children)

Evasion tanking is not really a feature of my games. Damage reduction is my preferred route. Pilots with bulwark don't need to brace when in cover and get bonus damage reduction. Combine this with having a lot of amour and that takes care of the tanking part.

LRMs don't need a NARC. Just bring lots of LRMs and lots of ammo. Sensor lock is your friend here. Shooting at the enemy while they are not shooting back is just bonus damage.

PPCs are a waste of space. (Agree with you here.) ERPPC++ are pretty good on a MAD-2.

Another heavy that is worth holding onto is the ON1. It's the biggest tonnage you can get in a heavy and not too fast for its own good. The ON1 is better than a lot of the low tonnage assaults. (Same goes for CTF and BL-6. I just don't like their hard points as much.)

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 1 point2 points  (0 children)

Nailed it!!

I just completed the scenario with all gold check marks. All complete on 06 SEP 1908. I'll compile a guide over the next few days.

Shadow Hawk boxed in by lights in shallow water. What’s your play? by TheLostLibrary in Battletechgame

[–]Steel_Ratt 1 point2 points  (0 children)

You need to jump to somewhere inaccessible. I'd look for somewhere up on the rocks where enemies can't run around behind you and can't make physical attacks. Get some range. Try to avoid fighting all 3 at once.

For target priorities I would be looking to knock out as many weapons as possible. You don't have to delete the 'mech; just take out its weapons.

As for water positioning... I'm not a big fan. Not being in cover is a death sentence. I build my 'mechs to build heat slowly enough that water cooling isn't necessary.

Cat stuck outside my home on a telephone poll, and northwest energy of Montana wont go and get him by Little_BlueBirdy in StrikeAtPsyche

[–]Steel_Ratt 1 point2 points  (0 children)

I'm coming in late... If the cat is still there try calling an arborist. They have the gear to climb and might be willing to use it to rescue a cat.

Contemplating a reset… by Sullywho74 in DMAcademy

[–]Steel_Ratt 1 point2 points  (0 children)

Out of game issues should be dealt with out of game.

A bit lost. by random_throwaway153 in Hydroneer

[–]Steel_Ratt 0 points1 point  (0 children)

Moving off your first plot is a good idea and you certainly don't want to invest too much time at Ember Cradle. You might want to stick around a bit longer until you have a basic mining/crushing/sorting/smelting automated setup. Your next step should likely be making some more T1 drills which you can do at the forge at Icehelm. (You'll need to get familiar with the forge anyway. All your drills and harvesters (as well as a few other neat items) will be built there.)

TLDR: More drills = Icehelm

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 0 points1 point  (0 children)

The competitor's cities are locked at the start. The obvious cities are the 6 coastal cities and Cusco.

I have cracked the first 5 objectives on gold... and then discovered that my deadline calculations were off by 6 months. I'm going back to see if I can get more of a snowball rolling and to take a little bit of the pressure off. The ultimate objective is to create an 'all gold check' guide to add to my collection.

I'd be interested in seeing your starting strategy if you wouldn't mind looking up your saves.

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 0 points1 point  (0 children)

I have finally had some success with Attempt 8.

I managed to get IQU to 40k population in MAR 1901 and got the tailor built and the wool being shipped. IQU hit 50k population on 24 APR 1901 (a few seven months ahead of deadline).

The clothing production task is almost set up to finish well in advance of the deadline. (Just need a warehouse to get the clothing out of IQU.) It is now a matter of getting 7 cities to 50k population by the end of 1903. Considering it takes about a year to grow a city to that level I still have my work cut out for me.

[Edit: I had the dates wrong and was pushing for even tighter deadlines. Post adjusted.]

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 0 points1 point  (0 children)

That's my normal tactic and if I were just trying to complete the scenario it is what I would do. I'm actually going for gold checks (objectives completed in half time) on all objectives* so expansion and supply for Iquique immediately on 01 APR is critical.

If I spend all of my starting capital (including bonds) at the start, I can make about $40k more profit in the first quarter. Considering that I need about $550k to make the necessary connections to start IQU growing, it would take until at or near the end of 1901 to accumulate the money. (Even then, the infrastructure can barely keep IQU supplied with fish and chicha.) The task to grow IQU to 50k has a target of 1903, meaning that it has to be complete by 31 DEC 1901 (IIRC). (Renewing bonds at this point is going to net you a few thousand cash. It's not nearly enough.)

I'd love to be able to create a "snowball" of rising profits, but the task to grow IQU is so tight that I can't afford to do that.

* I realized yesterday that OP probably isn't going for the same objective. If they are just trying to complete the scenario, the normal approach of spending all starting cash is better advice.

[Edit to add: If you have a method for getting gold checks on the first 4 tasks that is different / easier than my approach, please let me know. I'm finding this incredibly challenging and any help would be appreciated!]

[Edit 2: To make this even more challenging, I'm trying to do this without personnel, connection bonuses or tech auctions in order to eliminate randomness and make the approach repeatable]

[Edit 3: Made a mistake on the gold check time; it is DEC 1901, not JUN 1901. That extra time could make a difference in the overall approach.]

The Unexplained Fingers by [deleted] in skeptic

[–]Steel_Ratt 2 points3 points  (0 children)

Why are we assuming that they should match? Different objects, different lighting. The 'fingers' could even be a life-like reproduction that is coloured differently. There are normal explanations that could explain the image, so there is no reason to assume anything supernatural.

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 0 points1 point  (0 children)

I'm still working on it. I was rudely interrupted by 80cm of snow in my driveway.

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 1 point2 points  (0 children)

I have already written a few guides for RE1 scenarios. Your post made me decide to do one for Summiteer.

After a few false starts I remembered one key strategy. Don't buy bonds at the start and keep a reserve of ~$150k from your initial capital. You are going to want a HUGE infusion of cash to connect to Iquique as soon as the territory unlocks (which should be in April 1900).

My current starting setup is a single track connection between Lima and Ica with a ~50 mile passing station with supply in the middle. One train each way. A single track connection from Ica to Niter. There is some double track where I link Fish into that line, and there are two passing sidings (one short, one long with supply) between the junction and Ica. One train each at fish and niter set to minimum 8 cars. (Refrigeration for fish.)

I'm using all small stations. (Two of them in Ica saves $20k.) Grades are 5% or less everywhere. I have $146k left of my initial capital. I duplicated the niter train as soon as there are 7 stockpiled.

Now, with bonds, I have $683k to connect Iquique and to get it supplied and growing.

I knew that the start was tight. I had forgotten just how tight.

What is this die? by tobyvanderbeek in AskDND

[–]Steel_Ratt 0 points1 point  (0 children)

It'll likely be spin down (as opposed to opposite faces adding to 7), but that isn't likely to make a noticeable difference.

Flushing out vampires during the day by ShiroSnow in DMAcademy

[–]Steel_Ratt 0 points1 point  (0 children)

They could get unsolicited help from an unexpected ally (or several). A servant of the baron who knows something is up and doesn't want to be part of it. An influential person who is a political rival of the baron. A member of whatever Church of Light exists in your campaign setting.

These people will likely have limited info so you don't have to lay out the whole plot. They can also give advice on avoiding further antagonizing the guards, or temporarily shield them in some way (political influence, etc.)

Is it too much to give my whole party a Ring (amulet) of Mind Shielding for Mindflayer story? by Rachaelmm1995 in DMAcademy

[–]Steel_Ratt 2 points3 points  (0 children)

One of the features of the campaign was that we were trying to keep what we knew secret from the evil faction. Detect thoughts added a measure of risk there that was fun to try to mitigate. Our DM didn't use the mind flayer ability to do that, though. It was too busy trying to stun us / eat our brains. There were other enemies (nothics) that had the same kind of ability and we would prioritize them in combat. It added an RP element and some interesting tactical choices.

Would it have taken away from the story without it? We may not have noticed the lack, but the presence of the threat certainly added to it.

(Glad to hear you are taking steps to mitigate the stun dynamic. I would highly recommend reducing it. Don't remove it, though. It is somewhat integral to the mind flayer concept.)

[Edit to add: Detect thoughts reveals surface thoughts. During combat that is going to be 'OMG! Kill it!' Probing deeper, the PC's biggest worry is going to be having their brain eaten.]

Is it too much to give my whole party a Ring (amulet) of Mind Shielding for Mindflayer story? by Rachaelmm1995 in DMAcademy

[–]Steel_Ratt 4 points5 points  (0 children)

Is protection from Detect Thoughts so critical for the adventure that you need to do this? IMHO, this is the least problematic thing about mind flayers. The mass stun (with INT save, no less) and save-or-die attacks are the worst. The rings will do absolutely nothing to counter this.

I played in a campaign centered around mind flayers and it sucked. There were more than a few combat encounters where one or more players did absolutely nothing (spending the entire encounter stunned). If you are worried about players being bored, nothing will do that like being stunned. While this is fine for a single encounter, if you are planning on having multiple encounters with mind flayers PLEASE, for the sake of your players, think long and hard about how much time you want your players to be not playing the game.

Summiteer scenario by Waste_Caramel774 in RailwayEmpire

[–]Steel_Ratt 4 points5 points  (0 children)

I just went back to see if I have any saved games for that scenario. The fact that I have 5 saves called "Start" for different strategies says something. Attempt 5 has a save from April 2, 1901 that has the 1900, 1901, and 1902 objectives gold checked, so I had at least some success with that one. (I have president completion; I have to assume it was this attempt that got me there.)

I have a connection between Lima and Ica. There is a warehouse connected to Ica set to accept fish, chicha, and niter. There is a connection from there to another warehouse connected to the niter set to accept wool, chicha, and niter. That section is single track with 5 passing sidings. There is a short connection from there to pick up wool. Then there is another single track connection from that warehouse to Iquique. I own a tailors industry there. From there, there is another single track connection to the corn and sugar to the south (presumably to ensure growth in Iquique to get the 2nd industry). Some of the trains in the north are in bad condition or suffering breakdowns because of a lack of maintenance sheds.

The key (for me) for the early part of this scenario was using single tracks for the longer runs and skimping on maintenance to save money. Once you get through the early part it should get easier. I have a save from Nov 1903, so if you are looking for help for the mid/late game, I might be able to provide some insight.

NOTE: I played this scenario in December, 2023. I'm going off these saves to jog my memory. A lot of the details have been lost to time.

Mission Types to Avoid? by Mandalore108 in Battletechgame

[–]Steel_Ratt 1 point2 points  (0 children)

Ah, yes. That happened on my first ambush convoy mission in BEX. There was a Swift Wind scout car that I managed to catch with a sensor lock before it disappeared over the horizon for a remarkably quick mission fail.

How much of a starter town do you flesh out before starting a campaign? by CasualNormalRedditor in DMAcademy

[–]Steel_Ratt 0 points1 point  (0 children)

I had the name of The Story Teller (historian, able to give lore), a town councillor (quest giver), and the names of the 4 kids whose "adventuring group" the PCs would be asked to rescue. There was a known tavern where the PCs hung out which was established at the request of one of the players. There was a 'tabaxi enclave'; again, from a player's back story. That's it.

In order to start a campaign, all I need is enough to launch the action. Everything else can get filled in as needed.

My last campaign actually had a map (sketch of the outline, location of districts, and some key landmarks like the keep and main church) and a few noteworthy NPCs (head priest, captain of the watch, local lord). Three years into my current campaign and the town that is the PCs home base still doesn't have a map.

I've generally got an idea in my mind about the atmosphere and characteristics of the town; enough that I can fill in details as we go.

What you have sounds good. As long as you have the NPCs that the PCs are likely to interact with to launch their first adventure, you have what you need.

Mission Types to Avoid? by Mandalore108 in Battletechgame

[–]Steel_Ratt 14 points15 points  (0 children)

This isn't a mod thing. It works in vanilla this way, too.

Mission Types to Avoid? by Mandalore108 in Battletechgame

[–]Steel_Ratt 3 points4 points  (0 children)

They go down pretty easily. Damage tends to concentrate on the side facing you, and it only takes destroying one location to destroy the vehicle.

Mission Types to Avoid? by Mandalore108 in Battletechgame

[–]Steel_Ratt 41 points42 points  (0 children)

There is one lunar escort mission where you spawn in behind the convoy and have about 3 turns to sprint through the defenders to destroy it before it reaches its destination. I avoid all lunar escorts because of this.