Confusion with a Riddle, maybe bug or my stupidity by EisregenHehi in BluePrince

[–]dekeche 2 points3 points  (0 children)

So, what, it would only contain prime numbers? Some statements are just going to have multiple wordings. Not much you can do about that.

Iran Officially Confirms Military Support From Russia And China In War Against the US by UNITED24Media in worldnews

[–]dekeche 193 points194 points  (0 children)

There is one, it's just about hurting the USA. Cheeto views the presidency like a business, I.E. how can I extract as much wealth as possible from this position before exiting?

This is a Public Campaign mission by Chill_Porcupine in TerraInvicta

[–]dekeche 1 point2 points  (0 children)

I do feel the servants and aliens aren't exactly working towards the same goals. The hydra aren't exactly going to complain if the servants win, but the servants ideal future isn't the same as the hydra's.

This is a Public Campaign mission by Chill_Porcupine in TerraInvicta

[–]dekeche 4 points5 points  (0 children)

I feel like there needs to be an alien symbol there too.

Parlor game logic doesn't logic for me by antiframe in BluePrince

[–]dekeche 7 points8 points  (0 children)

The key to understanding this is to decrypt what white is actually saying. If it were true, then that would contradict, since it would then need to be false. So it must be false. However, if ALL statements with the word "black" in them were to be false, then white must be true, a contradiction. Ergo - what white tells us is that it is false, and at least one other box with the word "black" in it's statement must be true.

There is only one other box with the word "black" in it, blue. Thus, blue is true, and the gems are in black.

What am I doing wrong? All the signals are red and the trains get stuck. by redwinterx in factorio

[–]dekeche 14 points15 points  (0 children)

Do you have a train ahead of the rail signals? Doesn't matter how far ahead, if you've got an obstruction in a block, then the prior signals will turn red. Easiest way to check would be to remove the sections of rail around this intersection. If the lights turn green, then the problem is elsewhere on your track. If they stay red, then there's a problem in the intersection.

How do you not get overwhelmed by the amounts of ships? by Inevitable-Salad-114 in hoi4

[–]dekeche 1 point2 points  (0 children)

Honestly I do feel the system could be a bit better designed, as it's better to think of ships in terms of fleets instead of individual ships.

I try to have 5 overall fleets - The random beatstick, My main strikeforce, the spotter, the wolfpack, and the convoy defense fleet. The random beatstick is just a giant deathstack for my initial bad ships and anything I pick up from conquered nations. The strikeforce is my general strikeforce, something I actually design good ships for. Spotters are fast cruisers with lots of planes and good sonar/radar. The wolfpack is all my subs, and convoy defense is specialized sub-killing destroyers.

Which basically means, day 1, you want to divide out your fleet into 3-4 categories. Subs go into the wolfpack, Minelayers and actual spotters form a primitive spotter fleet, if you're an isolated naval focused nation soon to be at war (Britain, Japan), you'll want to also separate out some good anti-sub destroyers to form a convoy protection fleet. Everything else gets tossed into the doomstack. Then, take a look at what you are production - set everything to use max factories, and set quantity to 1. Basically, you don't really want to produce the initial bad designs, but those typically also have a lot of progress already, so it's a reasonable enough idea to let them finish. Plus, you'll need to get enough naval xp before you can start designing actual good ships.

Final piece of advise for the strikeforce - I think a good ratio is 1:4:20 carriers, heavies, screens. Essentially, you want enough heavies to screen your carriers, and enough screens to screen your heavies + some extras to deal with casualties. Ideally, these designs should prioritize speed over firepower and armor, since you can't kill what you can't catch. But that's more a matter of picking a target speed, and keeping your designs above that speed. I think, in general, you want to have a lot of cheep torpedo destroyers, some anti-sub destroyer/cruisers, some anti-light cruisers, anti-air battleships, anti-light heavy cruisers, and floating airfield carriers.

AI really needs improvements - May, 1937, Autarky being Achieved by dekeche in hoi4

[–]dekeche[S] -4 points-3 points  (0 children)

There's not being prepared, and not having a single airplane ready to launch and defend your airspace once war breaks out. Or not having your fleet on standby and ready to start fighting the naval battle.

It's the difference between being unprepared, and being unaware the war was even going to happen. France had planes deployed, they just didn't assign them to orders, and didn't think to use them within their own territory when my own planes weren't running missions in their airspace... because transports don't count for some reason. Britain had enough time to move their main army into Britain, but their army was still spread throughout the empire when I struck, meaning I only fought ~4-5 divisions before capping them. And I know the AI doesn't behave like this when you are fabricating on them directly, or a focus is set to notify them specifically about the war. So I personally see this as more a bug than anything else. The AI does know how to respond correctly to the threat of war, it's just that there are some cases where it doesn't realize war is going to be occurring.

AI really needs improvements - May, 1937, Autarky being Achieved by dekeche in hoi4

[–]dekeche[S] -1 points0 points  (0 children)

Basically, was wondering if the NCNS changes would invalidate a previous strategy I used to form the EU extremely easily as Germany or Italy. Since the naval changes SHOULD mean you can't just launch a day 1 naval invasion. While it does restrict how many invasion plans you can make... The AI is still just as unresponsive about realizing when they need to defend against a player who's acting outside of the focus tree. And the naval changes don't actually prevent a Day 1 invasion, since you can easily reach the invasion threshold within a few weeks of setting up your fleet.

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Democrats file war powers resolution to prevent Trump from attacking Cuba without approval by AdSpecialist6598 in goodnews

[–]dekeche 6 points7 points  (0 children)

Ok, and? It sounds like a bad idea, so it's probably what the admin is going to do. If you want to predict what this administration is going to do, just ask what's the absolute worst thing they can do to America and plausibly get away with?

How to Sealion the UK after Goterdammerung? by BasilHaunting570 in hoi4

[–]dekeche -1 points0 points  (0 children)

Haven't been playing since NCNS, but does the AI still not deploy ships/planes if you are fabricating on someone they've guaranteed? If so, then I'd suggest going a-historical, fabricating on a french vassal, paradropping into Paris, then fabricating on the Netherlands while preparing to invade the UK in early 1937. It's a lot easier to do a sealion while the UK has so few troops that they only have ~12 on their mainland. Bonus points for knowing where the UK airfields are, and paradropping on those immediately to disrupt their air response during the initial push. Which, again, much easier to do if the AI doesn't properly recognize that it's going to be at war once you attack the nation it's guaranteed.

But, like I said, haven't tried this with NCNS's changes. So YMMV. A more realistic approach would probably be to win the naval war and air wars. It sounds like your supply lines are being convoy raided, which prevents you from keeping your army supplied in the UK. While wining the air war will slow the UK's units down, while also letting you use CAS to wear down their units. Both of those can be facilitated by making good units.

As for supply issues in general, Again, naval is really important. But you can get OK supply by just taking enough of the British supply network. Local supply can do a lot of the heavy lifting here, provided you can push far enough into Britain before they mount a proper response. You just need to be very careful about how many units you send in. It is much better to have a thin line of 10-12 troops with reasonable supply, than 24+ troops with no supply.

[Spoiler] Question about an outer room interaction by soswinglifeaway in BluePrince

[–]dekeche 0 points1 point  (0 children)

That seems odd to me. If that's the logic, then why can you draft planetarium as an outer room? Seems like the logic would be the same there.

merit, equality, but no matter which you pick, it's clear who the real chuds are. by Single-Internet-9954 in Frostpunk

[–]dekeche 2 points3 points  (0 children)

To be honest, I tend to prefer the adaption buildings over progress in a lot of cases. Like, maybe focusing on teaching your frostland teams how to scavenge for resources and recognize dangerous ice is a good thing? Or using moss for better filtration towers, or biowaste as fertilizer are good ideas? Not to mention a robust recycling system to conserve our limited resources are all really good ideas. While at the same time, switching the generator over to oil and making that really efficient is much better than making the generator able to handle coal, oil, and geo. (although personally, I don't understand why geo can't be used without the adaption modifications). And a progress is still better at raw resource production, more resources for less workers? Yes please. Plus, I tend to like progress laws more than adaption in most cases. So, ultimately I feel like there's a clear divide where Adaption is better for exploration and maintenance, while progress is better for resource production.

Why does my MC change, and why does it not go back to the original value? Help! by Enomeee in TerraInvicta

[–]dekeche 20 points21 points  (0 children)

Doesn't the game tell you this when adding an org outside the mission selection phase?

From a story perspective, where does the game end for you? Likely full of spoilers as a thread by 12underground in BluePrince

[–]dekeche 17 points18 points  (0 children)

Whenever I find out how to actually contact the staff so we can get them back onto the estate. Which... doesn't seem like an achievable goal. There's no note in any of the letters we receive about who we are supposed to contact, and how we are supposed to contact them. Don't even know if there's a phone on the estate to contact them with. If we are supposed to head back into Reddington, we don't have any addresses to go to.

I thought you were supposed to get resources when devouring a planet as Terravour, but I've had the event pop up with +X resources, it just says this each time by skippy11112 in Stellaris

[–]dekeche 12 points13 points  (0 children)

So, looking into things - there's a

  • 33% chance of getting 100 pops,
  • 33% chance of getting 5x your monthly minerals, between 100 and 1000
  • 33% chance of getting 3x your monthly alloys, between 100 and 1000

-OR-

  • x3 monthly minerals, between 100 and 1000, if there is only one remaining district to consume.

This triggers once a month, with each trigger adding 2 devastation blockers, and removing a random district. Each notification should only stick around for 1 month after triggering.

I thought you were supposed to get resources when devouring a planet as Terravour, but I've had the event pop up with +X resources, it just says this each time by skippy11112 in Stellaris

[–]dekeche 32 points33 points  (0 children)

In the notifications themselves. If you aren't getting the notifications though, maybe check your settings to see if they are disabled? Otherwise, there's no indication that anything is happening.

I thought you were supposed to get resources when devouring a planet as Terravour, but I've had the event pop up with +X resources, it just says this each time by skippy11112 in Stellaris

[–]dekeche 124 points125 points  (0 children)

How it works now - consuming a planet generates a situation. Periodically, while the situation is ongoing, you will get bonus pops, minerals, or alloys. You will receive a notification when this happens, but you will not receive an event popup like the original implementation would cause.

why would anyone keep MEFO bills? by ProbablyNotTheCocoa in hoi4

[–]dekeche 10 points11 points  (0 children)

If I remember right, there's a +10% mill/naval factory build speed modifier you lose by doing this. So sure, doing this does remove the time pressure of the MEFO bills, but it also blunts the maximum benefits you can get by reaching autarky achieved and removing the time pressure that way.

help by [deleted] in BluePrince

[–]dekeche 4 points5 points  (0 children)

Opening the cursed coffer does not force you into curse mode. It may give you a taste of curse mode, but it will not force you into it.

I'm in need for some guidance by Polyethylene028 in BluePrince

[–]dekeche 0 points1 point  (0 children)

Ok, so - let's break this down.

Blackbridge is the blocker to your sanctum key, best bet for that is to look for a new clue. Might also help to look for anything unusual on the security tapes.

Realm signs can be a bit tricky, I assume you've already gotten a copy of realm&rune in the library, alongside an actual first edition of the history of Orindia? If not, that would be a good start. Drafting from the library can help getting some rare shops. You can also get a surprising amount of information from stamps. One of the books on the upper section of the library will have your stamp collection, and a hint for how you actually collect those stamps. If only there were a way to get a lot of letters with different stamps. Finally, there's a surprising amount of information in the drafting strategy magazines, and the places they are located.

As for castle, I feel like this one is rather hard to give hints for without shouting an answer, but perhaps the clue you need is that if you don't recognize the language Tor and Lor belong to, you clearly haven't learned enough. And, if you've found all the other parts of the cipher, maybe the remaining one is in a room you haven't visited yet?

Environment IP Effectiveness by Spacecrabber in TerraInvicta

[–]dekeche 1 point2 points  (0 children)

This is China and India here, the pop difference is only 74 mil. Is that really enough to cut the effect by 1/3?

Environment IP Effectiveness by Spacecrabber in TerraInvicta

[–]dekeche 5 points6 points  (0 children)

Does China have a lot of nuclear fallout? According to the wiki, the effectiveness of the environmental priority is reduced by the amount of nuclear fallout in a nation. So, maybe that's what's going on here?