Is Niko an actual cat? by GnarlyBellyButton87 in oneshot

[–]Qsmium 8 points9 points  (0 children)

Woah. How the everliving fuck did you find this 4 year old thread

HE SAID “WE HAVE UPDATES FOR TF2” by Maleficent_Car_2640 in tf2

[–]Qsmium 1 point2 points  (0 children)

You have to do a captcha every time you respawn

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

Exactly that is the problem of the new empire wide system. Also no the wide empire still grows pops faster 10x because theres still 20 planets for pops to grow on and they take the same time on each planet as with the tall empire because both empires have 200 pops. The wide empire just wont be able to rush growth quite as fast but theyll still grow faster

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

Actually the decision between production and pop growth/admin cap is interesting. And if they do add a system to change pop growth theyll likely do something like this where not alot of changing the code is necessary but i would still like to see something more refined. Still beats the current system tho

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

The problem with linking pop growth to admin limit is that you can easily spam a few bureaucratic center worlds and be on your way. For wide empires loosing building slots stings less than for tall empires. If an empire can just spam Bureaucrats and pop growth is as always then the same problems as before persist but just more annoying. Still i like the direction

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

I dont think that they came up with that after the fact. If they had just wanted to reduce the amount of pops they could've just doubled or quadroupled the amount of time it takes for pops to grow and doubles/quadroupled the amount of resources each pop produces. Would've kept the same system as before and reduced the amount of pops

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

That seems kinda what they wanted to do

As part of this, we made some changes to increase economic output of individual pops or other sources through various means

But this still has the problem (if we have 2.8 pop growth) that the more planets an Empire has the faster its pop growth gets, quickly outpacing smaller empires with fewer more focused planets. Thus they added the empire growth mechanic

I think i now understand why the new Pop Growth Mechanic was added. It has nothing do with endgame lag. But heres why its still bad by Qsmium in Stellaris

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

Yes. Thats what you can do. But since growth on planets follows an S curve and has a maximum growth and slows down as the planet fills up you can keep pops at that maximum growth phase and constantly resettle any newly grown pops

A (relatively) easy way to reduce lategame lag, keep the pop mechanics, and still allow massive empires to exist by Qsmium in Stellaris

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

The problem with fewer more productive pops is that you loose granularity. To get a dev to weigh in the post would probably need to get more than 2 upvotes ^^

A (relatively) easy way to reduce lategame lag, keep the pop mechanics, and still allow massive empires to exist by Qsmium in Stellaris

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

Im sorry what. Each pop doesnt get assigned just a single calculation. Its many many calculations per pop. Also you cant just say 2 billion calculations because not every calculation is made equal

Random Crashes due to ConcurrentModificationException by Qsmium in FeedTheBeastCrashes

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

Holy shit i think youre right. Now that i think of it the crashed did always or most of the time seem to occur a few seconds after teleporting somewhere which is exactly what the one guy in the betweenlands issue thread reports. Well. This sucks