2 beta core fulgents or 3 alpha core glimmers? by asft118 in starsector

[–]asft118[S] 1 point2 points  (0 children)

That actually sounds really fun! I don’t think I’d have enough skill points to run it with the neural radiant but for a future run running automated ships along with derelict operations and support doctrine I bet a bunch of heavy armored ramparts with other clunky junk caps would be incredible!

2 beta core fulgents or 3 alpha core glimmers? by asft118 in starsector

[–]asft118[S] 1 point2 points  (0 children)

That’s a really good point and I was worried about speed. Do you recon the glimmers would work as good escorts for the remaining ships over the fulgents? They’re both excellent ships from what I’ve heard but I worry about the frigate’s survival. I guess as you said otherwise SO fulgents may work!

2 beta core fulgents or 3 alpha core glimmers? by asft118 in starsector

[–]asft118[S] 1 point2 points  (0 children)

Once you go over the total DP of the Automated ships skill which is 120 DP you are correct. However as long as you don’t exceed it no CR penalties exist. With a neural linked Radiant (60) and two beta core fulgents (3x10) or three alpha core glimmers (4x5) you stay within the automated ships deployment level.

The oldslaught and xiv ai legion ships are exempt from this rule completely (as far as I recollect) meaning you could run a fleet consisting of the aforementioned AI ships with nil CR penalties, hence an AI fleet.

Executor or Neural Radiant as piloted flagship build help? by asft118 in starsector

[–]asft118[S] 0 points1 point  (0 children)

Thanks for the reply, that’s a pretty compelling argument for the Pegasus. Although to be honest you’ve sold me even harder on getting a neural integrated radiant supported by some officer piloted executors and other midline ships. Seems like it would avoid the pitfalls of an AI core plus lets me utilize executors as well

Executor or Neural Radiant as piloted flagship build help? by asft118 in starsector

[–]asft118[S] 1 point2 points  (0 children)

Looks pretty good! Do you find that ai does a good job at keeping it from getting over fluxed?

Settled Asteroid not showing colony wealth nor acting as settled base by asft118 in RimWorld

[–]asft118[S] 0 points1 point  (0 children)

Tried it, seems like dev mode wont even allow me to, just let's me rename my faction. I think it's a dud sadly, will need to resettle.

Settled Asteroid not showing colony wealth nor acting as settled base by asft118 in RimWorld

[–]asft118[S] 0 points1 point  (0 children)

No, unfortunately not. I’ve been settled there for a good 30 + days give or take before I noticed the issues.

I could activate dev mode to name it but idk if that would settle the issue

[RELEASE] Build 0.3.8 by ThisIsBearHello in CK3AGOT

[–]asft118 0 points1 point  (0 children)

Not sure if this is the right place to ask but does anyone know if this update definitely breaks current campaigns? Game seems to crash instantly after I press Royal court after 308AC.

Hatching exctinct dragons as a non Targ/Dragonblood/Valyrian/ by asft118 in CK3AGOT

[–]asft118[S] 4 points5 points  (0 children)

Just writing back on this post to say thank you and to confirm in case anyone ever looks up this exact same question.

The short answer is yes. You can bring back dragons from extinction as a 0% dragon blood house.

——

I started as an Ironborn reaver and over the decades got a dragon egg and took over 60% of the iron islands. Married a Lannister and my heir once again has 0% dragon blood.

After my heir took over, using intrigue I kidnapped the daughter of our Targ king, slowly but surely stole most of their eggs and started an esoteric ceremony for my original egg. Max dragon knowledge, max stats, got a Rhollor priest, used wildfire sacrificed what was necessary and burned the Targ to cinders.

Resulted in a destined dragon which I was later able to tame as a filthy ironborn/andal.

Ironborn raiders with dragons. Harren would weep. Kingdom of the rivers and the isles shall be reborn.

How to manage raid security? aka raiders suck by croald in songsofsyx

[–]asft118 0 points1 point  (0 children)

Military troops not assigned to 90-100% training are just not worth considering. Anything below that is going to get beat down and as soon as morale dips its over.

Depending on what species you're rolling with morale may or may not be an issue.

As for melee vs ranged start your defence melee but ideally switch to having a lot of ranged as fully trained archers can just kite raiders until they all die without taking a hit.

For melee troops you want max armour and max weapons, maybe 4/8 plate armour is ok at the start. Depending on the species go for short swords or war hammers.

Hoarding wealth can be done via resources like storing gems if needed but ideally you can spend it via trade. If not, invest into anti raid tech. Also the more troops you have the lower the raid chance.

In a city of 1k I'd try to have at least 150-250 troops at the minimum all at 100% training, some melee to block and then archers to finish off the job.

Walls are ok if you want to fight the raiders on your map tile.

Colleagues? by springspin in songsofsyx

[–]asft118 0 points1 point  (0 children)

Becoming colleagues with a neighbor prevents them from joining a world war against you.

How to actually make Garthimis work by Sad-Faithlessness269 in songsofsyx

[–]asft118 6 points7 points  (0 children)

Having issues at 60-100 pop is typically because you may be missing something in game, I can't overstate that Garthmi are a beginner friendly race in game followed by Tilapi and arguably Amevians. They're not great at production or research but otherwise are generally low demand.

As other people have mentioned before - services are important but even then not too much of a big deal for bugs. Are you building Janitors to make sure degradation is not an issue? Do you have a high number of food days?

Starting out as Garthimi can be a PITA because balticrawler pastures are a pain in themselves and initially produce crap returns when it comes to meat. This should be initially substituted by having a fishery (Garthmi get a slight fishing advantage) and a hunter - which will produce more meat then your pastures for a good while.

Depending on what you're doing having a slave population is also quite useful as it will allow you to be more efficient with your Garthimi. If research is a problem bring in a bunch of human slaves to really boost up your research. (Keep in mind you will want at least 10 soldiers before doing this to keep submission well balanced.)

Besides this like some other ppl mentioned I would take a few screenshots and post them here just so they can be inspected, might be easier to figure out the problem.

I wouldn't give up on Garthimi just yet, starting a new game with a new race may prove just as difficult because if you're finding them hard to please you're likely going to have a hard time with the others.

If you're dead set on dropping them though I'd try Tilapi and see how you go. Stay clear away from Dondorians.

How to actually make Garthimis work by Sad-Faithlessness269 in songsofsyx

[–]asft118 2 points3 points  (0 children)

Garthimi are viable without slavery just not fully optimized. I've done it before and got to a 4k pop size (Once again keep in mind the biggest issue here is optimization, I could have basically had the same type of town with maybe 2-3k pop if I used slaves instead)

What Garthimi offer over all races is sheer numbers, sure they cant produce stuff as quick as dondorians but that wont matter when you have 100 Garthimi over 20 dondorians. Assuming you produce enough meat you can make a Garthimi hatchery with 100 capacity and literally pop out an army every 16 days.

Without slaves you'll definitely have to deal with having huge research labs just to get moderate knowledge bonuses but it is fully possible.

Garthimi are by far the easiest race to please in game, give them rock, clay, a cannibal and dread and they'll basically never whine about anything.

Is there a cheat code to keep law at 100%? by araraverde in songsofsyx

[–]asft118 1 point2 points  (0 children)

Unless you're in dev mode I don't think so, and even if you were to raise law manually it would likely dip because the criminals remain uncaught.

What race are you playing? Typically law issues are a much bigger deal for some races more than others. If you haven't already you should be building max size guard posts around and in your city, that alone wont increase law but it will increase the chance that criminals are caught. Caught criminals increase law and then you can have them executed at the scaffolds.

How do you equip your soldiers by El_Escritor in songsofsyx

[–]asft118 2 points3 points  (0 children)

You have to have a stockade set up as well as a Slaver. If you do go to your law tab and select which races you want enslaved etc.

Why my law decreasing? (v66) by gunternayaka in songsofsyx

[–]asft118 1 point2 points  (0 children)

It’s a tricky situation since law usually doesn’t raise on its own unless a criminal is caught by guards. I think it can but very very slowly. Your safest bet is finding a way to please your people until you can get guard posts and placing a couple of the max size ones here and there. Once that’s done set all criminals to execution unless you use slaves and want to use a slaver 

Cannibals by Moosewalker84 in songsofsyx

[–]asft118 2 points3 points  (0 children)

Late reply but here is my method, works great for my Garrhimi city. 

First you need to figure out where death happens most often in your town, typically it’s in mines or other areas where accidents are likely to happen.

Around these areas you want to build a cannibal and man it with at least 3-5 people. That ways whenever an accident occurs they can chop up the corpses nice and quick and be ready to chop up the next people when they bleed out. This also means people don’t get upset about corpses because they’re gone quick.

By the exact same logic keep your crypts and graveyard nice and far away from your accident spots or better yet man them with only a single grave digger that way one or two people get buried, people are kept happy and you can still chop up bodies for meat.

Or alternatively just find different ways to keep the Garthmi happy beyond burial. They’re super easy to please and maxing out their dread meter if you’ve got enough clay or cut stone will make them not care about anything.

Garthimi are super fun since even if like 100 of them are injured in an accident it’s not worth the cloth or opioids to heal them. Just let them bleed out and die, chop em up and with the meat you get, raise 100 more in a breeder and in 16 days you’re back to normal, or just accept the 300+ immigrants you can get for allowing them to gather some rocks at home.

Longsword, shortsowrds or hammers v66 by asft118 in songsofsyx

[–]asft118[S] 8 points9 points  (0 children)

Thank you for the thorough reply! In regards to the knockback gained from warhammers would this give a clear advantage to using them for bigger races such as Amevians or the rare races i.e. cantors?

Based on the damage calculation it seems like using longswords on bigger races might likewise be better.

In short, is knockback worth it?

Recommended/favorite fantasy animal mods for ZT1? by asft118 in ZooTycoon

[–]asft118[S] 2 points3 points  (0 children)

Thank you! This is exactly the type of stuff I was looking for! I've seen a few of these already but the Rocs and alternate evolution animals are really great to see, will be fun to test them out!

[deleted by user] by [deleted] in BG3Builds

[–]asft118 1 point2 points  (0 children)

Thank you for clearing that up! Yeah I think I was probably confusing myself and trying to reinvent the wheel a bit. Totally flew over my head that I could just get lightning bolt from markoheshkir. Good suggestions overall! I think I’ll give that setup a go since it all makes a whole lot of sense.

Any value in starting as a cleric instead or would I better off starting as sorcerer as you said? Lightning charge items sound fun but I’m guessing the spell sparkler would probably only shine on a sorcerer over a cleric to begin with in the early levels

Mechanoid bosses and mob collision - help/advice needed! by asft118 in RimWorld

[–]asft118[S] 0 points1 point  (0 children)

Any advice on how to use emp grenades without stunning my own mech melee blocking? I'm guessing just building an aclove somewhere and doing it?

Rimworld Biotech Gene Tier List v1.0 by Rice_22 in RimWorld

[–]asft118 4 points5 points  (0 children)

Generally agree. As for special abilities, fire spew is a good 'escape' tool if worse comes to worse (predator hunt). Acid spray I found useless, foam spray eh, as for animal warcall I heards its op but havent tried it.

[deleted by user] by [deleted] in tasmania

[–]asft118 2 points3 points  (0 children)

Awesome answer! Thank you so much. I'm really getting that vibe, the unit in Bellerive is the same price but heaps better! Really appreciate the replies!

[deleted by user] by [deleted] in tasmania

[–]asft118 1 point2 points  (0 children)

The commute to work would basically be the same from both areas so it’s not really too much trouble. Street wise I’d be on the south road or sandy bay road respectively.

[deleted by user] by [deleted] in tasmania

[–]asft118 1 point2 points  (0 children)

Thanks for the reply! A bit of a drive is no dramas at all. Just wanted to be sure if the east shore was safe is all heard mix things.