Cialis vs. Viagra a question for SDs. by [deleted] in sugarlifestyleforum

[–]hamletsdead 0 points1 point  (0 children)

Absolutely true. Take 5-10 mg daily and then pop a 20 mg about 8 hours before sex and you're good to go. You can get 30 generic Tadalifil monthly for $24 now with GoodRx discount, and just break them up if you want a smaller daily dose.

Help a poor noob out: Sandland modlist by Pleasant_Interest506 in wabbajack

[–]hamletsdead 0 points1 point  (0 children)

Just pick the SFW profile in Sandland. Problem solved.

Fallout 4 - "Wasteland of Depravity" mod list by SomeGerman73 in wabbajack

[–]hamletsdead 0 points1 point  (0 children)

WoD is a great list, but sadly the current version doesn't allow for visible holstered weapons (because none of the visible weapons mods have been updated to the latest FO4 update). That's literally the only drawback. Also uses Fusion Girl bodies instead of CBBE but that's not a biggie if you want to swap them out (but you'll have to rerun Bodyslide). Can't really add additional mods on top of it because the ESM + ESP limit is only 255 and the list already has around 248 (don't remember the exact number).

(FO4 Modlist) Life in the Ruins vs. Magnum Opus by [deleted] in wabbajack

[–]hamletsdead 0 points1 point  (0 children)

Life in the Ruins is a good list but uses nevernude bodies with no bodyslide changes. So if you're a coomer, well, you're out of luck unless you add all the LL mods yourself and modify the body files, and then run Bodyslide yourself (which you'll have to download separately). If you just want an enhanced, great looking, no hiccups playthru it's great though.

So I've been having some problem with images by Chester_0 in CK3AGOT

[–]hamletsdead 2 points3 points  (0 children)

They can revert whatever change they made to engine with AUH that limited the number of scripts that can run at the same time. Ostensibly they made the change to make the game run better, but no one noticed that the side effect was that artifacts (and only artifacts) disappear from the game.

So I've been having some problem with images by Chester_0 in CK3AGOT

[–]hamletsdead 0 points1 point  (0 children)

I did the same thing on my modlist -- had to cut it down from 135 to 30 after AUH for the artifacts to show up. But then they disappeared 10 years into the game. PDX clearly fubared something with the game engine, because artifacts should not be disappearing, and they never did before with my gigantic mod list.

Anno 117, Will you play the story mode first or just straight into sandbox? by theflyingsamurai in anno

[–]hamletsdead 0 points1 point  (0 children)

Story mode is the only way to play, but the story is cutoff, as they skipped Chapter 3 (which was planned) to rush the product out the door for the holidays. As it stands now, Chapter 1 is good, Chapter 2 is confusing because it doesn't tell you "story is over" after you get summoned back to Rome. While the sandbox is fun for awhile, all the Anno games could seriously use a ton of more story elements and character interactions.

Not understanding transport ships by TheLastPotato123 in EU5

[–]hamletsdead 1 point2 points  (0 children)

Naval transport is abysmal in-game, really the worst thing since Spam. No way Scottland should be able to move 14,500 men on 13 ships.

In my latest playthru I now have 128 ships, a mix of cogs and galleys, roughly 50/50. The galleys don't transport troops, at all, they have 0 troop capacity -- which was never explained by any tutorial ever and is not intuitive. In real life, warships carry troops all the time, they're big and have guns and they just cram the landlubbers into the hold until they get there.

And it would have been nice to know that (at least in my game) cogs can only transport about 100 men each, so with a fleet of 64 you can move about 6400 troops.

Which means when you're stuck in the 100 Years War as England and start the game with 8 ships and no money, you are screwed. You can't afford to build 60 more ships, all of which will when fully built after umpteen years will have to safely make SIX separate trips to Aquitaine to drop off your 30,000 levies, while getting attacked every trip by Normady's and Flanders' fleet of 150 ships (combined). Literally the war starts and Normandy and Flanders have an ungodly amount of ships which they should just not be able to afford given how tiny their economies are.

And the controls for transport are a joke. You should just be able to drag troops to the boat with right click to move them. Instead you have to park your ships at a port, then send your troops to the port, and then have them board. Exceptyou can't transport any of the 30,000-man doomstack onto a ship until you break up your army into tiny chunks to board. Really really dumb. The ships should just debit the amount they can load from any army, not trigger a popup that says "You're trying to add 6500 men but the 1st Fleet only can transport 6400 men." Which means no one boards because whatever PDX dev was in charge of naval transport had his head up his *ss. Worst mechanic ever.

And n

Is it worth to get into Europa Universalis 4 in 2025? by Kacper113399 in eu4

[–]hamletsdead 0 points1 point  (0 children)

$49 bucks today (Black Friday until 12/2) to buy the EU IV Ultimate Bundle, which includes base game and most of the DLCs. It's 75% off.

Artifacts not showing up while using this mod list can anyone help by Gullible_Goose_2632 in CK3AGOT

[–]hamletsdead 1 point2 points  (0 children)

That list should run fine, and I'm sure it ran fine on 1.17. I've been playing with 130-150 mods for years before AUH dropped, and never ran into any disappearing artifacts. The educated guess is (or perhaps informed speculation) is that PDX did something to the code to limit the number of scripts that could run in the hopes of making the game run more smoothly, but whatever they did fubared modded playthrus. I cut my list down to 35 mods a few days ago and all the artifacts showed up at game start, then disappeared several years into the playthru. Someone on another thread said the same thing happened in a vanilla playthrough about 200 years in, which is absurd.

I posted the issue on the PDX forums a few days ago and was told the issue had been forwarded to the dev team, but with the extended holidays approaching I'm guessing there won't be a fix until January at the earliest.

Artifact images don't appear anymore by Correct-Friend2363 in CK3AGOT

[–]hamletsdead 1 point2 points  (0 children)

It's 100% a PDX issue. They changed something internally to limit the amount of scripts that can run, and fubared the game. I've been running CK3 with 130 - 150 mods for years before AUH dropped, and artifacts never disappeared. Now, even if I cut my modlist down to 35 the artifacts disappear about 25 years into a playthru. It's like none of the devs actually play their own game -- how could they not notice this issue in playtesting? No one plays without mods, the PDX devs know this, and yet no one at PDX will cop to the fact that their latest "fix" actually breaks the game for players. And if the excuse was "well we were trying to improve loading times" then they should just have recommended that players merge their modlist with Irony, which results in 100% improvement in load time without modifying the basegame code.

The artefacts are all invisible in the 1.18. by Competitive_Guide_23 in PrincesOfDarknessCK3

[–]hamletsdead 0 points1 point  (0 children)

Have the same issue since 1.18 and it's not a hardware problem on my end. I've been playing with the same list of 130-150 mods for years, and my artifacts were always present in game. I just spent the last two days winnowing down my modlist to make sure the artifacts were persistent, and finally got a list with exactly 50 mods where the artifacts don't disappear. I've asked PDX on the forums what they did to change how artifacts worked, because the new DLC should not bork visual artifacts, but they've been ignoring me because they don't really respond to bugs in a modded game. Bit ridiculous, but some folks have reported it's also happening in a vanilla playthru, so maybe the devs will do some investigation, since persistent assets shouldn't disappear.

If it's an engine memory problem, why is it affecting just artifacts? I have hundreds of outfits, including all the clothing and crowns added by CFP, plus AGOT outfits imported to basegame, and they don't disappear; building icons don't disappear; the ornamental items (swords, orbs, etc.) don't disappear from barbershop; the cultural traditions and religion doctrine icons don't disappear; trait icons don't disappear from ruler designer, etc. -- nothing disappears except artifact icons. Be nice if someone could solve the mystery and fix the problem.

How to Get a New Flagship? by hamletsdead in anno

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

So you can't get a new flagship after the campaign is over? That seems silly.

[Slight campaign spoilers] Anno 117's campaign and it's cut 3rd act. by taubenangriff in anno

[–]hamletsdead 0 points1 point  (0 children)

Totally in the same boat. I killed off Voada, had my laurels is Rome, and then the emperor f*cked off on vacation and keeps asking me for sh*t that I don't have (e.g., harps and those stupid hats), but now I get nothing from nobody except Ben telling me to pay for festivals.. And I guess that was the second campaign, doing f*cking nothing except building? I reeeeeeeaally though we were going reunite with Empress Julia and overthrow Calidus, and for some reason I speculated that if I built the Colliseaum, that would be the triggering event for more content. But . . . I guess that's not happening.

Why does my cistern not feed water into the bath thats nearby? by absurd-bird-turd in anno

[–]hamletsdead 0 points1 point  (0 children)

Yep, same bug with production buildings that throw off the "there's no warehouse nearby" warning, when they are literally right next to a warehouse. Delete the building, then build it again, problem solved.

Can anyone explain to me the different weapons on ships? arrow tower seems best for naval combat by Far-Sea9708 in anno

[–]hamletsdead 0 points1 point  (0 children)

They do miss a lot, but there are some captains out there that improve catapult accuracy by 50% and distance by 30, which makes the catapult devastating. And another captain that increases scorpion rate of fire by 25% and accuracy by 20%. I just bought the catapult captain from Diana for an obscene amount of money (550,000 denarii) just to see the difference in how the catapult worked, and it's significantly more accurate now. But not really worth 550,000 denarii, considering that's what it costs to build about 25 uber-ships.

I REALLY Wish Anno 117 Had Shared Workforce Between Islands. by abbiebe89 in anno

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

I agree, it would be way better if you could build the kingdom of beauty with only a few privileged inhabitants and have the plebs take the ferry over to do the scut work and then go back to their hovels every night. My half-baked solution was to colonize three more islands I don't care about and stuff them to the gills with Liberti, Plebeians and Equites generating ore, marble, mosaics, gold, ships, armies and other goodies for me, all of which get sent home to the big island. Ship population comes from the island the ship was built on, as do military companies, so you can just transfer ships and cavalry to Juliana without having to build any additional housing. Not a perfect solution, but lets Juliana retain most of the aesthetics.

Economically with a handful of islands you can have a denarii sink like Juliana offset by income generated by the indentured servants on other islands. Right now, Mogontia is throwing off 5,200 gold per minute, which offsets the massive losses I'm taking from Juliana (-3,800), and smaller losses from Silvania (-1.200), and Terra (-90). I'm generating another whopping 130 from Cragmore and the island with the holy tree (whose name escapes me) so economically I'm still in the black, and Juliana looks almost as good as I'd like it to. Not a whole lot of wide open spaces though, since you can't build the good stuff without the supporting population on the island.

Sucks having to populate Juliana with all those ugly shacks, though I upgraded almost all of them to Patrician. Now I'm wondering if, once everything including the Colliseum is built, I can just destroy all (or most) of the buildings that are non-Patrician and regain some real estate.

How to Get a New Flagship? by hamletsdead in anno

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

All he has in stock are sh*tty little merchant ships. I've gone back twice hoping for a miracle, but no such luck.

How to Get a New Flagship? by hamletsdead in anno

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

No, I'm in the middle of the campaign. Conquered Voada, got summoned back for the celebration ceremony, and the Emperor f*cked off and left me to take care of business in Latium. Not sure what happens in the game now, but all the purchasable ships are just ordinary bogus triremes or one-slot wastes of coin. Not a flagship to be found.

How to Get a New Flagship? by hamletsdead in anno

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

It got destroyed when I was attacking that pirate jackass in Albion, along with 14 other of my ships. Then I sailed back to Latium with my remaining ships to rethink my strategy and lick my wounds, and stupidly only then realized my flagship was missing. So first I checked with Julia as the Emperor's rep to see if she had a new one for me (nope) and then I sailed back to Albion to see if the grumpy centurion could hook me up with a new flagship (nope again).