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Messages - Baffler

Pages: 1 ... 8 9 [10] 11 12 ... 366
136
C.

137
General Discussion / Re: Random thoughts - Small Scale Kewminism
« on: August 25, 2018, 12:20:44 am »
The same is true of the emptier or more out of the way parts of the USA.

138
A really hot slug with a gavpowder load might work, but the shotgun itself would have to be heavy as shit for the barrel to be able to handle that sort of thing, or really mechanically simple as a tradeoff. An anti-tank rifle is probably better if the goal is explicitly to defeat heavy infantry armor and light vehicles. That's also pretty heavy, but you can just give those to weapon teams (which is what the Soviet Union did, and to great effect), and let regular infantry try to defeat it with grenades without having to burden a regular infantryman with it.

139
An agile, building climbing suit, while helpful in taking Harren, is going to see a pretty large drop in utility once we secure Harren island and fortify it. Hell, Harren Island works for us rather than against us given that we can instantly fortify it to Lv.4 fortifications and then make the enemy worry about trying to take it/bypass it.

We'd be better off filling that niche with gravite jump packs, most likely. I doubt you could climb quite as high but it'd a bit more versatile. Myomer's real strength is probably going to end up being powered armor.

140
Quote
+1 for it was just a mood I swear
+2.

Also nice, it's back!

141
As for the car, I'm honestly all for writing off the Kerata and instead using the Armored Sled as a base for future vehicles. Either that or just starting from the ground up.

I agree. We learned some things from designing the Kerata, but the roll was so shitty it'd probably take at least two revisions just to fix the design itself up to the point it was originally intended to be at. The sled OTOH is basically a vehicle chassis that we can put whatever we want on top of. We might even be able to get away with using revisions for that in a lot of places.

142
Pakistan is sort of functional and has fornication punishable by whipping, and adultery by stoning. You have to convert to Islam though, and even then immigration to Pakistan is extremely difficult. Unless you are a Commonwealth citizen have $5m lying around to invest in Pakistan's economy you'd have to get an equivalent of a green card marriage, but for most people it's unlikely you'd be able to find a woman willing to do such a thing while bringing you to Pakistan rather than taking her out of it.

143
The Western world is really degenerating I'm worried about the future.

You're part of the problem friend. I was going to ignore this but this particular bit of whining was more than I could resist replying to, so if this is bait, good job. But if not, if the western world is degenerating it's a perfect place for a degenerate such as yourself. It's your actions and the actions of others like you that lead it to its degenerate state. As someone who actually does come from a community like what it seems like you're looking for, a relatively insular place where people know about your indiscretions and will let you know exactly what they think about it, I can tell you it's not what you're looking for. It has its tradeoffs and I don't think you'd like it - especially since you would most likely be getting it just as bad as the girl (if not worse since the people you piss off can actually hit you) if you're actually going around fucking people's wives and this isn't just a ruse. Even if you could find such a place, the people living there would most likely not want you.

144
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: August 23, 2018, 01:10:15 am »
You know something I would wish for?  An ability to actually be able to train your admirals and generals (little as the latter are used) outside of war.  Doesn't have to go all the way to max, just give me at least some ability to get them better than baseline.  Maybe factor in training the actual ships and armies as well, given they can have ranks as well.  Hell, could even make it +1/day (with a buff to how quickly ships gain it.  Seriously, +1 per day of *combat*), and it would still take about ~27.8 years straight to reach the max level.  Make it .5 or .25 if that seems a little fast (~55.6 or ~111.1 years), just so long as there is something I'd be happy.

Yes please.  The only time I've seen a ship beyond Experienced was two of my titans that made it Veteran after several wars, including a War in Heaven.  Of course they went poof after the first couple of fights with the Contingency, and I'll never see another Veteran or better ship in this game, that's for sure.

I usually manage to get at least the capital ships get up to high levels of skill (Veteran but never elite) over the course of one or two wars, though for smaller ships it seems to be more difficult since they aren't as survivable. I don't know if it's just my design strategy is off or what but I always seem to lose almost my entire corvette fleet and most of the destroyers unless the balance of power is completely lopsided, while the big guys come out practically undamaged. This snowballs, and the capital ships get even tougher and more survivable while the escorts are coming out as experienced as they can be with a Fleet Academy. So I try to redesign them to make them tougher and better at dodging, and sometimes it helps a little, but it seems like massive escort losses is just the price of admission.

But either way from what I've seen ship XP seems to depend solely on time spent in combat, with actions during that combat being irrelevant, so if things are being resolved quickly in either direction that might be causing the problems.

145
We already agreed on how to partition it though. Now they're asking for us to let them have the nicest part of the country, and to be honest I don't know what they could really offer us that balances out the cost of giving it up. We're already coming into territory where we'll be considered weak rather than just interested in better relations, evidence being that they're willing to make such demands in the first place. Giving Sim this kind of concession isn't going to help things.

146
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: August 22, 2018, 04:47:37 pm »
Kinda odd, in my opinion. Militaristic playstyles are most fun when there's people to fight, and pacifist playstyles are most fun when there's people to negotiate with. You certainly don't want to flood the universe in either direction, but I'd think you might want slightly more empires with your own ethics, at least on that scale.

Playing a militaristic xenophile or a pacifist xenophobe tends to give you a fairly good spread from what I've seen. My current authoritarian/militarist/xenophile gave me a galaxy where the north side was filled with egalitarian xenophiles and the south around me was filled with materialists and other empires with similar but not identical ethics, plus a hivemind and some democratic crusaders who both got rekt early game. The pacifist one gave a nice mix of angry xenophobes and democracies of various kinds.

From what I've seen though, it seems that pretty much every AI empire that doesn't completely seal itself off to Inward Perfection levels and isn't restricted from diplomacy in some way will eventually become fanatic xenophile + some local flavor, which is usually egalitarian. Xenophile just has too many attractors compared to the others outside of special circumstances.

147
Sounds like a solid plan to me.

Quote from: Votebox
Fortify:
Plateaus: (5) Twinwolf, NUKE9.13, Jilladilla, Baffler
Salvios: (1) Taricus
Lowlands: (1) Yami

Resource:
Caelium Node in the Plateaus: (5) Twinwolf, NUKE9.13, Taricus, Jilladilla, Baffler
Chemical Compounds in the Lowlands: (1): Yami

Obsolete SMG-12?
Yes: (5) Twinwolf, NUKE9.13, Taricus, Jilladilla, Baffler
No: (1) Yami

148
A.

149
Ha, snake eyes followed by two sixes, lucky us.

We should be able to bring the Kerata down to Expensive by the end of the turn if we get a caelium source (short 2 ore + 1 caelium = -3 total, plus losing the [complex] tag) but that is quite seriously broken. On the other hand though those lifting kits are awesome.

150
Changed to the lifting kit. Also noticed I somehow managed to vote for two different infantry support vehicles, so that's fixed now.

Quote from: votebox
Resource Credit:
Myomer (8): Rockeater, Chiefwaffles, Jilladilla, Taricus, Maximum Spin, FallacyofUrist, Twinwolf, Baffler
Natural Gasses (1): Yami

Infantry Support Vehicle
MArSA (2): FallacyofUrist, Taricus
Crash Cart (1): Yami
Kerata Armored Car (0):
ArC-12 'Kerata Armored Car' (0):
ArC-12b 'Kerata Armored Car' (5): Baffler, Parsely, NUKE9.13, Jilladilla, Twinwolf

Non-Combat Support
SVR-1 (0):Gravite Harness (2): Yami, FallacyofUrist
'Mountain' Myomer Lifting Kit (6): Taricus, Parsely, NUKE9.13, Jilladilla, Twinwolf, Baffler

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