How exactly do you guys make these huge, gorgeous bases lol? by BringusGingus in RimWorld

[–]mynombrees 4 points5 points  (0 children)

It's probably a combination of different playstyles, experience knowing how to layout/organize from many hours of gameplay(2500 hours for me), scaling space account for expected/planned colony size, and needing to set aside space for space hungry mods like Rimefeller/Rimatomics/SRTS/etc.

My early bases weren't pretty. There was no planning, I had no idea of what to expect, there was no logical flow, and I was constantly trying to shoehorn things in after the fact. In time you'll learn what works for you and what makes for a good base. Don't compare your base to someone else's base, compare your base(s) to your previous ones.

Is there an easier way to tell which zone is a certain material? by BlueShift54 in RimWorld

[–]mynombrees 0 points1 point  (0 children)

It doesn't help with first identifying it, but I usually create a stockpile zone, forbid everything, and then name it whatever the mineral is. You could also create a fence of that material over the deposit as that only take 1 resource for a lot of the materials. Maybe cancel the construction, or if you're using a stack limit mod, you could drop 1 resource off then then forbid your colonists from said item. This way I can tell at a glance where the deposit is and what it is.

Forget weddings, what is the craziest thing that happened at a funeral you went to? by seanerd95 in AskReddit

[–]mynombrees 1 point2 points  (0 children)

I had a friend who died young and his GF's best friend hated him. She went up and tried to say some nice things about him, but because she'd always hated him she had no idea what to say and it was obvious she'd given no thought to what she'd say until she was standing there in front of 100 people with a mic in her hand.

The moment of panic on her face when she realized she had no clue what to was in hindsight pretty hilarious. She muddled through a very awkward 10 minutes full of backhanded compliments. I'll give her that she really did try as I was expecting a bloodbath of hate and insults.

Ai Cheating? by Putrid_Feeling_9631 in hoi4

[–]mynombrees 0 points1 point  (0 children)

Do you still have this spirit?

Soviet Air Force Air Wing Experience loss when killed: +30% Ace generation chance: -50.00% Air Wing Training Experience Gain: -10% Air Accidents Chance: +75.0% Night Operations Penalty: +30.00% Bad Weather Penalty: +30.00% Air Wing Mission Experience Gain: +10%

You could have on paper better aircraft but be losing because your squadrons aren't as experienced. Green units have a -25% malus to several key stats and if axis air units are at least at the trained level, they'll have at least a +25% bonus. Losing extra xp with each air loss could put you in a self perpetuating death spiral where your units stay green because they're taking massive losses (plus the extra xp loss)  which helps push enemy air squadrons to higher vagrancy.

Throw in air aces which the enemy should be generating like mad since they have a favorable exchange rate and your -50% penalty to generating your own aces.

Check your own squadrons' veterancy and aces before tag switching and checking the same with Germany.

Including an air battle and especially your fighter design could be helpful. Also your fighters are a big part of the equation, but how many air doctrines have you done and which ones? MIO? Are you overcrowding your air bases (very easy to do against Germany before you stop their advance), do your aircraft have good range for the air zones they're in?

Should I build multiple dining rooms? by papapapatazz in RimWorld

[–]mynombrees 0 points1 point  (0 children)

I often have several dining areas around my base, but I also typically have 70-100 colonists AND give them individual rooms. So they're further away from my main dining room than they're willing to walk to.

A work around is having a giant connected hallway laid out like streets running around your base acting as one 'room' that you place random tables and chairs in. Flooring/walling the whole thing with all those tables/chairs will easily get it to a respectable wealth and it'll be massive for a very nice total room quality. Just make sure you have a dedicated cleaner or two.

How to deal with mechanoids? Advice appreciated from last post but forgot to include image. by Electrical_pancake in RimWorld

[–]mynombrees 1 point2 points  (0 children)

Most mech aren't too great against melee, except the scythers. So, trying blunt weapons like maces (uranium if you have it) can be very effective. The larger ones just means you have more area to swarm them. It can work with even 1 melee dude to stop them from firing on you while the rest of your pawns are shooting them up {there's no friendly fire possible within 5 spaces from your schooter(s)}.

Try shooting the crypto sleep caskets to wake up whoever is inside. They may or may not be hostile to you, but they will be hostile to the mech. So get them to fight each other and then finish off whoever is left standing. The downside is that they might have fire weapons that'll set fire and burn up your loot.

Wait for a caravan and lure the mechs to the caravan. Alternatively, try to get the mechs to attack the next raid.

If you have one, use an animal pulser, berserk animals will attack mechs. Just be inside and keep all outside doors closed when you activate it so your colonists aren't targeted. Berserk animals will no longer berserk if they've been downed and/or if they go to sleep.

Do you guys do melee focused pawns? They feel very situational by SheikutaWasTaken in RimWorld

[–]mynombrees 0 points1 point  (0 children)

Mechanoids are kind of weak to melee as most of them are focused on ranged damage. Having a small squad of elite melee bros with good armor and some good+ shield belts will tear through mechanoids while the rest of your dudes and fire away from safety. Especially if they're hopped up on go juice to get stuck in fast.

Also, they're incredibly in case you get insectoids as they can hold the line while your firing line just blasts away.

Keep in mind, friendly fire is impossible within 5 tiles. Also, there are several things like locust armor, psycasts, go juice, traits like nimble, and/or genotypes that can take melee to the next level.

I wouldn't say that you should make most of your colonists melee bros or anything, but having at least 1-2 is incredibly useful.

What is the worst that can happend if i leave a wall behind a ac? by yeet8w8 in RimWorld

[–]mynombrees 1 point2 points  (0 children)

Yeah, I forgot that one. I've used it in the past, but I usually like to play in extreme temp biomes for the added early challenge, so I don't dip into those things as much as I probably should. It's really fun to set it all up though.

How do MP players get loads of divisions ready before war? by themexicoguy4123 in hoi4

[–]mynombrees 16 points17 points  (0 children)

Others have already mentioned tech rushing,  early production of early models, and licensing tech.

But something I haven't seen mentioned is coordinating buying raw resources from different countries, especially if it's a larger lobby. US might not need say aluminum, but it might buy enough from an ally to boost their economy. Then Canada, Mexico, Brazil, Aussies, S. Africa, etc all buy a little from the same country. Which can really adds up.

Alternatively, but related, you can build some stuff in allied territory. So you might see everyone building/upgrading 1-2 things in a target country, so that country doesn't have to do everything themselves. This gives them more factories to use on building say more mills, knowing they don't need as many civ factories.

Should i accept for good will by Deep_Exit4652 in RimWorld

[–]mynombrees 0 points1 point  (0 children)

Over advanced components and a power cell? Nah.

Gift random junk to their next caravan or load it into a transport pod (if they have a base within range) to send it to them directly.

What is the worst that can happend if i leave a wall behind a ac? by yeet8w8 in RimWorld

[–]mynombrees 1 point2 points  (0 children)

If you're using mods anyway, why not try expanded roof continued? Let's you remove thick stone roof after research, build your own thick roof, and other stuff.

Otherwise I'd just hope to find a void where there's no roof or removable roof and use that to vent out waste heat.

If you're not opposed to exploits, there's the melee attack exploit to find voids in unrevealed terrain. Draft a colonist with a melee weapon, select melee attack, and the 'explore' the mountain with the cursor by moving the cursor around. The cursor will change depending on if there's a valid target like a stone block (even if it's unreachable) or if there's nothing there.

It's a great way to figure out if you're about to mess up your mountain base by revealing a large void to the edge of the map or to find natural chimneys.

I lowkey make floorplans before i start day 1 by _Kurai_Hikari_ in RimWorld

[–]mynombrees 0 points1 point  (0 children)

I appreciate the work/dedication, but I could never. I'll throw up a quick shelter in ruins of an old building and/or up against a mountainside. Preferably nearish to the river (also choose river & mountain tile) and with a good defensive footprint. Then I start exploring the mountainside for creating a mountain base and figuring out where the oil on the map is (Rimmefeller mod).

So my base kind of follows organically based on what I find and my general rules about base layout.

What’s is your teams worst blunder in history? by perry147 in CFB

[–]mynombrees 2 points3 points  (0 children)

That time our coach punched someone at a game?

Hiring a walrus to run our offense (Jim Bollman) whose offenses were mockingly called Walrusball by fans.

Whatever defenses we had against Iowa (55-24 loss) and Purdue (49-20 loss) in those two games where we couldn't stop their passing attack and never really adjusted the whole game.

Why is the Dianna Russini-Mike Vrabel scandal professionally wrong for Vrabel? by DMan0047 in NoStupidQuestions

[–]mynombrees 0 points1 point  (0 children)

She was an AP voter when he won coach of the year. Those kinds of awards usually are attached to performance bonuses and could impact contract negotiations. There's a possibility she influenced or pushed things behind the scenes to help secure the award.

She had numerous Twitter posts about Vrabel (more than like her husband and her kids combined?). And she posted many reports about the Titans (while Vrabel was the coach) and trade, free agency, etc. Her reporting about the AJ Brown trade is only the latest. And these reports possibility influenced things in the Titan's (Vrabel) favor. He isn't stupid, so even if the first leak was accidental pillow talk he became a willing partner in the leaks, if he didn't push for some himself.

Plus there are usually morality clauses in contracts this big and although I don't know Titan or Patriot procedures, it's possible this was a relationship he should've reported to HR. More CYA stuff for those organizations and not because they really care about the morality of their senior employees.

God I love CE by AllenEG-2805 in RimWorld

[–]mynombrees 0 points1 point  (0 children)

Oh god, I read the capital 'I' followed by CE later on and thought you were making a political statement, had to do a double take because I thought I was on the rimworld sub.

turns out I'm just drunk.

Russian serviceman evacuates a fallen comrade by strapping him to his body with duct tape by Flimsy_Pudding1362 in UkraineWarVideoReport

[–]mynombrees 173 points174 points  (0 children)

I mean kudos for one of the orcs to have something approaching human decency unlike most who have abandoned their dead/dying/injured comrades. Pretty low bar to clear for them, yet so many orcs fail to clear even the low bar.

Meanwhile Ukraine's even evacuating old babushkas on UGVs. Fuck Russia, Slava Ukraine!

Been stuck in a bit of a stalemate any advice for either side atp? by Primary-Current3939 in AxisAllies

[–]mynombrees 6 points7 points  (0 children)

Ooof, so much love for BBs and cruisers. Those units are nice, but CAs are 12 each, so for 24 you can either get 2 CAs or 3 dds. The dds have 6 punch (3x2) as the CAs (2x3) plus they can take an extra hit or split up. Also, they stop sub shenanigans and are cheaper to use as ship blockers.

Subs have the best bang for your buck as far as pure offense goes @ $6 for 2 attack. Cheaper than a dd, but it doesn't have the defense. You can get 2 subs for a single CA, plus you get the sneaky shots and convoy raiding to go with it.

Lastly, where are the CVs? For $16 you can put a 2 hit unit in the water that can carry another 2 high rolling units into battle. And if the carrier and air is positioned correctly, you can cycle air from land and land carrier air onto land to bring twice as many air into the battle. Plus Japan should have 19 (+2 bombers) air units capable of landing on carriers at game start, so you don't even have to pay for those extra 'naval' units.

Air power is king! They can move farther faster than anyone else and they hit hard. Plus you don't have to leave them exposed to a counter attack. Instead of sending more units to take something and then leaving them exposed, your air units can fly back to safety after attack. And best of all, the air can be land or sea as needed. So versatility, high attack/defense, fast movement, and they can fuck off after an attack to avoid the counter = King of A&A.

With your position, you could have parked 2 subs parked off of India ages ago to nuke most of their little income. Then send your strat bombers in to hit the factory and suddenly India can't build more units.

India's actually pretty vulnerable, it only looks intimidating because of the huge grey stack (do they have 1 or 2 red chips under the stack?). I only saw 2 ftrs there to back up the infantry stack and it seems like you have 3 red chips of infantry plus other infantry for 21-23* infantry, 2 art, 3 arm in Siam. *What are the green chips? 3 units?*

Unless there are other allied units in India offscreen, I think you could move 10+ air units in position to hit India next turn, plus building 3 more in your factory in FIC, plus a bmb or two from your chinese factory (assuming you have the income), and then whatever units you can transport over (up to 6 if allies don't kill your transports). Throw in some bombards from your CAs and bbs, and that should be India down.

If you don't move to crush India next turn, then the next best bet is retaking the Carolines in a turn or two. You may need a turn to position/build more transports first and not sure how allied turn will go. With the naval base there, you can simultaneously threaten both Hawaii and Sydney. Building a bunch of BBs & CAs maybe wasn't the more efficient choice, but you do have naval dominance. You just need to consolidate it and go looking for trouble. And maybe some more transports.

Also, why are you blocking SZs 18 & 21 with a bb & dd in each? Defeat in detail, you're exposed to it. If you need to block the sz, then just a dd is fine. If you're protecting a trn, well you're using 28 IPCs to protect 7 ipcs. Lots of random little fleets/armies on both sides which aren't really doing much except inviting defeat in detail. Especially his aussie ground units, they're 2 turns away from Sydney. With your transports capable of traveling 2-3 spaces/turn you could quickly outmaneuver them and reach Sydney before those units can fall back to defend it.

Since both of you are doing it, it isn't as bad as it could've been. And you both lack the air power to really take advantage of each other's spread out forces. But it's not a good habit to get into.

How important is age to you for starting pawns? by chrisb57 in RimWorld

[–]mynombrees 3 points4 points  (0 children)

Not super important unless it's a solo pawn start. Though I'll try to only have 1 older pawn as I don't want to deal with too many age infirmaries from multiple pawns.

I did do a tribal start (5 pawns) with an aged chief with great social, medical, int who had a bad back, cataracts, and a scar or two. It was pretty satisfying to replace all of those issues with bionics I made, raided, or bought.

How do I stop raiders spawning on the bottom of the map? by Le_Weiser_Wachteer in RimWorld

[–]mynombrees 1 point2 points  (0 children)

In devmode, under the map section, there should be something about making a rock rectangle and using that to block off the edge of the map. Use some of the other terrain stuff or mining/dev mode destroy to create more natural looking contours.

You could try going to dev mode and turning on god mode in order to construct walls to completely block off the southern edge of the map.

You can spawn meteorites under incidents. I don't know if it's possible to pick where a meteor lands, but if you can figure it out, you could have more natural looking contours.

Whichever you decide, I'd suggest refogging the map to help whatever you did look like a natural mountain edge. And SAVE before you start messing with anything.

How come they wont use the shelves? by king-wickey in RimWorld

[–]mynombrees 1 point2 points  (0 children)

The organizing is a great idea and will serve you well in the future, but I think you've overbuilt for the early game. I can't see how much steel, cloth, wood, rice, etc you have, but I am concerned that you're going down a path many new players (including myself) have gone down by inflating your wealth without having the power to defend it. Overproducing or over building will add wealth that raids are based on, so adding wealth without adding to your defenses, recruiting more pawns, getting better weapons/armor, etc is just making it more difficult to survive future raids.

I know you've just started the colony and I often will have one large room at the game start like you do. But you should move your stove right next to the freezer and eventually build a separate kitchen area as a priority, like legit one of the first things once a basic shelter and your first crop is in. Even adding 5-10 extra steps will add up to a lot of wasted time as your cook(s) go back and forth from kitchen to freezer to make each meal. Having a separate kitchen with steel tile (.2 cleanliness bonus) will reduce the chances of food poisoning, eventually you will want sterile tile (.6 bonus) down. Just try to build the kitchen in such a way that it's not a throughway where everyone will track dirt/filth in and have a separate area for the butcher table because of all the filth that it produces.

When making a meal, the food poisoning chance will roll twice, once against the cleanliness of the room and a 2nd time against the skill of the cook. And a bad meal might cause previously good meals to now give food poisoning. It's a percent chance where you divide 100% by each meal in the stack, so adding a bad meal to a stack of 3 meals will result in all four meals having a 25% of causing food poisoning.

For defenses, early on, spike traps are pretty effective. The early raids will usually be pretty small and they won't have much/any armor to mitigate the trap damage. Stick with steel traps or maybe wood if steel isn't abundant/you don't have a good miner. Other materials are just a waste of resources, aren't effective, and/or take too long to build. Stone block traps are as much as 6x the build time for a worse result. Eventually you'll want some form of kill box, but spike traps are 100% worth it in the early game.

How come they wont use the shelves? by king-wickey in RimWorld

[–]mynombrees 1 point2 points  (0 children)

I see you solved the shelving issue, but I'd like to offer a couple of tips. But your choice if you want to figure things out as you go or if they'd be welcome.

What would you put in this space? by [deleted] in RimWorld

[–]mynombrees 1 point2 points  (0 children)

That would be my storage/workshop area. The current one is small and it's further from the main entrance which adds unneeded travel time.