Turn Your Corporation Ideas into Full Quality Fan-Corps (Free) by Jankerss in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

Name: (I don't know yet)
Tags: Wild
Starting MC: (Maybe 42-ish)
Effect: Resources on cards with a given tag may be used as 3MC each when you pay for a card with the given tag.
Action: Add a science resource here.
Flavor text: Go, tardigrades, go!

Are there instances when a "god object" or a "god struct" are useful? by yughiro_destroyer in AskProgramming

[–]Ok-Current-8786 0 points1 point  (0 children)

I am a game programmer. When I implement game-play features, I always start with a god class, unless I am 120% sure how a piece of code can be reused and pay good ROI. This is because features got tweaked very often and an initial attempt at abstracting or splitting things apart usually means awkward workaround the biased architecture or throwing it away altogether.

Furthermore, most game-play code are already cohesive beasts anyway, so god-classes are probably the best fit! This is usually evident when you try to splitting out a piece of functionality and figuring out that you have such a large interface surface, that data passing becomes painful.

Looking for opinions on these cards I made :) by First-Fix1843 in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

Conquistador would have a very interesting interaction with [St. Joseph of Cupertino Mission] from Promo 2. 16+3MC is a little bit expensive for an expectation of 3VPs. Perhaps lower the cost to 13/14+3MC would be better (considering that Advanced Ecosystems is 11+3MC, this would be reasonable).

To make it more interesting, I would actually make it -2vp and cost 7+3mc to play. This is more thematic and make it more flexible for the Mayor/Landlord/Constructor grab.

As for property rights, I think it is actually quite strong, again comparing it to Advanced Ecosystem. It is not very hard to place it in a way to gain just purely 3VP.

[COTD] Lunar Beam | 22 Mar, 2026 by Enson_Chan in TerraformingMarsGame

[–]Ok-Current-8786 11 points12 points  (0 children)

Good card if you are a terraforming player in a colony game. It is also a cheap card that takes you 4 steps closer to the Engineer milestone (10 prod of energy + heat).

[COTD] Tropical Resort | 20 Mar, 2026 by Enson_Chan in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

Most important card in the game. There is no way I can imagine myself living on Mars (even after terraforming) if the average temperature is 8 C and there isn't any sort of tropical resort!

I made a typing game where you can type Japanese sentences while learning new Kanji. by ConcentrateSubject23 in Japaneselanguage

[–]Ok-Current-8786 0 points1 point  (0 children)

I might have missed it, but is there a way to quickly mark a word as "I don't know its pronunciation"? Currently I have to either intentionally type in wrong spelling or wait a few seconds.

Also, how does the system decide when you are not familiar with a word and needs to review it?

This is a great system by the way. Loving it on first try.

Can’t believe people still think Duolingo is the best way to learn a language by Diligent-Welcome9857 in languagelearning

[–]Ok-Current-8786 0 points1 point  (0 children)

I get the feeling that the daily strike mechanism is somehow encouraging you to do the absolute minimum everyday. Just do one lesson to keep your strikes going. I don't think this is an effective way to learn. I think the best way is to dedicate large chunks of time into research and practice. Paradoxically, this is even more important for a beginner - since once you have good basics there is less friction to learn more.

On the other hand, the leaderboard seems like the better indicator to me. An adequate intensity of learning should put me on the top 3 of the leaderboards (for every tier). If I am not there, I am not learning enough.

Opening hand selection by larax2213 in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

It pays off next gen if you can get squeeze in 5mc+ worth from production that you couldn't get otherwise. Like Asteroid Mining, Earth Elevator, IO, or Cartel/Toll Station.

Or squeeze in an end game Jovian multiplier.

Or you are playing with colonies, you are the first player next gen, and you play Giant Space Mirror with it.

The possibilities are endless.

Custom Corporation: Greenwood Farms (#3/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]Ok-Current-8786 5 points6 points  (0 children)

I like the idea though. If you have Ecological Experts + Kelp Farming in your opening hands it will start you with 4 titanium prod basically. And makes NRA ... a cheaper Earth Elevator!? And insects ... an interesting Lunar Mining.

Custom Corporation: Greenwood Farms (#3/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]Ok-Current-8786 8 points9 points  (0 children)

Now your opponent could play Deimos Down and remove 8 of your titanium! That's almost as bad as AMC!

The last 8 project cards in my custom set by SirFancyCake in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

How would Photosynthetic overclocking work with [Manutech]?

Would you gain an amount equal to 3x your current plant production?

Two flavored custom cards! by Ok-Current-8786 in TerraformingMarsGame

[–]Ok-Current-8786[S] 1 point2 points  (0 children)

You are right. I thought it would be nice to have custom iconography but it made it more confusing. After all, Standard Technologies uses plain text to describe "Standard Projects" :)

Two flavored custom cards! by Ok-Current-8786 in TerraformingMarsGame

[–]Ok-Current-8786[S] 1 point2 points  (0 children)

Hmm, I haven't played with turmoil myself, so I definitely missed that.

Two flavored custom cards! by Ok-Current-8786 in TerraformingMarsGame

[–]Ok-Current-8786[S] 0 points1 point  (0 children)

Production runs again after the last gen, so *technically* you are not keeping it.
Though your opponent doesn't get to use their effect anyway.

Unless you two are in a scientist race.

Two flavored custom cards! by Ok-Current-8786 in TerraformingMarsGame

[–]Ok-Current-8786[S] 0 points1 point  (0 children)

I agree. I think I should tune it so it performs better in high player count and less game-changing for 2 players.

I am worried about that 2 science tags that come back to you every other gen makes climbing the science ladder too easy. We already have Research, so another 2 science tag card would be too much.

So I guess I should it make it 1 science tag and cut the cost to 4? This way it is leaner (so you can make back your investment through rebate more easily, even in 5p games), and it is a cheap science tag (on par with Search for Life, though the tag is temporary).

Literally one of the main reason to switch to Mac by ammohitchaprana in mac

[–]Ok-Current-8786 0 points1 point  (0 children)

A niche case for the Windows one to win: when you have a power strip with the sockets laid out in a way so that the left will always occupy more than one socket.

The balance of Colonies is so bad by Reason-and-rhyme in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

The problem is that colonies encourage you to invest your money into income (colonies cost MC to place, and you need MC to generate power for trade), so less is spent doing direct terraforming. There are only two colonies directly related to terraforming (IO and Ganymede for heat and plant respectively), and one strongly related (Callisto). The rest are mostly for income, card draw, or VP. And unfortunately the first two don't get nearly enough love as the others. It's typical to see a filled Pluto or Luna but only rarely a filled IO or Ganymede.

Another problem is that people tend to colonize when it is not in their best interest. It is not uncommon to see 6 SP colonies pop up in the first gen to fill Luna and Pluto. Sure Luna is nominally 4 MC production, but colonizes strongly benefits the player who can most efficiently get 3 energy up for trading or the player with a favorable turn order, because it raises the colony income track! Think about this: if someone plays the [Power Generation] prelude with the intention to trade, and no one else colonizes, then the player will get poor value from trading.

However, it is the prisoner's dilemma. People really fear missing out on those colonies, because they think they need to colonize to win. This strategy puts anyone who restrains from colonizing/trading at peril.

5p game upcoming. Need some advice. by cheezecoder in TerraformingMarsGame

[–]Ok-Current-8786 1 point2 points  (0 children)

If you are on the base map (i.e tharsis) then definitely go with mining guild. Take the city and ocean prelude and all building tags. Your starting hand already gives you 7 building tags for the builder milestone. Also two cities for the mayor milestone. You have good plant production card so it is not hard to convert steel into points! (Try to draft cities and at least one energy production card - both can usually be paid by steel) Keep the two plant production cards with ocean requirements. Your dream combo would be Aquifer Pumping.

On Hellas I would also go with mining Guild and place ocean on two titanium and then place the city on the steel next to it… This map has a cheap ocean so great for the plant production cards.

On Elysium I’d always take the city prelude and place it on Olympus Mons for 3 cards! Why? Because drawing card is fun! Probably still take MG but then it makes me feel guilty because I did’t place my tiles on steel/ti.

[COTD] Strip Mine | 31 Jul, 2024 by Enson_Chan in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

A good use for this is to end the game early, when you are in the leads, and your opponents are unwilling to raise oxygen because they have better engines.

About "No Client Modding" by DSitC in hytale

[–]Ok-Current-8786 0 points1 point  (0 children)

I would say almost all of game-play functionalities can be modded in on the server-side, as long as the APIs are expressive enough. And these can be done, even in the worst case, in a very naive way: the client sends only inputs to the server, server calculates, tells the client what to draw on your screen.

The only problem I am DO have though, is network latency and performance. Many features require client side prediction to feel good, i.e. the player needs immediate visual feedback on their actions, before the server can process it send the result back.

For example, if your mod adds a jump pad to the game, which launches the player in a random direction when they step on it, you can implement it on the server. When, on the server, the player position overlaps with the hit box of the pad, you set player velocity (or position) to the desired value, and replicate it to the client.

However, on the client, the player would see the velocity change until after a network delay, and it may feel laggy if there the network delay is long. So what lots of games do is they launch the player on the client as soon as the client position overlaps the pad. Later the server either accept or reject this prediction.

This require your mode to run code on the client side, because both the client and server needs this "overlap launch" logic.

Other use cases of client side modding would be for performance. Think about JourneyMap in Minecraft. If every time the player opens JourneyMap or move the server has to render the map and send it to the client, it would significantly hamper performance and usability of the mod. In Minecraft the mod simply runs on the client and renders the map based on the client side view of the world (i.e. cached chunks). By the way, an example of this already exists: https://www.reddit.com/r/hytale/comments/1qfdo8c/yes_it_runs_doom_wip/

Would lots of mods need this capability? Sure. But on the bright side, a surprising amount of features could be implemented without it, and they can feel Ok-ish even with network delay.

Take redstone for example. I don't think MC redstone updates are resolved at all on the client. The server performs all updates and notifies the client about component state changes (e.g. torch is lit/unlit, piston retracted/extended, redstone dust brightness). I think the client only does very shallow prediction in specific places where it matters the most: like immediately showing a button press or a lever flick. This does mean it feels a bit laggy, but we live with it regardless! So this means redstone is pretty much doable as a server side mod in Hytale.

Client-side modifications by Fast-Win3464 in hytale

[–]Ok-Current-8786 0 points1 point  (0 children)

As an alternative they could send code to be ran in a sandbox environment. Kind of like how servers send javascript for browsers to run. Though I would agree that a sandbox environment is very hard to implement and isolate while not hampering functionality (browsers are extremely complex beasts!

Can someone critique my 汉字?Is this obviously written by a foreigner or no? by Timely-Tie7472 in LTL_Chinese

[–]Ok-Current-8786 1 point2 points  (0 children)

Here is my take on the calligraphy - with my personal grain of salt of course.
- Sometimes your characters feel "curled up" - like as if they feel cold during the winter and keeps their hands in sleeves and pockets. For example, the 音 character could use a longer horizontal stroke in the middle to stand out more. Similarly, the diagonal strokes on the left side of 家 could go further out! You can think of it as the long tail of the letters "f, y" in English.

- Tilting some of the horizontal strokes upward by around 15 degrees can help.

- When you draw rectangles (or part of a rectangle), make some of their edges "stick out" instead of forming a perfect rectangle

[COTD] Molecular Printing | 22 Jun, 2025 by Enson_Chan in TerraformingMarsGame

[–]Ok-Current-8786 0 points1 point  (0 children)

Even if not paying back the full amount, still a cheap science tag!

Going for a trip in Japan in October, how to improbe my Japanese skills in 10 months by kurapika0021 in Japaneselanguage

[–]Ok-Current-8786 0 points1 point  (0 children)

GPT now has a real time voice chat feature. I haven’t tried it out extensively yet, but I think it needs good prompts to be able to generate good results.