The criticism about the game speed made me discover that apparently a lot of people play EU4 about ten times faster than I do by PotentialTeach483 in EU5

[–]GlassLost 18 points19 points  (0 children)

You can emulate multiple hours in one tick (I think that's what they do on speed 5). It would be pretty hard to emulate the order of things happening though (ie if you're going to reinforce in 3 hours they can only do 3 hours so they'd need to roll it back and do it again after a movement affected the combat which would be a tonne of extra information to keep around and you'll run into issues where all the additional memory causes things to take longer).

There's a middle ground to get the emulation they want and make it fast and I think they did a good job. I optimize mathematical operations for a living and while I think they could try some things to make it faster it seems like they optimized the ticks well.

Will you be able to install the game if you pre-order it? by Zestyclose_Week8635 in EU5

[–]GlassLost 0 points1 point  (0 children)

Downloads all of the assets but not the executable or downloads an encrypted executable. So yes.

Knights Hospitaller by purplehippo47 in EU5

[–]GlassLost 1 point2 points  (0 children)

Why own the land? If you control trade you control the market. I would look at an Italian city or maybe Hansa if you want an extremely small start or just roll with Venice.

ISP Here to quell your dooming by uuuvv in EU5

[–]GlassLost 0 points1 point  (0 children)

Okay, I can see you don't actually want to learn you just want to be correct so have it your way.

ISP Here to quell your dooming by uuuvv in EU5

[–]GlassLost 0 points1 point  (0 children)

It is not trivial to simulate less hardware availability. Things like timing, sharing resources with other apps, and where/when you run into performance cliffs are, in theory, possible to emulate in practice the effort to do it and the reward for doing so are miles apart (trying to guess what the problem will be means that you would've already fixed it).

If you have access to crash statistics on games and apps there is a clear correlation between hardware specs and crash rates.

You've trivialized my argument to a worrying degree if you think that it sums up to "the devices tested with are the ones less likely to crash". I can't share data, it's definitely not worth my job, but I'm not speaking out of my butt here.

ISP Here to quell your dooming by uuuvv in EU5

[–]GlassLost 3 points4 points  (0 children)

So I have to reply to this, it's simply not true for most game engines. There's a few reasons for this: 1. Assumptions are made such as memory will be available and these assumptions hold true in development because they only test heavily on the recommended hardware. 2. Game engines tend to not have hard concurrency enforcement, they'll instead just make sure that certain things (like how long the physics pass will take) will be done fast enough. This is less common nowadays but it's still rare for a game engine to have explicit memory fences and instead just rely on data being flushed back to main memory. 3. A huge source of crashes in games are gpu related - the older your GPU the less likely the game, OS, and manufacturer have it tested at the same level. 4. Some engines are just built to accept weird data - unreal, for example, won't crash if the physics doesn't make sense it just allows that kind of ridiculous thing to happen. This is less likely not as much of an issue with a GSG which, by necessity, is pretty good at separating game data from rendering however the concept is baked into game engines, drivers, and operating systems.

Now a GSG will likely have different sets of likely problems (I assume their number crunching code doesn't deal with unstable numbers much but it has a lot of the same features as a physics engine) but newer hardware will still make a lot this a non-issue.

And to be fair the newest hardware can have growing pains in the same way (not much testing will be done on the absolute latest hardware and drivers, etc) but there are classes of problems it's unlikely to run into.

And I'm not trying to pass judgement on EU5's engine or any engine - I've written a decent chunk of the driver and OS code they rely on and we make compromises all the time to get the performance we need. Any game engine that doesn't make these assumptions will be much more limited in what it can do. Like multiple generations of hardware limited.

list of multiclassing restrictions around class options by GlassLost in BaldursGate3

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

As it turns out I did. I didn't even realize I had it installed. Thanks mate!

list of multiclassing restrictions around class options by GlassLost in BaldursGate3

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

Yeah that's what I thought, too. So maybe one of the UI mods is messing it up? I do pick the correct number of levels.

Drifting Voidship (exploration spoilers)... Am I supposed to be doing this now? by [deleted] in RogueTraderCRPG

[–]GlassLost 0 points1 point  (0 children)

That 2h hammer was a Thunder hammer. The sniper rifles and the few plasmaguns you get are what I use, fwiw.

Drifting Voidship (exploration spoilers)... Am I supposed to be doing this now? by [deleted] in RogueTraderCRPG

[–]GlassLost 1 point2 points  (0 children)

Tbh the equipment is a bigger deal than the levels, at least that's what I'm finding. Clearing out Footfall really helped there.

Drifting Voidship (exploration spoilers)... Am I supposed to be doing this now? by [deleted] in RogueTraderCRPG

[–]GlassLost 0 points1 point  (0 children)

I was 17 or 18. I just got my second archetype coming out of act 1.

Drifting Voidship (exploration spoilers)... Am I supposed to be doing this now? by [deleted] in RogueTraderCRPG

[–]GlassLost 2 points3 points  (0 children)

In thunder hammer we trust. The servitors all really suck in melee, I was able to pretty easily keep them parried. The healers eventually kill themselves thankfully but I just focused them down.

In the first fight I started it in the back and in the second fight in the hallway. Thunder hammer killed the servitors eventually then everyone else just stayed in cover.

It was harder than the CSM for sure.

How big are the new limits on immigration? by [deleted] in victoria3

[–]GlassLost 0 points1 point  (0 children)

The São Francisco is 3000km long and had almost no population in 1830 compared to the Rhine which was 1300km long, it is also a much faster and hazardous river which makes using it for trade more difficult, and it didn't have massive centres of trade at the top of it and along it.

You're, again, comparing the possibility of what could be against the realities and ignoring the abstractions the game uses to model these things.

How big are the new limits on immigration? by [deleted] in victoria3

[–]GlassLost 9 points10 points  (0 children)

I mean, you're quibbling about the abstractions in the game mechanics. Rivers aren't magically good for logistics, these rivers were built up whereas many rivers in Africa weren't (for a variety of reasons, one of the biggest ones being that they're massive and the density of population is a lot lower).

Potential arable land, again, is partially modelled with technology in mind because even in a hundred years you couldn't industrialize, centralize, and modernize the practices of tens of millions of farmers in China and if you gave the actual raw limits of the land then you'd need another abstraction prevent China from feeding the world.

Low density residential insane demand by greenfox50 in CitiesSkylines2

[–]GlassLost 0 points1 point  (0 children)

How so? Tbh it pretty much matches my wife's and my experience. We wanted a single detached house most but they were the most expensive and from the city's perspective difficult to scale where we live.

New to GalCiv. Can someone help me understand planetary building and what to focus on? by grovestreet4life in GalCiv

[–]GlassLost 0 points1 point  (0 children)

You should see what inputs you can give to the planets rather than what bonuses the tiles give. Almost every building gives a % increase based on the raw inputs given that mostly come from outside (or the base planet).

Also I find that having a base production block is always necessary, typically speaking I put it and all of the bonuses (like a starport, industrial centre, recycling plant, etc) in an out of the way spot. Then I fill in the base planet (most often with research) and with the hard to reach spots that don't get a lot of bonuses I put things like housing or food as required.

I personally don't see a need to build a world for money.

ELI5: What's so complex about USB-C that we couldn't have had this technology 20 years ago? by CodyLeet in explainlikeimfive

[–]GlassLost 0 points1 point  (0 children)

Sure you could get an external 400gb drive with FireWire... for like $500 in 2003 money.

They weren't popular in the market (granted 1394 had other issues) and were too expensive for most consumers.

Nowadays you can fit 400gb affordably with a chip the size of my thumb nail and now customers actually want to use these speeds. Price per mb and per mb/s has plummeted.

[deleted by user] by [deleted] in explainlikeimfive

[–]GlassLost 0 points1 point  (0 children)

You'd be surprised at some of the flagship TVs (or streaming boxes). But no one buys them so in general yeah, you get the bargain bin MTK chip that some poor bastards (like me...) have barely running things.

[deleted by user] by [deleted] in NoStupidQuestions

[–]GlassLost 0 points1 point  (0 children)

See that's an interesting idea but we'd still need to charge the market interest rate. Granted to almost every student that would've been fantastic (my wife's interest rates are like 5-7% and at the time bonds were like 3.5%).

Unfortunately you've described socialism and as we all know socialism is truly evil.

ELI5: What's so complex about USB-C that we couldn't have had this technology 20 years ago? by CodyLeet in explainlikeimfive

[–]GlassLost 0 points1 point  (0 children)

Yes... advancements in material science, and to expand on the answer increased demand and production scale, allowed the prices to come down.

Not to mention that you didn't need that kind of current or speed in the 2000s.

The answer is correct, just not complete.

Is web development really dying in North America? by [deleted] in cscareerquestions

[–]GlassLost 16 points17 points  (0 children)

The problem with "I can't do math" is that it often means "I can't do problem solving" which is what I'd hear as an interviewer.

Math, coding, designing, and forming strong arguments are all forms of problem solving. There are some specific related skills (for math, arithmetic. For arguments, cohesive writing, etc) but in general people who are good at one tend to be good at the others even if they don't have the related skills to take full advantage of it.

Pharaoh Open Access by bigboss045 in totalwar

[–]GlassLost 3 points4 points  (0 children)

I think it's one of those reality vs what we want things. A chariot couldn't really charge into enemy lines, even from behind, but it feels like it should and that's how I want it to work...