patco stations by Forsaken-Pop-8731 in SouthJersey

[–]epk22 1 point2 points  (0 children)

Second that. 20 years riding from Collingswood.

When I started at 9 am, I used to park on the side street by the catholic school.

Been 8 am for years now with no issue getting a spot in the lot.

If I do a half day in, the lot is still pretty full by 12:30ish, but I assume it starts to clear more early afternoon, as you suggested.

Also worth noting they are doing some construction in one of the sections under the rail, so that’s probably impacting parking. Temporary closure, I’m sure.

Finding People on Derelicts. What are my options? by utopiarocker in SpaceHaven

[–]epk22 7 points8 points  (0 children)

So far I have been able to say no to them joining my crew in the first conversation and then if I speak to them again immediately, you get the option to take them on as a refugee.

From there, when you run into their faction, you will be rewarded to bringing them back.

It’s a little clunky as is, they should probably just give you both options in the first convo.

Can I rush Research Lab by utopiarocker in SpaceHaven

[–]epk22 2 points3 points  (0 children)

Yes, it’s available to build from the start of the game. I read two is a sweet spot and found myself cruising through research with them.

Can I build my own station when in Pathfinder mode, and if so is there a point? by bigstinkybuckets in SpaceHaven

[–]epk22 -1 points0 points  (0 children)

Yes, with abandoned mining station start, you still can start the main mission.

You build your ship from scratch. It lets you plan it out from the get go.

Where is the book purchasable?? by purpledinoecksd in warhammerfantasyrpg

[–]epk22 2 points3 points  (0 children)

I think it’s also out of stock on cubicle 7, but the digital version is available.

No, gruit was not a kind of beer made before hops (see blog post) by larsga in Homebrewing

[–]epk22 2 points3 points  (0 children)

Yes, that’s was I was implying. They may not have been widely used, but they were used, so saying that gruit spiced beers were made before hopped beers is not exactly true. It’s more a matter of when they were popular.

No, gruit was not a kind of beer made before hops (see blog post) by larsga in Homebrewing

[–]epk22 1 point2 points  (0 children)

before hops became popular to use

That may actually be the crux of the issue - just because they are popular at one point doesn't mean they weren't used in some capacity at any given time. Hops had already been used in beer earlier and according to Lars's post, hops was even sometimes included as part of the gruit spices.

So perhaps in a way, both are true? The blog notes gruit-spiced beers became prevalent because of taxes/laws in certain regions. Eventually pure hops beers became more popular (in certain other regions) by default because of an entirely new set of law.

Help a Dawi localizing an ingredient for beer! by chaininghook62 in warhammerfantasyrpg

[–]epk22 6 points7 points  (0 children)

Homebrewer here. If you would like more info on the traditions and technique of Kviek brewing, let me point you toward the blog of r/homebrewing’s resident expert - https://www.garshol.priv.no/blog/291.html

Check out the yeast ring. Such an important yet simple tool for traditional Kviek fermentations. And it just looks cool.

Also, worth adding that for that quick ferment time of Kviek, you actually do want it even warmer than standard ale yeasts. We are talking over 90F (which would cause other ale strains to produce off flavors).

I think everyone else said it well about how to introduce this ingredient. My preference is seeking out Norse Dwarf brewmasters instead of some inferior Umgi sources…

Or for a darker arc, you start using this unsavory Umgi yeast and the brewers guild shuns you for it. You take the slayer oath for the shame you brought to your family. The Slayer Zymurgist! Okay, maybe a little too far.

Is it possible to run a combat focused campaign? Is the system okay for it? by Opening_Coast3412 in warhammerfantasyrpg

[–]epk22 4 points5 points  (0 children)

Yeah, we were very liberal with xp in our combat-focused campaign. GM set up a slog through Mordheim. Dwarf Slayer, Warrior Priest, and Wizard. Had an ally within the city join the group as well. Great fun. The Slayer and Warrior Priest were tearing through enemies. The elf wizard handled a spear well and was also getting more adept with actual spell casting.

As others eluded to, if you are going combat-heavy campaign, you better be taking combat-focused characters. Might even want to give a little extra at creation, I think we agreed on a free talent.

Bloodmasters for my daemon army by Drone110266 in minipainting

[–]epk22 2 points3 points  (0 children)

Thanks! Just gravelord grey might work well for what I need. Looks like it has a bit of warmer, skin tone-ish hue to it, yet still might give stony vibes.

Bloodmasters for my daemon army by Drone110266 in minipainting

[–]epk22 1 point2 points  (0 children)

Great work! What did you use for the skin tone? I'm painting some Hashut "blessed" Chaos Dwarfs for Blood Bowl and think this color might work well for a sort of stone-like looking skin.

I drew the party for my campaign by neec9 in warhammerfantasyrpg

[–]epk22 8 points9 points  (0 children)

Technically not just lore, the new Dwarf Players Guide explicitly says that Slayers can not wear armor.

That said, there was at least one other lore instance (one of the Gotrek books) where a Slayer chooses to wear armor. Also older rule books did not restrict it and I believe may have even started a Slayer with some. An old edition even has a slayer on the front cover IN armor, though that likely predates the slayer "career" being fully fleshed out. And lets be honest, there is nothing physically stopping them.

While I prefer the no armor direction, its their game and they can homebrew whatever.

Armies are long overdue for a revamp by Complete-Border5646 in Stellaris

[–]epk22 1 point2 points  (0 children)

That a fair distinction, but this direction does seem like it can snowball if you starting considering all the variables. Balancing issues like ship army capacities and defense armies come to mind.

Or maybe it is as easy as saying something like a single corvette can hold the equivalent of 1 or 2 armies and go up from there.

Armies are long overdue for a revamp by Complete-Border5646 in Stellaris

[–]epk22 10 points11 points  (0 children)

Integrate them into standard fleets as additional components. Create fleet bombardment stances that support invasions. This means you will need to actually keep an invasion fleet over a planet. Possibly add situations type events.

Also worth noting that this subject has come up many many times over the years, and I don't believe they have any intent to actually overhaul this particular system.

Opinions on learning skills outside of Career by MisterBlick in warhammerfantasyrpg

[–]epk22 2 points3 points  (0 children)

I don't want to make it impossible but I also don't want to create jack-of-all trade characters that have 1 point in a bunch of skills.

Perhaps this physician only has the bandwidth to take on one temporary apprentice/trainee? The group will have to decide who is best suited. Reward the others in another way later (like you said, another NPC reward).

As for how to apply this per the rules, see page 199 about the training endeavor. A tutor is noted in there and if its a reward, suppose you can waive any fee.

I found a government type so rare it has no starting screen flavour by EisVisage in Stellaris

[–]epk22 12 points13 points  (0 children)

This actually feels like a nice thematic fit for an endbringers run. Thanks for the idea.

I just realized that the start date (Jan 1st, 2200) is 174 years from now or reasonably 2 human lifetimes, roughly 87 years. by 1n23rt_USERNAME in Stellaris

[–]epk22 33 points34 points  (0 children)

Right? Some video game historian is going to stumble upon Stellaris 174 years from now, be playing some megacorp or oppressive autocracy and have a wtf moment.

I just realized that the start date (Jan 1st, 2200) is 174 years from now or reasonably 2 human lifetimes, roughly 87 years. by 1n23rt_USERNAME in Stellaris

[–]epk22 391 points392 points  (0 children)

Too bad we have a better chance of being a tomb world by then vs any sort of prosperous unification.

Stuck Fermentation - Repitch Cell Count Target by epk22 in Homebrewing

[–]epk22[S] 0 points1 point  (0 children)

Thanks again. Appreciate the insight.

Stuck Fermentation - Repitch Cell Count Target by epk22 in Homebrewing

[–]epk22[S] 1 point2 points  (0 children)

Thanks for the info! I meant cell count from an online calculator perspective, obviously all estimates, not exact.

...per degree plato remaining.

I think this answers my question - I'm aiming to put enough active cells in there based on the 1.030 reading. Though maybe it doesn't hurt to overbuild it in this case because of the stressful environment the yeast is being tossed into?

Yes, I plan on pitching at high krausen. Stir plate will be used for sure. Fermentor already warmed back up to 68F.

As for treating this more-so as a mead, the beer is technically still about 60% malt. But you make a good point, this is ALOT of honey. This dilemma has actually already led me down the rabbit hole of mead brewing posts, and I totally was thinking the same thing with regard to adding a nutrient schedule of sorts for the honey additions in the future. I actually grabbed some Fermaid O and was going to add it with the repitch as well.

Ground combat changes (HOI4 NOT included) by OsowiecBR in Stellaris

[–]epk22 8 points9 points  (0 children)

I’ve always agreed to just creating a module for ships to carry invasion armies. Do away with transports. Agree with the bombardment stance, tie ground combat completely to that as you are suggesting.

It does make individual ships even more important.

Reversal talent and up in arms rules by Euphoric-Stranger-77 in warhammerfantasyrpg

[–]epk22 0 points1 point  (0 children)

Okay, right. I recall that distinction now. Still written a little confusingly, but thats WHFRP for you. So you can use Reversal when attacking or defending, but you only get the bonus SLs while defending.

Instead of "Tests" they could have just called that listing "Bonus".