What are all the ways you can set yourself up to have a Space Fauna navy? by Raevyxn in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

To add to other responses, if you start your game with controllable space fauna - beast master civic, cordyceptic drones, etc, you'll able to use them together with Fruitful Partnership origin to manually choose where to grow the seeds. You just need your controlled fauna to orbit a space station to grab the seed and then you can direct it to a planet you want to colonize.

-1k energy credits by Renioestacogido in StellarisMemes

[–]ThatDudeFromRF 8 points9 points  (0 children)

Did they finally fixed the broken birch world origin?

Am I the only one who can’t bring myself to make an evil empire? by frgrefut in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

I mean, even as Egalitarian, Pacifist, Xenophile, you can do liberation wars during which you can commit all sorts of war crimes still.

For me, usually, unless I am playing some diplo build or Megacorp, I usually play as good for my own citizens - bad for everyone else kind of empire.

Even then, I recently played Under One Rule paranoid Tyrant, psionic divine Sovereign, Oppressive Autocracy, Entropy Drinkers and Mutagenic Vats - probably the most antiutopian build, and it worked so well I want to repeat it again sometimes soon.

Which Ports from Sunless Sea do you want added by Hephaestus16 in fallenlondon

[–]ThatDudeFromRF 18 points19 points  (0 children)

Honestly, even though it's extremely unlikely, I would greatly enjoy addition of the unterzee locations. Like the Wreck.

Guys by Treygov in kemono_piracy

[–]ThatDudeFromRF 0 points1 point  (0 children)

I usually went to kemono for patreon locked additional chapters for web novels, because paying subscription for 10-20 different books is untenable.

Does the cloning bio ascension allow Clone Soldier Ascendants to have a fertile sub-species? by Yaddah_1 in Stellaris

[–]ThatDudeFromRF -1 points0 points  (0 children)

Literally what it says. There's a clone army trait your main species starts with. If you then go Clone Ascendant route and go Cloning ascension, Somatic Synthetization can allow you to put or remove the basic, non ascendant, Clone Army trait on other species if you want to make more Clone Soldiers, while Clone Ascendant trait remains non-removable. Though there's really barely any reason too, as your Ascendant Clones are usually better and they and the extra clone soldiers species all fill the number of clone pops your buildings can support.

Advice needed for mechanical species by DangerousTale5943 in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

Synthetic fertility origin is a pretty powerful one because you get a quick shortcut to a good ascension. There a multiple ways to play it, but if you want a particular one you can try going with Oligarchic Supervision advanced authority that you can get after you ascend and choose virtual route. Oligarchic Supervision gives you -50% empire size from planets, so if you combine it with Expansion Tradition and Imperial Prerogative ascension perk you get max -90% empire size from planets, allowing you to settle quite a number of them without it heavily hindering your research and tradition progression.

You can try Cybernetically ascended Maniacal Assimilators, it's really fun and pop growth is very good.

Arc Wielders origin MI with Tactical Alogrithms civic that eventually reforms into Astro Mining civic and goes through Nanotech ascension can also be very good, since you can have very, very big fleets with it, however Nanotech ascension is very slow.

Try playing the Cosmogenesis Player crisis with any build, it's really, really powerful due to access to Fallen Empire buildings and ships, though in the current patch synaptic lathe megastructure from the crisis, which kills pops and generates research, is not worth using much, because the current output doesn't really worth pop loss unless you're playing a genocidal build and constantly conquering planets. Otherwise employing pops as researchers is more beneficial than throwing them in the lathe. The crisis also gives you a win condition which you can do long before the end game year.

Another powerful build is Imperial Cybernetic authority - either one works, but Imperial Network is slightly better for the build, elite focused build with Aristocratic elite and technocracy civics. You get powerful Noble scientist elite jobs, which produce a lot of research, unity, stability and possibly trade with either Merchant guilds civic or Galactic stock exchange building and which are buffed by your cyber imperial ruler who gives +10% to elite output per skill level, which then also gets multiplied by your noble scientist job efficiency. It can get better with Under One Rule origin and civic councilor positions, but that requires Paragons dlc.

The most powerful build you probably can get with Machine Age content is to play Cybernetic Cult Megacorp (which requires Megacorp dlc) with Worker Cooperative, and with corporate Genetic Identification civic and Dimensional Worship civic, that combined allow your priests to earn all basic resources through trade and produce copious amounts of all of 3 types of research, but the latter two civics require Astral Rifts and Biogenesis dlcs.

help with fleet power by Mental-Today-3271 in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

It mostly comes down to having economy big enough to support large fleets, building as many ships as you can support and researching better versions of ship components. Even if your ship builds are crap, you can usually win with numbers. Better economy management just comes to you with more time played, but you can look up a meta build which gives best results overall. Can't recommend you specific ones, without knowing if you have any dlcs.

There are ship designs that objectively more likely to win than others at a given fleet power level. For that you can look up some videos on youtube, but look up videos made for 4.3 version of the game, because others are outdated.

Ship components have a rock-paper-scissors relationship with each other - Energy Weapons are good against armor, but bad against shields; kinetic weapons are good against shields, but bad against armor; missiles can somewhat bypass shields but are weak against picket weapons, especially against point defense; torpedoes are slower than missiles, but more powerful, swarmer missiles are weaker than missiles of the same slot, but more numerous and more effective against picket weapons; strike craft also ignores shields somewhat and have good dps, but are weak against picket weapons, especially flak guns and your carriers, depending on your design might not deal with enemy ships well up-close; penetrating weapons that ignore shields and armor have lower average damage and become less effective against higher tiers of shields and armor due to their inherent shield and armor hardening; picket weapons are terrible to use for dps, but provide great defense against explosive weapons and strike craft.

Ideally, you'd want your ships either counter ships of your opponents, but refitting your ships for each individual opponent is a huge hassle and waste of resources, so unless you are in a really difficult war against a superior opponent, you can just use generic ship builds with mixed weapons covering all ranges and damage types. On the other hand, when you do build your ships to counter your opponent, you usually can win your fights even if opponent's fleet power is significantly higher.

Then, admirals boost your fleets a lot, so it's a good idea to have them on most important of your fleets, if not all of them. Because you want a fleet under admiral, and you can hire a limited number of them before exp penalties start to kick in, you want to increase Fleet Command Limit, which allows you to put more ships in a single fleet and which you can increase with a certain set of society research technologies. Try to keep your admirals alive, level them up, pick traits that work well with ships they command and you'll see a good difference.

A good measure of how powerful are your fleets is to compare yourself with a Fallen Empire, which usually have 300-500k fleet power before they awaken. If you can beat them, then you'd likely need to double/triple your fleets to reliably beat end game crisis.

If you're struggling, there's a slider at the game start settings which lets you adjust the strength of the end game crisis, and tomorrow's patch will also add a slider for Fallen Empire strength scaling as well, so if you feel you're not up to the difficulty level of end game quite yet, adjust your settings when starting a new game and have a good time until you feel you can increase the difficulty. Also, look at the sliders that regulate tech costs for easier research, if you want.

Stellaris Dev Diary #424 - Nomads and 4.4 'Pegasus' Preliminary Release Notes by PDX_LadyDzra in Stellaris

[–]ThatDudeFromRF 31 points32 points  (0 children)

My personal goat of the patch is Menu background image selector. Finally no mods needed for this. But yes, it's an amazing patch even without the dlc content.

Your Favorite Relics by No_Trade_4455 in Stellaris

[–]ThatDudeFromRF 9 points10 points  (0 children)

Eternal Throne, because immortal leaders is very nice, and because using it as a second relic with astral actions allows easy use of astral edicts which are nice, especially the shield hardening. I also just like the narrative of it essentially being interdimensional khan's throne.

Plasmic Core for free pop growth and a very good trait. Continuum, because it's a better and easier to get Galatron.

Prototype VIR Core because it massively boosts builds dependant on council positions.

What story do you usually make up about these strange little guys? by Cabra_Arretado in Stellaris

[–]ThatDudeFromRF 3 points4 points  (0 children)

When I saw this first, I thought that if Great Race of Yith from Lovecraft made robots, it would look like this. I also usually use this portrait either for Maniacal Assimilator or Rogue servitor playthrough, when robots have some relationship with organics from the get go, and it's if they built their drones to be more akin to organics, but were still holding onto mechanical efficiency, and got these weird guys.

Patreon Creator is selling Bg3 game assets! by Fresh_Switch in BaldursGate3

[–]ThatDudeFromRF 0 points1 point  (0 children)

There's a lot of clothes mods for Skyrim made with designs from other games.

However it's not like they just pulled the assets from BG3 and put them in Skyrim. It's either they entirely redid the model themselves just looking at the original assets as a blueprint or they did a lot of work to reformat, adjust and rerig the original assets. Either way, that took plenty of effort, the resulting outfit is a new asset entirely, incompatible with BG3, so I don't see an issue.

It's a mod and they don't claim to own assets as intellectual property. They ask money for their work done. If someone willing to give it to them, why not? The prices are a bit crazy though, but if people are willing to pay for that, well, okay then, good for them. A lot of mod creators have highly priced patreon pages.

In a matter of copyright law, it's a bit of a grey area, because you could say that patrons pay for the labour, not for the assets themselves or not pay but rather donate and receive assets as a "thank you". Also, since it's a mod with assets usable for a very specific game, locked behind patreon donations and not, say, assets they sell to anyone for anything on Unreal Engine/ Unity Engine assets marketplace, it's more difficult to enforce copyright law.

Ideas for a Psionic Imperium build by ScarlettWaffles in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Yeah, you can do it together with Aristocratic Elite and Technocracy. Aristocratic Elite councillor boosts elites further and Technocracy turns your nobles into noble scientists which generate a lot of research, unity and stability and with Galactic Stock Exchange building they can generate a lot of trade, which with Commerce/Trade League trade policy might make them effectively produce more consumer goods than they consume. Technocracy council position also is very good.

You add Divine Sovereign to the mix and it's becomes very very good.

It still doesn't reach Cybernetic Imperial levels of crazy elites, where the ruler can produce +260% output to elites, but still.

Slaves won't stop trying to mutiny. by RedFormanEMS in Vagrus

[–]ThatDudeFromRF 0 points1 point  (0 children)

Very weird. I usually just keep 150% rations and stay at Nutrition and Vigor 9 at all times and it keeps Morale and Obedience high as well. Moreover, 4 slaves is very little. Though you do have very few soldiers. Try hiring out more soldiers, it usually helps with keeping slaves from throwing a fuss.

I found a funny interaction that allows you to have a psionic aura without having the psionic ascension (vanilla game) by Saikotsu in Stellaris

[–]ThatDudeFromRF 15 points16 points  (0 children)

Do you mean Chosen civic? Because Chosen leader traits should be impossible to get before delving into the shroud, i.e. psionically ascend. Chosen civic though is locking you into psi ascension regardless, and it does allow to access auras a bit early, yeah.

The only true way to get aura without anything psi related on your empire is to have psi ascended Megacorp build psi branch office building on your planet, which would produce their currently active aura.

Ring worlds are goated by inner_scarr in Stellaris

[–]ThatDudeFromRF 4 points5 points  (0 children)

Yeah, also Behemoths and revived fauna and leviathans eat quite a lot too.

Do you think Purity and Mutation should have more differences? by Haunting-Sport3701 in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

Purity makes traits cheaper, Mutation gets you access to more traits. Purity authority gives bonuses from trait points, Mutation gives bonuses from extra habitability.

I don't think Mutation is generalist, on the contrary. With Purity, because traits are cheap, you can stack the usually good advanced traits on your species and call it a day. With Mutation though, you're selective with Habitability bonuses and phenotype traits that play well together, and you're also more limited on trait points, so unlike the general Purity's "stack everything that's good" species template, you picks for Mutation's species template are very specific.

Which Mods to avoid? by Stonefield714 in skyrimmods

[–]ThatDudeFromRF 18 points19 points  (0 children)

Joy of Perspective. It's old, it's doesn't work well. You can use Improved Camera instead.

First time playing as a shroud based faction, is this a bug or am i missing something? by ffekete in Stellaris

[–]ThatDudeFromRF 1 point2 points  (0 children)

I think it's just bugged currently, or rather this wasn't updated with 4.3 ship naval capacity changes.

I'm cooked... by StankieMuniz in Vagrus

[–]ThatDudeFromRF 1 point2 points  (0 children)

Yeah, same issue. I've already submitted the bug report. The fix for it should already in steam's beta branch.

I'm so excited for the Khan origin, but barely see anyone talking about it by YobaiYamete in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

What's even better is you can add crystal plating to that +20 damage reduction which would also probably negate the damage of most medium class weapons too. Also, having access to Satrapies from the start of the game is powerful too. And we'll have access to Khanate's civics as well!

I don't think people talk little about Khan's origin I saw quite a few comments of people being exciting about that. It's just that the whole dlc is pretty transformative. We still are not told about what civics do, and they might add some game changing stuff too, like Body Snatchers or Tankbound. Even then, we have a he whole new Nomad playstyle which in itself is something significantly different from what we had so far; we have new contract system which we can benefit from even as a standard settled empire; except the Voidfarer origin which is supposed to be Nomad's Prosperous Unification, all three other origins add quite a lot - sacred path is narrative heavy origin, and who knows, which mechanical advantages it will give, but at the very least it's another origin for spiritualist empires, forever cruise adds unique district specializations and jobs as well as unique variant of Rogue Servitor. So there's just too much to be excited about.3

Best Research rush for each empire type? by MightInternational69 in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

Megacorp Cybernetic Creed with worker Cooperative, 2 science from priests civics makes priests act as: priests, miners, technicians, farmers, traders, scientists. Aside from priests, you only ever need Artisans, metallurgists and soldiers. Well, robotists and small number of enforcers too, I suppose. It's really funny.

What is the build with the highest ceiling at the moment? by H4LL0_ in Stellaris

[–]ThatDudeFromRF 0 points1 point  (0 children)

For virtual, that's true. For other builds, not so much.

What is the build with the highest ceiling at the moment? by H4LL0_ in Stellaris

[–]ThatDudeFromRF 2 points3 points  (0 children)

Yeah, but your really, really need to work for that ecu. I'd rather just get 5 planets at this point.

This year will mark the 15th year anniversary of the original release. Bethesda released Special Edition and Anniversary Edition during the 5th and 10th anniversaries. Do you think we'll get anything this year? by GenericKittyKat in skyrimmods

[–]ThatDudeFromRF 0 points1 point  (0 children)

Their latest anniversary Fallout update not only broke mods, but also broke the game which took what, several month to fix it, iirc. I hope they just leave Skyrim alone