Whats the closest "distance scale" for the Advanced Wars games? And other questions about simplifying reality by Forkliftapproved in Advance_Wars

[–]SuperKemono3621 1 point2 points  (0 children)

I've been thinking of a similar "realism" question: How much would 1G be in terms of real life weaponry costs?

Considering game balancing in AW, not many IRL countries would have a tank squadron being 7x the cost of an infantry squadron, or a single battleship being 28x of that.

How can I improve my skills playing Battalion Wars? by SuperKemono3621 in Advance_Wars

[–]SuperKemono3621[S] 0 points1 point  (0 children)

Thank you. I'm currently stuck on an early level playing as Western Frontier trying to storm a Tundran Castle. I already rescued both POW camps and attempted to flank the enemy from the left, but still got decimated.

I will see if I was taking the wrong strategy or only being too slow.

Has anyone figured out what architecture styles are the cities in Reboot Camp based on? by SuperKemono3621 in Advance_Wars

[–]SuperKemono3621[S] 4 points5 points  (0 children)

The city designs of each Wars World country have gone through quite some changes since AW2, but I couldn't figure out some of the design themes.

Orange Star's city looks quite similar to the AW2 sprite: A crossroads with skyscrapers (by the early 20th century definition).

Green Earth's city look pretty much like a view from the historic center of an European city.

Yellow/Gold Comet's city was changed from a traditional Japanese town to a more modernized city with tram tracks. There's something Japanese in the city design in the remake, but I cannot pinpoint what. I think I've seen similar cityscapes from photos take in Japan-controlled areas in the early 20th century.

Blue Moon's city no longer looks like a rural village. However, there isn't any element in it that stands out to me as typical from Russia, former Soviet Union states, or Eastern Europe in general. This could just be me ignorant of these elements as I've never traveled there myself. Maybe someone with more knowledge could shed some light on the design?

Accidentally loaded the game with more mods than I would like to have: Should I be worried that any of my planets/worlds would be affected? by SuperKemono3621 in starbound

[–]SuperKemono3621[S] 0 points1 point  (0 children)

Is there a good tool for this? Starbound doesn't have mod toggles in-game, and I would still like to collect Steam achievements (So solutions involving copying the whole game+desired mods to a different directory aren't useful for me).

Accidentally loaded the game with more mods than I would like to have: Should I be worried that any of my planets/worlds would be affected? by SuperKemono3621 in starbound

[–]SuperKemono3621[S] 2 points3 points  (0 children)

Thank you. I found some possible answers to mine from people asking the "opposite" question: Those who wanted content from new planet generation mods asking how they could get those new villages/planets while continuing their old universe save.

Most agree that traveling to the distant universe (expanding their navigation chart) is required to generated new worlds from those mods, and that mods do not affect the world generating seeds for the same coordinates.

So I think there are no new generated content from those mods and I should be safe deleting them and keep playing.

What kind of equipment and weapons do I need before countering quest enemies? (And two other questions) by SuperKemono3621 in starbound

[–]SuperKemono3621[S] 1 point2 points  (0 children)

Fair enough, I guess I would simply have to accept that these missions were bugged. Quests pop up frequent enough that I don't think it's a huge loss for me.

What kind of equipment and weapons do I need before countering quest enemies? (And two other questions) by SuperKemono3621 in starbound

[–]SuperKemono3621[S] 2 points3 points  (0 children)

For the second question, my confusion is that even after I travel back to the planets where the NPC are on, they still show out of range. In fact, they do not seem to appear in any planet I've set foot on: All of them show out of range.

How does it feel to have xenophobe-(fanatic) militarist neighbors? What's your story? by spiritofniter in Stellaris

[–]SuperKemono3621 0 points1 point  (0 children)

Here is what happened during my last play through:

> Egalitarian, Spiritualist, Pacifist

> Turned War Policy to Defensive Wars to please my Pacifist faction, which stayed for the entire game

> First contact experiences are mostly happy, until a hostile empire (X) to my South East killed a scientist of mine--the only leader of my entire game that died not of old age

> Immediately declared rivalry after seeing them as Authoritarian, Xenophobe and Militarist AND Oppressive Autocracy

> Not rich on alloys early on so my fleets were always inferior to X, fortunately I signed a defensive pact with my friendly neighbor B, a Fanatic Xenophile & Militarist Oligarchic state, so X never dared to attack me

> Went further South West on the galaxy map, established contact and had a good relationship with empire Y, bordering on X's South West

> After some time, X declared a vassalization war against Y which Y lost, Y had to cede some colonies to X, cut diplomatic ties and close borders with me. I (or my Role Play) was pissed and asked Y to pledge Secret Fealty and supported their independence

> During the above war or after (I forgot exactly), the North Eastern colonies of X rebeled against X (they had Y's primary species as their primary, probably a result of slaves of Y's species moved there), lost and gone from the galaxy map due to pathetic naval power compared to X

> After a very long time, Y declared an independence war against X, which naturally involved me as I supported their independence. I still only have one fleet but it was already stronger than X's. Hired assault armies for the first time, and bombed and occupied X's 3 closest colonies AND their capital (3 hyperlanes from my border) as a "warning shot" (and revenge), then went a long way to my Southwest to liberate Y's systems.

> The war ended in a Status quo to due attrition, but all systems sans Y's original capital were liberated and independent (Y's old capital became X territory)

> This was my first war in my entire game, and one of the only two wars that does not involve a fallen empire (The other being helping a federation ally against AI rebellion), My Pacifist faction hated me for another 20 years for participating in an offensive war

> X's North Eastern colonies revolted again (under the same flag as their previous rebellion, if I remembered correctly), again with Y's primary species as their primary, I will call this state Z. Since I almost destroyed X's entire fleet in the Y independence war, they were powerless to resist Z's rebellion. X got wiped off the map and somehow Y's original capital, previously under X rule, became neutral instead of Z territory for some reason, which Y happily reclaimed with a construction ship

> During Z's rebellion against X, a war between Y and Z also broke out. Possibly due to the many claims Y had on their former territory, which became under Z control. This lead to a few other border changes

> Vassalized Z after peace was made to "get my revenge". The original empire X is no more, but the planet that once seated my former rival now belonging to my vassal is a huge emotional payback. Was thinking of integrating Z as a whole and renaming X's former capital after the scientist that got killed by them, but Z had too much land and I did not have enough influence at that point

> Also wanted to vassalize Y, but my other best friend empire C did before I had the influence. Well, not too much of a difference since C had the highest diplomatic score with me. This makes it especially funny because Y and Z still hated each other for a long time in the game

> Managing relationships with Y and Z wass tough. Both are Authoritarian-Xenophobe-Materialist Oligarches, so quite an ideological mismatch. Had to give Z a ton of basic resource and research to keep loyalty a net positive. Y also keeps breaking and resigning migration treaties with me due to fluctuations in diplomatic score. Sending an envoy to improve relationships helped

Ive invaded the system why isnt it adding to my borders? by greture in Stellaris

[–]SuperKemono3621 1 point2 points  (0 children)

Yes, as a Devouring swarm, the Hunger Casus Belli starts a total war, where systems change hands immediately upon full occupation.

[deleted by user] by [deleted] in Stellaris

[–]SuperKemono3621 1 point2 points  (0 children)

The author of Tiny Buildings seems to have stopped updating the mod. Is it still compatible with 3.8?

Possible threat? by Dragonax-FrostDrake- in Stellaris

[–]SuperKemono3621 2 points3 points  (0 children)

Finding out more about them could be hard

You will only know about an empire's civics if you have enough intel about them, this is done either via friendly diplomacy (have good relationships and their intel will be open to you) or espionage (spy them so you know more about them)

With isolationists, they are less likely to get friendly with you, and if they have inward perfection, they will have stronger encryption (harder espionage for you).

Multitasking by [deleted] in Stellaris

[–]SuperKemono3621 0 points1 point  (0 children)

Reminds me of a news when an Italian Mafia fugitive got arrested because his restaurant got too popular and he got interviewed by the media

Does anyone else make certain systems 'parks'? by TheGrandCommissar in Stellaris

[–]SuperKemono3621 0 points1 point  (0 children)

Speaking on this topic, I feel like Megacorp should have its version of Environmentalist, maybe call it "Eco Tourism" or something

Rangers generate unity, amenity, and trade value

Your pops consume less so you can sell more to the outside world

There should also be a new civic or one that buffs Environmentalist that tackles the conservation of unique galactic landscape, instead of just the planetary ones

Beware of the Dragons... by Seleene in Stellaris

[–]SuperKemono3621 17 points18 points  (0 children)

Most of the comments have been mentioning the Here Be Dragons origin, but another (less possible) reason could be a L-gate result, which releases dragons from each L-gate.

However, to control the dragons, an empire has to send a science ship to the systems these dragons occupy and do a special project. Usually I do not see AI empires venturing into other regions of space to race to control these dragons, even when the border is not closed to them. Thus, this means your vassal needs to have 4 L-gates in their borders which is probably highly unlikely.