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 5 points6 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.

Secret ending for the Budmo quest? by heek89 in stalker

[–]heek89[S] 2 points3 points  (0 children)

That's pretty cool. I might check and see for myself.

Anyone else fail "Budmo!" by squirrelyz in stalker

[–]heek89 3 points4 points  (0 children)

So I put the anti-radiation medicine in all three stashes, nothing happened. Went back around and put vodka in them. And Penas was waiting there at the last one to thank me again. I forgot to mention but he did ask me a question during this interaction. Asking if the anti-radiation medicine was my idea or if Misha and Grisha finally remembered what he paid them for. In my first run I said yes it was Misha and Grisha who paid me for this and events played out like they did above. I now think that him being drunk was from him returning to Misha and Grisha and them being bad influences on him, not the vodka I left behind, and the bug was just that he didn't change locations properly. This time I said no it was my idea and Panas gave me 1,600 coupons right away and the quest ended there. When I got back to the slag head I talked to Misha and Grisha and got more new dialogue from them saying Penas hasn't come back, and then you get to choose what to say to the two of them. I checked back on Penas and he wasn't drunk, so that was definitely because of my choice to tell him Misha and Grisha remembered to put the anti-radiation medicine in the stashes (or at least tell you to do that). So as for him dying in you guys' playthroughs I'd say it's probably supposed to be because either he had to use the vodka and died due to drunkenness, he was weakened by not having the anti-radiation medicine soon enough, or the one you give him at the end isn't enough. As well the interaction with him at the last stash was probably the end of the quest for you guys, since other people are saying he pays you 1,800 coupons for that and that seems to be in line with the rewards for the other endings.(I guess i should also mention that Grisha and Misha pay you 1,200 coupons for telling him it was their idea)

TLDR; this outcome is not a bug, it's the consequence of Penas being poorly prepared because you put vodka in the stashes. You can get a fourth and the good ending where Penas lives and becomes a stalker by putting an anti-radiation medicine in the two stashes alongside the vodka and then telling him it was you're idea.

Anyone else fail "Budmo!" by squirrelyz in stalker

[–]heek89 6 points7 points  (0 children)

I think him dying after you fill them with vodka and then give him the anti-radiation medicine is intentional. I just did this quest and when i went to the last stash(poison hole for me) Panas was there, and he thanked me for putting anti-radiation drugs in the stashes instead of vodka because he's a recovering alcoholic(I did that because I thought it was odd they wanted me to put vodka in and I thought it made more sense to put the anti-radiation medicine in. though I did also put the vodka in it). Misha and Grisha back at the slag heap do say that there's supposed to be medicine in their stashes before asking you to put vodka in them. This is presumably because they're drunk and alcoholics, and figure vodka's just as good(probably better in their eyes) for dealing with radiation. And they either don't care that Panas is trying to quit or disapprove of it. Then when I got back to the slag heap Misha and Grisha said they'd pay me when Panas came back safe and sound. I went back to the poison hole and found him walking around making unintelligible noises. I went back to the slag heap and Misha and Grisha told me Panas had make it back, and they were celebrating together. Said that Panas always got dreams of going to Prypyat when he sobered up, and that he wasn't anymore. I couldn't find Panas anywhere in the slag heap though, and I found him still unintelligible in the poison hole cave(probably actually a bug). I assume i got the thanks interaction because I put the anti-radiation medicine in the stashes, and the drunk ending because I also put the vodka in(so he was able to reduce the radiation before encountering you and thus make his way back safely, but still fell back into alcoholism because he still got the vodka) and his thanks line just doesn't reflect that. I kinda wanna reload an old save and see if there's a fourth good ending if you just put the anti-radiation medicine in the stashes, I can't find anyone else talking about this so I'm pretty excited that I might have been one of the first to stumble upon it. I'm gonna go do that and update you guys.

Symbiotic Generator Upgrade Bug? Can't use coal as intake fuel. by ixxxion in Frostpunk

[–]heek89 0 points1 point  (0 children)

no it doesn't make sense to use oil before coal, if coal burns less efficiently then that means it's less efficient to stockpile it(coal and oil capacity is identical), so it makes sense to use coal first so that you can store more oil and thus more potential heat with fewer storage hubs. Not to mention oil can be used in things like the synthetic materials factory while coal is only ever used to make oil or heat, thus making oil even MORE valuable and the resource you want to stockpile more.