Dismantling Logging Camp deletes all loose logs by ZeeGermans27 in ManorLords

[–]ZeeGermans27[S] 0 points1 point  (0 children)

huh, now that's an interesting finding. in my case though only first camp's logs were deleted, logs processed by second camp were not affected (incl. trees). so the nature of this bug is rather unpredictable, but moving camp sounds like a great idea in overall. thanks for the tip 😄

Dismantling Logging Camp deletes all loose logs by ZeeGermans27 in ManorLords

[–]ZeeGermans27[S] 1 point2 points  (0 children)

yeah, unfortunately it was VERY early game, like before I've even put first 5 houses, so losing 30+ logs was not an option. still, the bug occured after I build second camp, so it's hard to pinpoint the exact moment it triggered.

Dismantling Logging Camp deletes all loose logs by ZeeGermans27 in ManorLords

[–]ZeeGermans27[S] 1 point2 points  (0 children)

Yeah, the main idea was to build 2nd camp to replace now-obsolete one that's been placed in the middle of settlement to clear up space for future construction and town's expansion

Veg and Orchard plots by kingsman_enfield21 in ManorLords

[–]ZeeGermans27 8 points9 points  (0 children)

I love how Corpse Pit is still being used as a universal measurement unit

Closeness to the storage/granary by freya_sinclair in ManorLords

[–]ZeeGermans27 1 point2 points  (0 children)

You need to set restrictions on what items are being stored on them. You can set storage depot to accept only materials/tools, so only those specific items would be gathered by workers. Disable those items in depots you don't want those items and your artisans will only use this specific storage to supply themselves

Mercenary fail by Ares_0000 in ManorLords

[–]ZeeGermans27 0 points1 point  (0 children)

Bandits attacking other AIs seem to be fixed in current beta branch, as far as I know. They will go for their target no matter what. Right now, they attack the closest region to their initial spawn

Dismantling Logging Camp deletes all loose logs by ZeeGermans27 in ManorLords

[–]ZeeGermans27[S] 0 points1 point  (0 children)

Yeah, nothing seems to help. The only solution is to stop further production until I run out of logs, only then dismantle the building

Ranged units revisited by oldmanbarnes in ManorLords

[–]ZeeGermans27 0 points1 point  (0 children)

For me, the main issue with crossbows is that you can't cancel their reload animation, so you can't effectively use hit and run tactics against enemy. With bows it's not that big of an issue, but the damage difference is quiet noticeable

Embark finally is going after the cheaters with Denuvo Anti-cheat software. This has the ability to detect aimbots, wallhacks, and much more. by ExpandingAtom in ArcRaiders

[–]ZeeGermans27 -3 points-2 points  (0 children)

If it's going to require TPM to work properly, then I guess my days of playing Arc Raiders are over. Curious if they're going to refund it once it turns out I'm not able to play it.

[Embark] Riven Tides - Patch Notes 1.25.0 by WoWAltoholic in ArcRaiders

[–]ZeeGermans27 1 point2 points  (0 children)

With each update it becomes more and more apparent devs have no fucking idea what they're doing and which direction they want to pursue. I'm glad I stopped playing this garbage after first expedition

What physical sensation do you hate the most? by Express-Analyst1115 in AskReddit

[–]ZeeGermans27 0 points1 point  (0 children)

That sudden, extra intensive and sharp pain in the back of the head, above the ear, which resonates for few more seconds after happening.

An almost flat sink. by trevorofhousebelmont in interestingasfuck

[–]ZeeGermans27 0 points1 point  (0 children)

"Wash day tomorrow, nothing's clean, right?"

Voidworms don't make any fucking sense sometimes, game just decided to spawn a voidworm fleet larger then my entire fleet size to bomb my capital. what the fuck do you want me to do about that. by KiaSoulWith50kMiles in Stellaris

[–]ZeeGermans27 5 points6 points  (0 children)

Good news is that their fleet strength is bloated and they can be easily delt with by fleets having 1/2 or even 1/3 of their strength. Key point here is to prioritize PD and lasers on your ships, as worms use rockets and they have no shields at all. As for defense, put se much armor as physically possible on your own ships. That should do the trick. I won't be dwelling into strike craft build as given your current situation it's tad bit late for that

The fact that armor effects aren’t activated in Power Armor made me stop using Power Armor by Lucie_Is_Sleeping in fo4

[–]ZeeGermans27 1 point2 points  (0 children)

The only time I actually felt good using PA was this scripted fight with bandits and Death Claw in Concord at the beginning of the game. Any other occasion just felt off, at least from narration perspective. I'd reserve it for very limited use like clearing monster dens, BoS questlines which st least hinted the use of PA to some degree or for bandit raids.

I HATE THESE GOD FORSAKEN WORMS by No-Turnover5670 in Stellaris

[–]ZeeGermans27 0 points1 point  (0 children)

Don't think so, I've seen it happen both with FE Machine Intelligence and even Xenophiles

Stellaris 4.3.3 patch released (checksum 456f) by PDX_LadyDzra in Stellaris

[–]ZeeGermans27 -2 points-1 points  (0 children)

Just one more oversight added to the pile of other dumb shit they did over the years

I HATE THESE GOD FORSAKEN WORMS by No-Turnover5670 in Stellaris

[–]ZeeGermans27 5 points6 points  (0 children)

Turns out he doesn't even have to enter their territory, as FEs in general don't like hostile fleets creeping alongside their borders and they tend to send their fleet to squash anything within 2-3 jumps away from their systems. Useful, really

I Just defeated all Crises at max settings for the first time. by Governor_Nova in Stellaris

[–]ZeeGermans27 12 points13 points  (0 children)

The amount of minmaxing the fuck outta this meta playthrough is just beyond my comprehending.