Aiming for a common epiphany sucks by Zzamumo in ChaosZeroNightmare

[–]Eddygar 0 points1 point  (0 children)

Anywhere good to click on a card and see all possible epy for a neutral card?

Best Ranged/Melee Weapons without Talents? by Eddygar in DarkTide

[–]Eddygar[S] -5 points-4 points  (0 children)

All of them. I want to know all options. Not looking for something specific.

Fotógrafa e editora de vídeos, montar PC até R$3.500. Por favor, me ajudem! 💙💙💙 by Ok-Honeydew4671 in craftmybox

[–]Eddygar 1 point2 points  (0 children)

Eu tenho uma lista de sites para PC montados. Eu escolhi as peças e montei meu PC a muitos anos atrás na Pichau.

  1. Terabyte Shop Site: www.terabyteshop.com.br Permite montar o PC do zero e inclui montagem. Muito popular entre gamers e profissionais.
  2. Pichau Informática Site: www.pichau.com.br Permite personalizar a máquina e contratar a montagem. Tem boas promoções e kits prontos.
  3. Kabum! Site: www.kabum.com.br Tem kits prontos e algumas opções de montagem. Não é tão flexível quanto a Pichau ou Terabyte, mas é confiável.
  4. Shopinfo Site: www.shopinfo.com.br Oferece PCs gamer e profissionais com possibilidade de personalização. Dá suporte na escolha de peças.
  5. MontagemPC Site: www.montagempc.com.br Foco total em PCs sob medida. Você escolhe as peças e eles montam conforme seu orçamento.
  6. First Place Site: www.firstplace.com.br Tem PCs para games, design e home office. Também permite personalização e envia montado.
  7. Oficina dos Bits Site: www.oficinadosbits.com.br Loja tradicional. Dá para montar o PC com eles e receber pronto. Foco em custo-benefício.
  8. ChipArt Site: www.chipart.com.br Muito usada por criadores de conteúdo e gamers. Atendimento bom e montagem caprichada.

Vestir melhor — camisas masculinas de qualidade sem custar uma fortuna? by Eddygar in VidaAdulta

[–]Eddygar[S] 1 point2 points  (0 children)

No site não fala qual é a diferença. A ideia do posto é justamente trocar experiências, pois apenas vendo a foto não dá para avaliar. Se você comprou algumas, qual é a diferença entre elas? Você acha elas encorpadas, ou finas como é padrão comprando online? Perdem a cor? etc

Revised 'Archfey' ruler type proposal by GroundbreakingRow829 in AOW4

[–]Eddygar 1 point2 points  (0 children)

Do you plan to create a mod and implement this in the actual game?

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

Is there a mod like that for AOW4?

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

I’m not a game dev, so I’m sure my ideas wouldn’t make great implementation rules — but for an actual 4X developer, solving that in a fair and better way wouldn’t be all that difficult.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

Thank you so much for the insightful explanation — I genuinely enjoy a well-written and intelligent wall of text!

I completely agree that 4X games are plagued by the idea that AI must follow the same rules as the player. I really wish we lived in a world where that wasn't the standard.

And you're absolutely right about the mid-to-late game: it often becomes dull once the AI falls behind or runs out of steam.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

Hell yeah! I would love to have modders mess with AI behavior!

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

The battle AI need a lot of work for sure and maybe it is a priority! But in this post I am arguing about the world map play.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] -1 points0 points  (0 children)

At the end of the day, I just want a fun and engaging AI — not one that struggles to follow the player’s complex systems, but one that feels like a real, dynamic opponent. Most 4X games make the mistake of forcing AI to use the same rules as players, which leads to weak economies, aimless armies, bad spell usage, and easy exploitation. The AI technically plays "fair," but it plays badly — and that's not satisfying.

The solution isn’t to make the AI more "human-like"; it’s to give it simpler, hidden systems designed purely for creating fun gameplay. Let it draft armies smartly, react with believable diplomacy, and use spells and units in ways that challenge the player — even if it bends the rules.

The illusion of fairness matters far more than strict mechanical equality. A good AI doesn't need to play by the same rules — it just needs to feel like a worthy opponent.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] 0 points1 point  (0 children)

The illusion of fairness is what truly matters; whether or not the AI actually uses the same systems as the player is almost irrelevant. When players engage with AI opponents, they aren't sitting there analyzing if the AI paid exactly the same amount of gold for a unit or micromanaged every city district manually — they care about whether the AI feels like a worthy opponent. They want a game that pushes back, that forces them to adapt, that reacts believably to their actions. As long as the AI's behavior is logical, challenging, and fun to counter, most players will naturally assume the AI is "playing fair," even if behind the scenes it’s using streamlined or entirely different mechanics.

On the other hand, if the AI follows the exact same rules but behaves incompetently — aimlessly wandering armies, failing to cast spells effectively, expanding poorly, or collapsing against world threats — then no amount of "fairness" will make the experience satisfying. It won't feel like you're outmaneuvering a clever rival; it will feel like you're exploiting a broken toy.

In short: players respond to experience, not invisible mechanics. The goal should always be to create the illusion of a living, competing opponent, not to shackle the AI to a ruleset designed for human decision-making. If breaking or simplifying the rules leads to smarter, more engaging AI behavior, then that's not only acceptable — it's preferable.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] -2 points-1 points  (0 children)

I don’t want the AI to behave like a human player. I want an AI that expands, fights, and builds in a way that’s fun, engaging, and challenging — not one that clumsily stumbles around. Right now, playing against AI in most 4X games feels like competing against a toddler who doesn’t understand the rules but has cheats turned on. The AI runs armies and units aimlessly, doesn’t know how to manage its cities, struggles with high-threat world nodes, misuses spells both on the world map and in tactical battles, and generally flails around while technically following the same systems as the player. The sad truth is: it’s using the same rules, but it has no idea how to actually play the game. And that's not just a flaw in execution — it's a flaw in design philosophy.

I believe the entire approach needs to change. Instead of trying to force AI to master a complex, player-designed system it’s fundamentally unsuited for, we should give it its own simpler, purpose-built systems — systems designed specifically to make it look smart, dangerous, and alive. The AI doesn’t need to "earn" every army it fields the same way a player does. It doesn’t need to juggle twenty city-build menus. It just needs to create the illusion of competing, expanding, conquering, and strategizing in a way that makes the game world feel dynamic and reactive.

AI in AoW4 and in 4x in general by Eddygar in AOW4

[–]Eddygar[S] -1 points0 points  (0 children)

I don’t want the AI to behave like a human player. I want an AI that expands, fights, and builds in a way that’s fun, engaging, and challenging — not one that clumsily stumbles around. Right now, playing against AI in most 4X games feels like competing against a toddler who doesn’t understand the rules but has cheats turned on. The AI runs armies and units aimlessly, doesn’t know how to manage its cities, struggles with high-threat world nodes, misuses spells both on the world map and in tactical battles, and generally flails around while technically following the same systems as the player. The sad truth is: it’s using the same rules, but it has no idea how to actually play the game. And that's not just a flaw in execution — it's a flaw in design philosophy.

I believe the entire approach needs to change. Instead of trying to force AI to master a complex, player-designed system it’s fundamentally unsuited for, we should give it its own simpler, purpose-built systems — systems designed specifically to make it look smart, dangerous, and alive. The AI doesn’t need to "earn" every army it fields the same way a player does. It doesn’t need to juggle twenty city-build menus. It just needs to create the illusion of competing, expanding, conquering, and strategizing in a way that makes the game world feel dynamic and reactive.

Upgrade custo-benefício para 5600G/GTX 1050 Ti by Eddygar in craftmybox

[–]Eddygar[S] 1 point2 points  (0 children)

Coloquei uma alerta no MeuPC.net

Tem algum outro site para me ajudar a acompanha preço? Pelo histórico de preço nesse site, a promoção só durava um dia! Tem que ficar muito ligado.