I haven’t been writing a lot about FFXIV lately because I’ve pretty much been doing the same thing when I log in every day: running Experts for Tomes to gear my Dragoon. Last night, I got the final visual piece of the set (sans head), so there it is!
I only have the head and belt left to complete the Scripture gear, and will be so, so relieved once it’s done. I’m not a huge fan of the way the set looks, so I might find the motivation to glamour it.
I’m still plinking away at upgrading my Relic weapon at what feels like a glacial pace. Part of that is because I don’t go out of my way to run dungeons when I don’t have to, so securing Lore is a slow prospect for me. Part of it is that I’m earning my Sands through fishing, which is an RNG fest sometimes, and it’s difficult to find the time to actually sit down and fish most days. So, I’m sitting on about 5 Umbrite with no Sands.
Last night, I did manage to fish up 2 Sands worth and make a tiny sliver of progress… but seeing I really wish I could be using the Lore to gear up other jobs, it’s so painful to watch it sucked into this one weapon instead. I could have my healer and summoner geared by now if it wasn’t for Relic.
So, that’s more or less where I am in FFXIV. Slowly making progress and more or less in a holding pattern.
I spent some time cleaning out old, outdated mods for my Sims 4 game last night, and updating the ones that needed updating. A few of them were completely retired, and in the midst of looking for replacements, I discovered the MC Command Center mod.
Now, I use a number of mods, and while I keep track of them on my Sims blog, I don’t usually write a post about them. But this is different due to the sheer scope of functionality.
It brings story progression to Sims 4.
Story progression was a bit of a controversy when it was first released in Sims 3. The idea was that the world around your current household was a living thing, and those sims would go out, get married, have kids, change jobs, move houses all on their own.
This was a shock to Sims players who, up until then, always had complete control over what every sim in their neighborhood could do. The fact that these sims were going off and making their own choices often mucked up the player’s overall plans for certain families.
I think the biggest problem wasn’t so much that story progression existed, but that in the beginning, there was no way to turn it off. I guess that the designers though story progression was so awesome that no one would ever want the option to disable it.
Once that option was available, players were a lot happier. I remembered there were some neighborhoods I’d turn it off, and some I’d let the sims run rampant.
There’s an amazing set of Sims 3 mods known as Master Controller that became essential for me to keep track of everything that was going on, especially in a larger neighborhood. Those were good times.
MC Command Center
So when Sims 4 came along, the first thing I immediately missed was the option to have story progression. My neighborhood had lots of houses… but no one was moving into them. I had lots of neighbors… but they would just grow old and die without children unless I manually created family for them.
I thought that this was going to just be the way it was… until this brilliant mod crossed my monitor last night. Why didn’t I know about this before? Not only does it return a semblance of story progression, but just about every part offers options to the player.
Suddenly, in my City Living game, homeless sims were moving into houses, getting married, and having families! This is so, so much better than them all sitting in a bin while all the houses in my neighborhoods sat empty.
The best thing is that you can set the options to only effect households you’ve not manually played. This means that even if you leave a family for a little while, they’re not going to have a couple of unexpected kids when you get back to playing them.
Everything is controlled directly from the in-game computer. I found it easy to use, and the options well-documented, so I always had a good idea what my options were going to effect.
Huge props to the modder for his work! This has made my game so much better.
Yesterday, I talked about the frustration and confusion I had in trying to build my first base in No Man’s Sky. I found a world I wanted to make my home planet, but I couldn’t find an outpost location to start building the base.
In No Man’s Sky, you can’t just build a base anywhere. There are limitations. You have to find an outpost site that allows for base building before you can begin. Sometimes you can find one when you scan a planet from space (target the planet and press “C” to scan). But more often than not, you’ll find nothing.
It took a bit of reading a few forum posts, but I’ve finally got it together. I wanted to write a quick guide for anyone who wants to build a base, but can’t find the outpost to start.
How to Build a Base in No Man’s Sky
Find your dream planet and land on it.
Press the Z key. This will bring up a new building menu that was introduced in the Foundation Update.
Select the Signal Booster from the menu. I had to use the arrow keys on my keyboard to switch between the options.
Press F to place the Signal Booster. Keep in mind that you must have the required materials to build it – you’ll find this information in a box in the lower right hand corner. From my understanding, these materials can change depending on which mode (Creative, Normal, Survival) you are playing.
Press E to interact with the Signal Booster. It’ll give you a list of locations to scan for.
Select Habitable Base and allow it to scan. It’ll show you the location of a nearby outpost that allows for building a base.
Fly there and scope it out. If you like it, go inside and interact with the terminal to claim it as your base and home planet.
Keep in mind that there are usually more than one Habitable Base locations on a planet. So you don’t have to take the first one you find. If you don’t like the area surrounding the site, move along.
Just make sure that you first walk inside the outpost you don’t want to keep to discover it, then fly a distance away — this way, the signal booster will hopefully not pick up the same location a second time. Repeat the process: build a new signal booster and scan for another Habitable Base until you find one you love.
Once you’ve claimed the base, building is super easy. You use the same Z menu to rotate through the different building parts, then place them with the F key. The game gives a little mini-walkthrough on what to do with your first base.
When you have rooms and stations built, you’ll need to go to a space station to hire NPCs like builders and farmers. Also, make sure that you locate the teleporter in the space station and use it to establish a link to your base. This makes quick travel back to your base possible.
I found the teleporter located behind the door up the stairs on the left side of the landing pad in the space station, which is directly across from the door where you go to access vendors and NPCs.
Hopefully this quick guide will help you get started. The rest is up to you, so reach for the stars!
Last week, No Man’s Sky released the long-awaited Foundation Update. It came out of the blue and took a number of people by surprise.
I know that in the back of my mind somewhere, I had filed away that bases and other improvements were coming to No Man’s Sky. But as the hype and ire faded away, other games took my interest and I stopped looking for the promised update. I did, however, leave the game installed on my PC just in case.
Looks like it was a good thing that I did, because I was able to install the update and jump into the new content straight up.
Well, more or less.
One of the most talked about new features comes in the form of new modes. This update brought two new options – creative mode and survival mode. Any previous game you started remains as a normal mode.
This effectively gives you three save files and three different ways to play the game. I personally have no interest in a survival mode — the life support on my suit is annoying enough without more complexities. However, I’ve heard a lot of praise from people who were looking for this kind of difficulty in the game at launch. People are having fun with the challenge, and that’s a good thing.
There was praise for other parts of the update. Namely, more varied planet structure. We’re seeing more variety in formations, like true mountains and beaches now. I’ve stumbled upon a world with a true desert. These are nice changes, though I still wish for multi-biome planets one day.
Others praise the improved graphics of the game. I’m not quite sure what they’re talking about, because the game was always pretty looking to me. Though, I just may not see what they’re seeing due to a aging graphics card. Something has changed, because I get a warning now when I start up the game that says my card isn’t up to snuff. It still plays just fine, though.
Because I was rusty with the game’s controls, I decided to start over in a creative mode game. I hoped this would refresh my memory in a gentler mode… and it did. In fact, it started me out right next to a potential uninhabited outpost, which means I could make a base there.
I guess it was a good spot, and in retrospect, I probably should have taken it because you can always move base locations later. Or so I’ve heard.
But not having a chance to explore, and seeing it was a semi-desert “barren” world (though it had plenty of flora and fauna), I set off for greener pastures. It did have some pretty neat floating structures, though.
I soon discovered that creative mode was truly creative mode. Your life support doesn’t go down at all, except in the case you run across a toxic or such environment. Your suit, weapon and ship upgrades cost no money at all.
At first, this was pretty cool. But after a few effortless ship upgrades, I realized this mean that money was worth nothing, which took a lot of the challenge out of the game. As far as a creative mode, I guess it was doing its job well enough.
I visited a flourishing green planet that I really fell in love with, but I couldn’t find an option to build a base on it. I know that you scan a planet to find a uninhabited outpost, and only those spots are able to support a base. I don’t know if every planet has that option, or if it’s just one per system or what. If so, that would be pretty crazy.
One way or another, that outpost limitation was enough for me to put the creative game down. I had found a world where I wanted to build my base, but I couldn’t do it. That was frustrating.
I might do some research on outposts and bases eventually and go back once I know more… maybe. Instead, I decided to pick up my old save and see if I had any more luck. It was a bit of a bummer when you got everything for free.
Going back to normal mode after creative mode was a bit of a jolt. I’d forgotten how annoying it was to have to stop and feed your life support suit and fuel your ship all the time. In fact, I spent more time doing that than I did actually making progress on what I wanted to do — find a nice planet to build a base.
On top of that, I had some terrible luck in the quality of the star systems I found. I left the system I was in only to find an equally inhospitable system right behind it. The problem was, I needed to get the materials to make fuel to warp again. But either the world didn’t have the materials, there were frenzied sentinels, or the world itself was so hostile I couldn’t remain there very long.
I did a planet scan and found an uninhabited outpost on a really craptastic planet. After that, my scans didn’t show me any more options. Again, I don’t know if this is by design, or if I’m missing the jist of it. But there’s no way I want to make my base on a green slime planet of doom.
I left it off at this point, but I do plan on returning to it again this week sometime when I find the time. And time is what this game gobbles up by the score.
I really do want to find a base and learn about the building tools. They look well-done, though I know that there are limitations in place, especially on the console version.
I just have to find a world that I want to live on first!
I know plenty of folks are already done with the newest Pokemon adventure… and I am not one of them. Even though I’ve clocked in over 50 hours at this point, I got so sidetracked into breeding, trading and messing around in the festival that I didn’t actually finish the story on the second island until this week.
I’m having a whole lot of fun, though, so that’s all that counts.
After trading for the other two starters, I tossed them into my team to level them up alongside my own. They all reached their final evolution with my Decidueye about the same time.
I don’t know if they are going to be a main part of my team going forward or not, however. I know none of them are probably the best of their type, but I’m just playing for fun. My basic approach has been to keep a variety of types in my team in hopes to cover as many bases as I can. So far, that’s been working well enough.
I absolutely love how the relationship you form with your Pokemon change things in battle in this game. Not only does your trainer avatar say encouraging things, and your Pokemon do random things, but I’ve seen my Decidueye withstand killing blows and land critical hits due to wanting to impress me. It’s a nice touch that really shows the importance of bonding with your Pokemon.
My little Mudbray also finally evolved into Mudsdale, which is very cool. I usually don’t use a lot of ground type Pokemon, but this one feels really tough and strong, so I’m keeping him around for now.
I’m also training up my Mimikyu, as well as breeding it and sending offspring into Wonder Trades when I have time. Because… sufficiently cute/scary.
I’ve made it all the way to Ula’ula Island, and hope to clear that as part of my December goals. Yes, I know that’s still incredibly slow, but I have so many 1% Pokemon to trade for, still!
Welcome to the final month of 2016! It’s hard to believe the holiday season is here and the new year is just a month away. It’s going to be a busy month for me seeing I’ll be gone on vacation at the end of it, but I still wanted to organize a few goals for myself.
Like last month, these goals will mostly focus on nudging myself to play games I’m curious about due to new releases, expansions or updates. The picture above is from the new Foundation Patch for No Man’s Sky, for example. Minecraft also just got a new update that I’m interested in, not to mention there’s still a lot about the game I don’t know yet.
It’s hard to believe that 2016 is slowly coming to a close. But before we jump feet-first into December, I wanted to take a look back at what I accomplished over November. My goals for this month were pretty loose — mostly focusing on playing other new games that just came out.
So how did I do?
Games to Explore
Civ 6 ✓
Pokemon Sun ✓
Sims 4 City Life Expansion ✓
On the new games front, I did pretty good! Steam says that I put 17.6 hours into Civ 6 and 9.3 hours into Skyrim. I really need to pick up Skyrim again because it’s been weeks since I’ve played, and this is pretty close to the point I left off with the game before. I don’t want it to be a replay.
I know that I got at least 20 hours into the new Sims 4 Expansion, and I still want to continue with the family I started. But Pokemon Sun really won the month considering it came out so late, and I’ve put in over 40 hours on the game already. Granted, most of that has been breeding and training Pokemon, but I’ve certainly had a fun time.
Level Scholar to 60 ✓
Gear up Dragoon ✓
Get PotD Kinna Bard Bow or Scholar Book
Work on Relic Weapon ✓
Do job quests ✓
Gain reputation with Sahagin
FFXIV has really been a case of autopilot for me right now. I log in mostly to do an Expert run and some Beast Tribe quests in hopes to cap Scripture Tomes for the week. I should have stored enough up to purchase the Dragoon pants for Zuri today, which is the last large-ticket item. From there, just the head, belt and feet are left. So, I’ve made good progress on gearing her up.
I have been working on Relic, but no where as much as I really should be. I’m just more annoyed with the Umbrite step than anything else.
I did finish leveling my Scholar/Summoner to 60. I went back and completed the Scholar job quests, but have not started to catch up on Summoner stuff. I’m concerned that my Summoner gear is so sub-par that it’ll be hard to do. So, I’ve been scrounging drops from Expert Roulette to try and make that a little better.
Sadly, I still haven’t seen Floor 100 of PotD, nor have I earned my upgrade for the first Kinna weapon. I also didn’t work on the rep gain with Sahagin at all. I know I could have had both done by now, but meh. Trading in Pokemon is more fun for me.🙂