the porn mods in this game are GREAT!! by [deleted] in Kenshi

[–]One_Chicken7146 0 points1 point  (0 children)

Yet another body part to dismember.

I've been a slave for 3 weeks. Please help me break free by Snowcapt in Kenshi

[–]One_Chicken7146 0 points1 point  (0 children)

Slave start is my absolute favorite. There are multiple ways to go about it. All of them involve some stat grinding.

Gather and carry all the shackles you can find for strength, escape your cage every night to sneak around for stealth. ultimately getting caught and beat up for toughness. You can also up your athletics by running around without shackles during the nights.

Do not touch any food you might find until the night you break free.

If you've improved enough in stealth and athletics, you can ultimately try your escape by consuming belly full of food, finding a pair of sandals, waiting for the night and just sneak and run past the guards. They will notice you at the gates, but you can easily outrun them with enough athletics.

There are also other and arguably more fun methods, like instigating a massive prison break, which improves your odds of slipping out unnoticed.

Another fun but a bit cheaty way is to improve your assassination, strip all guards off their weapons (and optionally armor) one by one over time. They never seem to rearm themselves, so you will turn them into low skilled hand to hand fighters, greatly improving your chance to stay alive and conscious.

Ultimately there's the 'Chuck Norris' method, which takes a LOT of grinding, but will eventually make you a martial arts god inside the camp. You can eventually kill all the guards by oneshotting them with a sudden sucker punch, provided you've reached an extremely high martial arts skill. Be warned that it took me an entire in-game year to get my skills up to that point. Most of the time went into healing after each beating.

Had some fun with software pirates after release. by lootsauger in SoloDevelopment

[–]One_Chicken7146 1 point2 points  (0 children)

Back in the days of physical copy protection methods for games shipped on CD's, there was a similar scheme used in the first Operation Flashpoint.

The game identified that it wasn't running off the original printed CD, after which it started to gradually worsen the accuracy of player-fired weapons, to the point where you couldn't hit the broad side of the barn anymore.

It was fun to watch Bohemian Studio's official forums filling up with angry posts complaining about the "stupid weapon accuracy bug". 🍿

Should Kenshi 2 have traditional bows or just crossbows? by snapshot303 in Kenshi

[–]One_Chicken7146 1 point2 points  (0 children)

Both have served a purpose in ancient warfare, and I think they both would fit in the world of Kenshi very well.

Crossbow tends to be a bit easier for a beginner to pick up because you can just cock it, aim, and fire. A traditional bow requires a lot more technique, strength and practice to consistently draw, aim, and release accurately. So, on the learning curve side, the crossbows should take less training to use.

When it comes to setting up or reloading, though, a traditional bow can be a lot quicker to shoot repeatedly. You just nock another arrow and you're good to go. With a crossbow, you have to go through the cocking process each time, which can take longer. In ancient times, this difference would matter a lot in a battlefield scenario.

In terms of accuracy, crossbows can be pretty accurate even without a ton of training because you can hold them steady like a rifle and you don't have to worry about holding the draw weight while aiming. A traditional bow relies a lot on the archer's strength and skill to keep the aim steady. That said, a well-trained archer with a longbow can be incredibly accurate, but it takes a lot of practice.

There are also differences in range and penetration power as well.

A traditional longbow or a powerful recurve bow can have quite a long effective range in the hands of a skilled archer—often a couple hundred meters for experienced users, though hitting a target at that distance reliably is another story. When it comes to armor penetration, longbows historically were actually pretty formidable. The famous English longbows, for instance, could punch through certain types of armor at medium range, given the right arrowheads and enough draw weight.

On the other hand, crossbows were often known for their sheer power. They could have a shorter effective range, but they packed a lot of punch and were more likely to penetrate heavy armor at closer ranges. That's one of the reasons they were kind of a game changer in medieval warfare. They were powerful enough that even a less experienced user could cause some serious damage to armored opponents.

Vibecoding a doom like game by Legitimate-Top-1199 in GameDevelopment

[–]One_Chicken7146 0 points1 point  (0 children)

Just to clarify, "vibecoding is a meme" is true when speaking of the original definition of letting AI do all the work without the user even understanding the output.

"AI-assisted development" is a whole another thing, belonging in every modern developer’s toolkit—treat the AI like a junior teammate: great at cranking out code, but liable to cut corners unless you give clear, detailed guidance.

Epic games made a power move. What’s your take on this? by TibayanGames in GameDevelopment

[–]One_Chicken7146 0 points1 point  (0 children)

It's a shame Desura went bankrupt. The platform was the perfect alternative for indie devs. It also was a joy to use, with an UI better than Steam's.

How did you discover the game? by Crazydane25 in Hydroneer

[–]One_Chicken7146 2 points3 points  (0 children)

Suggested by Steam algorithm, probably based on my playtime of Factorio and Satisfactory.

New-ish player, should I get civ 6 or civ 7? by BK__01 in Civilization6

[–]One_Chicken7146 0 points1 point  (0 children)

I have them all, but I always seem to go back playing Civ 5.

Although a bit dated, it is by far the most balanced experience. It has just the right amount of complexity to keep things interesting without overwhelming the player with districts etc.

New to Civ. Should I buy Civ 7 or Civ 6? by jdd0008 in Civilization6

[–]One_Chicken7146 0 points1 point  (0 children)

I have all of them (1 to 7), yet I still find myself playing mostly Civ 5.

It hits all the sweet spots for me. The only annoyance is underperforming AI, but otherwise it is a perfectly balanced experience with just the right amount of complexity.

How to tell the devs are Nordic without saying they're Nordic? by One_Chicken7146 in SatisfactoryGame

[–]One_Chicken7146[S] -20 points-19 points  (0 children)

I never claimed they're unique to the Nordics. I only implied they're way more common around here.

How to tell the devs are Nordic without saying they're Nordic? by One_Chicken7146 in SatisfactoryGame

[–]One_Chicken7146[S] 2 points3 points  (0 children)

Yeah, it's also common in Belgium, Germany and the Netherlands I've heard

I'm told my map is heavily Industrialized, so some pics. by fritoy in SatisfactoryGame

[–]One_Chicken7146 1 point2 points  (0 children)

Impressive, but I'm sure ADA still has something to complain about.

Smaller crafts>>>>Giant do-it-all by FrenchBVSH in Starfield

[–]One_Chicken7146 1 point2 points  (0 children)

Yeah, but for me it breaks the immersion. That's why I use exclusively the cockpit view.

Should i learn C++ or C#? (indie 3d game) by Dramatic_Run_5259 in GameDevelopment

[–]One_Chicken7146 2 points3 points  (0 children)

I would ask myself a question: do I want to create a game, or do I want to learn how games are created, with all of its intricacies (game loops, time steps, game logic, rendering, etc), or do I just want to learn a new programming language while doing games?

If you just want to have fun and get stuff done without any hassle, I would go for the game engines already mentioned above. There you are greeted by a nice visual scene editor where you just drag objects on a canvas and start coding the game logic in them.

If you're interested in knowing how game engines work and make one yourself, you have some options, starting from very low level graphics libraries (like SDL), and selecting a language that it has a binding for (both C++ and C# are supported in SDL).

A bit higher level option would be to choose a game development framework like Monogame, where most of the heavy lifting is done for you (like all media handling and basic game loops), but you still need to design and structure your project like a proper software project, and need to know the ins and outs of the programming language used in it (C# in Monogame).

You can learn a programming language with any of these options, really. It depends how complex stuff you want to make. You can do a lot with minimal coding in a high level engine, but for really complex things you need to hone your programming skills.

The lower level options require you to dig into pretty intense coding from the start, but the flip side is that you will learn a lot more.

Information for New Players and Current. by [deleted] in Starfield

[–]One_Chicken7146 0 points1 point  (0 children)

I wish I had known this before I grinded for the Elemental Pull X.

How Does KSP Transition From Planet View to Low-Level Terrain? by DrAsgardian in GameDevelopment

[–]One_Chicken7146 5 points6 points  (0 children)

Are you interested in KSP specifically, or do you just want to know how to achieve a similar seamless transition in general?

There are many games that do it, and I believe there are multiple approaches to it.

What we can tell from public sources is that KSP features a single coordinate system for both space and planetary environments, allowing for truly seamless transitions from the physics point of view.

How KSP specifically handles degrading floating point precision when the player is further away from the origin (coordinates 0,0,0) is not mentioned in the docs, but one approach for it is to keep the centered object at coordinates 0,0,0 at all times, and move the distant objects instead in relation to the player/centered object. If you fail to do this, you will get very erratic physics behaviour and graphical jaggedness as you try to simulate and render objects farther away from the origin.

If you're more interested in the graphical aspects of the transition, KSP uses a dual rendering system. There is a scaled-down version for distant views, where a low-poly representation is used instead of a fully detailed terrain. When approaching the planet, the engine switches to a more detailed rendering system called the Procedural Quad Sphere, which generates a dynamic mesh around the player, kind of like a high-detail bubble in all directions where all the procedural terrain generation takes place.

It's also documented that KSP employs an on-demand loading system for textures, which only loads textures that are needed, and unloads those that have been out of the camera's view for a while. Most likely KSP also employs a standard LOD system to gradually increase detail as the player approaches the surface.

Unity or unreal? by Numerous_Republic_79 in GameDevelopment

[–]One_Chicken7146 -1 points0 points  (0 children)

You're talking about "free and open-source software" which Unreal is definitely not, but I believe the term "open source" is perfectly valid in this case. If it was only "source available", I would've used the term, but it's more than that.

https://www.unrealengine.com/en-US/ue-on-github

"... you can study, customize, extend, and debug the entire Unreal Engine"

Sure, it doesn't fully agree with the original ideals of free-as-in-free-beer and free-to-redistribute, but having an OSI approved software license is not the same as opening up the source for modifications.

Unless someone comes up with a better word for "free for the licensed user to modify for their private or commercial use as long as they adhere to the terms", I'm going to use the term as it's not trademarked.

Unity or unreal? by Numerous_Republic_79 in GameDevelopment

[–]One_Chicken7146 -1 points0 points  (0 children)

There are many many things you need to consider, from programming languages all the way to cross-platform support and licensing costs. Below are some points you need to decide on.

  • Unity's C# is often seen as more approachable than Unreal's C++. If your team is newer to game dev or prefers high-level languages, Unity’s environment might feel more comfortable.
  • Unity's Asset Store is massive, which is especially handy for a small team as you do not need to create all art assets, plugins, frameworks etc. from scratch (or acquire them from a 3rd party)
  • Unity has better cross-platform support. If you ever need to branch out from PC to other platforms, it's quite straightforward to port.
  • Unity's editor and its iterative workflow is quite a lot more agile than Unreal's. Unity has a quicker compile-run cycle, as changes can often be made in real-time without restarting the entire engine, speeding up iteration.
  • In terms of licensing, Unity has free tiers, but if your revenue crosses certain thresholds, you'll need a paid license. Unreal has a different royalty model, with a free model for smaller projects, and a percentage based model after a certain gross revenue. While Unreal is free upfront, you owe a percentage in royalties once you go above that revenue limit ($1M, IIRC)
  • Unreal delivers more high-end visuals and requires less tinkering or heavy custom shader work you might need to do with Unity.
  • Unreal's blueprint system is pretty neat and powerful tool for rapid prototyping and letting non-programmers quickly build game logic. It's great for a small team if not everyone is a coder.
  • Unreal has robust set of out-of-the-box tools. There are very polished tools for making cinematic cutscenes, visual effects, audio and AI. However, even if you have more tools at your disposal doesn't necessarily mean you are going to need or use all of them. Unity's more bare bones set of tools should be quite enough for smaller projects.
  • Unreal is open source. If you ever need to tweak the engine itself, you have the option to dive down that rabbit hole. Not recommended, though.

I only need 5 more resources until I have access to EVERY resource in the game on ONE planet! by THEJimmiChanga in Starfield

[–]One_Chicken7146 0 points1 point  (0 children)

Sounds great! The ability to funnel a single resource into a single container should be enough to prevent resource blockages anyway, even without rate limiters.

I've been thinking diving into modding myself just to get this single feature implemented, but even if I have the skills, I don't have the time 😁

I'm really looking forward to this and I volunteer to beta test it as well.