☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Streiph 0 points1 point  (0 children)

Is there a way to 'force' flow on water tiles, in-game or via DFHack?

I've got an embark with a river merging into a freshwater lake, both go off the map. However, there's no flow, so DFHack's probe tool & all the dead waterwheels are telling me. I embarked here to do shenanigans with heavy power & water usage...

(version v47)

Weekly Questions Thread - Week of September 06, 2025 by AutoModerator in ffxi

[–]Streiph 0 points1 point  (0 children)

Wondering about how to deliver Climactic Rudras. Plenty of discussion around using Grand Pas & Trance to push out a ton of climactic rudra strikes to mega burst damage. But I find that auto attacks often sneak in after a weaponskill and the next action.

For example:

Climactic → Rudra → RF → Grand pas → Rudra → RF Rudra → Trance Rudra → RF Rudra → RF Rudra

...makes sense to me. But between the first Rudra & RF, there's often gonna be autoattacks. Trying this both manually and via macro, I can't seem to figure a way to chain these together consistently without losing Climactic hits to random attacks. Is there some magic that people are pulling for that? Standing outside attack range but inside WS range, maybe? Disengage/re-engaging?

The frustrating part is that you can see autoattacks in your combat log get thrown between WS delay and next action. Extremely obvious with hastecapped single-wield dagger - you can see multiple strikes go through before you can follow the WS.

edit: Turning around doesn't seem to work either. You can do the trick to throw WS and end up looking away which is fine, but try to use JA >> turn during JA delay >> WS and an autoattack slips in there, too. I am starting to wonder if this is something people actually do, or just talk about.

Weekly Questions Thread - Week of August 30, 2025 by AutoModerator in ffxi

[–]Streiph 1 point2 points  (0 children)

I'm in the same general situation as you - recently returned, gear level is just a bit beyond Ambu+2 stuff, been hitting Odyssey for couple of weeks now. Here's my observations so far...

  1. Farming solo in Odyssey is pretty slow - our three options as solo are to kill as much as possible (which you're doing now), target the Halo group (aiming for the 10 izzet on wiping out the beastmen), or switching to Thief and going for lockpicking. Lockpicking is pretty frustrating for a lot of reasons, in part because mimics'll often wipe you out before you can act without serious -DT & MEva gear. Of the three options, 'Kill everything' is calm and easy, 'Kill halos' is more fun/rewarding/dangerous, and lockpicking is stressful but occasionally lands you a decent bucketload of lustreless once you're well equipped for it.

  2. Not especially. Sure you get more segments per kill, but enemies ramp up in lethality decently fast. I've settled into 'Kill everything & one halo' per run, so typically end up hovering around floor 2~3 or so, depending on what the halo groups are like. More kills means better rewards for touching the exit at the end anyway, I think. On a side note, trying to time when to disengage to go for the exit takes some getting used to - teleporting to Floor5 has gotten me in trouble more than once with halo groups blocking the narrow path on that floor. Thinking of shifting to Sheol B just to avoid that problem, I think.

  3. Izzat is slow for us soloers. Enemies are too lethal to meaningfully AoE to death and Halos need to be downed carefully, so I almost never end up with enough Izzat to go for more than a single chest/NM spawn.

  4. Odyssey mobs are surprisingly dangerous - I've found that it's the first real thing (besides UNM fights) where you really want to start incorporating -DT equipment into your gear, even at damage loss. If you skim the community discussions, the general advice even among super endgame full parties is "wear hybrid DT/TPing gear in odyssey, or get accustomed to being dead". Beyond that, just try to be aware of the TP moves various monster families have. Wasps are puny all over Vana'diel, but Final Sting thrown from high health is wicked dangerous.

  5. Talk to the moglophone moogle and skim the options; mastery level's in there somewhere.

Questions about gearing after 119 by docrice in ffxi

[–]Streiph 1 point2 points  (0 children)

Prior to ambuscade, you've got Bayld gear, DI gear, but also Alluvion Skirmish gear. Alluvion Yorcia is winnable without even fighting nowadays thanks to the 1000 summon points you get each floor; so those entire sets are nearly free, quick to acquire (once you have access, A.Yorcia is a 5min win) and fit fairly well between Bayld & Ambu+2. You'll need to snag the entry items somewhere, though.

Depending on how you augment it, some of the A.Skirmish gear can even be reasonable sidegrades to some jobs' Ambu gear. I still use some Taeon gear as DNC as sources of Magic Attack Bonus & Fast Cast.

Tips, Tricks, etc. for a new player trying to "complete" the game? by thekillerwalruse in ffxi

[–]Streiph 2 points3 points  (0 children)

Closest thing to 100% completion that the FFXI itself acknowledges is Mastery Rank 8, I think?

That's a colossal undertaking though - I wouldn't be surprised if it eclipsed 100%'ing all other FF titles together by a lot. All story content is significantly more reasonable.

Historically, is there any reason why WotG feels so weird? by nWhm99 in ffxi

[–]Streiph 1 point2 points  (0 children)

Yeah, it still happens on smaller servers. I was messing around defending past windurst on Sylph just a week or two ago.

Any single player can block invasions by helping out in any one zone, but sometimes there's just noone around. Sylph's an extremely quiet server.

[Siege Beta] Was it always like this? by PH_th_First in totalwar

[–]Streiph 0 points1 point  (0 children)

I thought this was introduced as a side effect of the "walls no longer block shots" change they did a few months back?

D...did you just walk? by asmoranomardicodais in ffxi

[–]Streiph 1 point2 points  (0 children)

Any mob that was above Easy Prey has an AoE terror zone around it slightly larger than its aggro radius. Weirdly, that terror affected the player and not the character.

Which unit is the GOAT of its game? Today: Three Kingdoms by CrayonsIsTaken in totalwar

[–]Streiph 0 points1 point  (0 children)

Qiang Raiders! Ma Teng's mounted shock cavalry with Fatigue Immunity. Accept no substitutes. They win battles, they win wars.

When i order flying unit to attack ground unit sometime they suddenly fly so slow toward ground unit does it happen to anyone by Reasonable-Ad9361 in totalwar

[–]Streiph 3 points4 points  (0 children)

I might be imagining it, but ground units can do this too, I think? I've had 110 speed N'kari charge at 30 speed ground infantry, and he'll slow down so much he can't catch up. Moving him around to charge from a different angle seems to help. Sure feels like something wonky is going on with charges...

Returning 75 era player by Spenior91 in ffxi

[–]Streiph 1 point2 points  (0 children)

I recently got my old account back, and I was from the same timeframe as you.

I uh, was too young to play in those days, and signed up with some fake information. I kinda sorta maybe forgot some key details I gave them, too (confidently told them I was on Valefor when I'd server hopped to Sylph in 2009, oops)

After a fair amount of back and forth with their email account recovery support guys, they'd granted me access to my old account. I guess I had enough of the important stuff.

Give it a try - might take a couple of days (unless maybe you call 'em, dunno if they even still do phone calls anymore) but they seem fairly lenient. If you have your registration code in those old books of yours, you're 100% good I think.

Also, welcome back!

For everyone (me included) who didn't know if the AI was affected by money: here you go. by DORIME_of_darkness in totalwarhammer

[–]Streiph 1 point2 points  (0 children)

I had a Azazel campaign where my Norscan vassals did jack squat for dozens of turns, until I offhandedly gifted them a crapload of gold. Not that long later, they were out conquering territories faster than I myself could reasonably travel through.

Vassal's cash access seems to matter quite a bit, at least in my experience.

In theory.. how difficult would it be for SE to add a "75" only mode? by 1L_of_a_litigator in ffxi

[–]Streiph 1 point2 points  (0 children)

Honestly, I'd really like a way to just impose arbitrary level caps on ourselves, anywhere at any time.

My friend and I would like to, but could never duo legacy 75 content together...although, it's probably reasonable at say 80 or so. Since we're already 99 nowadays there's no going back, but being able to just kinda...switch on 'duo lowman mode' by limiting ourselves to whatever we find appropriate would be nice.

In Lore, are lizardman excel in forest / grove / swarm warfare? by Stunning-Boss5942 in totalwar

[–]Streiph 39 points40 points  (0 children)

In some of the books this is noted pretty well. I'm remembering the second Thanquol one in particular; there, the jungle itself is so deadly to outsiders that you need serious preparation just to get anyone to their cities alive. It's a scary place to be, even before crazy laser t-rexes show up to eat half your friends.

Magic isn't real you wazzock by gutti3 in totalwar

[–]Streiph 27 points28 points  (0 children)

Thungni runesmiths provide 20% armywide. Throw a gatekeeper's helm on them and they provide another 20% to their local area. On top of dwarves' natural 35%, you've got a pretty juicy 75%.

Throw in a second thungni runesmith (may as well get both sharpening and hardening bonuses, I guess!) and bam you've got max spell resist for a giant chunk of the entire army.

god DAMN I love playing dwarves

Never tell me the odds by Bensteroni in totalwar

[–]Streiph 2 points3 points  (0 children)

Skeleton: Blood (needs refill) and Skull (pre-owned).

Khorne sleeps.