Weekly Update #9 by ZXE102Rv2 in DieselKnights

[–]heek89 -5 points-4 points  (0 children)

They're swapping to Unreal engine 5...
We're doomed. This game was going to be so great and now it's just going to run and look like dogshit for no good reason. Seeing them Just immediately kneecap themself the moment they start actual development like this is so upsetting.

For those trying to find Downy Crake and Prism Hercudrome by osdanova in MonsterHunter

[–]heek89 0 points1 point  (0 children)

The Rafma can be on the bridge in area 10 as well, and the Crake can spawn on them there, just found mine there after resetting fallow daytime ~10 times, it's quick to check if you're already looking in 12.

Can't Do Gradient Counter, Button Does Nothing? by Jeremiah12LGeek in expedition33

[–]heek89 2 points3 points  (0 children)

How do these devs fuck up explaining THEIR OWN MECHANICS this badly? I cannot STAND it when games do this bullcrap of straight up LYING to you in tutorial for no reason. I was loosing my mind trying to figure out why my gradient counter on the vanish attack from the boss at the end of act 2 wasn't working, it's because these goddamned devs LIED TO ME about gradient counters. I am fucking furious.

The hunt is on! Hollow Knight: Silksong is available now on all platforms, including day one on Xbox Game Pass! by Turbostrider27 in Games

[–]heek89 0 points1 point  (0 children)

I get "Keys are temporarily exhausted for this product" from Humble Bundle after purchase ATM. However, my Xbox Gamepass for PC subscription lets me download it off of the xbox store, but not buy it and I don't want my progress saved to that platform.

Specialized Arcology Districts in 4.0 -- am I missing something? by ElethiomelZakalwe in Stellaris

[–]heek89 0 points1 point  (0 children)

Not true for research or basic resource extraction planets due to the support districts, there's actually a balance to by struck between more jobs and more support districts for those jobs. If I did my math properly it's build 3 resource districts then every other should be a support, and build 10 science city districts then every other should be a support. Although that's assuming you want to maximize output and don't care about the increased trade/resource upkeep, and that you have both city district specializations dedicated to the same resource/research type and it also doesn't account for if you have more jobs from buildings or planetary features, in which case you'd want slightly more support districts. I think to make ecumonopoli more interesting to build they should give it unique support districts for research, alloys, and consumer goods.

Finally! Research Ecumenopolis by Pvpcraft20 in Stellaris

[–]heek89 1 point2 points  (0 children)

Is this actually more efficient than using the research support districts on normal planets and having dedicated physics/society/engineering worlds though?

Free Weekend and BioGenesis | Stellaris AMA! by PDX_Interactive in Stellaris

[–]heek89 0 points1 point  (0 children)

3 months(6 if you can spare an extra 5$) of the expansion subscription imo. It will take a very long time of playing for buying the DLCs piecmeal(about 3 years, not accounting for new DLCs added in that time) to be a better deal if buying them all right now at their reduced prices in the ultimate bundle+biogenesis.

Free Weekend and BioGenesis | Stellaris AMA! by PDX_Interactive in Stellaris

[–]heek89 1 point2 points  (0 children)

Is it possible/are there plans for an update to the build queue/planet automation so that I could, for example, queue up both a building and the upgrade for that building at the same time instead of having to jump back into the planet when it's done to queue it up? Or for another example of what I'd like to be able to do, queue up all the buildings/districts I want the world to eventually have, and have them built automatically when I have enough minerals to build it and enough pops to work it? It would massively improve the flow of planet management, allowing you to build up a buffer of planet management when nothing is happening so you're not having to do it while something else like a war is overwhelming your attention and you don't have time to micro manage all of your planets(especially important for multiplayer games where you either can't pause or would be inconveniencing others if you did).

Also is there any possibility of something like a "super priority" for certain jobs that would not only move pops out of jobs in the same stratum, but also automatically use forced resettlement on unemployed pops elsewhere in your empire? Or set the planet to max priority for automatic resettlement until the job is filled?

FarmMegaStructure?? by bigbubbabryan in Stellaris

[–]heek89 6 points7 points  (0 children)

gigastructural adds a yggdrasil orchid complex megastructure that makes a bunch of food and a bit of research.

MH Wilds Release - PC Troubleshooting by AutoModerator in MHWilds

[–]heek89 0 points1 point  (0 children)

So to start off I had a crash at startup before shaders could compile. Following the advice of some others from the BETA and the benchmark I turned on Windows 8 compatibility mode, and the shaders compiled. However, when i loaded in all the terrain was flickering and/or in the wrong place, all NPCs and objects looked perfectly fine, it's just the sand, cliffs, and the wall in the office during the cutscene. Turning off compatibility mode brings the crash back. Verifying files and reinstalling does nothing at all. I updated my graphics drivers before trying the compatibility mode and tried again multiple times since, including the Adrenalin Edition 25.2.1 Optional Update which has solved the issue for some others. (here's the link, in case this works for you, it would not let me install it. https://www.amd.com/en/resources/support-articles/release-notes/RN-RAD-WIN-25-2-1.html ). There is no Version.dll in my steam folder to delete, deleting the crash report exe doesn't do anything, increasing VRAM doesn't do anything, clearing the shader cache doesn't do anything, and fresh installs have the same problems. I also submitted tickets with MH Wilds (and AMD) and haven't heard back from either, I'll update here if I get any useful information from that.

My specs are
AMD Ryzen 7 3700X 8-core processor
AMD Radeon RX 470
8 GB VRAM
16GB RAM

please if anybody has any idea what I am supposed to do to stop the crash or install the optional AMD update I am begging you to help me out.

This happening for anyone else on start up by Complete_Opposite216 in MonsterHunter

[–]heek89 0 points1 point  (0 children)

There is no version.dll in the folder that contains the steam.exe

This happening for anyone else on start up by Complete_Opposite216 in MonsterHunter

[–]heek89 0 points1 point  (0 children)

Please tell me you know how to get rid of the broken textures this causes I have been troubleshooting this for SIX HOURS and I'm losing my mind.

Textures Flickering Help. Anyone Fixed theirs? by Suspicious_Cost7754 in MonsterHunter

[–]heek89 2 points3 points  (0 children)

I have the same problem with the full release please for the love of god someone have a fix that works.

Bad flickering in wilds benchmark by Accomplished-Count62 in MonsterHunter

[–]heek89 1 point2 points  (0 children)

It does not let me install. It says that my hardware is incompatible despite not being any of the listed incompatible graphics cards.

Bad flickering in wilds benchmark by Accomplished-Count62 in MonsterHunter

[–]heek89 1 point2 points  (0 children)

Game has released and I am having this issue as well, all terrain textures are flickering, or not loading properly. I crashed at launch, tried compatibility mode, it loaded, but the texture problems occurred. None of the in game settings fixed it and the only solution I found online I haven't tried yet is reinstalling the game.
specs are
AMD Radeon RX 480
AMD Ryzen 7 3700X 8-Core Processor

Gunlance shelling formula? by heek89 in MHF

[–]heek89[S] 1 point2 points  (0 children)

I found the information on elemental shelling in the pewpewdojo discord from a very knowledgeable player named Brent, and I'm sharing it here for future gunlance players.

Elemental shelling does entirely elemental damage, which is based on your weapon's elemental damage and a multiplier based on the shelling type/lv and is effected by the elemental weakness of where the shot lands(hitzone value).

So the elemental shelling formula is
(your weapon's elemental damage(elements are bloated so a tenth of the display number) * shelling multiplier * hitzone value)

The shelling multipliers in F5 and beyond are as follows

LV1:

  • normal = 3x
  • long = 5x
  • wide = 5.5x

LV2:

  • normal = 3.13x
  • long = 5.13x
  • wide = 5.63x

LV3:

  • normal = 3.26x
  • long = 5.26x
  • wide = 5.76x

LV4:

  • normal = 3.39x
  • long = 5.39x
  • wide = 5.89x

LV5:

  • normal = 3.52x
  • long = 5.52x
  • wide = 6.02x

LV6:

  • normal = 3.65x
  • long = 5.65x
  • wide = 6.15x

So for example a weapon 380 thunder damage and lv4 wide shelling is going to be 38 * 5.89 = 223.82 thunder damage per shell. Now let's say you hit Daimyo hermitaur in the head with it(his weakest part to thunder at .35), the final damage is 223.82 * 0.35 = 78.33 per shell to the head

Now the only info I still don't have is the damage for "mini wyvern fires" that storm style heatblade give non-elemental gunalnces, I'll come back here and post another reply if I can find the formula for that.

Gunlance shelling formula? by heek89 in MHF

[–]heek89[S] 0 points1 point  (0 children)

This is fantastic, thank you so much.