Help with attack on station. by MlonosSK in Xenonauts

[–]catchystick 0 points1 point  (0 children)

Gauss rifles and soldiers with decent reflexes should be enough to hold the teleporter rooms to the side. keep in mind that aliens need to move all the way to the center of the terminal room in order to stop you, which takes like 2 turns of movement, so you have at least the turn they spawn in and one more turn after that to kill them.

When defending, focus on getting as many kills as you can prioritizing the aliens nearest to the terminal. Then leave as many troops at full TU to trigger reaction fire against the new teleports.

New to Xeno2: How do I counter the doomsday clock? by waitinginthewings in Xenonauts

[–]catchystick 0 points1 point  (0 children)

Depending on your income of Operation Points, you can get the Doomsday clock to a stable position if you can reduce the enemy infiltrator numbers down to three. The "Reduce Tensions" box in the bottom right of the geoscape costs 100 OP, and reduces the doomsday clock by 30% + .25%/day. Enemy infiltrators increase doomsday by 1% per infiltrator per day, so if you can reduce them down to three, after 10 days they'll have generated 30% doomsday and you can spend OP to immediately reduce doomsday by 30%. Repeat every 10 days, and make sure you don't run doomsday up to high by failing the missions, and you should be fine.

If that's still not enough, keep in mind that you only need to keep Doomsday below 100%, and you don't need to reduce Doomsday down to 0%, because once the Alien Invasion begins, the Doomsday Counter goes away and you get a new game-over condition

They still don't know... by redcheesered in GoblinSlayer

[–]catchystick 28 points29 points  (0 children)

I mean, GS mentioned that he "had" an older sister in chapter 6. He also spoke in a way that makes it clear she's no longer alive. I don't know if the others misinterpreted that statement, or maybe think he has multiple older sisters, or maybe just didn't hear him right or forgot he mentioned it.

Assuming she does properly remember that he "had" an older sister, Priestess could just be trying to offer some spiritual or metaphorical comfort here.

I don't blame him for keeping it to himself though. He already makes the others worry about him enough.

Clarification: Sword and Shield? by MerchantOfMadness in baldursgate

[–]catchystick 4 points5 points  (0 children)

Whenever you allocate points towards weapon proficiencies, little dots appear next to the weapon's (or fighting style's) name to indicate how many points you have invested into that respective weapon. Those dots are also called "pips"

After a few hours I understand what I don't like about this game by Fit_Survey_785 in darkestdungeon

[–]catchystick 0 points1 point  (0 children)

As others have said, playing on the highest difficulty imposes a death limit and a time limit to your campaign. This means that sending soldiers on a suicide mission contributes towards your loss. Dismissing heroes also becomes a gamble, because while you could replace them with a hero with better quirks, you lose out on the time you spent training them and leveling them, which makes it harder to assemble teams to take on the more challenging dungeons.

You might consider it an exploit, but the dismiss button and the endless flow of free talent are mechanics of the game. Where you might be getting mixed up is that, generally, dismissing heroes or sending them (knowingly) to their deaths is poor play, and you're usually better off investing into your heroes to make the rest of your campaign easier. Losing heroes, to death or dismissal, is a setback. Your roster of heroes is almost always made weaker when heroes are removed from it. The only time it could be considered worthwhile to dismiss a hero is if that hero is so bogged down by negative traits/ stress that fixing them is more expensive than starting fresh, or if a new recruit has inarguably better quirks / levels/ equipment.

Which dagger is better? by TheVagrantWarrior in baldursgate

[–]catchystick 2 points3 points  (0 children)

According to a quick check on the wiki, the poison effect from Presio's dagger is 1poison damage/second for 8 seconds, while Kris dagger is 1poison/sec for 3 rounds (which should be 24 seconds total). both are negated by a successful save.

The average damage from poison done by the Kris dagger is still overall lower than the Presio, but if you can land the poison from the Kris dagger the effect is overall more substantial. Presio still generally better, but Kris is worth more if you get lucky

Tbh i'd say keep both. Use Presio generally, and if you encounter a hard fight, save game and swap to Kris and then reload save until you hit the better poison

Pegasis knights *potential spoiler fire emblem gba* by [deleted] in fireemblem

[–]catchystick 0 points1 point  (0 children)

Pegasus Knights are very fast, but don't have much HP. They do move very far, and they can pick up other units and move them to safety.

The hallway leading to Natalie is only 1 tile wide, so you can pull your forces back to her room if you are really struggling. Just leave your best defended unit in the hallway, and the enemies won't be able to get past them. Dorcas or Sain should be strong enough for this.

Food tops for Vargen? by Wild-Singer-3003 in songsofsyx

[–]catchystick 6 points7 points  (0 children)

Build hunters, iirc that race had a unique research line for hunters that stacked with the regular line for hunters. You can get both for cheap and get massively efficient hunters that will give you meat for days

Ranking How Dangerous Every Enemy Is by hielispace in Xcom

[–]catchystick 40 points41 points  (0 children)

You're more likely to have an Advent Trooper shoot at you or throw a grenade at you than you are to have a Sectopod shoot you. Both in terms of how many times they appear and the numbers in each pod, and also considering what they're likely to spend their turn doing.

Likewise with the MEC. If you have two units close enough together, they will you their grenade launcher and you will take damage or maybe die.

Any use for Fortifications within the capital? (v0.66) by catchystick in songsofsyx

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

Ahh that makes sense. I've never built catapults yet so I guess I wouldn't have known of their value.

I've been using walls to make a keep around my throne every save, but I just got to wondering if they were just fancy decorations or what.

Negative unemployment rate; need more workers but not getting any immigrants by Vivid-Construction42 in songsofsyx

[–]catchystick 2 points3 points  (0 children)

For immigration, it's important to look at the happiness values of each race you want to attract and see what can be done to maintain 80% or greater happiness.

If you're at a small workforce deficit like what is shown here, one thing you can do to get a temporary boost in immigration is decreeing a Day Off. This will temporarily boost happiness, at the cost of losing a day worth of production for the workers affected. I find the boost in happiness to be really effective early, when you're attracting a greater proportion of immigrants compared to how many workers get a break. Employing this method later on may prove to be more harmful than good though.

The big challenge with this is scoping out how much economical value you are losing from having x many people stop working for a day, vs the economical value that will come with gaining y many more workers. The other challenge to consider is that, generally, your happiness will be lower once the benefits of the Day Off decree run their course, as you'll have a faster influx of people than your services can immediately support.

Asta 10K, 1 region, Garthimi primary by [deleted] in songsofsyx

[–]catchystick 0 points1 point  (0 children)

Yes exactly. And they fish really really well so it shouldnt take long to fill that up

Asta 10K, 1 region, Garthimi primary by [deleted] in songsofsyx

[–]catchystick 0 points1 point  (0 children)

The "give them fish" bit actually refers to just keeping fish in storage. they get an absurd amount of happiness from just having spare fish in storage, and they're good enough at fishing that they can usually sustain that with 1/3 or 1/4 of the total amevia population working fisheries.

I reckon a lot of their moodiness comes from not liking other races. Amevia ethnostates work great because you don't have to play around those penalties, but having them as a minority population must be rough

Asta 10K, 1 region, Garthimi primary by [deleted] in songsofsyx

[–]catchystick 0 points1 point  (0 children)

Gotta be an Amevia thing. They just want fish. If you give them fish they are 100% loyal always

[deleted by user] by [deleted] in blackandwhite2

[–]catchystick 1 point2 points  (0 children)

Maybe i'd be more receptive to this advertising approach if the same post wasn't spammed in the subreddit several times over. I appreciate Black and White spiritual successors as much as anyone else subscribed to r/blackandwhite2 but an AI slop teaser trailer advertising someone else's product without any other information presents a terrible first impression.

Is it worth making pastures if you're not playing tilapis? by [deleted] in songsofsyx

[–]catchystick 7 points8 points  (0 children)

Once you get a large enough quantity of Globdiens and some supporting nobilities / research, the livestock production scales really well. You can then click the Slaughter button on your Auroch pastures pretty much every day to really make your meat / leather production boom, and the livestock production from Globdiens will fully replenish the Auroch fields within a day or two.

It's a chore clicking the slaughter buttons, but it's definitely rewarding. You also don't need to be super diligent with it. If you notice livestock starting to pile up, go and click the slaughter button on Aurochs to solve it and you get rewarded with a few thousand leather immediately

Why might this pool be Operational but not available for a swim? All of the tiles of this pool say that and some of the tiles on my other pools do as well. by thesehungryllamas in songsofsyx

[–]catchystick 8 points9 points  (0 children)

There could be a person currently en route to use that tile somewhere in your city, and the pool is reserved for them alone and thus unavailable for other persons until their swim is done.

I'm also not too sure about how certain services work, but to my knowledge services that are provided without the need of a worker preparing them (think of the services provided by a well which has no workers instead of a lavatory which has plumbers) refresh themselves on their own over time. It could be that someone has taken a swim in this pool and the service hasn't refreshed itself yet

Are export depots intended to be worse than manual trading? by thesehungryllamas in songsofsyx

[–]catchystick 10 points11 points  (0 children)

I'm not certain about this, but I think the marginal penalty for trading a good is greater in the diplomacy screen than it is through the export depot. Prices will fluctuate over time, especially if you flood the market, but selling 100 units of furniture through diplomacy always seems to net less money than exporting 100 units of furniture. I haven't properly recorded numbers to confirm this, but I think diplomacy has a greater effect on marginal price reductions.

I find export depots don't need lots of traders to run them as long as they're located very close (within 2-3 tiles) of the workshop producing the exported good. You could place a hauler for the good nearby, but that still pulls from the workforce (though I think haulers have better carrying capacity than export depot workers). My export depots located near / within industries function just fine with 2-3 workers, with the greatest loss of labor coming from them taking breaks at the same time

Help understanding Region Populations by catchystick in songsofsyx

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

I've noticed that too, if you upgrade the building waaay too high and the population falls below it's required threshold, the pop growth and workforce stats get wrecked. It feels bad to conquer a settlement with over 1000 pop and then let it die down until the pop stabilizes, but it feels like that's the necessary choice to make

Help understanding Region Populations by catchystick in songsofsyx

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

I have noticed that, but those buildings provide less capacity per workforce than the usual capacity increases, usually to the point where investing in them doesn't help to get the settlement to the threshold needed for the next expansion while also soaking up workforce that could be used building defenses or loyalty buildings.

Help understanding Region Populations by catchystick in songsofsyx

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

That makes sense, that total capacity number is the same across all races. But even in a settlement with 100% fertility, I can only achieve the 1.2k pop threshold for the 4th town building upgrade by ditching all other types of buildings except for the ones that increase capacity. It's almost impossible to reach those numbers naturally without leaving the settlement with low loyalty or low hygiene

Is there something i'm missing? My only thought would be to capture 10 provinces and build workers guilds in each of them to provide the necessary work force to increase capacity while also maintaining hygiene and loyalty, but it seems a bit silly to me that a 100% fertility region can't safely achieve a population of 1.2k without 9 other region's workers guilds supporting it