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Showing content with the highest reputation on 09/25/25 in Posts

  1. It's Hegseth calling it though. Could very well be some culture war bull****, like him making them do a physical fitness test or preach lethality and warrior ethos. Maybe just firing a bunch
    1 point
  2. Damn man, doesn't that just mean the kid is too young for it? They don't even grasp the story, just watch flickering images.
    1 point
  3. So I've been playing the ptr since it launched, and just thought I should share what I've run into. 1- You can completely brick Axl's AI, causing him to stand completely still and allow himself to be 90%'d with 0 effort, by standing underneath him and preventing him from starting phase 2. 2- I think I've finally figured out how to willingly cause the low gravity bug, resurrect your buggy right as you take a hit and it seems to cause it everytime. I won't lie I've been using it to gather on my ant, as it also reduces fall damage 3- The orc wave is not a "raid" its an ambush, as such it essentially invalidates all defensive building, as if you're in base when it spawns you get flyers *inside* your defenses. 4- There is a random large stretch of land, near the icecream lab, that dismounts you randomly, I assume due to the story cave underneath. 5- Wolf spiders (very rarely) will just walk up to you and stare at you, horrifying but also funny, but I doubt intended lol. If it is you guys have a sick sense of humour :P.
    1 point
  4. So with the "low gravity bug" its a really weird, and almost seemingly random(various ways to have it happen) bug that causes your buggies to jump almost 3 times their height lol. As far as Axl goes to be fair it was dumb luck to discover it. You basically just stand underneath him,then movewith him, when he first goes to burrow - after pushing him around for 45 seconds to a minute he just sort of....error 404's lol. I found it by accident, by trying to get him to focus my orb weaver, and avoid the bites. Wolf spiders are a big no-no, that is all <_<.
    1 point
  5. This is just a random guess, from what I've seen - but I think thats a rendering issue. I've noticed it only happens for me, when I've gone looong distances, and come back home. Its like they're rendering in before the floor does.
    1 point
  6. Parked my last Stellaris game after I basically won (Galactic Emperor, smacked the Contingency, and enough fleet power to walk over anyone who even looked at me funny). Almost thought I managed to make the Unbidden spawn, but seems Ultima Vergilis just is being ominous when you already beat the crisis, shame. Started a new game and since I usually turtle I figured I'd force myself into early combat by going at is as a Driven Exterminator Gestalt Consciousness. Only to spawn between two Fallen Empires and another Driven Exterminator. Great. Also ended up running into some major Trade deficit issues because I'm not familiar with how to play machines, so ended up mostly turtling anyway while I figured out/fixed my economy. At that point one of the Fallen Empires decides to awaken, and since I can't handle them in a fair fight I build up fortress systems and fleets like mad and shelve any plans for wanton galactic murder sprees. Aaaand then Cetana decides to spawn, obliterating the FE(s), taking some of my (fortified) systems with her and then just basically ruining the rest of the game (as far as I'm concerned). All the research options for the crisis end up outside my borders, so unless I want to fight a whole load of wars to get to them I have no access to them. So I have content myself with nabbing her transports, trying to get somewhere with the situation that way. Unfortunately she somehow goes hostile before she declares war somehow, despite me having "good" rep (bug?) and just "removes" some of my biggest fleets (not even combat, just dialogue and *poof* fleet gone...). Once she finally does declare war I try beelining her with everything I have left but just get smacked like a fly. She, herself, has 1.5m fleet power, and the rest of the crap in the system she hides in counts for another million or so, even before losing a bunch of ships to bs I managed only like half that. AI doesn't even try to deal with her, like at all, unlike every other crisis where at least they can act as a distraction. Might as well be alone in the galaxy for this one, and can't rely on Fallen Empires to do, well ... anything as she just outright murders them with a 100% guarantee when she spawns. This is also where I learned you can't disable a specific crisis, you can pick a specific one, but you can't say "give me any random one, except for that one", which is annoying as from what I've seen I don't think I want her in most of my games (but I don't necessarily want to disable the whole DLC) as she seems ridiculously over-tuned compared to every other crisis (and I just generally dislike things being on timers like this).
    1 point
  7. I'm pretty sure that is indeed the intended behaviour. If the Bardatto's and Valera's are no longer feuding the events of those quests are unnecessary. There are even endstates for both quests that remark upon this: A Sinking Feeling = "With the feud resolved, Ezzali has no use for this information." A Bigger Fish = "With the feud resolved, Martino's machinations are unnecessary."
    1 point
  8. Sorry for the late reply, unfortunately this isn't an area Deadfire that is really supported with gamedata modding and there hasn't been much exploration from what I have seen into how to really accomplish it using other methods. As far as I know the files for triggering random encounters are stored in level files relevant to the location they take place. Not sure of how randomisation works exactly, but it seems to select from a random pool of specified encounters. There also isn't really a way to add to these pools of encounters directly in the gamedata from what I can see. The only way I'm aware that could work outside of this is triggering the random encounter with modscripts hook. with the LaunchRandomEncounter script and setting conditional expressions that will trigger it at the right time. There aren't any conditional for checking for the player travel in cities though, or coordinates on the world map though. So it's pretty imprecise sadly.
    1 point
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