Gaargod
u/Gaargod
I'm trying to move from Three (who have awful service - I literally have an excel spreadsheet proving how often they've failed to hit their 'guaranteed minimum service') to Plusnet.
I got most of the way through buying the new package. But ironically, my internet crapped out at the last bit, just when the payment was going through. The real issue is One Touch Switch, who 'seamlessly' migrate you from one provider to another, based on you asking this to happen. Quite why anyone would design a network that would do this before you've accepted the new contract is completely beyond me, but whatever.
But now Plusnet say they've not received a One Touch Switch request, so they can't help m
I've had this idea for a while now, but have never been able to find a mod to do it.
I would love to be able to play a campaign where all the factions start pre-confederated and with diplomacy set to the background lore.
So, you want to play as the chad Karl Franz. You get a dilemma popping up turn 1 which you accept. Thus Karl Franz turn 1 confederates all the Empire factions (major and minor), declares war on Greenskins, Skaven, Chaos, etc. Then he signs Military Alliance with Dwarfs and Kislev, and a Defensive Alliance with High Elves (and apparently Cathay, going by the new lore), etc.
Then in his turn, AI Tyrion does his confederating, declares any wars he should have, any alliance
Timberborn is currently an amazing creative sandbox experience. There are very few goals, beyond the obvious “Don’t die”, “Have happy beavers”, and (potentially) “Build the wonders”. So people have set their own goals, often hilarious mega-projects.
Which is absolutely fine – it’s a great experience. But, as has been requested a lot, I believe it would really benefit from a ‘story mode’ of some description, to go alongside. This story mode would have a few goals:
1. Slowly introduce complexity to the player;
2. Encourage/require players to experiment with different approaches;
3. Provide a narrative experience for those unsatisfied by a pure sandbox.
What would
A lot of the guides I've found online appear to be out of date. What should I be doing to get solid gear in a reasonably cost-efficient way?
Hello Miners,
Welcome to Season 05 – HOXXES STRIKES BACK. Thanks to your herculean efforts, the Lithophage Corruption and our Robotic Rivals have both been pushed back. But now, it seems that all this disturbance has stirred up the Glyphids to a frenzy. More and more dangerous variants have been spotted, and it’s your job to to ensure this new activity doesn’t threaten Management’s bottom line.
Here is my suggestion for what Season 05 should be. It is intended to be a bit of return to the more permanent and ‘normal’ escalation of threat in Hoxxes, with slightly less of the temporary threats posed by Seasons 1-4. Hopefully it is somewhat realistic in terms of how much content could
Industrial Sabotage fights, as can be judged by looking at recent Deep Dives posts, are now a much more common part of the game. This is, to say the least, somewhat controversial. Personally, they're not my favourite thing, although I do think with some work they could become a lot more fun. Not the point of this post however.
My point is: what strategies have people come up with to deal with the Caretaker reliably (particularly on Haz4/5)?
The obvious one for me is the driller doing a tunnel above so he can drop C4 directly onto the Caretaker. Having a zipline to get down from there (or catch yourself if you fall!) is also very useful.
“Get to cover!”
An explosion ripped through the cave, the shock wave pulping insectile flesh and spraying green fluid. Taking advantage of the confusion caused by the bright flash in the darkness, Scout’s grappling hook fired up and dragged him out of danger.
“I hope that wasn’t on purpose”, he groused as he landed. His only reply was the glint of gold in Driller’s grin. The pyromaniac unlimbered his CRSPR (which he had, of course, dangerously modified beyond Company guidelines) and unleashed a deluge of blazing fuel upon the bugs racing towards their position. As their chittering cries died off in a sticky hell, Scout raised his own assault rifle to pick off the stragglers with care
Everyone has had this experience. You recruit your 2nd lord (often in a moment of mad desperation), and probably quickly recruit them some basic units. They survive, and get some skill points. Now, what do you pick?
Blue Line offers incredible campaign map bonuses. Often what I upgrade first. Yellow line offers game-changing magic or overwhelming martial superiority. But the Red line offers to make your entire army stronger. Great. Except... It doesn't.
Take Dark Elves. Your 2nd lord, let's call them Bob. Bob has a choice - do I sink points into buffing basic infantry and basic archers, or I do hold out to try to build the late-game units I know I'll eventually actually use? Any points I p
What factions do you think would perform strongest in a Tournament where you can only recruit from a Minot Settlement? Some rules:
- If it's not recruitable in a Minor Settlement, you can't have it.
- No Lords of any kind - only Heroes can lead your army.
- You only have 1/3 of the normal funds to work with.
The aim of the rules is to generate small and mostly quite basic armies - the kind of thing a Hero might logically lead, instead of a full-on lord.
Edit for clarity



