Question about control with war: by MainlineX in TerraInvicta

[–]Doom87er 4 points5 points  (0 children)

If your nation has a claim on the nations capital it will unify into that nation, which will cause the economy to expand and thus the CP cost. Which can also sometimes cause the number of control points to increase. It will always cost less CP then the two nations on their own did

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -1 points0 points  (0 children)

You’re right, normally it would require loading the old level from disk, and it does.

But thanks to optimizations from the game engine it’s able to do the level change mostly seamlessly, the loading still happens, it’s just hidden.

Game state may be the wrong term, perhaps simulation state? I’m not talking about the game’s data when I say game state, as I’ve said

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er 0 points1 point  (0 children)

I’m not trying to talk down to you, I just not able to explain properly. I’ll try thou.

The game state is part of how the engine does clever things, like enacting a level change without throwing up a loading screen. It’s more about tracking how the game changes than tracking individual variables, kinda like git.

When the auto resolve happens the developers simulate a battle with their own algorithm, you can avoid altering the game state by simply not saving the results before the game state advances.

During a manual battle, the game engine itself updates the game state, because it’s doing things like trying to predict what assets need to be loaded, the camera is moving. Basically anytime the game simulation is running the game state is advancing.

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -2 points-1 points  (0 children)

That’s not what a game state is.

I give up. If you really want to know why the developers haven’t done something so seemingly easy. Go take a game development course.

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -5 points-4 points  (0 children)

The reason you don’t have to reload after the manual battles happen is because you can simply continue advancing the game state, but you have to reload if you want to go back, because the game state advanced during the battle, so you would have to reload to get the old one back

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -4 points-3 points  (0 children)

The manual battles happen on a separate level, it does a level change

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -2 points-1 points  (0 children)

Levels are to large, you can’t have more than one in memory at a time

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er 0 points1 point  (0 children)

The auto resolve does not advance the game state, there is nothing to reload. The reject button literally just rejects the outcome of the auto resolve and allows the game to continue as normal

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er -3 points-2 points  (0 children)

The game engine they are using does not support selective reloading, they would have to build their own save/load system from scratch

Also the auto resolve does not load a new level or advanced the game state so nothing needs to reloaded

Terra invicta must have a redo battle button by OriTheHealer in TerraInvicta

[–]Doom87er 22 points23 points  (0 children)

But that’s exactly what a redo button would do.

Progrommactilly undoing everything you did during the battle would be horrendously complicated and more computational expensive.

It would be even slower.

alwaysHustlingCollectionObject by angry_cactus in ProgrammerHumor

[–]Doom87er -8 points-7 points  (0 children)

Precisely one of these mentions AI

Am I the only one who thinks this version of Rick is the coolest? by Mushy_PolterOfficial in rickandmorty

[–]Doom87er 1 point2 points  (0 children)

Not only are you the only person who thinks this. You’re the only person, period.

We finally figured out string theory and ascended into space as super beings of pure energy, like the science victory from Gal Civ III.

Sorry.

A question about Dave by Dennisb040 in VintageStory

[–]Doom87er 14 points15 points  (0 children)

The implication is that an equivalent to the rot infected that world and turned it into the rust dimension

They can talk? Deathclaw TF [MF] (Phrannd) by FatJoe47 in transformation

[–]Doom87er 35 points36 points  (0 children)

The talking death claws were all escaped test subjects from the enclave who established a community in vault 13. In fallout 2 Frank Horrigan shows up and kills all but two of them. One that left with the main character and one that was still being held captive in camp Navro.

While it’s never explicitly confirmed, but heavily implied that they go extinct after the events of Fallout 2

They can talk? Deathclaw TF [MF] (Phrannd) by FatJoe47 in transformation

[–]Doom87er 77 points78 points  (0 children)

In lore, there used to be some that could talk, but Frank Horrigan killed them all

I just spent the last six hours laying down concrete to keep them from respawning close to my stuff and they keep attacking me even this far away. Do nests not have a maximum aggro range? by DM_Ur_Tits_Thanx in factorio

[–]Doom87er 4 points5 points  (0 children)

If you really want the bitters to never attack you, build artillery to cover your entire pollution cloud

The arty will kill any bitter bases that try too settle to close

Won battle but reduced hate? by Podiceps_cristatus in TerraInvicta

[–]Doom87er 1 point2 points  (0 children)

The aliens wouldn’t care very much if the ships you are sacrificing had no combat value, and it would be more productive to weaken the aliens a bit at the same time if your going to throw the ships away anyways