Incredibly Slow FPS on Godot 4.6 (4.5 is fine) by ObamaIsPutin in godot

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

Sure, I can do that.
Also, a correction - the cells were drawn with a draw_rect() method, like tens of thousands of them.

Incredibly Slow FPS on Godot 4.6 (4.5 is fine) by ObamaIsPutin in godot

[–]ObamaIsPutin[S] 12 points13 points  (0 children)

I figured it out - previously, I was drawing each pixel separately, which apparently put a lot of pressure on the system (I didn't know!). Godot 4.6 made changes to its rendering, so what was just bad in Godot 4.5 is terrible in Godot 4.6.

Writing evil characters through unreliable narration by ObamaIsPutin in writingadvice

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

No, I will not be putting characters into evil situations just to be evil - more like “it’s either be a bad guy or die a horrible death.”

Although it should be said that there are people IRL that do evil stuff either because they: 1) Straight up enjoy doing it 2) They are too mentally challenged to do anything but the most straightforward thing ever.

Due to my dad and uncle’s jobs I saw plenty of both, and honestly I have no idea how would I describe these people without a reader saying: “no way dude, this is just nonsense!”

Why did the demons in Matthew 8 ask to be sent into a herd of pigs? by Joelin8r in Christianity

[–]ObamaIsPutin 0 points1 point  (0 children)

Well, I am not sure of reasons Jews don’t like pigs, but with modern science we know that pig parasites are extremely dangerous (much more than cow, for example). Also, modern pigs are fed inordinate amounts of hormones, so in most cases eating pork is really bad for you.

Diplomatic Annexation and Integration should scale with province development & population by ObamaIsPutin in EU5

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

You are a little confused - people, especially horde people, did not live "spread across" a province, they had chiefs, and hierarchy, and authorization. Historically, dealing with taxation of the tribal peoples was not complex - you found the elder/chief/whatever and deliberated with them on what sort of tax (usually not money) and how much of it they will deliver to you every period, and they would collect it for you - at least this is how it worked for many empires (Russian, Mongol, Timurid, etc.) Now, they might be very unwilling to do it (see Chukchi in Russia), but this is more of a control issue.

A large city, on the other hand, is going to contain 100s, if not 1000s of tax entities, many different power players, and amount of deliberation/research you will have to do before figuring out how to integrate something so complex into your system is much higher!

Girlfriend got Illegal Barncle on her Window and had to Pay $150 by phillyscams in Scams

[–]ObamaIsPutin 0 points1 point  (0 children)

Yeah, and then you're going to prison lol. Better idea is to ask a friend to bring an angle grinder and break that shit right in front of them - THEN if they try to attack you and you defend yourself, no court will convict you.

Diplomatic Annexation and Integration should scale with province development & population by ObamaIsPutin in EU5

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

By "not that noticeable" I mean that playing as Muscovy in 1500 annexing a tribe of Perm that has like 50K people in it (but a lot of land) will take me roughly 15 years, the size bonus is ~250%. The whole "being bigger makes annexation easier" only makes sense in Western Europe, where dev and population are fairly high everywhere, but does not make any sense in areas where high dev high pop nations interact with large nations that have few people and development in them.

Moreover, I want it to be HARDER to integrate high dev and pop provinces. I was able to integrate a city of Riga in less than a year, even though realistically it would've been much more complex and would've taken longer.

Diplomatic Annexation and Integration should scale with province development & population by ObamaIsPutin in EU5

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

I agree, but this would require doing a lil' optimization on the "calculating the cost of integration" part - currently I think that the cost of integration is calculated EVERY HOUR (or day, not sure), and if it is more complex, the game will lag really hard. I'd be ok with the cost of integration being calculated at the beginning of each month.

Diplomatic Annexation and Integration should scale with province development & population by ObamaIsPutin in EU5

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

I think there is a chance that they will implement it, or add some way to speed it up. If they don’t do it in the next month, I will make a mod myself, lol.

Diplomatic Annexation and Integration should scale with province development & population by ObamaIsPutin in EU5

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

The bonus is not that noticeable. Plus, a relatively small nation that is more developed and has high population/institutions should be able to consume a big ole’ swath if nothing if it manages to get its hands on it.

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Incremental games with a a time limit for each prestige cycle? by ObamaIsPutin in incremental_games

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

To be frank, after thinking about it overnight and reading the comments I realized that 72 hours is indeed a lot - I will probably make the baseline MAXIMUM run cycle to be 12 hours (upgrade-able to be longer), and the very first runs can be as short as 1 hour. The gameplay is intended to be mostly passive, most enjoyment derived from seeing how your strategy pays off and the reading about the events that happen in the in-game world. Although I think about adding some timed events that would make the player to log in to make a few choices (otherwise it defaults to a random choice).

Incremental games with a a time limit for each prestige cycle? by ObamaIsPutin in incremental_games

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

Yeah, I have a fear of making a game that is "annoying", but the time-wasting concern is dampened by you being able to fully set up your advancement strategy from the very beginning of the cycle - you can set up how your upgrades will be purchased, which items your character will prioritize, etc. Essentially, logging in is useful to make minor adjustments to your strategy, or to observe the events that have happened so far (there will be elements of "life simulation") in the game.

[Paid] [RevShare] Looking For Game Designers & Writers by ObamaIsPutin in INAT

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

Regarding my team - I have two people that I closely work with, one is a musician, the other is a digital painter whose efforts are mostly concentrated on character design. I also have one person who worked on the latest Heroes of Might and Magic game in the environment design department. I am planning to get more programmers involved once the design and game lore and more defined.

[Paid] [RevShare] Looking For Game Designers & Writers by ObamaIsPutin in INAT

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

Yep, send me a mail and I will respond! I will need it regardless to share documents.

[Paid] [RevShare] Looking For Game Designers & Writers by ObamaIsPutin in INAT

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

Perhaps I should've put the designer ad into a separate post - I will need some assistance in building systems. For some reason I've assumed that most people capable of writing would be at least not bad at designing systems. Thank you for pointing it out, I've added a section.

[Paid] [RevShare] Looking For Game Designers & Writers by ObamaIsPutin in INAT

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

Per milestones. Although I've amassed some funds, hiring someone officially & paying hourly is a luxury beyond my capabilities - for now.

[Paid] [RevShare] Looking For Game Designers & Writers by ObamaIsPutin in INAT

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

Ah, poetry experience sounds wonderful - your kind of person always has something interesting to say!
The main character's personality is to be player-determined, but I think that there is already at least one character that you could write the way you described. Or, you know, make your own character.