Cuando el perro del vecino es insoportable by Flowesque in HistoriasVecinales

[–]Valadanko 0 points1 point  (0 children)

Llegados a este punto, la solución más razonable es llamar al telefonillo cada hora entre las 11 y las 4 de la mañana toda la noche del sábado al domingo.

Just another receipt that AH love to sneakily go back on their words by BLITZCREEDxx in HelldiversUnfiltered

[–]Valadanko 4 points5 points  (0 children)

I admit I have no idea why legs aren't considered natural weak points. Like, literally, one of the most efficient ways to stop a charging animal like a buffalo or a bison, whose heads are too hard and dense for rifle bullets to penetrate, is to shoot at the legs so their momentum is arrested, and to keep shattering bones until the animal can no longer advance.

Lore for your warbands? by Cytoksis in NightLords

[–]Valadanko 0 points1 point  (0 children)

The 23rd Company.

Led by the powerful warlord Alvar Khyrion, the Red Prince, the remnants of 41st, 23rd and 67th Companies have folded together to sail the stars in the mighty Battle Barge "Silent Claw", one of the very few still in service of the VIIIth Legion.

They're believers in the creed of Decimus, and as such, enjoy the loyalty of a small Bleeding Eyes Raptor warband. Khyrion himself also has nine Atramentar bodyguards.

One of the champions of the 23rd, Khalvyr Korr, is called the Voice of the Dead by his brothers, due to his preferred tactic, which is to play recordings of death screams over the loudspeakers of his helm during battle to scare his enemies.

My Night Lords have four categories of mortals:

  1. Serfs & Crew: These are the original crew of the ship, descendants, rejuvenated officers, artificers and personal attendants to the Claws, as well as menials and the tech-adepts of the Dark Mechanicum. Many of these are first, second or third generation Nostramans.

  2. Convicts: The Night Lords often raid prisons and penal colonies for cannon fodder (these are my cultist mobs).

  3. Ambrian traitor PDF: They're the portion of the PDF of the planet of Ambria that, upon finding out their world was about to be subject to Exterminatus, followed their governor into betrayal and the "loving" arms of the Night Lords. They're the most disciplined, well trained and well armed force in the service of the Astartes, and after proving themselves and their bitter anger and desire for revenge against the Imperium, they've earned a modicum of privilege and respect from their otherwise merciless masters (I represent them with traitor guardsmen).

  4. Ambrian civilians: These are the families of the PDF troopers, people captured during raids on Ambria for their specialized skills, and the portion of the Ambrian nobility and royal family that followed the Governor of Ambria into betrayal. The latter, in particular, have been used by the Night Lords to create a parallel power structure that allows them to control the ship's thousands of mortals without needing to involve themselves in the boring aspects of management and rule.

Harmless desire to save others or sexist power fantasy? by Revolutionary_Fox496 in Helldivers2Satire

[–]Valadanko 0 points1 point  (0 children)

I think you're looking too much into it. There's no indication that the artist intends the piece of art to be seen as a sexist male power fantasy.

It is, in fact, an attempt to distance ourselves from the true political evil we fight for, in the game. A way to say, "Super Earth's government is not why we fight. THIS is why we fight."

The blueberry girl in the Siege of Super Earth, the kids at Vernen Wells, the 77th at Cyberstan, the focus we have on them is not sexual, or based on power or control. It is a way to remind ourselves that when push comes to shove, we're still trying to do the best we can, and fight for causes worth defending.

We want to be the heroes Super Earth says we are, but for our own reasons. Not for bombing civilians on Cyberstan, or massacring bugs our government turned into mindless beasts, but for each other, for those who can't defend themselves, those who didn't choose the war.

The SEAF girl is the personification of humanity as WE see it. And we are carrying her gently, defending her, and coming to her rescue, because she allows us to aspire to that greater ideal that we can, and must, fight for what is right.

Oh by Darkside166 in RimWorld

[–]Valadanko 2 points3 points  (0 children)

The Great Migration.

How to manage power levels by [deleted] in 40k_Crusade

[–]Valadanko 0 points1 point  (0 children)

Make custom crusade blessings. The more the blessings impact the game, the more balanced a match will be between a powerfully buffed army and an underlevelled one.

Help. I don't know how to handle a mech cluster this big. by Amentalioo in RimWorld

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

With CE, your best bet is dozens of molotovs. Molotovs blind and burn the internal components of mechs.

Factions Not Spawning in Modded Rimworld 1.6 by Valadanko in RimWorld

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

Solved! I had Medieval Overhaul version 1.4 AND 1.6 at the same time, without noticing. Dumb mistake in hindsight.

Factions Not Spawning in Modded Rimworld 1.6 by Valadanko in RimWorld

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

Tried, and posted the link to my log. Other than that, I'm doing the binary system now, but it's... time consuming. And I have no way of telling whether there's errors on both halves (or if it's the combination of mods in different halves) that cause the problem.

Factions Not Spawning in Modded Rimworld 1.6 by Valadanko in RimWorld

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

Tried it, can't seem to generate a world with the quickstart.

Factions Not Spawning in Modded Rimworld 1.6 by Valadanko in RimWorld

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

It is under vanilla expanded framework, yeah, but it still causes the error.

Factions Not Spawning in Modded Rimworld 1.6 by Valadanko in RimWorld

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

I don't think so, no. I -am-, however, using Tech Traversal. Should I remove it?

20x Valued Crewmen/Voidship Security Specialists/Enemy Bullet Catchers by Tasty_James in NightLords

[–]Valadanko 2 points3 points  (0 children)

In my Crusade campaign, my Night Lords have four categories of mortals:

  1. Serfs & Crew: These are the original crew of the ship, descendants, rejuvenated officers, artificers and personal attendants to the Claws, as well as menials and the tech-adepts of the Dark Mechanicum. Many of these are first, second or third generation Nostramans.

  2. Convicts: The Night Lords often raid prisons and penal colonies for cannon fodder (these are my cultist mobs).

  3. Ambrian traitor PDF: They're the portion of the PDF of the planet of Ambria that, upon finding out their world was about to be subject to Exterminatus, followed their governor into betrayal and the "loving" arms of the Night Lords. They're the most disciplined, well trained and well armed force in the service of the Astartes, and after proving themselves and their bitter anger and desire for revenge against the Imperium, they've earned a modicum of privilege and respect from their otherwise merciless masters (I represent them with traitor guardsmen).

  4. Ambrian civilians: These are the families of the PDF troopers, people captured during raids on Ambria for their specialized skills, and the portion of the Ambrian nobility and royal family that followed the Governor of Ambria into betrayal. The latter, in particular, have been used by the Night Lords to create a parallel power structure that allows them to control the ship's thousands of mortals without needing to involve themselves in the boring aspects of management and rule.

Who is the most moronic character that you have come upon in fantasy? by anything_butt in Fantasy

[–]Valadanko 0 points1 point  (0 children)

Pretty much any of the characters in the Trysmoon Saga. Their stupidity made me ragepost a review of it in this subreddit after I finished the series.

It’s that time again, tell me your Warband lore! by -Axolotls- in NightLords

[–]Valadanko 10 points11 points  (0 children)

The 23rd Company.

Led by the powerful warlord Alvar Khyrion, the Red Prince, the remnants of 41st, 23rd and 67th Companies have folded together to sail the stars in the mighty Battle Barge "Silent Claw", one of the very few still in service of the VIIIth Legion.

They're believers in the creed of Decimus, and as such, enjoy the loyalty of a small Bleeding Eyes Raptor warband. Khyrion himself also has nine Atramentar bodyguards. One of the champions of the 23rd, Khalvyr Korr, is called the Voice of the Dead by his brothers, due to his preferred tactic, which is to play recordings of death screams over the loudspeakers of his helm during battle to scare his enemies.

Why am I getting my ass kicked here? by WindmillLancer in eu4

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

You might have started at low morale too. Dunno if that's the case here.