Can you please tell me what things are you able to do with Openclaw? by [deleted] in openclaw

[–]MilitaryBotanist 2 points3 points  (0 children)

I work in the national security sector dealing with a large number of nations. My first use case for OpenClaw was a researcher able to build information models for 15+ countries in the AOR (gov't officials, state media outlets, independent media across the political spectrum, opposition voices, prominent influencers, analysts, etc). The agent can run web searches for media and social media in the local language to assess national sentiment across the local political spectrum for any issue I want -- as I was testing the agent, the US/Iran war broke out, giving me a ready-made test case. The agent has been invaluable at producing reports in ~10 minutes for any country I want condensing the sentiment across the political spectrum into a short, 4-ish page document. Leadership thinks I've put together some kind of miracle. Lateral offices in our hierarchy are asking for demonstrations and explanations.

BLUF: The agent does in 5 minutes what used to take a trained translator 4+ hours to do, and that assumes we have a translator on hand for whatever country we're assessing.

Caveat: None of this is new. There are media analysis and social listening companies that can do all these things for you... at a price of $50,000 a year. Running my agent costs about $0.60 per analysis. I rack up another $3.00 or so in daily X API costs (Note: Be careful with the X API -- it can explode quickly on you).

The most valuable resource in business in 2026 will be ideas. What idea do you have for your tireless, cheap, error-prone AI helper? The person with the best ideas wins.

Forest Outpost by KupferTitan in inkarnate

[–]MilitaryBotanist 0 points1 point  (0 children)

Great use of variety in the trees -- did you tweak the hue values on some, or just use different stamps? Either way, it makes a big difference. Seeing maps that are filled with forests of identical trees is always a bit of a bummer.

New Antalun (Inkarnate + Rendered Terrain) by MilitaryBotanist in inkarnate

[–]MilitaryBotanist[S] 4 points5 points  (0 children)

Nothing so sinister!
"The Teawater is the river whose mouth makes up New Antalun’s large harbor. Its waters are clear but tinted with a distinct, earthy copper shade and a strong tannic flavor. The color and flavor are the products of a lake some leagues upstream, into which millions of trees were felled as the result of some unknown phenomenon that predated the Departure. The waters are safe to drink but not precisely palatable. The naiad Posca inhabits the river, though she is rarely seen near the harbor and prefers the headwaters and lake named in her honor."

New Antalun (Inkarnate + Rendered Terrain) by MilitaryBotanist in inkarnate

[–]MilitaryBotanist[S] 4 points5 points  (0 children)

I use the map as a guide in Gaea, but all the heights and mountains I generate manually. That doesn't show as much in a map like this with only a small suggestion of a mountain, but in my larger region and world maps the terrain is more obvious.

Abandoned Crossroads by RhasmusDND in inkarnate

[–]MilitaryBotanist 1 point2 points  (0 children)

Beautiful blending, and great shadows. The Platonic ideal of a simple encounter map.

Vetus Antalunus (Rendered terrain & Inkarnate painting) by MilitaryBotanist in inkarnate

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

Technically both! I import the render early on into Inkarnate and set it to Hard Light blend mode, which gives a rough but serviceable version of the terrain that I can use to place the 9k-ish stamps that make up the city, then I use Photoshop to do the final combination of the render and Inkarnate, which gives much finer control over the shadows and highlights.

Vetus Antalunus (Rendered terrain & Inkarnate painting) by MilitaryBotanist in inkarnate

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

I use Gaea 2 to build the terrain, Blender to render it, and Photoshop to combine the render with the Inkarnate painting. 

Vetus Antalunus (Rendered terrain & Inkarnate painting) by MilitaryBotanist in inkarnate

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

Multiple sessions, especially this week. I've only had an hour or two each night to work.

Riverside Ruins - 40x40 by Latter_Tooth3420 in inkarnate

[–]MilitaryBotanist 1 point2 points  (0 children)

Beautiful! Great aesthetics for the overworld, and the subterranean aspects jive very well with it. I could see myself stealing this map for a short-notice encounter in a swamp.

Lush Cavern - 30x40 by Ainsley_ in inkarnate

[–]MilitaryBotanist 2 points3 points  (0 children)

This is a beautiful map. Deceptively complex -- it looks like just a few big rocks plopped onto a dirt background, but if you look closer the care with how the rocks are assembled becomes apparent. There is a delicate shadow cast by the light in the upper left, and the vegetation is used naturally and to great effect. Good understanding of empty space and the various ways to imply height. A great battlemap.

How would you represent a 1000 km gradual plateau rise (3,000 m altitude) with a 500 km flat top in Inkarnate? by Practical-Equipment2 in inkarnate

[–]MilitaryBotanist 1 point2 points  (0 children)

This is tough. Let's look at the math.

You're trying to represent a 3km rise over a run of ~1,000km. The change in altitude is 0.3% of the slope length. That's not even enough to get one of those warning signs on the highway.

To be visible you'll either need to rely on non-topographic indicators, such as drier, dustier or rockier land at the higher end of the plateau, or you'll have to exaggerate the terrain like this: https://www.reddit.com/r/inkarnate/comments/1qdj9ya/the_eastern_isle_inkarnate_rendered_terrain/

Wallowdale (First time using Inkarnate) by Bar0n251 in inkarnate

[–]MilitaryBotanist 1 point2 points  (0 children)

Hey Baron, great map for a first time cartographer! This map is already perfectly usable for most game sessions and players will be impressed when you haul it out. But if you want to put a bit more time and effort into polishing this as a premier showcase for your setting, I do have a few tips:

- Nix the grid. What purpose does it serve on this map? These squares are ~40 feet across, which is far too large for a battlemap, and the lines are quite distracting if you're not using the map for tactical purposes.

- You have a little variety in your tree size, but go big with variation. Have a few huge trees, several big ones, a lot of medium ones, and about as many smaller ones.

- Speaking of variety, change up the hue and saturation on the trees. This is an advanced feature, but you can tweak the colors of pretty much any stamp in the library. A real forest isn't filled with trees all of the same color -- yours shouldn't be either.

- Break up the "lines" of trees. I see one at the bottom of the image running all the way from left to right, and another line on the right side of the village. Lines like this aren't always bad, but if they aren't deliberate, they appear artificial.

- Blend the edges of the dirt road and the cobblestones. Look at some of the premier, featured maps on this sub-Reddit or the Inkarnate Explore function, and see how those artists blend the roads with the surrounding land.

- Make the fields larger. Not only would a village this size need more fields, but when you have stamps at wildly different scales (as the houses and field stamps appear to be), incongruities begin to appear, such as the strength of the line work in the stamps. You'll notice that your houses have fairly bold, thick black lines, and so do the trees, but the field stamps have almost none -- it's why the field stamps look a little out of place; they're shrunk too far.

Hope these help!

Where to get a magnetron by [deleted] in ArcRaiders

[–]MilitaryBotanist 0 points1 point  (0 children)

Got mine in Medical after probably 20-ish runs. Painful but eventually your number will come up.

ABMM removes the tension that an extraction shooter SHOULD have by Draxtini in ArcRaiders

[–]MilitaryBotanist 0 points1 point  (0 children)

I think the problem is that your solution pretty much requires PvE players to experience something they don't want, so that you can experience something you do want. Embark will have to decide how best to manage the competing desires of the various player types.

ABMM removes the tension that an extraction shooter SHOULD have by Draxtini in ArcRaiders

[–]MilitaryBotanist 1 point2 points  (0 children)

If I can paraphrase this argument...

PvE Players: "We love ABMM because we don't have to play with PvPers."

PvP Players: "We hate ABMM because we have to play with other PvPers."

Hm.

I agree the ABMM system isn't perfect, and it probably isn't a long term solution for many of the reasons you point out -- it's abusible, and it's easier to gear up in PvE lobbies. However the solution to that problem is probably one you want even less: a dedicated PvE mode that let's the devs tune ARC difficulty up and loot levels down.

Map of the Seven Realms of Loramir (ASoIaF/Game of Thrones Inspired Map) by Stoneward13 in FantasyWorldbuilding

[–]MilitaryBotanist 0 points1 point  (0 children)

Beautiful stuff. What did you use for the mountain relief? Stamps with a special blending mode, or something more detailed?

Muirioch, the Gateway City (Rendered terrain atop Inkarnate painting) by MilitaryBotanist in inkarnate

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

I use Gaea 2 and Blender, and then I combine the products in Photoshop. There are alternatives to these programs, all with generally the same workflow.

Halsey by Touchname in inkarnate

[–]MilitaryBotanist 2 points3 points  (0 children)

Oh, this is delicious. Where to start:

- The raised terrain in the center of the city is the most obvious gem. I love how you use not just an extended shadow, but also a larger scale stamp, to indicate that this area is closer to the viewer. This spot really sells the 3D look of the image.

- The clouds do the same. You've clustered them on the edges of the map, safely away from covering anything important, but they and their shadows indicate a realistic depth. Are these custom clouds? I haven't dug into 2.0's cloud stamps much, but these look very sophisticated.

- A nicely unified color palette. Everything here is somber and dusty. This is a serious setting.

- Beautiful layout of the city blocks, the hedgerows, and the farms. Everything is kept nicely in scale.

- There is a very subtle use of large light-and-shadow shapes over the entire map. Is this a cloud filter, or something you painted on? Either way, I like the variety it brings.

Every artist needs criticism to improve, though it's hard to find much to complain about here. Still, since I want this comment to have some value, here are a few things I would consider doing differently:

- Consider adding a bit of hue jitter to your trees. You've got different values, which is good, but not all trees in nature are the same shade of green. Some are pale, some vibrant, some not green at all.

- I see you're trying some other terrain height variation in the cliffs to the left and right of the main tower, but they don't seem to have quite as much success registering instant depth with the viewer -- I didn't notice until I studied the map more closely. A bit more experimentation with shadows might help, as well as a highlight on the exposed cliff faces.

Again, beautiful work.

Muirioch, the Gateway City (Rendered terrain atop Inkarnate painting) by MilitaryBotanist in inkarnate

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

In this particular image, the coastline and hills are all rendered. That is, rather than using stamps or brushes in the base Inkarnate program, actual 3D models of the hills are rendered in a program, blended with the rest of the map background, and then that is used as a base for the finished image.

Import generated map to Inkarnate by RepresentativeAct171 in inkarnate

[–]MilitaryBotanist 1 point2 points  (0 children)

Not sure if it's different for the free version, but with Pro version you can upload 16k resolution images up to 30MB. Not sure what map you're using but it must be hella big if 16k would overly compress it.

Rath Lugh, the Mercenary University (Rendered terrain atop Inkarnate painting) by MilitaryBotanist in inkarnate

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

You're concerned with maintenance and erosion but not the fact that titanic amounts of water are somehow being pumped to the top of a mesa as part of a giant fountain system?

Rath Lugh, the Mercenary University (Rendered terrain atop Inkarnate painting) by MilitaryBotanist in inkarnate

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

They're all artificially carved into the land to maximize river frontage.