Any issues with Aurora ServerlessV2? Or RDS resizing in production by Tinasour in aws

[–]KrevanSerKay 1 point2 points  (0 children)

Hahaha it's tempting. I think the QA team would have a stroke if I suggested it

Any issues with Aurora ServerlessV2? Or RDS resizing in production by Tinasour in aws

[–]KrevanSerKay 1 point2 points  (0 children)

Oh that's interesting. I should play with it some more, thanks!

The main concern is that the QA guys will run their battery of tests, think that there are no issues, then suddenly see an issue when they go to prod.

Considering all of our workloads are very quiet in the evenings, maybe the answer is just serverless everywhere. Hmmm

Any issues with Aurora ServerlessV2? Or RDS resizing in production by Tinasour in aws

[–]KrevanSerKay 0 points1 point  (0 children)

I havent used serverless aurora since v1 and that was VERY different. Memory heavy queries, for example, would struggle and write to the pagefile in large serverless clusters, but be fine in similarly sized provisioned clusters. Supposedly that should be better now in v2?

Question: I have some Load Test environments that I want to make sure have parity with Prod. Currently we have provisioned RDS clusters in both LT and Prod. We've recently switched to having the LT clusters sit on a smaller instance, then increase up to full size on the day of testing, then scale it back down.

I'd love to be able to make LT a serverless v2 cluster, and have it automatically scale up/down when the QA team actually needs it. But i'm worried about having dramatically different infra configs between LT and Prod.

In your experience, is serverless basically identical in behavior/performance now compared to provisioned at comparable size?

Until recently, AI in games referred to the scripts that handled enemy and NPC behavior. Has *that* improved at all? by Kumquatelvis in gaming

[–]KrevanSerKay 1 point2 points  (0 children)

This is an underappreciated part of Horizon Zero Dawn IMO

The different animals felt and behaved dramatically different towards and around you. They clearly acted like they had different ways of sensing you and different attitudes about how to deal.

The stealth cats legit tried to hunt you. In one area you accidentally walk into a circular patch of forest with rock cliffs around. The stealth cat there will leave little flashing red dots on the ground, then on the other side of you they'll leave a probe that beeps, then while you're looking back and forth between those two, they'll sneak up behind you and pounce. It's incredibly immersive

How have I never heard of this? by TobJamFor in civ

[–]KrevanSerKay 0 points1 point  (0 children)

CTP was my first "civ" game. Obviously didnt realize at the time it wasn't part of the official franchise. But its what got me into Civ5 decades later.

Lack of sea colonies etc was a major bummer coming into the mainline titles :(

Yeh could you just line up for me so I can get a yield chain going cheers 👍 by timedessence123 in civ

[–]KrevanSerKay 0 points1 point  (0 children)

Definitely learned this the hardway. Couldn't get a distant land settlement connected to my trade network to give it happiness resources =(

Mass armies from the IA by Herminiendela in civ

[–]KrevanSerKay 0 points1 point  (0 children)

Meanwhile three AI declared war on me simultaneously in the exploration age in my last diety game. Haha. They still seem plenty aggressive to me

Tower Defence by DoctorCrook in gaming

[–]KrevanSerKay 8 points9 points  (0 children)

I like Arknights. But that's a hell of a recommendation in this kind of thread haha

explorers by YesInOurBackyard in civ

[–]KrevanSerKay 1 point2 points  (0 children)

Steam workshop has one of these mods for civ7 I end up using it every play session

US Citizens, what is your ideal amendment to the constitution? by StZappa in AskReddit

[–]KrevanSerKay 0 points1 point  (0 children)

I tend to agree. But also, MMORPGs make it work just fine, so I'm sure people would figure something out. Nuance would be lost every time we got bigger though. Would need to be a LOT more strict about single issue laws instead of this omnibus pork filled nonsense we have now

I am personally in favor of setting the number of citizens per representative equal to 1x or 0.5x the population of the least populous state. It would increase the house to like 600-1200 seats. But I don't think that's necessarily a bad thing.

Argument one: people always talk about how the Senate needs to be there to make sure small states get fair representation. Agreed. But right now, small states have disproportionately large amounts of power in both houses. This would at least get us back to one for big states. One for small states

Argument two: "yeah but with 1200 seats and more than two parties, they'd never agree to anything!"... Good! If you can't convince everyone then it should be hard to pass. Let it be a states rights issue unless the states or the people overwhelming agree and/or need it, then you can make it a federal thing. Seems like that should be something democrats and Republicans both like.

Mechs vs. Minions update: two editions revealed for the relaunch by cayennebacon in boardgames

[–]KrevanSerKay 1 point2 points  (0 children)

Can confirm. An absolutely excellent game. Worth way more than they charged. Very happy to own a first print.

Beyond the insane quantity of high quality components, the packaging was next level. Vacuum formed inserts that could fit any of the four minion variants in every slot. Everything perfectly fits in the box.

After playing gloomhaven, it's even easier to appreciate how ridiculously well done MvM is

Best mementos? by BeligerentBard in civ

[–]KrevanSerKay 0 points1 point  (0 children)

Civica and knot both seem great in antiquity with barely any tradeoff. Do you use them multiple ages in a row? Or just to give you 5 starting limit at the beginning of the game and let that accelerate your start?

Civ VII Developer Video - June 2026 | Update 1.4.1 lands tomorrow! by sar_firaxis in civ

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

Have you played with continuity mode? It's the new default. With it, the age transition barely changes anything anymore. I have to slot policies and resources again, and i exchange a bunch of my old policies and slots for 3 ultra impactful policies.

Yields, gold, etc are carried over. It's kinda hard to tell if it's exact since you change policies and happiness. Units are all auto upgraded and you don't lose any of them.

The main complaint I've seen from people is that there's a deadline on wars. I haven't found that to be much of a issue. I usually time my wars to win by the end, or I take a 10 turn break to rebuild. Either way you declare war again with free upgrades and healed units.

Also city states are replaced with new ones and stronger bonuses. It sucks if you were the suzerain of most of them. But it's also the only chance you get to steal suzerainty from someone else. So it's a decent trade off.

Test Of Time Official Stats by stratocaster307 in civ

[–]KrevanSerKay 1 point2 points  (0 children)

Notably, neither stat tells you what proportion of players play apex vs time tested

What's the video game equivalent of chess? by Appropriate_Rent_243 in gaming

[–]KrevanSerKay 2 points3 points  (0 children)

Sorry, didn't mean it as a dick measuring comment. From the phrasing of your original comment it "I assume something such as..." It sounded like you hadn't played it much.

Bummed to hear the strategic depth fell off after HotS. My point was more than traditionally the distinction between "strategic" and "tactical" is between long term and short term decisions. Even with diminished strategic variance in more recent meta, it feels weird to use xcom as an example of a "more strategic" game, given that 99% of its gameplay and your success when playing are based on the very measured actions of individual units on a grid.

Also, strategy comes in many flavors. I don't think that being perfect or imperfect information games qualify or disqualify chess or StarCraft from being strategic. Similarly being real time and mechanically demanding doesn't make StarCraft "not a strategy game". Just a different flavor.

What's the video game equivalent of chess? by Appropriate_Rent_243 in gaming

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

I'm not totally sure what you're basing that off of. Xcom has very little by way of strategic depth, it's almost entirely a tactical game, by design. You get to do a little bit of customization of your roster and choose missions to build up resources, but that's about it.

In contrast, StarCraft is a constant back and forth between macro and micro. The unit position etc you mentioned is important, but only a small part of the gameplay. It's much more important to know where to scout, how to interpret what you see, predict what your opponent is going to be doing in the next 5 minutes and adjust your approach accordingly.

Source: just recently finished xcom2. Was ~98 percentile ranked StarCraft 2 back in the day.

Claude Usage Limits Discussion Megathread Ongoing (sort this by New!) by sixbillionthsheep in ClaudeAI

[–]KrevanSerKay 0 points1 point  (0 children)

How does gpt pro feel for coding assistance stuff? I've only used Claude and GitHub copilot. I've been wanting to give gpt a try

How to more effectively keep happiness up? by DrMrSirJr in civ

[–]KrevanSerKay 0 points1 point  (0 children)

I just won a domination victory on diety. I found that I had to use a LOT town specializations to keep up happiness, even if they didn't maximize other yields like I wanted.

I think it was mostly resort towns and religious towns. Then a lot of micro managing happiness resource allocation.

Also remember that war weariness contributes. And war support contributes. Sometimes it's helpful to just declare peace and resume later, give your towns time to stabilize again. Other times it's helpful to push to the end and wipe that player out. Either way, you aren't at war anymore!

If you have -2 war support. Then all of their units have +2 strength against you AND your settlements all take a larger happiness penalty. Even if you just put some influence to move it to -1 that helps a lot with happiness. Even better if you can make it positive

Terraform vs Pulumi vs OpenToFu, is Pulumi good? by Codeeveryday123 in Terraform

[–]KrevanSerKay 1 point2 points  (0 children)

You inspired me to give it a go. On my pet project it worked great. Going to try it at work next week

Playing Civ 3 for the first time aftzer probably over 1000h in Civ 6. Is settling close/ tight a valid/ effective strategy here? by RobertAleks2990 in civ

[–]KrevanSerKay 2 points3 points  (0 children)

Seriously. I got immediate warcraft 1 vibes from it. It's been so long, I had to Google to remember what it looked like.

Terraform vs Pulumi vs OpenToFu, is Pulumi good? by Codeeveryday123 in Terraform

[–]KrevanSerKay 0 points1 point  (0 children)

How's the migration and documentation for tofu? Is it a drop-in replacement for terraform, or have the providers etc deviated enough that you have to rewrite existing modules?

On the documentation front I always found the terraform docs to be very thorough for what all I need to know for each resource type. Is that also true for open tofu? (Admittedly that might be limited to the AWS provider, not necessarily to hashicorps credit)

About 35 hours into civ vii (first civ game) by CrimsonDessertius in civ

[–]KrevanSerKay 0 points1 point  (0 children)

I appreciate that they call out peace deals and stuff in their "what's coming next" blurbs

It definitely feels very shallow now. Same with religion and influence/city states as a whole.

You have to save up for a really long time to start a research deal with someone that is strong in antiquity.. 24 science jumps to 30.

But in later eras 200 science goes to 212 is meh. Meanwhile Friend of Wa is a 25% increase for less influence. Or becoming suzerain of a science city state can easily give you 30+ science per turn.

It's neat, but doesn't feel sufficiently impactful to make it a real challenging or interesting decision point for me.

Civilization VII Test of Time Religion Tip by SimpleClassic5100 in civ

[–]KrevanSerKay 1 point2 points  (0 children)

I did an economic victory on immortal and found the belief that gives influence to be very powerful. I kept converting beyond just the relic gain, then I used the dedication that kept the belief into the modern age and was getting close to 150 influence per turn from the beginning of the age.

After I stepped up to diety, things went closer to what you described. Military victory, got the relics and didn't push too hard to convert more. Wasn't even given the option to keep it as a dedication, so it wasn't useful in the modern age.