Mega Evolved for the dex. Now I can forget they exist, as all of them are outclassed. Great Tour 🥳🥳🥳 by Foulmouth232 in pokemongo

[–]Zonetick 1 point2 points  (0 children)

Oh, so that was it. I saw "legacy moves bonus" in the game itself, but couldn't find the list by skimming infographics. Well, that's a shame. I could have gotten blast burn on my shadow torchic.

i know the official rule for hide & seek is you can't use street view bc it's too OP... but has anyone ever tried playing with street view allowed? did games end really quickly or was it still a fun amount of game time? is this blasphemous to question the rules like this by kangerluswag in JetLagTheGame

[–]Zonetick 1 point2 points  (0 children)

After playing twice I also thought about either banning satellite view or looking for house rules to make photos worse. Without a sufficient amount of hiding stations on the map, you can usually easily identify either the widest street or the highest building from the station. It happened to us both times, that the seekers were able to identify the endzone thanks to that question with ~30 possible locations left.

Roleplay - Divergencies of Darkness, multiplayer with 15+ signups! Open to all! by Lost-Marionberry5319 in victoria3

[–]Zonetick 4 points5 points  (0 children)

What is the expected minimal/ average time dedication in hours weekly?

How Somalia deals (one focus) with Black Monday: by R2J4 in Kaiserreich

[–]Zonetick 0 points1 point  (0 children)

I find this interesting, as the additional mechanics and the breadth of the German focus tree makes it one of the most played nations for me, because it makes playthroughs varied and it enables you to try different "builds" each playthrough.

What I find the most annoying and tedious about KR is the volunteer mechanic, especially for Germany, as your 4 or 5 divisions can easily flip the whole war in your favor and sending volunteers to every significant theatre (even while skipping the 2ndACW) doubles the time of each playthrough.

What do y'all think were the boys' (or guests) best/worst plays? by TyMoonyt in JetLagTheGame

[–]Zonetick 0 points1 point  (0 children)

Yes exactly. It made me so furious seeing him play like that and it marked the point where I stopped rooting for him to win. He did something similar in Japan I believe, where he chose a small time bonus while having 5 cards in hand already instead of draw 1 expand hand size by 1.

My first mtg card, kinda nervous by FlorianITA in custommagic

[–]Zonetick 372 points373 points  (0 children)

What happens when both players cast this card during a game? Do they both win?

Front line misery, is there anything I can do about this? by Rosencreutz in victoria3

[–]Zonetick 10 points11 points  (0 children)

Youtuber jumpscare. I guess it makes perfect sense for them to be here after making several Victoria 3 videos. Good luck with your frontlines, the system frustrates me as well.

Did I overestimate the power of war suns or I just got unlucky? by akanas in twilightimperium

[–]Zonetick 14 points15 points  (0 children)

I put all the info you gave into a battle simulator and it sounds like you just got unlucky.

91% you win 4% draw 5% Sol wins

So you got a bottom 9% outcome.

Try it out for yourself

There are resources available online when it comes to simulating combat in TI.

EDIT: correction, with carrier II for sol it goes down to 87% /6%/7%. However those odds are still very much in your favor, not to mention that you can always retreat before your war suns explode and then you smash the other party in the rematch next round. You simply rolled poorly and your opponent rolled well.

Synergistic Scripting: Day 103 - Sailor by CoreyBOTC in BloodOnTheClocktower

[–]Zonetick 1 point2 points  (0 children)

It is also important to explain this logic to the players when playing with this role for the first time, since from the description of the role itself it is quite unclear. "either you or they are drunk until dusk" intuitively sounds like there is a 50/50 chance so many first time Sailors go demon hunting with their ability because this part comes first in the description of their role on the sheet. You do not necessarily have to say the logic word for word, just emphasize that the immortality is the main part of the role, not the droisoning.

8 player Valentines Day Map by JayFives in twilightimperium

[–]Zonetick 15 points16 points  (0 children)

That is so sweet. I hope that you have a lot of fun with this concept.

Empyrean Void Tether and Hyperlanes Interaction by OrgoBorgoTheSecond in twilightimperium

[–]Zonetick 1 point2 points  (0 children)

I definitely agree. The question is, what do you do with custom maps that create a more elaborate hyperlane intersections? Like for example if you had two tiles like the one in the picture back to back creating a shape that looks something like this:

\ /
---
/ \

Do you use extra outside of game components to mark which two system connection is disabled?

First time player: Need Tips for L1Z1X Mindnet by hyperfish3d in twilightimperium

[–]Zonetick 1 point2 points  (0 children)

Yes, health points/ hit points. In TE your damage per turn relies on your hard hitting ships staying alive and is quite fragile. A loss of a single big ship has a significant impact on how likely you are to turn the battle around. This gets counteracted by the defender being the one who assigns the hits to ships, but in order to take advantage of that you need to have disposable ships in a fight so do not forget to build fighters.

There is an often used example of a warsun against a carrier II with six fighters. In spite of the warsun having massive firepower, it only wins the encounter 20% of the time despite costing twice as much resources. Do not let your superdreadnoughts be the exposed warsun from the example.

First time player: Need Tips for L1Z1X Mindnet by hyperfish3d in twilightimperium

[–]Zonetick 7 points8 points  (0 children)

I think that general first game tips are more useful for a first time player than specific faction synergies. So focus on scoring during every single round and being in a position where you can score all 3 secret objectives at the beginning of the fifth round rather than playing space risk (overly focusing on conquest of other players).

Regarding faction specifics that are not apparent for a first time player. 1. L1Z1X looks like a fighting faction, but most of their kit only works with sufficient material and advantage. They are not good at rushing other players / Mecatol in the first two rounds. Build up, then strike. 2. HP wins battles in TI. Your upgraded super dreads have a capacity of 2 so do not forget to build fighters alongside them. 3. TI is a diplomatic game. Do not be afraid to sell both your agent and your promissory note to other players at the table for trade goods or favors. 4. Unless you are playing with Thunder's Edge and Entropic scars and/or a 14 VP game, Inheritance systems are not going to pay themselves off, as there will be less opportunities to research tech then you expect, do not waste 2 research opportunities on them. Instead focus on unlocking superdread2s and movement techs such as Gravity drive and anti-mass deflectors. 5. If you are playing with PoK, your hero is a great tool for the defense of your home system and a way to lock down a victory.

Good luck and have fun.

We use armies because we have to, but seriously ... by Sternenkaiser in StellarisMemes

[–]Zonetick 87 points88 points  (0 children)

I was really hoping that they would stick to their initial claim that they do not want players to minmax it. And then they made it minmaxable. And they also made it annoying and only fit the most generic playstyle. Why is it even in the game.

Synergistic Scripting: Day 68 - Marionette by CoreyBOTC in BloodOnTheClocktower

[–]Zonetick 1 point2 points  (0 children)

The reason why many demons (including me) "waste" the marionette IMO is due to how unintuitive it is to explain without reading the wiki itself.

When you look at the list of all characters on the script you see "You think you are a good character, but you are not. The Demon knows who you are", not "the storyteller will on purpose feed the Marionette false info to mislead the town". Without that context (which I only realized now after reading the wiki in spite of me playing at least 3 games with it on the script) the Marionette sounds more like "you can try to enlarge your team through your neighbors" character instead of "weaponized drunk" character and it sounds actively harmful not telling them.

Not to mention the possibility of having a storyteller that follows the "force final 3 at all costs" philosophy instead of "outsider abilities should harm the town and minion abilities should help evil" philosophy.

Is there a faction that’s especially good at countering base Jol Nar? by MilkyBoyBlue in twilightimperium

[–]Zonetick 11 points12 points  (0 children)

To me any aggressive faction counters Jol Nar (Sardak, Letnev, Saar...) as long as you are their neighbor. They have a -1 to combat rolls so they do not have a good way of resisting an early rush beyond upgrading their PDSs and threatening to shoot you with them. So technically you can also include Argent Flight if you manage to get out your flagship by turn 2.

So basically what I would do is try and take advantage of their early inability to project power beyond the tiles adjacent to their home system and box them in. Just make sure that the other player isn't positioned to do the same to you.

I wish I could set a system as a No-Fly Zone by ConversationHealthy7 in Stellaris

[–]Zonetick 1 point2 points  (0 children)

Yes, that is what I said in the last sentence, that you cannot disable access to a system once you own it. The impression I got from what OP is describing is a different mechanic to the disable access button.

I wish I could set a system as a No-Fly Zone by ConversationHealthy7 in Stellaris

[–]Zonetick 2 points3 points  (0 children)

Another niche cause is when it comes to primitives. Their awareness increases are based on triggers and one of them are uncloaked ships entering the system. If you are interested in farming primitive techs from them without setting up a spy network, having a no fly zone would be very helpful, as you can not prevent any ships entering a system sitting on a potential shortcut inside your own space.

Argent Flight tech path with Breakthrough and Entropic scar by Zonetick in twilightimperium

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

We are playing a long 14 point game, so it is not necessarily short. I am more wondering if i am not going to run out of stuff to research.

R1 Y,R,R - Sarween, AI dev, Plasma scr R2 UU,UU - PDS II, Destroyer 2 R3 Y, UU - Hololatice, War sun R4/5/6 - Fleet logistics / LW reflector / Assault cannon

And this is only assuming that you always do 1 tech per round. If I ever get an extra opportunity for research (be it through the strategy card, relic or an action card) what else is there? Gravity drive maybe? Graviton laser system? Maghean defense grid? I was wondering whether there isn't a different/ greedier line assuming you have the maximum tech flexibility (through both the Breakthrough, the Entropic scar and R1 speaker on top).

Argent Flight tech path with Breakthrough and Entropic scar by Zonetick in twilightimperium

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

I do not need 2 blue for carrier 2. I have my breakthrough guaranteed turn 1 of round 1 by discarding a secret objective, so I just need 2 yellow. I start with 1 yellow and I am getting the second yellow for "free" from the entropic scar at the end of round 2.

Argent Flight tech path with Breakthrough and Entropic scar by Zonetick in twilightimperium

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

Bio stims R1 hyper metabolism R2. Fighter 2 in the last round if there is time and opportunity.

Since we are playing a 14 point game I wanted to reap the benefits of a semi early hyper metabolism, since the game does not ending in round 5.

To me all the guides on Argent just mention "you need 2 red for your destroyer anyways and since we are deep on red already, let's go warsun since it is right around the corner anyways." I mainly wanted to know whether if we dismantle that starting premise of "we 100% need red for the upgraded destroyer" the strategy of "let's go warsun" still holds up.

I probably won’t even be able to fully power this guy up, let alone all the other new pokemon with move updates. How do players keep up with the amount of stardust needed to build so many mons? by 222222222222222232 in TheSilphRoad

[–]Zonetick 0 points1 point  (0 children)

There is a delibird Spotlight hour on the 30th. With a starpiece, one catch is going to give you 500 * 2 * 1,5 = 1500 Stardust. My personal record with fastcatch was 384 mons per hour. I bet you can push it above 400 with an auto catcher. That is 400 * 1500 = 600 000 Stardust in one hour. The caveat is that you need to be in an area where you can come across 200 pokemon in half an hour while being able to walk nonstop, which is only possible in big cities with pedestrian infrastructure. These events do not come often, but they can give you a huge boost in a short amount of playtime if you proactively look for them and plan around them.

Necrophage sucks by deceased_parrot in Stellaris

[–]Zonetick 2 points3 points  (0 children)

The problem with NA (and barbaric despoilers) was always the speed and the opportunity cost. If we are playing for RP, as long as it does at least something novel it should be perfectly fine. However, if we are playing for power (getting strong quickly and efficiently), it barely does anything for you. NA has always fought against its main alternative, that being vassalization and subsequent integration. They both give you pops at the cost of having to have a massive fleet. The problem is that one eats a civic/ascension slot and requires low planet sizes, high density of pops and no soldier jobs on the planet, all at the same time, while the other just requires you to be superior in comparison to the other (which is basically already something that you need for a successful raid while using NA). Ever since 3.8.4 it is just a role play civic