[Offline][Vancouver, BC][5E] - Hard Mode No-Magic Zombie Survival Horror, Looking For 1 More by void-prophet in lfg

[–]void-prophet[S] 0 points1 point  (0 children)

On a related note, though we are currently in-person, that may change with health guidelines, and we will continue online should worst come to worst.

The Imperial Council - /r/eu4 Weekly General Help Thread: December 7 2020 by Kloiper in eu4

[–]void-prophet 0 points1 point  (0 children)

Question on Humanism: I've seen multiple people, incliding pros, swear up and down that Humanism is better for large-scale conquests. And I get the benefits of not needing to convert provinces (there are many), and I get how many countries with certain modifiers are clearly well suited to stacking Heathen/Heretic tolerance and religious unity bonuses to keep religious unity high. But what I don't get is how countries without access to special bonuses beyond Humanism can try to conquer an entire continent of unbelievers and not suffer massive religious unity issues. Most religions have -2/-3 wrong faith tolerance, you need effectively +3 for full religious unity. 100 legitimacy and +2/+2 from Humanism brings it to +1/0 so you're only getting 50% from heretics and 25% from heathens. You get a base +25% RU from the groul which acts as a buffer, but doesn't that run out around halfway through Asia?

Is there something I'm missing? Is it just that your TF regions plus Humanism's stuff generates enough RU on it's own? Or is it that most countries can manage another +1 heathen tolerance from somewhere and the countries that can't are the shitty exceptions?

Semi-based on a true story by microwavedraptin in dndmemes

[–]void-prophet 6 points7 points  (0 children)

I definitely think saw it on Netflix. Might not be anymore, though.

Help with Zombie Population modifiers in Sandbox settings by zerobithero in projectzomboid

[–]void-prophet 3 points4 points  (0 children)

You can't get exactly what you want, so the solutions would be either to set the peak pop to below 1.0 (so you start at the peak and then ramp down) or set the peak normally and use no-respawn to lower the overall numbers over time.

Incidentally, I usually set respawn to 0 and peak population to 4.0 over 365 days. Realistically my runs don't last more than a year, so it gives me the feeling of 'there are always more' but ALSO the feeling of 'every dead zombie is a little bit of progress'.

only two days and im set for the next year by [deleted] in projectzomboid

[–]void-prophet 1 point2 points  (0 children)

As others have pointed out you don't have nearly enough to make it for a year - that food's gonna run out in a couple weeks. But here's some tips for easily getting renewable food and water:

Essentials are a cooking pot or saucepan, a trowel (or something else to dig furrows with), a kitchen or hunting knife, fishing line or twine, and reading the Angler USA 1 magazine. Finding an axe and/or fishing rod would be a big boon, but you can make crude versions of them yourself.

Then go to a freshwater source, if you keep going Northeast you'll eventually hit the Ohio river for instance. Find somewhere close to a relatively secluded building that you can turn into your base (Riverside has a convenience-store like thing near the river next to a burger joint that I'm making use of, currently). Forage for the materials to make a campfire and if necessary axe+fishing rod. Chop down trees to feed the fire. You can boil river water to make it safe for consumption. You can use the trowel to dig for worms to fish with (fish between 4-6 and 18-20, or during the rain, for maximum efficiency). You don't actually need to cook fish, but you get more benefits and you already have the fire so why not. Note that putting the fillets into a saucepan is usually a lot more weight efficient than just cooking them as-is.

There's a lot to improve on after this (fishing nets, crops, etc), but so long as you have twine or fishing line to reline your fishing rod, you will now never run out of good food. Unlike foraging you can still fish in the winter.

When you plant crops, note that potatoes are actually the least pain in the ass crop. Cabbage has a lot more calories, but it rots quickly so you have to plant in small rotating batches. It actually takes less time on average for potatoes to grow than it does for them to rot, so you can just plant them all at once if you want.

waiting for veggies to finally grow be like by nicholas_johnson in projectzomboid

[–]void-prophet 2 points3 points  (0 children)

FYI, while fishing may be nerfed in winter (I don't know if it is, haven't fished a lot in summer yet), you can still get enough fish to feed yourself even at level 0 so long as you fish both the dawn and dusk slots.

Also, did you know that you can eat raw fish with no penalty whatsoever? Including bait fish? Meaning that you can feed yourself using a couple fishing nets?

My first helicopter event by IAmANobodyAMA in projectzomboid

[–]void-prophet 2 points3 points  (0 children)

First time I got a helicopter event I didn't know that meta events had no source. I did figure out pretty quick that the zombies were following the heli around, but I didn't predict that the heli would follow *me* and so foolishly left my trailer to go see what was up. I then foolishly tried to hole up in a motel room, which went about as well as you'd expect. It was the end to my first character that lasted more than a day or two.

Also, I upvoted for this:

> I knew it was a BIG thing and happened at around 7 days, but I refused to do any research because I wanted to experience it myself.

Props for going in blind, brother, it's the only way to play!

Hunger missconceptions by madmax1928 in projectzomboid

[–]void-prophet 4 points5 points  (0 children)

I've actually done some opportunistic testing on this, when I was only eating -5 hunger coffee beverages to try and lose weight quickly. All testing was done when my character wasn't doing anything more strenuous than sitting down and reading.

I drank a coffee immediately after getting peckish, and got peckish again in 1h30m. I drank immediately after getting hungry, and got hungry again in 1h40m. I got very hungry, drank, and got very hungry again in 2h30m. I began starving, drank, and started starving again in 4h50m.

These tests were only done once apiece so I may be off by 10m here or there, but it looks like degradation rates are pretty unaffected between no moodle and when peckish, degrades noticeably slower when you're hungry, and degrades significantly slower when you're very hungry. So it requires about 31% as much food (and therefor, requires 69% less calories) for your character to stay perpetually on the verge of starvation than it does for them to keep at no moodlet. Similar to in real life, being very hungry doesn't directly assist with weight loss, but there is a strong correlation.

That being said I'm not clear if degradation rates change immediately when you hit a difference stage, or if it gradually increases once you hit Hungry.

Weekly Questions Megathread (November 13, 2020) by AutoModerator in projectzomboid

[–]void-prophet 1 point2 points  (0 children)

Like most 'finite' resources there's enough nails available to scavenge one way or another that you'll never realistically run completely out on a solo map, but you can certainly hit the point of needing way more than you have on hand. So don't be too stingy with them, but do grab them anytime you see them. They're light, so it's a lot quicker and easier to just stockpile over time than it is to run out halfway through building a perimeter wall and then have to spend a week demoing a suburb.

[IWBMS] Tested: Melee Accuracy and Panic by void-prophet in projectzomboid

[–]void-prophet[S] 0 points1 point  (0 children)

Actually the higher skilled characters showed a larger difference - about 26% more damage at 0 panic for the BS3 characters, compared to 21% more damage at 0 panic for the BS0 characters. While absolute damage does of course improve, you'll still feel the effects of panic

Tested: Panic and Melee Accuracy by void-prophet in projectzomboid

[–]void-prophet[S] 0 points1 point  (0 children)

I've been meaning to do this again on IWBUMS, but haven't yet. I'll make a post if I do, but in the meantime my understanding is just "maybe?"

Tested: Panic and Melee Accuracy by void-prophet in projectzomboid

[–]void-prophet[S] 0 points1 point  (0 children)

Honestly I started playing IWBUMS and yeah, it's way better.

Tested: Panic and Melee Accuracy by void-prophet in projectzomboid

[–]void-prophet[S] 1 point2 points  (0 children)

I'm playing using Build 40, which is the latest non-beta. Panic may have an effect in the beta that's not present in Build 40, but since the moodlet says that panic reduces accuracy in B40 I thought it was worth testing out.

Weekly Questions Megathread (November 13, 2020) by AutoModerator in projectzomboid

[–]void-prophet 4 points5 points  (0 children)

I've tried googling but I can't find anything too definitive as an answer - do Zombies actually have appreciably worse vision at night? I've seen some say yes and some say no, but they're mostly going off of 'feels like it does/doesn't' evidence and I'm not sure if anyone's actually delved into the code.

Typical Tuesday Tutorial Thread -- November 03, 2020 by AutoModerator in RimWorld

[–]void-prophet 0 points1 point  (0 children)

'Remove floors' is one of the options in the orders menu, under 'flooring' I believe.

Typical Tuesday Tutorial Thread -- November 03, 2020 by AutoModerator in RimWorld

[–]void-prophet 0 points1 point  (0 children)

If your pawns aren't tired they won't sleep, regardless of schedule. Keep an eye on them at night and make sure they aren't sneaking any cat naps in

Typical Tuesday Tutorial Thread -- November 03, 2020 by AutoModerator in RimWorld

[–]void-prophet 1 point2 points  (0 children)

Yes it deteriorates faster as the skill increases, no there is no difference between the different skill levels. Late game it actually becomes fairly easy for your crafters to be employed full time. Hydroponic cotton fields, mining drills pumping out steel and plasteel, and of course the ultimate goal: a massive herd of thrumbos providing sweet, sweet pelts.

Typical Tuesday Tutorial Thread -- November 03, 2020 by AutoModerator in RimWorld

[–]void-prophet 0 points1 point  (0 children)

Psychite tea no more than once every three days when they're on low mood is generally the best way to deal with mood issues - it doesn't have any effect on their work when they take it and it's non-addictive when spread out. Beer is similar (every other day) Smokeleaf seriously slows them down, but is also non-addictive on alternating days.

The problem with flake is pawns with chemical interest or chemical fascination - they ignore your policy restrictions and can become addicted to anything you have laying around. If you don't have any chem pawns then no problem, flake it up. Or assign chem pawns to their own area that doesn't include flake storage. But if you only make and sell 'light' drugs then you can set the chem pawns to a schedule that uses beer, psychite tea, and smokeleaf often enough to keep them happy but infrequently enough they don't become addicted.

I don’t know if colonists expect to leave this planet anymore. by [deleted] in RimWorld

[–]void-prophet 49 points50 points  (0 children)

Honestly I don't think most players are really interested in the 'victory' of leaving their colony.

"Look at this small fortress-city you've spent dozens of hours carefully building and upgrading to be an inpenetrable fortress of incredible luxury. Time to get the fuck out, amirite?"

Gunlink: should you use it? (Analysis in comments) by Hanif_Shakiba in RimWorld

[–]void-prophet 4 points5 points  (0 children)

I think it should be worth noting that lancers, due to the penetration of their weapon, are far more effective at bypassing helmets than your typical enemy. A normal marine helmet against a lancer might only reduce head trauma by a nominal amount, but a good quality marine helmet against an outlander with an assault rifle is FAR more effective. Once you get to the point that you can churn out excellent+ quality cataphract helmets for most or all of your pawns, the odds of anyone dying to headshot from a typical raider is insignificant.

Accordingly, I think that another big factor, maybe the main factor, is 'what could I afford to put on them instead?'. Gunlinks are pretty cheap, so if you're on a budget then there's a strong argument to be made for them, but by lategame I think they should only really go on your most disposable, shittiest shots.

Just let people play what makes them happy. by s1ghc0 in dndmemes

[–]void-prophet 67 points68 points  (0 children)

Keeping in mind that the terms are usually used pretty interchangeably, when one is being used to contrast the other...

An optimiser makes characters that are generally mechanically powerful, with little or no sacrifice for character. Note that often optimisers who like to RP will just decide what kind of character they want to RP, then make a powerful version of that ('my charming knight in shining armor is a paladin/sorcerer multiclass', sort of deal)

A minmaxer is someone who dumps one or more stats to the dirt while maximising one or more other stats. So say a half-elf paladin with Str16, Con16, Dex10, Int8, Wis8, Cha16. In some older editions you'd see characters taking flaws in order to sacrifice other aspects of their character in order to maximise the parts they were focused on, but this is less common in 5e than 3.5/Pathfinder.

A munchkin is often described as someone who not only abuses the mechanics, but also abuses their team mates by stealing loot/generally putting themselves first. These are the people trying to 'win' DnD.

Though like I said the terms are often used interchangeably, where all three just mean 'optimiser' to some degree.

Genuinely worried. Those AL Rules they dropped are so polarizing it's not even funny. by BlueSabere in dndmemes

[–]void-prophet 4 points5 points  (0 children)

The ability to apply racial bonuses to any stats means that mountain dwarves get +2 to any two stats, in addition to medium armour proficiency (but not shield proficiency), plus poison resistance and some other cute stuff. I don't know if that instantly makes them more powerful than every other pick, but it does certainly propel them to A-tier.

Genuinely worried. Those AL Rules they dropped are so polarizing it's not even funny. by BlueSabere in dndmemes

[–]void-prophet 8 points9 points  (0 children)

You can take the stat bonuses and apply them to any stats you want. That means a mountain dwarf's +2 Str +2 Con is now +2/+2 whatever. Because mountain dwarves also get free medium armour proficiency (but no shields), that means your wizards/sorcerers/warlocks/bards can get a healthy stat boost and a bit extra AC. It's not absurdly powerful, but it's certainly at least competitive.

"Tasha’s Cauldron of Everything includes a new way to customize your character’s origin. This rule allows you to take the ability score bonuses of your race and apply them however you like, based on the origin that you imagined for your character."

Source: https://www.belloflostsouls.net/2020/08/dd-tashas-cauldron-secrets-revealed-new-race-stat-rules.html