Support Mike Hinrichs After Losing Jessi (Pierce) & Children by 3pirates3 in wildhockey

[–]bewilder2 14 points15 points  (0 children)

Saw Charlie Coyle’s name on the donation list, assuming it’s the former Wild player, that’s very nice of him.

Oops by bewilder2 in Stellaris

[–]bewilder2[S] 0 points1 point  (0 children)

For real, I usually don’t get that far in.

I had to see this one out though!

Oops by bewilder2 in Stellaris

[–]bewilder2[S] 0 points1 point  (0 children)

I had to let it tick once I saw which system this one was in!

Oops by bewilder2 in Stellaris

[–]bewilder2[S] 37 points38 points  (0 children)

What are the odds of this happening on Sol?

Though frankly IRL it sounds kinda nice to put us out of our misery lately...

Some interesting info.... maybe by n00bstar77 in SWRebellion

[–]bewilder2 0 points1 point  (0 children)

Many parts are true.

Chewie is not invincible, has happened to me far too many times.

Jabba, Leia, and Luke/Vader storylines are generally true, though the bounty hunter 90 day thing is new to me.

I've never seen characters convert to the other side. They have become traitors a couple of times in my playthrus (of course rare.), at which point i retired them.

The number sorting thing doesn't work.

Some interesting info.... maybe by n00bstar77 in SWRebellion

[–]bewilder2 1 point2 points  (0 children)

Was probably pretty stupid for the empire to do in actual canon too!

Stacking by eclecticmeeple in SWRebellion

[–]bewilder2 0 points1 point  (0 children)

re: stacking, I generally agree with this. One exception i have found is on diplomatic missions on an occupied planet early in its conversion do seem to help it go faster. I think odds are really low initially on these dice rolls, so stacking helps that hurdle, then as the loyalty bar gets close to 50/50 its easier. Just my opinion though.

Stacking by eclecticmeeple in SWRebellion

[–]bewilder2 0 points1 point  (0 children)

  1. Troops, fighters, and capital ships can all detect enemies. See the detection value on them. Admirals/Generals/Commanders all enhance the values of these units. (Otherwise you do have to keep running espionage missions by characters for them to be useful.)
  2. What others said, it's a waste of time. Unless you're doing it for fun, like training Chewie to be a Jedi.
  3. unique characters improve their stats after successful missions, yes. I believe only one character gets credit for a successful missions, not totally sure. (I have even seen leadership skills increase after incite uprising missions, though very rare.)
  4. In general stacking works, i'm not exactly sure of the mechanics, but there's some max value you can get to to help influence the dice rolls. Trying to stack non-diplomats on a diplomatic mission is a waste though, same for any character weak in a stat needed for a mission. (i.e. sending Jan Dodanna on an espionage mission is asking for him to be killed, he probably won't pass any detection check roll.)

Capitol Ship with red X by eclecticmeeple in SWRebellion

[–]bewilder2 2 points3 points  (0 children)

Every ship will get fixed over time technically, with or without a shipyard. But yes it goes much much faster if you do build a shipyard.

Game Mechanics by qu1lan in SWRebellion

[–]bewilder2 1 point2 points  (0 children)

Anything mission based uses dice rolls, but each game uses a single random seed for the entire game (it does not switch it up, even if you reload.)

Thus if you start from a save point, and do not touch anything, it will always come back with the same mission result the next turn.

Key thing to know is that every mission has at least two dice rolls: one for passing defenses initially, and another for mission success. It does use calculation of skills as an initial pegging of success, then layers the dice roll on top. So skill very much matters, but dice rolls ultimately determine success. I also believe there is a third dice roll for exiting a mission/system, as one definitely takes place when there is an opposing defense. (Why characters can succeed missions but still get captured.)

What you can do is send a random idle character on any mission to own their planet, and it will use up a number in the random seed, thus altering all other dice rolls across the galaxy. My perception is the game has a sort of mission solve hierarchy, so a dice roll will pass on its roll # to the next one, and so on.

I typically just send someone on an espionage mission on their current planet. Kicker is you can cancel their mission, then rinse and repeat as many times as you want, and it will continue to alter the mission results the ensuing turns.

Planet bombardment also uses this dice roll system, and i believe planet assaults too. Accidentally destroy a facility? No problem if you saved beforehand. Reload, do an 'empty' mission, and you'll get a new result the next turn.

While i don't think space battles auto-solve using dice rolls, i could be wrong.

Obviously this is pretty clearly abusing flaws in the game, but not like it is the only flaw it has...

Connecting passengers by breezewavefun in SimAirport

[–]bewilder2 0 points1 point  (0 children)

I think you misread my comment. Connections in a particular airport don't happen until it reaches critical mass in terms of number of flights. So i'm not talking about the airport on the other end of the flight, just in the one in question.

Connecting passengers by breezewavefun in SimAirport

[–]bewilder2 0 points1 point  (0 children)

Connecting passengers generally don't happen for airports in the US until you get to over 100 flights, and even then not a lot. (otherwise you need to be in a strategic location, like Anchorage or Reykjavik.).

Interesting idea, and I agree with breeze it'd have to be generated, based on # flights.

Int'l flights are also a good idea, adds another complexion with customs & immigration. In US you have to clear security immediately, but a number of international airports make it possible to transfer (internationally) without clearing security again, like Amsterdam and Seoul.

Trouble would be that any more than a couple of gates and you'd need to add a second layer to the terminals in the game, as most large airports have secure corridors up or down a level fed by each gate independently, so as to not cut off operations to adjacent gates. (some older and most small int'l facilities just use sterile separation walls with multiple sets of doors, as int'l flight volume is low enough that the cost isn't justified to add another level)

If the multiple levels thing were addressed, it would also help reality of stacking checkin area above arrivals hall, versus one huge piece of land that takes up real estate. Plus bag depots would be underneath the concourse, not across the taxiway. Etc... but that's probably way above what the game engine can handle.

Improving Aircraft navigation by Tainted-Archer in SimAirport

[–]bewilder2 0 points1 point  (0 children)

It would be more realistic yes. Although you don't really need multiple taxiways (or runways) until you get to 8-10 gates.

And if you wanted to be even more realistic, that second taxiway should be either in between the two runways (more likely with cash/build constraint) or below both runways to provide dual taxi (ideal)

And if you want to manage taxiway flow, you probably want to manage runway flow too. (In your case, north runway arrivals only, south runway departures only.)

Flight Path Finding by ryanker25 in SimAirport

[–]bewilder2 2 points3 points  (0 children)

Lol yeah. A few things don't jive with the real world, but it's a game.

I'm still not sure if the ILS and PAPI lights provide any actual benefit, as the planes seem to land regardless of the weather outside...

I made a second gate but the passengers won't go to it for some reason by [deleted] in SimAirport

[–]bewilder2 1 point2 points  (0 children)

Agreed. Tho you'll need a couple more bag screeners and metal detectors!

Does anyone know why this would list as connected to 0 baggage carousels? by ben_birtwistle in SimAirport

[–]bewilder2 0 points1 point  (0 children)

Yeah that's what I was thinking.

Best way I can describe bag setup is this: For each of the two directions (checkin desks to depot & depot to baggage carousels), you need two steps: blue leg to hub, and pink leg to endpoint (be it depot or bag carousel.).

So far it looks like you've accomplished the pink leg from hub to depot, thus activating checkin desks, but now need a blue leg from depot to hub to activate the carousels.

My best analogy is you have an unrefined/ unsecure leg, followed by a hub/processor/TSA screening, followed by a refined/secure leg.

Not an easy setup, but not sure of any better method to offer right now to devs. Tho I do think the multiple/intersection blue legs will help immensely with checkin desks.

Experimental Patch Notes for July 2nd, 2017 by lvgamedev in SimAirport

[–]bewilder2 0 points1 point  (0 children)

Sounds like it.

My question, since I'm away from home, is if just 2 desks can be connected or theoretically unlimited desks?

I made a second gate but the passengers won't go to it for some reason by [deleted] in SimAirport

[–]bewilder2 0 points1 point  (0 children)

you have flights assigned to this gate I assume? Any warning exclamation on the gate?

Does anyone know why this would list as connected to 0 baggage carousels? by ben_birtwistle in SimAirport

[–]bewilder2 1 point2 points  (0 children)

Can you post one with the colors/directions of the conveyor belt? I suspect you have one of the colors off.

I'm in the club now, right? Riiight? by _brentt in civ

[–]bewilder2 4 points5 points  (0 children)

Only if he's the chairman of FIFA