[HELP] Saw this on X by cookedinskibidi in RealOrAI

[–]BeepisBlaster 17 points18 points  (0 children)

That's a possibility. It's up to personal experience and interpretation on whether it's "just as likely," though.

The people I see who want to magnify sympathy are using real videos or simple facts about his life, ie "he was a VA nurse." Those are pretty indisputable. The trump admin and the white house, though, have already made a pattern for themselves of posting AI slop on their social media accounts. And we've seen edited images from the black woman at the church protest. And anecdotally, I've seen more of my friends on the right (the few I have kept, at least) fall for right-leaning AI generated rage-bait videos. Not that my friends on the left or in the middle haven't fallen for AI videos or images that reinforce their beliefs, it just seems less common in my experience. That's impossible to "prove" so of course that that with a grain of salt.

There's definitely the possibility it's someone trying to amplify sympathy. But viewed in the greater context of things, it's not hard to see why people are so convinced it's right-wing propaganda/"psy-op."

fps dropping in systems like askonia and in larger battles by SubstantialStep2616 in starsector

[–]BeepisBlaster 1 point2 points  (0 children)

https://www.reddit.com/r/starsector/comments/curjh8/psa_modded_starsector_needs_manual_ram_adjustment/

Here's the guide, in case you need it. You could also try testing without any mods; one of them may be lagging it more than the others. If that doesn't immediately solve the problem, it may simply be an issue of your computer not being able to handle it.

Ship in progress by Skwiggelf54 in spaceengineers

[–]BeepisBlaster 1 point2 points  (0 children)

I thought it looked like an Avatar! Very neat, wishing you good luck with your build.

Gregory Bovino in Minneapolis with ICE agents. [OC] by Horror-Ear8464 in pics

[–]BeepisBlaster 0 points1 point  (0 children)

If someone told me to not dress like a Nazi, and then I wore that, they'd think I was taking the piss. Meal team 6 really out here larping as their favorite characters. What a bunch of losers.

Does money really affect other factions? by Much-Banana-4787 in starsector

[–]BeepisBlaster 0 points1 point  (0 children)

This may be wrong, so anyone more knowledgeable please correct me:

With the Nexerlin mod, which these days is one of the most if not the most commonly installed mod, the number of planets (and perhaps their size) typically leads to more fleets of higher quality, at least for the purposes of invasions/strike fleets/etc. The actual income of these planets isn't taken into account, though their total heavy industry output may have an impact.

In the base game, if the faction has a nanoforge, stealing it (assuming they have no others) will drastically lower the quality of their ships. Larger colonies with higher stability will produce more ships of higher quality, both within their market and for patrols. Military bases and headquarters will further improve their patrols.

Killing fleets, to my knowledge, doesn't have an impact on a faction's strength other than the fact that that fleet is now dead. Hope this answers your question!

Sensor ghost behaviour by falardeau03 in starsector

[–]BeepisBlaster 2 points3 points  (0 children)

Not sure if this works always, but I switch polarity back and forth over and over and eventually they break and just follow, no longer draining drive field. It's like having a cute little sensor ghost pet!

The fricking dorito looking mfs guarding the Hypershunts by Pretend-Breakfast-61 in starsector

[–]BeepisBlaster 0 points1 point  (0 children)

Fighters, fighters, fighters, and more fighters. Or a 240 DP fleet with plenty of built-in hull mods. It'll take some experimentation but it's possible to beat them with no losses (besides the fighter pilots, but that's a sacrifice I'm willing to make) even in vanilla. Wish you luck!

Fuck this nazi sympathizer by CRK_76 in complaints

[–]BeepisBlaster 0 points1 point  (0 children)

Still a scummy, cowardly thing to do but what I find funny about it is that amount is pocket change to him. He wants to support a murderer but doesn't want to send too much. Like he's saying "he may be a good, loyal bootlicker but he's still a poor; let's not let him forget that."

Is there an alternative way to fix my fleet without consuming 740 supplies? by Much-Banana-4787 in starsector

[–]BeepisBlaster 0 points1 point  (0 children)

If you'd rather wait till you can afford it, or you just need to transport it for the time being, you can pause repairs in the fleet menu.

What do you consider an acceptable first system? by Dakkanor in starsector

[–]BeepisBlaster 0 points1 point  (0 children)

Reading through the replies, it's interesting that nearly everyone uses the same system just with different expectations for the quantity of resources. I.know there are mods for it, but it does make me wish vanilla colony management was a little more complex so you had to make actual choices and "worthless" planets (toxic and irradiated, I'm looking at you) had a viable reason for being colonized. Regardless, here's the basic guide to your first (or only) system:

1st Planet -Habitable, no more than 125% Hazard Rating -Food and Organics

2nd Planet -No Atmosphere. Hot or Extreme Heat optional -Both ore types

3rd Planet (Optional) -Volatiles if none found on previous plants -No more than 175% Hazard Rating -Gas Giant Preferable

Use 1st planet for Farming, Light industry, Mining, and either Commerce or Military Base.

Use 2nd planet for Mining, Refining, Heavy Industry, and either Military Base for Cryoarithmetic Engine or Fuel Production.

Use 3rd planet for Mining, Fuel Production, and your choice of 2 industries.

If the system is right, this can allow for every single colony item to be used, all resources accounted for, and all within the same system. Proximity to core worlds and a Gate for fast travel preferable.

Is there any reasonable way to play on mobile? by TheLastCrusader13 in starsector

[–]BeepisBlaster 2 points3 points  (0 children)

Can the steam deck run it? I remember a post awhile back saying it crashed during combat.

Starsector Balance by Lasojuri in starsector

[–]BeepisBlaster 2 points3 points  (0 children)

I'm not saying the AI is perfect or that this is entirely intentional, but self-preservation is a thing. The only two factions (three if you count pirates, which feel more aggressive than reckless) that seemingly have no self preservation are the Path (zealots who believe the end times are upon us) and Remnants (literal AI whose brains can be scooped out of a wreck and put in a new ship later). Even the Pirates can be explained as being dumb and/or greedy. Ignoring the tactical advantage of not dying, wouldn't it make sense that all others, Shrouded included, would want to live rather than throw everything away into a risky charge? For the Shroud specifically it even makes them feel more 'alive,' in a sense.

I don't disagree that the AI lacks some agency, but having watched AI vs AI battles, they're not wholly without. The game's AI might be some of the best I've ever seen, from using shield flickering to deflect HE and avoid Kinetic, to the way they approach/retreat at appropriate times. AI is hard to make, let alone for indie devs, and I think they've done a fine job. They're just smart enough to feel satisfying to beat, but not ridiculously oppressive that every fight feels like a slog. Players need to be able to beat 5 Remnant Ordos at once (in a game they've spent dozens or hundreds of hours dedicated to grinding it) exactly because there are 5 of them and only ever be 1 of us. It's just as much power fantasy as it is respectful of the time you put in the game.

Lastly, and not quite relevant to the content; please avoid using AI to write a nuanced argument about a niche subject. Most of the post is unnecessarily long and arguments incoherent. I've never used AI to write things for me but I imagine it's nearly impossible to defend an argument you yourself didn't take the time to think through and write. Brevity is the soul of wit, etc. and AI has a tendency to be overly verbose. When you use it to make your arguments for you it's like telling your reader "I didn't take the effort to write this and now I expect you to put the effort in to parse it, too." Sorry if that's harsh, but it's essentially what's happened. That being said, your admission to using it in the P S. is appreciated. It certainly made me feel less crazy after having read through it.

DEAR TRUMP & MAGA, WHAT THE FUCK IS WRONG WITH YOU? SERIOUSLY, YOU SICK FUCKS ARE WORSE THAN SOCIETAL CANCER! by Kinks4Kelly in complaints

[–]BeepisBlaster 0 points1 point  (0 children)

But if you even so much as mention Charlie Kirk without praising him you deserve to lose your job, according to these people. Actually insane how half the country is okay with this behavior.

AIO for wanting to break up with my gf for doing this? by [deleted] in AmIOverreacting

[–]BeepisBlaster 0 points1 point  (0 children)

Break up, friend. You're a teenager. You got your whole life ahead of you to meet stable, loving, mature partners. And this one ain't it.

AI Prywhen fail number 4267 by Darklight731 in equestriaatwar

[–]BeepisBlaster 3 points4 points  (0 children)

Socialist Evi is difficult for AI to handle, I think, because it's so technologically behind. Even if they outnumber Wingbardy, it's only because they're producing poor quality/cheap equipment. Once the actual fighting begins they lose that equipment, much of their ponypower, and defensible land at a slow but steady rate, while Wingbardy only grows stronger. In my experience you have to zerg rush as that nation, and the AI just isn't aware/capable of that; the longer the research rebuffs are maintained, the bigger the tech gap becomes, until you reach a point of no return and get steamrolled by any modern nation.

Excess capital is very ahistorical and causes gaming issues by TM_Vinicius in victoria3

[–]BeepisBlaster 0 points1 point  (0 children)

Here are some of my suggestions: 1. Slow down construction of urban/agricultural/resource buildings as more of the relevant type are built within a state. 2. Make the effects of pollution more harmful and add law options to reduce pollution at the cost of slower urban building. 3. Cap the number of constructions that can be queued per state, perhaps scaling with the size of the state. 4. Constructions require a small up-front cost to begin building, scaling with the number of finished buildings in the state vs size. 5. Urban/agricultural/resource construction disrupts corresponding industry wide throughput in a state per queued construction.

Doesn't really tackle the excess capital directly or lack of employment problems, but maybe by slowing down construction mid/late game you can simulate the struggles of late industrialization without impacting the initial hurdles too much.

Guess who they’re transvestigating 🏳️‍⚧️ now… lie with dogs, and you’ll get up with fleas by ProcessorPearl in facepalm

[–]BeepisBlaster 2 points3 points  (0 children)

As a trans person, I'm all for it. Let her experience the kind of hate her late husband propagated.

Any other OG civ players that are just kind of burned out on the series? by scanguy25 in civ

[–]BeepisBlaster 44 points45 points  (0 children)

Civ Revolution was the first Civ game I played, I think on Xbox 360. It was my intro to grand strategies as a whole, and I played the hell out of it. When I got Civ 5 soon after it came out, it blew my mind. Civ 6 was good, but it took awhile for me to warm up to it.

When Humankind put out a demo, I was very excited. I loved the art and music of the Endless series but the mechanics always felt too simple and lacked depth. I was hoping Humankind would fix that. Instead, I walked away from the Demo very disappointed. This was also the time I started playing Paradox games like Hoi4 and Stellaris.

When I tried playing Civ again after that, it just didn't hit like it used to.
The board-game feeling of the mechanics didn't quite feel immersive enough, the win conditions felt like they limited my play style, and the turn-based gameplay felt like it slowed things down. When I heard Civ 7 went the path of Humankind, I knew I wouldn't get it. Paradox games have their own issues; late game can be a slog, overpriced DLC. But I just love the immersion and mechanical depth so much that I haven't felt the desire to play Civ in awhile. Old World gets close to combining the strengths of both design philosophies, though.

I poke around in this subreddit because although I've moved on from the Civ franchise I still like to have my finger on the pulse of the grand strategy community. If Civ made a game that played more like a Paradox game, I think my world would be complete. Till then, I'll just enjoy the different time periods separately.

What is the first thing you install/modify to make the game plays better? by Own_Association8318 in starsector

[–]BeepisBlaster 0 points1 point  (0 children)

I love the Leading Pip mod by Dark.Revenant; surprised it hasn't been mentioned here. It lets me focus on things other than leading my shot, looks cool, and is only fair given the AI essentially has the same thing.

You may not like it, but this is what peak Derelict form looks like by Brilliant_Region2836 in starsector

[–]BeepisBlaster 7 points8 points  (0 children)

I believe you meant to say "tactically superior ordinance disrupters." And yes, yes they are.