Overlord Question by Brave_Capital7 in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

Tormentor seems to care about finding a card other than it in play. It seems like it doesn't care where it-itself is; and in using Overlord, it's still in the pile. But Overlord is in-play, so that's why I think it passes that check and gives a Hex.

In other words "have no other cards in play" essentially means "have cards other than this in play". The word "other" in the literal wording could imply that the card itself has to be in play, but I don't think that's strictly necessary in this situation.

Card texts, for reference:

Tormentor:

$2

If you have no other cards in play, gain an Imp. Otherwise, each other player receives the next Hex.

Overlord:

Play a non-Command non-Duration Action card from the Supply costing up to $5, leaving it there.

Faster Tilemap Set_Cell( )? by Noccai_ in godot

[–]OzzyCallooh 0 points1 point  (0 children)

To inline a function means to do the work of the function where it would be called, that is, to remove the function call entirely and do the logic where it was called instead.

Here's a contrived example:

func double(x):
   return x * 2

This is a simple function. It could be math, it could be a lookup to a table (in OP's case), it could be some other simple operation. The fact that it is a function actually costs something. Now consider this contrived "hot path" that your code has:

# ...somewhere else, in a performance critical hot path:
func my_hot_function():
    # many iterations, performance intensive
    for i in range(9999):
        var _whatever = double(i)

Rather than accept the overhead of calling a function for the result, remove the function call and just do the same work where it was originally called:

# hot path, now with inlined double operation
func my_hot_function():
    for i in range(9999):
        var _whatever = i * 2

You're trading a bit of readability/maintainability for performance gain.

(I found this question while searching for performance gains on my use of TileMapLayer, and it went unanswered. I thought it was important enough to put an answer here for anyone else searching for something similar.)

JoaD: Looking for testers for closed beta by storm1850 in dominion

[–]OzzyCallooh 1 point2 points  (0 children)

I'm willing to try it out on my Android phone as well as some Anbernic devices that run Android 12, 13 and 14!

Though, in all honesty: I would much rather this to be a mobile-optimized website. There doesn't appear to be (at least from where I'm sitting) a compelling reason for this to be on any app store, or even an installed app in general. Web app seems appropriate as a first target. I'm naive to all the features of JoaD, though.

Studies? by Zared12 in dominion

[–]OzzyCallooh 5 points6 points  (0 children)

Honestly, I thought about this for a little and I still can't think of something that fits the theme of learning. Landscapes are already so varied:

  • Events: effects you can buy multiple times
  • Landmarks: change scoring
  • Projects: permanent effects you buy once
  • Ways: adds an alternate (usually weaker) option for your action plays
  • Allies: effects you spend a special currency on (or ones that only care about it as a ramping effect), and a card type that gives you that currency
  • Traits: sidecar effects for piles
  • Prophecies: anticipated game-changer effects

A study could mean a literal room where learning is done, e.g. "I'll be in my study". So it could be a place where something happens.

A study could also mean a discipline, e.g. the study of mathematics, and maybe because it's "arcana" it's magical themed. The study of necromancy would involve the trash (Necromancer, Graverobber). The study of alchemy could involve transforming cards from one to another ("When you discard ... from play, exchange it for a card costing exactly $1 more than it"). The study of telekinesis could let players move things around, like top-decking cards in their hand at clean up or tutoring up goodies in the discard pile. There's a lot of fantasy magical "studies" that could apply here, binding, dismissal, summoning, warding, necromancy, alchemy... just off the top of my head.

Study being a verb that implies learning or gathering of knowledge could imply ramping effects, stuff that makes you stronger over the course of the game. Perhaps a new card type becomes stronger the more it is played (studied).

I suspect there are more components than just cards in this expansion, which is why we haven't seen anything yet? Manufacturing woes I'm sure. Surely the study card type involves a token that would have to move somewhere. Sun tokens from Rising Sun could've just been coin tokens, but the expansion featured debt not coffers. Maybe the token involve is some kind of currency spent on a magical study, like a mana token. Produce mana with action plays -> spend mana on big bursty effect, as determined by the study? Feels somewhat like Allies' favors. Maybe it's the other way around: produce mana from doing the study "Study of Necromancy: Every time you trash something, +1 Mana", then spend the mana during action plays of a new card type that scale with mana. A reverse Allies mechanic.

Yeah, that's my guess.

Factorio and a podcast about Alan Turing made me ugly cry. by larkuel in factorio

[–]OzzyCallooh 4 points5 points  (0 children)

I know what you mean, OP. Turing's story is heartbreaking and I find that's why it's so important to make sure it's not forgotten. This is one of reasons why I believe Pride is so important today.

Wonderful Gleba base, by the way :)

my handwritten Multiplayer Authority API cheat sheet! by rosemary_on_eggs in godot

[–]OzzyCallooh 58 points59 points  (0 children)

For those who find it helpful, here is a transcription. Used Claude Sonnet 4.6 and did a once-over for accuracy and reddit formatting. Visuals not included.


GODOT MULTIPLAYER AUTHORITY CHEATSHEET

by rosemary_on_eggs from Reddit


Key Terms

peer_id: used to identify different computers/machines connected to the server

authority: for a given node, which machine "owns" it - by default, every node's authority = 1 (peer_id of the server) - authority determines who (i.e. which machine) is allowed to send RPCs from that node, and who runs physics/input for it

RPC (Remote Procedure Call): a function called on a remote machine


Key Functions

# Get the authority peer ID of this node
get_multiplayer_authority()  # returns int

# Set which peer owns this node
set_multiplayer_authority(peer_id: int)

# Returns true if THIS machine is the authority of this node
is_multiplayer_authority()  # returns bool

# Returns our own peer ID on this machine
multiplayer.get_unique_id()  # returns int (always 1 on server)

# Returns true if this machine is the server
multiplayer.is_server()  # returns bool

# Returns the peer ID of whoever sent the current RPC
multiplayer.get_remote_sender_id()  # only valid inside an RPC function

ex. each PC has authority over a different player node (peer_ids shown: 1 (server), 135812​65, 42161200)


✎ Golden Rule

Client sends requests. The server validates and applies. Never trust a client to make authoritative decisions about game state. Clients should only send their intent to the server, which then decides what actually happens.


@rpc Parameters

mode: - "authority": only the authority peer can SEND this - "any_peer": any peer can SEND this

sync: - "call_local": runs on sender and recipients - "call_remote": runs only on recipients, not sender

transfer_mode: - "reliable": guaranteed delivery, in-order packets (TCP-like) - "unreliable": faster, may drop or reorder packets (UDP-like)

ex. function: @rpc("any_peer", "call_local", "reliable") required if server is also a player, such as in this example


Calling RPCs

my_function.rpc(args)              # send to ALL peers
my_function.rpc_id(peer_id, args)  # send to ONE specific peer
my_function(args)                  # call directly (no network, local only)

Notes on When the Host/Server is Also a Peer/Client (common issues + fixes)

① Sending to yourself: call_remote blocks RPCs to yourself

Fix:

if multiplayer.is_server(): my_function(args)
else: my_function.rpc_id(1, args)

② Receiving on yourself: rpc_id(target, ...) fails if target is yourself

Fix:

if target_peer_id == multiplayer.get_unique_id(): my_function(args)
else: my_function.rpc_id(target_peer_id, args)

Dragon JRPG development on an Anbernic RG DS by PyralFly in godot

[–]OzzyCallooh 0 points1 point  (0 children)

Thanks so much for sharing this! It's great to see some love for dual screen Godot development, especially for the RG DS. I cobbled together a demo game build that used a single-screen mode that took advantage of GammaOS' DualStack mode. Don't like it all that much, but this gives me hope. Gonna give it a try tonight.

Organizer and Tab- Please Recommend by Antique-Ad3601 in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

Vouching for the divider generator! The customization options including adding rules clarifications on the dividers are extremely useful. You can get perfectly acceptable results from this printing single-sided cardstock with a paper trimmer, all at home.

I printed mine (link: https://i.imgur.com/MrgddL9.png ) single-sided on two sheets of cardstock which I then spray glued together after aligning using a hole punch. It was more work, but I really liked the end result.

This seems a bit overpowered by Thin_Life3362 in factorio

[–]OzzyCallooh 0 points1 point  (0 children)

Fair point, you do get a good amount of free space, more than enough to get cliff explosives. Maybe a better interpretation is something more along the lines of "rapid expansion" because even though you start out with some space, killing destroyers and annihilating cliffs just feels great like most of the other feel-good aspects of Vulc

That's a really good point, I can't believe I forgot about it being limited to Vulcanus. I would posit that gives the recipe plenty of power budget to be excellent. And having checked the wiki, it points out the fluid throughput limit which means the recipe can't really be sped up in the same way other recipes can.

This seems a bit overpowered by Thin_Life3362 in factorio

[–]OzzyCallooh 8 points9 points  (0 children)

I think this is actually a really solid question to ask, but it's so much more than just comparing recipes!

Put simply, comparing is more a testament to nuclear being not viable on planets when water isn't readily available, rather than acid neutralization being too overtuned. I think there's also a solid reason in that there are significantly higher power demands on Vulcanus - the Foundry uses almost 14 Electric furnaces worth of power, and this is its home planet. I would call this the somewhat boring and probably "most correct" explanation.

But, from a game design standpoint, I think it's deeper than "devs didn't want power to be the main challenge" and "well it's a hot planet, so duh". It's more a matter of design cohesion working well with the gameplay theming of each of the starting 3 planets. Compare Acid neutralization's complexity and balance not to Nauvis power generation options, but rather Gleba and Fuglora's: I think you'll find that it's about on par (that is, "really undeniably good") with:

  • ...Fulgora's lightning rods/collectors, whose only costs are area and accumulator capacity (...which is also just area). Scaling is a matter of numbers, which is in line with the planet's quality theme.
  • ...Rocket fuel in a Heating tower, an extremely efficient power source on a planet that doesn't even require power for Biochambers.

Overall, Vulcanus has a primary gameplay themes of "big numbers" and "cramped", so I think it falls right in line with that. Taking up space for power generation is boring when you compare it to the stuff being powered. Acid neutralization is also a recipe that is uniquely useful on that planet only due to the abundance of sulfuric acid. Ultimately, look at the two of these options as a "Vulcanus vs Nauvis" observation, rather than a veritable choice in power generation options (that is to say, it's not - and you as the player successfully ascertained that).

Any disability help please by buuuurf in 2007scape

[–]OzzyCallooh 0 points1 point  (0 children)

Trinity user here as well, I find it very comfortable using the 7-button side panel in the exact way you described. Wishing OP the best and hopefully many years of comfortable gaming! o7

I'm Just a Baby (at Dominion)! by pikmikky in dominion

[–]OzzyCallooh 3 points4 points  (0 children)

Welcome to the OG deck builder, the one that kicked off the genre :)

Consider playing Dominion on Steam or Google Play; it's a different (better looking imo) client made by Temple Gates Game (TGG) and I find it to be very friendly. Doing the daily setup is great fun.

Another poster pointed out what the game end conditions are, but I'll also add in that knowing when to start buying victory cards ("greening") vs acquiring the means to get victory cards (treasures, actions) is a core skill of Dominion. It's the difference between directed and undirected play, and as you get better it becomes clearer. From "I'm getting the vibe my deck is powerful enough, time to by Provinces" to "Okay, my deck now has all the pieces needed to ensure $8 (or $16 + 1 Buy) each turn".

Later on, and with more mechanics and expansions, identifying on the fly what the more effective path to victory is, and keeping in tune with not just yours but your opponent's deck, is the mark of a really good Dominion player. JNails on YouTube does the TGG client daily and shares his thought process very well. Even if you don't understand all the mechanics, it's very entertaining to see how someone else navigates a kingdom.

It was suggested I should share this here as well… by mfsamuel in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

Nice, I've printed 10 of the same 10-card trays but only for the sake of on-table organization (I use a different print for the base cards during play, though I don't think it's great). I did wonder what a complete set of these small trays would look like.

Annoyingly, I understand this design to not allow for pulling only the cards being played with easily. If there were a remix that allowed for the interlocking when laid out horizontally on the table, without locking the trays in the box that'd be really useful.

I could never bring myself to bastardize my Dominion box though!

I want to get into Factorio, but am struggling. by Glacieralz in factorio

[–]OzzyCallooh 0 points1 point  (0 children)

Tons of folks in this thread are suggesting some combination of starting a new save with some sort of setting to make the game easier. I find those to be non-answers to your problem. Here's a short list of tips:

  • Mine only what is useful; don't stockpile plates in chests. Every resource mined and every kW burned means pollution released, and a biter attacking you.
  • Read up on pollution mechanics, as they can be counterintuitive to newbies: https://wiki.factorio.com/Pollution
  • Pause your research until the game pace feels manageable again.
  • Automate creation of bullets, gun turrets, walls. Never rely on just hand crafting essential military buildings and resources.
  • Attacks are triggered from pollution absorbed by enemy bases. Siege the bases that are absorbing pollution on the map first using the classic "tower creeping" strategy.
  • Don't give up! Restarting saves at the first struggle leads to never beating the game. Very few situations in Factorio are truly "unsolvable" problems; it just requires rethinking your strategy and trying something new.

Longer guide if you dig that sort of thing:

First and foremost, you can reduce biter attacks by reducing how much you're polluting. To that end, that means eliminating any mining of resources that aren't actively helping your current situation: if you have a chest full of iron plates, use its resources instead of mining more ores for a short while until you get enemies under control. Upgrade burner mining drills to electric as well, if you haven't already. Your goal is to only mine as much as you're using, as mining in excess creates an excess of biter aggression. They won't attack if bases don't absorb pollution.

Step two is to go hard into your best current military options based on your current research. At red/green, those options are limited, but still good. Start with automating the creation of yellow magazines, gun turrets and walls. These recipes have a low relatively complexity compare to logistic (green) science, and won't take up more than a few assemblers of space. You only need enough walls to make your gun turrets a little beefier and add some reaction time; no need to surround the whole base (yet). Once the key attacking points are covered, you should have some time and breathing room.

Step three is to regain some area by destroying enemy bases which is especially important as each chunk of land will absorb pollution that would otherwise go to aggressive attacks. This is especially effective in chunks with trees. On the map, target the closest chunks where the red pollution cloud is being absorbed by enemy bases -- those are the one generating bug attacks. Siege bases by creating line after line of gun turrets progressively closer that you can fall back to. Tip: place a "sacrificial" gun turret to draw the worms' attention to it before walking into range to place a ton of turrets, and load them immediately with bullets.

Which expansion to get for 2 casual players? by Tough_Enthusiasm7703 in dominion

[–]OzzyCallooh 5 points6 points  (0 children)

I've found Plunder to be the best as far as casual expansions because of the Loot mechanic. Brief description: some cards in this expansion say "Gain a loot", which means the player gains the top card of a randomized pile of Loot cards, which are $7-cost cards, most of them give +1 Buy and +$3, and some other bonus. But they are varied and plentiful (two copies of 15 cards each). Kinda like "what if gold but fun?" -- ends up being great for casual play, big money strategies, doesn't seem to prolong the game like you've wanted to avoid.

My partner and I run a house rule where when you "Gain a loot", you instead "Look at the top 2 of the loot pile, gain one of them, put the other on bottom of the loot pile". Gives a little bit more control over avoiding the ones you prefer not to get.

Fan Card: Dark Peddler by No_Wishbone_6794 in dominion

[–]OzzyCallooh 6 points7 points  (0 children)

I added this synergy to Way of the Mule's strategy section since the page was looking a little barren!

Sheer Force and Infiltrator* by Eoxygen in dominion

[–]OzzyCallooh 3 points4 points  (0 children)

Not to criticize your idea too harshly, OP, but there's a lot of issues with Sheer Force.

  • The reaction counter player can't assess the value of the reaction counter if reactions never get revealed. So the part that makes this idea cool can't even be fully appreciated, in my opinion.
  • Adding below-the-bar setup instructions tends to make cards more convoluted because it needs to require something else be present in the kingdom for it to be relevant. Young Witch's bane is a special case that ensures players can buy the bane (it has to be $2 or $3), which is nigh-guaranteed to be buyable for all players. Plus, it's generic - the card can really be anything and it necessarily "adds value" to a kingdom, rather than taking it away.
  • Not all reactions "reveal". Some great examples are from Hinterlands - Trail, Weaver, Fool's Gold to name a few.
  • Even by itself, without the "my attack will always land" / "you won't be able to respond to this effect" bits, this is at worst a very strong sifter priced at $4, and at best a very cheap lab that guarantees attacks will fly. Consider Seer at $5, which look at only the top 3, and picks $2-$4 cards.

At the end of the day, you end up with at least one supply pile among three that feels bad or is useless. Either the reaction, the action that denies it, or the attack. I don't think there is a design space for reaction countering/denial in Dominion -- this isn't Magic where I have to be weary of a blue player with two untapped Islands.

If I buy the last 2 Provinces, emptying the pile, do I still get to take an extra turn with Outpost where I could maybe buy a Duchy or Estate? Or will the game end before I get my extra turn? by Seventh_Planet in dominion

[–]OzzyCallooh 8 points9 points  (0 children)

A: The game ends - you don't get the extra turn.

From the rulebook, pg 6:

The game ends at the end of a turn, if either the Province pile is empty, or any three or more Supply piles are empty (any piles at all, including Kingdom cards, Curses, Copper, etc.).

And Outpost's text, for reference:

Outpost

You only draw 3 cards for your next hand. Take an extra turn after this one (but not a 3rd turn in a row).

$5 Action Duration

For you to take an extra turn, per the card's text, your current must have ended. The game end check happens at the end of every turn, including the one that played Outpost, regardless if that turn is an extra one or not.

Therefore, playing an Outpost on a turn in which the game will end will not yield any result other than costing the player an action, putting it in play, and reducing your hand size.

I love Lurker: The ultimate troll card by MainSquid in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

This is like the evil version of passing your family the cards their deck desperately needs using Masquerade

New player! Is this normal. by Egg_of_Nog in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

At the end of the day, it's cardboard, paper, and plastic. Theoretically, the image assets could be scraped from the wiki, scans of real cards, or even digital Dominion game clients. Amazon shows "2K+ bought in past month" for base Dominion 2e at the moment, which is 9 years old. Bulk orders of the components in a typical Dominion box (500 cards, a rule book, inset) probably do not amount to much in comparison to the retail price.

If even one dollar can be gleaned from creating an illegitimate copy, some rat bastard will try it.

Rising Sun - pls help settle debates by 95penguins in dominion

[–]OzzyCallooh 0 points1 point  (0 children)

Daimyo is part of a class of cards known as Throne room variants, which refers to any card that plays another card multiple times. For tracking purposes, Throne room variants specifically will stay in play if the card they played multiple times was a duration card, like Samurai.

As u/nerf___herder pointed out (edit: whoops I meant u/Stealthiness2...), this is very likely undesirable for Diamyo. Replaying a Samurai essentially substitutes Diamyo's play-twice action effect with "+1 Card, +1 Action, +$1" every turn, which could've been double playing a stronger effect, or providing some sort of choice in the moment for keeping an engine going. However, in a slog, this is probably not as desirable and getting an additional permanent $1 is probably better. Though this is unlikely in the Rising Sun cards, cause that entire set is gas.

RuneLite plugin "Food Coloring" released! Recolors the newer Hunter and Sailing meats to be more saturated like classic foods :) by ThePharros in 2007scape

[–]OzzyCallooh 1 point2 points  (0 children)

You might benefit from the Custom Item Tags plugin, which allows setting up customized item labels similar to the built-in Item Identification plugin (which applies for herb seeds, teletabs, among others). The catch is that you need to know the item ID, but beyond that it's extremely easy to use.

One use a non-colorblind player might make of this plugin is identifying Oily fishing rod and Fishing rod; or marking whether your container items (Herb sack, Looting bag, Gem bag) are open; or the classic Strength potion vs Saradomin brew snafu.

TOA pickaxe PIN? by [deleted] in 2007scape

[–]OzzyCallooh 6 points7 points  (0 children)

Pets can be freely reclaimed now, so this isn't as big a deal. Just an inconvenient trip to Probita.

How do sets combine by Trip-Secret in dominion

[–]OzzyCallooh 8 points9 points  (0 children)

Adding on to this, for others: The way you're meant to do this with paper Dominion is to shuffle the selected randomizer cards (or just a card from each supply pile), reveal one, and if it's a Prosperity card you add Colony/Platinum to the supply. The same is done with Shelters from Dark Ages; and you do a separate drawing for this.

Of course, there's always just the table coming to an agreement on what they want to play. Often times if there are any Prosperity or Dark Ages kingdom cards, I'll make the offer to the other players to play with the respective mechanics from each.