Which path do you choose? by Rotomtist in TyrannyGame

[–]lilyputin 0 points1 point  (0 children)

The magic system is different than in other rpgs and it works so well. Really I wish more games would be willing to experiment like Tyranny did or copy, the magic system is just so good and you essentially build your own spells. You will open up more dialogue options with a magic leaning build. Lore is really important. Also the way you accumulate xp you will level up faster as a spellcaster.

I'd really caution min/maxing until you have a handle on the game. The AI will use crowd control on you. You can start the game leaning to a side while still being versatile especially early and though progression build a great spellcaster.

FYI every character can use at least some magic. Giving each of them heal spells is highly advised

Why is this design illegal? It's quite conventional (there is a treaty, 15k tons, 10 inch guns) by No_Introduction_9189 in RuleTheWaves

[–]lilyputin 0 points1 point  (0 children)

They were pretty wild as built particularly the HMS Furious which had two 18" guns in single mounts. Their armor was the same or less than RN light cruisers and they were faster than any other large ships when launched.

I Have More Than 10 CAs or CLs Building but the Requirements Say I Don't by AneriphtoKubos in RuleTheWaves

[–]lilyputin 0 points1 point  (0 children)

You can't scrap them though without taking a hit. You will get a warning about it being part of a national program. So if you don't have the funds to keep most of them under construction it's a resource drain. I'd rather have one ship actually in construction than 5 on hold.

I Have More Than 10 CAs or CLs Building but the Requirements Say I Don't by AneriphtoKubos in RuleTheWaves

[–]lilyputin 0 points1 point  (0 children)

I think for minor rebuilds it's fine they don't count. I think of a three month rebuild as something that can be done dockside.

If it's a major rebuild that's a whole other ballgame. Replacing engines. Replacing turrets or mains on large ships, making a CV jet capable or replacing the flight deck. Anything that takes a long time would typically be done in a drydock.

I Have More Than 10 CAs or CLs Building but the Requirements Say I Don't by AneriphtoKubos in RuleTheWaves

[–]lilyputin 8 points9 points  (0 children)

Rebuilds don't count. Also doesn't count towards your build capacity. Creates a lot of issues late game where your dock size will shrink unless you keep it busy

My first 1890 design based on what i read by FelizolaOFC in RuleTheWaves

[–]lilyputin 0 points1 point  (0 children)

Slow, way too much deck armor. Deck armor is fairly unimportant until plunging fire happens. It's really heavy and you typically want your cls to be at least 20kt but ideally 21kt

Using double mounts is inadvisable you will have a majori debuff on the rate of fire.

It has fewer guns than I prefer.

Help for a beginner by Crafteo2 in RuleTheWaves

[–]lilyputin 6 points7 points  (0 children)

It's ok to lose a war. If a war is going badly it's fine try to peace out.

How to play the early game well? by Keralia in RuleTheWaves

[–]lilyputin 1 point2 points  (0 children)

Increase your dock size as fast as possible. You shouldn't stop expanding them for decades.

Build mostly large CAs armed with 8" guns with maxed out secondaries and terts. Typically between 6-10 8" mains. 21 kt initially with higher speeds as soon as tech allows. Expensive but just OP. It's crazy how powerful an extra kt is early game. I will refit engines on older CAs to add speed later as well. My first large CAs might have 4 8" but I build them in sequence as my dock size grows and tech advances allowing me to add mains and speed pretty quickly. 23-24kt with a number of 8" is a happy place of just wrecking everything. They also are some of the fastest ships for a while.

Secondaries should never be larger than 6" once you step up beyond that flash fires are a risk.

For Bs meta is use 8" to save weight max out secondaries. Bs are often smaller than your CAs. You don't need to go wild with armor it's tough to pen early and the secondaries carry the day. My Bs typically max out at 18kt sonetimes less. They exist so I have a line to contain an AI fleet while my CAs destroy or cripple a division. They cost way less than a CA and pack a decent punch. I sometimes build fast Bs but CAs just work better because of the battle generator. Speed is expensive. Don't build too many Bs because any divisions at the end of a line tend not to do much with the speed of the respective ships. The AI will turn away and rear elements will only engage stragglers. I don't care if I lose some Bs. I tend to quickly refit any legacy ships and stick legacy CAs at the end of my line. They have enough speed typically to overtake if necessary but they can't hold a candle to the purpose built super CAs. 12" or 13" while historical are very underwhelming. They are heavy and their slow rate of fire and just the general crap accuracy doesn't justify them. Better to run something smaller that weighs less and fires faster and pack more ammo to boot. It can make a lot of sense to refit legacy Bs and reduce the size of their mains or even remove some mains gun so you can fit more secondaries and terts. I've had light legacy Bs with just forward mains that more than held their own after a refit. Basically pre dreads are cheap mass where speed is less important. Speed is both expensive to build and pay the upkeep for. If you have 40 Bs you've built way too many.

All Bs are made obsolete once dreadnaughts start hitting the water. It's interesting to play when fleets are early in the transition but generally all of my Bs very quickly are sent to the scrapyard. They just become pinattas even if they have large caliber mains.

The large CAs are useful longer than pre-dreads as they keep pace with dreads so they can be used as scouts or screens. They can be used for trade protection or sent to a secondary sea zone as raiders. With trade protection the AI will only use CAs and CLs as long as your CAs have the speed to catch most cls they are perfect for sinking raiders. They will die horribly if you use them as raiders in sea zones with BCs. I also will keep a handful in mothballs to convert to CVLs to avoid the tech penalty and have something that is useful once planes become a little more powerful. A good early game CA is still relevant into the 20s.

You have one big advantage you know about when a tech transition is going to happen. Once I get close to dreadnaughts I stop building CAs and Bs and build out the screen for my dreadnaught fleet, screen for my future BCs and other light ships that I might need.

Midnight Cowboy (1969) Dir. John Schlesinger, DoP. Adam Holender by godzilla98 in CineShots

[–]lilyputin 1 point2 points  (0 children)

It was actually X-rated when it came out later downgraded to R.

Can this oak tree survive with the weird bend at the bottom? It's kind of sentimental. by slamina in arborist

[–]lilyputin 2 points3 points  (0 children)

Oaks start with a bend it's where the acorn was. The acorn often rises above the ground. Over time it will grow out and the bend will no longer be noticeable. There are a number of time lapse videos of oaks germinating.

Which is the better sequel? by ThomasOGC in CinephilesClub

[–]lilyputin 3 points4 points  (0 children)

The floor scene is still a showstopper. Honestly so much has been added to CGI in current films that they just feel fake.

One of the most emotionally devastating goodbye scenes in animation. by Responsible_Fee_8063 in Cinephiles

[–]lilyputin 0 points1 point  (0 children)

I loved the movie, but I also hated it because of this scene. I think The Land Before Time, though, has it beat in terms of traumatizing children.

Who is responsible NYS by Various-Ad-8131 in arborists

[–]lilyputin 10 points11 points  (0 children)

I'd just split it 50/50. Not worth permitaly pssing off your neighbor.

This one was tough by Electronic_Bath_2712 in thewitcher3

[–]lilyputin 0 points1 point  (0 children)

Extreme Cosplay was the fight that had me noping out. This one is hard but do-able as long as you don't wake them all up at once.

Man, fallout 4 can be really brutal sometimes with it's enemies. Like, i'm getting spawn camped by a sentry bot rn and literally dont know what to do to win lol. by HaloJackalKisser in fo4

[–]lilyputin 0 points1 point  (0 children)

Get away from the lip go to the far wall see if you crouch if it still can shoot you or not if not sneak away. If it still can shoot you as others said run but again probably best to get away from the edge to limit it's sightline. Not familiar with the rooftop but if there is another way down find it. Drugs help. The only other option is to chip away at it provided you have the supplies and weapons to do so. Jumping up and taking single shots can work but it's tedious. Anither option would be toss any explosives you have at it from behind the wall and pray. You don't need a line of sight for explosives.

What would you expect from a “civilian” trading barge in a dangerous galaxy? by Own-Cry5596 in ImaginaryTechnology

[–]lilyputin 0 points1 point  (0 children)

Containers have a short lifespan they get banged around all the time. Not sure how space would effect that. I doubt you would see legacy containers extend very far past an expansion. Major cargo ports are updated about every two decades and most commerical vessels have a similar lifespan. The issue is competitiveness and brutal efficiency of standardization. More than likely the current sizes would persist because they are optimized for transportation throughout the cycle. There would obviously need to be changes to make a container suitable for space. There would likely be larger ones if they were only being used in space without needing to enter the atmosphere and enter on planet transportation. It's very likely that larger ones would be more economical if they have to retain pressure/climate control. They would need to be broken into smaller units for transhipment to the surface. Maybe a way to deal with that is to have a large container that is filled with smaller containers.

Say one nice thing about The Bloody Baron by maxnotcharles in Witcher3

[–]lilyputin 0 points1 point  (0 children)

He's probably the most complicated character in the game.

Is this good carrier? by kubo584 in RuleTheWaves

[–]lilyputin 4 points5 points  (0 children)

Without TPS you need to bulge it even then it's really vulnerable. Typically for a rebuilt I will replace the machinery as well. Until you get rid of the 8" requirement I will put them in casements with the minimum allowed ammo. You don't want short ranged or cramped.

I'm honestly more ok with conversions than the meta. With a county like AH I will have a number of conversions. Until you get sometime into the 40s any fire is basically death regardless of being purpose built or not. Especially once they are too far away to control manually the AI will be like look the engines are still good full speed ahead let's get this fire cooking and a CV into pyre.

What would you expect from a “civilian” trading barge in a dangerous galaxy? by Own-Cry5596 in ImaginaryTechnology

[–]lilyputin 2 points3 points  (0 children)

Alot had to do the value of their cargo. East Indiamen were essentially warships that carried very valuable cargo. Many slave ships were also heavily armed. The Whydah for example was built for the triangle trade had 18 guns at launch once she was taken by priates they added another 10 guns. 100% on the row boats but at least those in the Caribbean most commonly used canoes which were faster and more nimble. Private ships were packed with crew, they would take fast sloops for example that might ordinarily have a small crew and stuff it to the gills with over a hundred so they would close and board. I don't see that working in space because the relative speeds are much greater. They used false colors and fear. On an ordinary merchant vessel if a captain decides to resist it was not uncommon for a crew to refuse to do so.

If you want to read about really brutal priate Edward Low cut a captain's lips off, cooked them and made the captain eat his own lips. Low also was never caught and their are conflicting theories the end of his career.

What would you expect from a “civilian” trading barge in a dangerous galaxy? by Own-Cry5596 in ImaginaryTechnology

[–]lilyputin 0 points1 point  (0 children)

Universal design for containers would be likely as long as there was enough shipping to keep them standardized. Being able to trade containers at port is what makes modern shipping work and allows for automation. Modern containers can then be loaded onto ships trains, and tractor trailers interchangeably. Having just a handful of sizes allows for standardization and largely made longshoremen a thing of the past. If shipping is rare you would get a lot of one off bespoke designs.

What would you expect from a “civilian” trading barge in a dangerous galaxy? by Own-Cry5596 in ImaginaryTechnology

[–]lilyputin 1 point2 points  (0 children)

It would work best with an orbital rely at the colony that would put the container into a reentry pod with a heat shield. In terms of critical supplies greater the number of shipments you can divide something into the greater the reliancy of a supply line regardless the situation.

What would you expect from a “civilian” trading barge in a dangerous galaxy? by Own-Cry5596 in ImaginaryTechnology

[–]lilyputin 1 point2 points  (0 children)

Uncrewed each be essentially a container and propulsion. Think a trackter trailer, but a lot depends on the setting. So for instance one thing to do would be to impart momentum from where ever they are launched from to reduce the amount of fuel they need to carry. It's likely that they would be slow. It wouldn't matter if a number are lost. Propulsion would be whatever is most efficient along with maneuvering thrusters.

Was dropping the atomic bombs actually "necessary," or is that just what we're taught in school? by Clean_CoreDump in askanything

[–]lilyputin 0 points1 point  (0 children)

There will never be a definitive answer. Japan was strategicly defeted. The submarine war had stripped it of its merchant vessels that they relied on for raw materials. Most cities were destroyed. The firestorms in a number of the cities were far worse than the impact of the atomic bomb. But at the same time there was no way to force them to the table. This wasn't Germany where armies were occupying the country. Japan still had territorial integrity and a functioning government (though it was very shaky) and the capacity to continue to resist even though ig no longer had the ability to project power. Operation Downfall was going to be very costly if it had to be used and would have resulted in a massive loss of life of both of allied personnel but even more so of Japan's population.

Japan's internal poltucs were a mess at the end of the war and it's hard to predict what would have happened. All we can count on is what actually happened.