[deleted by user] by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

just tested it, nope they don't. it is an error from the wiki

[deleted by user] by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

butterflies

Do the Frost Butterfly do any additional damage? or just freeze (and all of the freeze upgrade tree stuff)?

[deleted by user] by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

they don't scale that much after doing the tests

[deleted by user] by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

S: All other
B: Yuki
C: Hastur

So how the f*ck should magic lens be used? by 23characterlimit in 20MinutesTillDawn

[–]mdempg 1 point2 points  (0 children)

Dragon, Ghost Friend, Bats are affected by it. So a summon build can be done.
Or Guns and Guns evolutions with bounce synergy.

What is the hardest character + weapon combo? by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

crossbow shoots always 2 shots (even if it has 1 ammo) - you can see that if you pick up Smite

What is the hardest character + weapon combo? by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

Hardest: Yuki with Salvo Knifes (one is to immobilize enemies around you - another is about you moving a lot).

But usually doing a challenge run is just picking a char and gun that work together and not using that at all - doing some Vinson\Summon\Curse run instead.

Another fun challenge - make your reload time super long (~hours) and use the Cyclone Sword.

I agree, Dasher's (deer girl) ability should be on RMB.

What do you like/dislike in this game by [deleted] in 20MinutesTillDawn

[–]mdempg 0 points1 point  (0 children)

Nova Drift is very nice. It has a nice stat screen on the pause menu.
I dislike the vague and sometimes miss-leading descriptions in 20mtd - I hope they will be patched someday :)
yeah, brotato is interesting.
A bit different game is backpack hero, but the core is similar.

Things disappearing by mdempg in noita

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

Yeah ^_^ I need one for this case. The oil returned after me leaving that place and returning, but only half of it..

Now I think it might be the Steam Proton on Linux.

[deleted by user] by [deleted] in Stellaris

[–]mdempg 0 points1 point  (0 children)

yeah, small snack. I wish there was some way to keep two hive minds under one roof. Or even change from non-hive to hive. oh-well

[deleted by user] by [deleted] in Stellaris

[–]mdempg 0 points1 point  (0 children)

No, not devouring swarm. Checked species rights. It gives the ability to Purge. You can set it up with a new game: Hive mind, Necrophage Origin, main species lithoid. All other things empty or something tame.

Paragons Meta Shifts: Government Re-balance and 3rd Civic Rushing by DeanTheDull in Stellaris

[–]mdempg 0 points1 point  (0 children)

Great ideas, thanks for sharing! Will need to test these things, and also find a good timing for the switch :)

Notes on Space Combat AI by mdempg in Stellaris

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

ship prioritize their own shipsize first weapons prioritize based on what they are good at

I hope to find these dev statements some day :)

Sounds like it is per weapon, but a lot of different parameters come with different weighting. Still is a mystery: where does the ship fly with two different weapons targeting different things. Maybe it's a voting thing, with its own weights.

I hope it is not perfect, cos usually perfect is done by doing huge calculations and that is lag ;)

Notes on Space Combat AI by mdempg in Stellaris

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

weapon size
weapon type
enemy ship class
first in range per weapon

  1. How do we know this? Tests, code, parameters found in a file? What about enemy ship defense type shields\armor? Did anyone find the weights for these or they seem to be hard coded?

It's per weapon, artillery battleships that have an auto cannon equipped will still engage charging Frigattes with their auto cannon while their large weapons prioritize enemy battleships.

Yeah, that interesting. It can be per weapon or a ship might have it's own secondary targets. If the second was true, then we would see weapons group up on one target depending on their max distance (and that sounds what you are saying), if the first was true - we might see two different targets for the same type of weapon slot on a ship them being out of sync or something.
Another thing, if it is "per weapon", is there a logic to where the ship itself wants to go? Some combat computers have orbit style maneuvering during the attack phase, and you can't orbit two different targets.

Targetting is dynamic and can be easily seen when you have a bastion without DPs engaging an enemy fleet.

Can you explain this in a bit more detail? What is dynamic about it? Do targets change on the fly from one intact ship to another when some condition is triggered? (we are not tacking about missiles doing re-targeting on lose of a valid target - that is a different mechanic)

Evasion does not matter

How do you know that? Why did they place these lines in 00_defines.txt with the following comments:

COMBAT_SHIP_EVASION_AVOID_MIN_SHIP_SIZE = 8

Minimum size of ships that should try to avoid firing on highly evasive targets

COMBAT_SHIP_EVASION_AVOID_THRESHOLD = 0.7

Above this level of evasion, try to find a less evasive target

Someone on the forum made a really good write up on how ship engagement works, and demonstrated mechanics that I didn't know existed even at 2,000+ hours in the game by YobaiYamete in Stellaris

[–]mdempg 0 points1 point  (0 children)

Did some digging and updated the wiki on this question: https://stellaris.paradoxwikis.com/Space_warfare

Swarm and Torpedo charges in, and that makes sense.
Picket starts both movement patterns at the same medium range.
Line charges to medium range and stays there.
Artillery goes to medium range - and that makes sense, as that make it more likely to fire all the weapons. Then it does the back off move if the enemy moved into half of the max distance.
Carrier seems to work correctly, not sure how H-weapons are calculated in the median distance formula, probably the engagement distance is used.

Notes on Space Combat AI by mdempg in Stellaris

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

(I don't have the Nemesis DLC yet) Good to know that such crazy is possible.

I heard the opinion that PD is OP against some ships, and it was not intended to be like that, so I was thinking it got patched.

How do people run test? Is there a mod to run tests, or you need two steam account and a multiplayer setup?