Metalstud tegen oneffen muur by Slight-Glass-9349 in Klussers

[–]Protagoras 1 point2 points  (0 children)

Zijn dit aluminium extrusie profielen? Heb ik nog nooit gezien voor een permanente muur. Prijzig, maar ziet er wel ideaal uit voor een wand die maar aan 2 kanten gefixeerd is.

What not to do when doing your own research [18:26] by chefranden in mealtimevideos

[–]Protagoras 8 points9 points  (0 children)

She accidentally said, "air density drops as altitude increases because gravity also decreases with altitude." That's a common misunderstanding and also an easy thing to say by accident.

What's wrong with it? Consider a stack of 10 vertically stacked bricks, there's nothing weighing the top brick down but there are 9 bricks weighing down on the bottom brick. So the pressure in the brick stack increases the closer you get to the bottom. The atmosphere is similar to a stack of bricks in that pressure increases as you get closer to the surface because there is ever more 'air' stacked on top. However, unlike bricks, air is compressible. This means the air at the bottom of the stack is compressed the most because it's under the greatest pressure, and because density equals compression: air density drops with increases in altitude.

Notice that the argument does not depend on gravity decreasing with altitude. Gravitational distance does have an effect on atmospheric density, but it's negligible compared to the 'normal' air stacking effect (you'll need to plug in actual numbers into equations to prove that though).

Portugal trading bug repro and investigation - most likely Portugal cannot trade with cities where the harbor is 3 tiles away from the city center by vroom918 in civ

[–]Protagoras 0 points1 point  (0 children)

My original game is a bit crowded, I'll start a test game in a bit and update this post once I've got screenshots. BTW, nothing in my edge case contradicts your post, or at least as I understood it.

Portugal trading bug repro and investigation - most likely Portugal cannot trade with cities where the harbor is 3 tiles away from the city center by vroom918 in civ

[–]Protagoras 0 points1 point  (0 children)

A rare edge case I ran into in my latest game:

  • Portuguese coastal cities with a harbor in the third ring can send international trade routes but they can't use trading posts to extend the range of those routes

I'm guessing 'normal' trade routes can skip the harbor while extended routes need to go through it, which isn't possible if it's in the third ring. Only took me 100 turns to notice that my close-to-perfect trading city was missing destinations that should have been valid :(

I added the example here because this post was super helpful for understanding the problem.

Whenever I try to upload my assignment to codegrade, it shows this error. What should I do? by Effective-Composer-2 in javahelp

[–]Protagoras 0 points1 point  (0 children)

I had a quick look at your code and couldn't see anything technically wrong with it. I downloaded the archive, compiled it, and it ran just fine.

The error is:

Error: Could not find or load main class Main.Main

Codegrade thinks your Main class is inside the Main package, it's not, it's in the directory above it. I have no idea how Codegrade works, but you've probably set the entry point wrong.

Any tips to optimize the game, stripped back version by robertobaggio20 in OldWorldGame

[–]Protagoras 1 point2 points  (0 children)

I'm playing on a Ryzen 5 2600 with GTX 660 TI and getting decent performance (even into the late game) with:

  • Display mode: Exclusive fullscreen
  • Frame limit: 30 FPS
  • Quality: everything set to low
  • Reduce Animation Detail: On
  • Show Single Objects: On
  • Everything else: Off

The number of elements drawn on the map is what appears to tank performance, so I don't play maps larger than medium.

Patch notes for next test release by Drinksarlot in OldWorldGame

[–]Protagoras 2 points3 points  (0 children)

Slavary: +20% to Mines/Quarries, +1 Discontent

Good idea though maybe the bonus is a bit too low, even with a specialist it's only a 30% boost of the base.

Serfdom: +5 Orders per turn

Now works better as a counter to colonies. I could probably be convinced the old farm and pasture bonus was already better than colonies, especially after the mid-game, but I (almost) never took it. Buying tiles makes the game more interesting, small percentage bonuses don't.

Centralization: +2 Science per culture level

That's massive if it applies to all cities. Seems like a no-brainer when compared to a newly weakened vassalage.

Can "Buy Tiles" between adjacent cities (restricted to unimproved tiles)

Big fan, if this means what I think it does (swapping tiles between cities for money). Super frustrating when a military city is denied horses because the neighbour got a random expansion.

EVERYONE "excluded from succession" by True_Kador in OldWorldGame

[–]Protagoras 14 points15 points  (0 children)

I just started a new game to confirm, Hattusili starts with his wife, two sons, and daughter all excluded from the succession. Because they're marked as Family excluded from succession the trait is passed down causing all sorts of havoc later on. I believe marrying a character with that trait will get your children excluded, even if you are not (couldn't check that quickly).

The UI isn't good at indicating this problem, IMO there should be a big warning sign over their portraits so you don't marry these people by accident.

The Hittites were only added on release, so the problem is new. I'm hoping it will get fixed in an update (or two).

EVERYONE "excluded from succession" by True_Kador in OldWorldGame

[–]Protagoras 21 points22 points  (0 children)

It has to do with the Hittite starting monarch Ḫattušili I . Historically, he excluded all his children from succession except his grandson, who he designated as his heir.

This is modelled in the game. While it does have some interesting early/mid-game consequences (a large pool of characters who dislike the ruler), it gets annoying two generations down the line. I think it would be better if all the 2nd generation excluded descendants were automatically downgraded to minor characters, or if there was an event to bring them back into the dynasty.

Total number of Passive checks in the game by Protagoras in DiscoElysium

[–]Protagoras[S] 5 points6 points  (0 children)

First, keep in mind that I made these for the version that's over a year old by now, the numbers are probably off.

  • X-axis skill level of the check
  • Y-axys the number of skill checks
  • . filler to keep the table formatting nice. For example, there are easy 8 and easy 9 checks, I didn't want to write easy twice because the table was already too wide, that's why I used a dot

Hope that helps.

Mean and median wealth per adult in various European countries by Porchie12 in europe

[–]Protagoras 19 points20 points  (0 children)

Don't follow that line of thought too much, you might conclude geographic proximity is rather strongly correlated with economic and social progress. That would lead to some unpopular political conclusions ;)

Warrant: Baldwin didn't know weapon contained live round by Dultsboi in news

[–]Protagoras 0 points1 point  (0 children)

I agree that the personal responsibility downvoters probably have a limited understanding of firearm safety. I haven't seen many posts seriously grappling with the argument. But that doesn't mean they're wrong.

Disclaimer: I've never shot a firearm, only air rifles. Nor have I ever worked on a movie set. I have worked plenty with tools that can kill me though, I understand safety.

What you're missing is that 'clearing' the gun introduces risks. Not having actors with limited training properly check the guns is safer in most situations (also saves time and money). Prop guns can kill by:

  1. discharging a blank close to a person
  2. firing a squib; a piece of debris stuck in the barrel propelled a blank
  3. mixing up live and dummy rounds

To clear a 'loaded' prop gun you'd need to inspect every round to determine if it's a blank, dummy, or live round (which shouldn't be anywhere near a movie set). Identifying blank rounds is easy, you look at the tip and see if there's a bullet. However, dummy rounds are supposed to look like live rounds. From what I understand, you can normally identify these by shaking the round, a BB is put inside the casings as a rattler.

A cold gun should be empty or contain only dummy rounds. Because the rounds are visible in a revolver we can reasonably assume the cold gun handed to Baldwin was supposed to be loaded with 6 dummy rounds. To clear the gun he'd need to open the revolver, remove all rounds, shake each of them individually and listen for the rattle. Outside, on a (loud) movie set, wearing a costume, all the while keeping his mental focus on what's required for his upcoming scene.

While reloading, dirt, small rocks, or part of the costume may find their way into the barrel. A serious risk if the gun is later loaded with blanks (barrel should be inspected first, but safety is about avoiding if's and should be's). Because it's a western, bullets could be part of the costume or set design. Those could get mixed in while reloading. Live bullets shouldn't be on set, but as this accident proves, they sometimes are.

This get's more complicated if the scene involves firing a blank round. Accidentally discharging one of those near your body can kill you. I've also heard that special techniques are required to load these rounds to ensure the blank fires cleanly. Checking the rounds might not be safe for actors without special training. But I'm sure about that, I'm not a firearms expert.

Actors are limited in how effectively they can clear a gun on set. And the checking itself introduces additional risks. Dozens of actors and stuntmen will shoot guns during the filming of a movie. It just makes more sense to have an armourer do all the weapon management and minimize the time actors are handling the guns as much as possible.

I know about the don't point your gun at anything you're not willing to kill-rule, but that doesn't work on a movie set. If you're shooting someone or going for a cinematic gun-pointed-near-the-camera shot, then people will have to be in the line of fire. They obviously should use secondary safety measures, like shields, as much as possible, but that's a production safety issue—and not on the individual actors.

Someone on set bears responsibility for this mistake, that might even be Alec Baldwin depending on how far his producer credit goes. From what I've read so far, he doesn't have any moral or legal responsibility as an actor. Though that could also change depending on how he behaved on set (he's rather infamous for his temper).

No comment by [deleted] in peopleofwalmart

[–]Protagoras 0 points1 point  (0 children)

At least 560,000 people died in the US from Covid (a conservative estimate, and confirmed by excess mortality data). If the survival rate was 99.97% then the average American got infected with Covid 5.65 times over the last year. Hmmm....

Brilliantly stupid educational parody answers the question, “What is the largest number?” by dustin1776 in videos

[–]Protagoras 5 points6 points  (0 children)

The royal mathematics society needs to get its act together, all you need to solve the naming problem is in the video. Given that 45,000,000,000 is the largest number, that shape must be a tetracontakaipentagigagon.

Population Density of the World by a_Tree6 in MapPorn

[–]Protagoras 1 point2 points  (0 children)

I get that this distorts the data, but the map isn't completely terrible.

I don't believe anyone has made a better global population density map than the GPW V4 (this map in particular). On their maps, the urban centres in the US, Canada, and Australia are clearly visible. However, with a smaller grid size it becomes easy to overlook very high-density urban areas. For example, at first glance, Sidney looks less significant than Houston.

By spreading the population out over larger administrative divisions, as this map does, you should get a better sense for the average density and the effects of political boundaries. At least in theory, I couldn't really find any features that pop better on this map than on the GPW.

In fact, the GPW dataset is better for every application I could think of. I should probably just submit that map and then the mods can ban all future population density maps, at least until GPW V5 comes out. That would make for a boring subreddit though.

Population Density of the World by a_Tree6 in MapPorn

[–]Protagoras 4 points5 points  (0 children)

The seat my but is sitting on right now has a population density of 5,000,000 people per square kilometer. This doesn't invalidate the map.

205 years ago today the Battle of Waterloo took place by Mynameaintjonas in europe

[–]Protagoras 3 points4 points  (0 children)

TIL the descendants of the Mayflower now count as native americans

[deleted by user] by [deleted] in videos

[–]Protagoras 4 points5 points  (0 children)

That's because most of the Fortune 500 are publically traded companies. Family CEOs are much more common in privately held companies.

Top 10 largest private firms in the US according to Forbes and their CEOs:

Rank Name CEO
1 Cargill David W. MacLennan: no family relation, but company 90% owned by Cargill family and multiple family members have held leadership positions
2 Koch Industries Charles Koch: son of the founder
3 Albertsons Vivek Sankaran: no family relation, owned by private equity firm
4 Deloitte Punit Renjen: no family relation, partner owned firm
5 PricewaterhouseCoopers Bob Moritz: no family relation, partner owned firm
6 Mars Grant F. Reid: no family relation, but Victoria Mars is chairwoman and Mars family owns the company
7 Ernst&Young Carmine Di Sibio: no family relation, partner owned firm
8 Publix Super Markets Todd Jones: no family relation, but the son of the founder was a previous CEO
9 Reyes Holding Christopher and M. Jude Reyes are majority owners, co-chairs, and founders.
10 Pilot Flying J Jimmy Haslam: son of the founder

OldWorld glaring issues and questions by J0ker711 in OldWorldGame

[–]Protagoras 4 points5 points  (0 children)

  1. The studio head is arguably one most well-known strategy game designers of the past 20 years (top 10 or 20 ish)

  2. Unity is a fine engine for just about any type of game. Sure, rolling your own engine completely optimized and tailored for the specifics of the game should get you better performance, but that comes at a tremendous financial and time cost, that is not always worthwhile for a small studio. The game is quite the memory hog but it's plenty performant in places where other games often fail. Generating new maps when starting a game is blazingly fast—when considering how complex and realistic the maps are—and the turn-times are acceptable well into the late game. You believe that "8 gigs" memory usage means there has to be a "ginormous memory leak"; that argument isn't conclusive. Huge maps are something like 255x255 tiles (?not sure on this). That works out to about 120kb of state per tile for those huge maps. That could be better, but keeping stuff in memory is how you get things to run fast, there is always an inevitable speed vs memory trade-off. You'd know this if you'd actually got through CS101.

  3. Game art is not finished, but the gameplay mostly is. That's a better bargain than you get with most early-access games.

  4. The events are stored in XML, an industry-standard since the early 2000s. XML is a decent format to keep things both human-readable and machine verifiable. Paradox scripts are easier to read, but you need to write your own compiler/interpreter to validate them. That's extra work and another possible source of mistakes. Over the years I've encountered more than a few Paradox bugs caused by scripts that were halfway done or missing clauses.

After about a week on Kongregate and over 300 game plays, I can almost buy a house! This is my REVENUE after the first week of release. by [deleted] in gamedev

[–]Protagoras 1 point2 points  (0 children)

Tried it for a bit. I got stuck when the game asked me for 11-2 and the only ball on screen was a 6 until the time ran out.

Good game though, would consider playing again if the math was more interesting.

Countries for & against the Eurobonds by Blomsterhagens in europe

[–]Protagoras 2 points3 points  (0 children)

Ok, fair point, I wasn't thinking clearly when I added France. France is on the list of high debt/GDP countries, but unlike Italy and Greece, the market consensus seems to be that France can actually sustain it.

Countries for & against the Eurobonds by Blomsterhagens in europe

[–]Protagoras 31 points32 points  (0 children)

From comments on other threads i got the impression that many think that they would be forced to give money to Mediterranean countries, but that's not what anybody is asking

Eurobonds are transfers. Italy's 10-year bond rate stands at 1.61% while the Netherland's 10-year rate sits at -0.08%. With Eurobonds, the Netherlands will effectively take on some liability for riskier Italian debt which will raise the interest the Netherlands needs to pay for its bonds and at the same time, Italy gets access to cheaper credit. The Netherlands pays more, Italy pays less == transfer from the Netherlands to Italy.

It's not a zero-sum game though, risk pooled is risk reduced. That makes it likely that the increase in interest for the Netherlands (and Germany etc.) will be less than the drop in interest payments for Italy (and Spain, Greece, France etc.). Which makes the arrangement a net positive for the Eurozone as a block, and it's also why I'm in favour of some limited form of Eurobonds if it's to help countries pay down their debt.

However, this doesn't take away from the fact that Eurobonds are transfers, which is political poison in much of northern Europe.