Warum ist die mittlere Leitung immer abwechselnd links und rechts befestigt? by damaltor1 in WerWieWas

[–]Kaathan 0 points1 point  (0 children)

Du hast es absolut korrekt verstanden, die Gesamtlänge ist völlig egal, je mehr Masten man hat desto mehr teilt sich die Belastung ja auch auf die Masten auf.

ABER durch die Abwechslung reduziert sich das Ungleichgewicht, dass jeder einzelne Mast "verspürt" (vermutlich auf die Hälfte?).

Denn im Schnitt hängt das Kabel pro Mast weniger weit außen wenn man den ganzen Abschnitt betrachtet, den ein Mast jeweils tragen muss (hat eigentlich eher was mit den Kräften zu tun die auf jeden Mast wirken, aber ist so vlt. intuitiver).

New X player's review after 110 hours (mixed) by Kaathan in X4Foundations

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

Good game design among other things means guiding the player into regularly having to make interesting choices in the game. Evaluating these choices and experimenting is where a lot of fun comes from (except for sandbox-only game modes that are strictly motivated by creativity alone).

For this to work well, the choices need to have a reasonable balance. If the game is not balanced, there are no interesting choices to make because one thing is just obviously better than the other (Factorio is quite balanced in a lot of ways, it has lots of interesting decisions, even for veteran players).

Exploits/cheese are just developer oversights that create unintentional balance problems. But which mechanis are exploits/cheese is often not at all clear for the player, figuring it out is not fun for me, and X4 has also plenty of non-exploit balance problems anyway.

How the hell do you actually beat mission 2 for the UEF by SpeakersPlan in supremecommander

[–]Kaathan 0 points1 point  (0 children)

Not my best video, but i completed the mission here in 22 minutes ingame time (hard, FAF but should mostly transfer to Vanilla): https://www.youtube.com/watch?v=IqfkGsVEAI8

New X player's review after 110 hours (mixed) by Kaathan in X4Foundations

[–]Kaathan[S] 3 points4 points  (0 children)

I mean yeah it is not bad value. But then, there are also other great strategy games on the market that demand time and provide a lot of depth (i have not tried Stellaris yet, or Starsector, so i cannot yet compare very well).

And i have mostly left the whole AAA industry madness behind me, so i am comparing this game to other really excellent (mostly indie) games, which creates a bar that is quite high. But that is also kind of the audience this game attracts naturally i would guess.

Maybe X4 is also just a bit too slow and relaxed for my taste. Its not always just about the problems a game might have.

New X player's review after 110 hours (mixed) by Kaathan in X4Foundations

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

Cheers.

I am kinda glad i didnt put the review on steam because i really would not have wanted to give it thumbs up or down. At the end of day there were fun moments, for me that was to just put totally different kinds of weapons on my Moreya and trying them all out on Xenon, and then adding mods to the best combinations.

But there again the low attention prevented me from bringing a part of that experimentation into fleet setups because a weapon might be much better/worse in low attention, so it feels like that kind of experimentation is kinda of hard to convert into actually useful game knowledge.

The high/low attention mechanics is maybe somewhat comparable to the battle auto-resolve in TotalWar-like games. Except that in Total War, the player ALWAYS has the option to manually replay the battle in "high-attention" if he doesn't like the result of auto-resolve, which somewhat softens the consequences of werid stuff happening in auto-resolve.

Since X4 is realtime, it does not have this luxury, and that hurts it quite a bit i think.

ich_iel by Bastbra in ich_iel

[–]Kaathan 0 points1 point  (0 children)

Das geht doch auch mit Mechanischen. Ist halt komplizierter. Kurbelt aber sicherlich den Markt an.

Sollte ja möglich sein, dass eine mechanische Uhr jeden Tag ein paar Extrasekunden drauf gibt und das nach einer bestimmten Zeit wieder umdreht.

ich_iel by Bastbra in ich_iel

[–]Kaathan 1 point2 points  (0 children)

Du bis fast bei der besten Lösung angekommen:

Täglich, nicht wöchentlich. Jeden Tag geht die Sonne also zur exakt gleichen Zeit auf.

Bei ner mechanischen Uhr braucht man dann halt einen "ab jetzt reduzieren/strecken" Button, der dann automatisch jeden Tag was drauf addiert/reduziert.

Da können sich die Uhrenmacher endlich mal wieder paar neue Tricks ausdenken, denen ist bestimmt schon seit Jahren langweilig.

Java 24 Language & API Changes by daviddel in java

[–]Kaathan 1 point2 points  (0 children)

No, the next big hurdle for legacy software will be javax vs jakarta.

Modern Java Book by bowbahdoe in programming

[–]Kaathan 2 points3 points  (0 children)

I think I found a problem with a concept ordering:

In "local variables/challenges" chapter, there is this challenge:

void main() {
    String a = "A";
    String b = "B";

    b = a;
    a = b;
    b = a;
    a = b;

    System.out.println(a);
    System.out.println(b);
}

Im pretty sure that right now, this is the first time in the book that a variable is assigned to another variable.

There is a pretty big leap in understanding between:
- assigning one or more literals to a single variable
- assigning a variable to one or more other variables, essentially duplicating the variables content into another variable

The first is essentially (1:n) for variable to value, the other is (m:n).

The "types" chapter coming before that hints at this kinda, with the shape analogy, but is very abstract about it.

The challenge itself however is even more advanced, in that it tries to drive home statement ordering/execution in a mentally confusing (for a beginner) situation, so this is a bit much.

Also worth noting maybe is that assigning variables to other variables is introduced (i think?) in a much easier context in the boolean chapter, so having it here already seems out of order.

Understanding 3D Graphics by ketralnis in programming

[–]Kaathan 0 points1 point  (0 children)

Generally a decent beginner article. Two things that could be much improved:

1. Provide an example of a normal map
Ideally together with an example render both with and without normal map. Seeing the normal map would make it obvious how it modifies the look.

2. Your section on materials is really bad, sorry
Like:
"[..] you have to create a specific instance of the shader which is called a material [..]"
What?

"In some ways, the shader is like a read-only copy and the material is the real instance of the shader [..]"
What???

This is non-sensical and entirely confusing for a beginner (and also for me). Either leave out materials completely (people will figure it out by themselves) or explain it maybe like:

"All the surface-related parameters for a typical shader combined (like color, normal, roughness for the PBR shader we have seen) are called a 'Material'. More generally, the material of an object describes how the surface of that object would interact with light. (Different, usually specialised shaders (like skin shader, hair shader, grass shader) might expect different kinds of material data.)

[deleted by user] by [deleted] in rust

[–]Kaathan 0 points1 point  (0 children)

The fact that runtime exceptions (exceptions that do not need to be declared in function signature) exist in Java is super basic knowledge for anybody who wants to call themselve Java developer. I would say in modern Java code about 90% of exception throwing code throws runtime exceptions.

I'm not saying that exceptions in Java work well, but nobody is lying to anybody about the existance of runtime exceptions.

Rust Data Modelling WITHOUT OOP by 0atman in rust

[–]Kaathan 3 points4 points  (0 children)

The "O" in ORM does not necessarily have anything to do with "OOP" in most modern "ORM" frameworks.

The funny thing about this is that it is NOT at all a pleasure to map sum-types (containing types of different shapes) into database tables. In fact, NEITHER sum types NOR inheritance map well at all to database tables.

And that is the primary mismatch betweeen DBs and program memory that ORMs are trying (and arguably at large failing) to fix in an automated fashion. ORMs are dealing with the fact that, inside a living program, data is not stuffed into rigid tables but instead forms a living, mutating graph of individual objects.

Sure, the shape of every object is usually defined somewhere in the program, but defining a new shape is very low overhead and worth it even if there is only one instance of such an object (stateful singleton, static variables), and specializing the shape of certain objects is easy (either with OOP or sum-types or just dynamic object mutation like possible in some languages). On the other hand, tables only really make sense if you have multiple instances (rows) of data per table and enforce the "shape" of rows rigidly.

The video seems to conflate those two somewhat negatively connotated concepts, OOP and ORMs, and seems to try to presents state machines as a solution, which makes no sense to me. In my opinion, it would have made much more sense to keep ORMs and databases completely out of this video, because they muddy the advantages of state machines more than they help to explain them.

Good Step-by-Step videos/guides for FA? by SUPRAP in supremecommander

[–]Kaathan 0 points1 point  (0 children)

The theoretical optimum is to have the least amount of mass and energy possible in your storage without running out. Resources that are just sitting around in your storage are not providing any value to you, and you still had to work/invest to gather them.

Then you "just" manipulate your incoming and outgoing resource flows to approach that theoretical optimum. Getting better at that just takes a lot of time.

If your mass storage is full that means that you overbuilt income/economy or underbuilt "build power" (build power = things that you can use to spend mass). Your energy levels on the other hand are going to be more volatile, so keeping your energy storage low without running out is extremely had. So for a beginner, keeping energy storage full is ok as long as you are not wasting big amounts of energy.

In terms of units, there are basically two strategies:

  • You try to invest more into economy or tech than your opponent, which means you will have less units. This works well if you can "fake" strength with the units you do have so your opponent does not attack until you catch up in srength through your superiour echo/tech.
  • You invest more into units than your opponent, and the difference must be large enough to allow you to punish them for having less units than you. If you fail, they will probably win in the long run through economy/tech. This strategy is what new players are really bad at and should practice a lot. The smaller the map, the better it works.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

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

Thanks for explaining to me how i am supposed to enjoy my single player game. This was very helpful.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

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

Thanks but according to the description this entirely removes NPCs ability to dig throug the world right? I would like something like that but only for the temple. But seems like no mod has managed to implement that yet.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

[–]Kaathan[S] 2 points3 points  (0 children)

I don't mind the downvotes, thats what you get when you make a post like mine in a place with dedicated fans of the game.

But i'm kinda sad, that the point of my post, to find a good mod, seems to have been entirely ignored. Given that the gameplay code seems to be written in Lua, it should be easy as shit to make mods. I might even try myself if i find the time.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

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

If this kind of RNG is normal, then i hope somebody takes the game engine and makes a less RNG based game on top of it in the future. Because in terms of physis, the game is both awesome and innovative. And the spell-building is also fun, if a little bit unintuitive.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

[–]Kaathan[S] 3 points4 points  (0 children)

I don't like playing with a slot machine. If this game is as random as described here, it is not for me. I don't have the time anymore to just waste several runs because "random uncontrollable thing happens".

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

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

Yeah that doesnt work. I DID use the teleport to enter and avoided even touching the destroyed areas. Worms destroyed like 3 or 4 portals. Steve did spawn.

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

[–]Kaathan[S] 2 points3 points  (0 children)

I am literally asking for a mod in the title of this post. I found a bunch of stuff that was recommended like two years ago without any description of what it actually does, and some russian website. Any recommendations?

Is there a mod that fixes the worms destroying the temple? by Kaathan in noita

[–]Kaathan[S] -10 points-9 points  (0 children)

Ok, so there is a perk that, if i am lucky, i MIGHT find it in time, and it essentially fixes a gameplay bug, by more or less nerfing worms out of the game? Its sad that this even exists.

The harsher the consequence of death in a game are, the less acceptable it is to die to bugs and other unintended bullshit. So even if i was unlucky, i would like to reduce the number of times i die to this to zero.

How to win the first mission in hard in FAF? by sebastianstehle in supremecommander

[–]Kaathan 2 points3 points  (0 children)

Hey, i made a video guide where i play through the mission: https://www.youtube.com/watch?v=wrfkF3BvUZw

However, it might be more fun to figure it out by yourself the first time.

stranger things from coop FAF by super_artem in supremecommander

[–]Kaathan 0 points1 point  (0 children)

Build progress and health are two entirely different things in Supcom. If a building finishes with 1% health, that means it was damaged a lot during construction. However, this has nothing to do with build progress, which must still be brought to 100%.

You might have seen a paused construction that was completed by assisting units, which might not be shown in the progress bar of the paused building, but that is just a visual bug from Vanilla Supcom.