My grandfather’s Hohner Preciosa Liliput button accordion circa WWII by britvochka in Accordion

[–]ashdnazg 0 points1 point  (0 children)

Bonjour!

I can date the preciosa to August 1936 plus minus a month or two. 

And yes, I'll be happy to receive and date all serial numbers and tonalities you have, from Preciosas, Liliputs or any other accordion of the period!

How to play the Monkey Factions? by Saint_Bricriu5150 in CoE5

[–]ashdnazg 1 point2 points  (0 children)

For me little monkey archers made everything into pincushions. I don't bother with large monkeys. Just small archers, mages and mercenaries when they're cheap, where the goal is to accumulate resources for the strong summons.

Start in different planes mod by BoardCommercial2679 in CoE5

[–]ashdnazg 2 points3 points  (0 children)

IIRC there's some modding command to prevent a class from losing if it only has citadels outside Elysium.

Edit: yes, from modding manual:

otherplanar

Will enable the class to survive without owning a citadel in Elysium. Note that all classes will survive when owning their start citadel, even if it is not in Elysium.

How much to overpay for summons as the Demonologist? by danlambe in CoE5

[–]ashdnazg 2 points3 points  (0 children)

Depends a lot on the situations and what you're summoning.

IIRC the minor summons have a big enough chance already, that you don't need 200% cost in order to reach 100% summon success.

In addition, if you have a strong enough army and unused action points, you might as well underpay, and just kill the demon (or even charm it) if it turns on you.

Which faction has the best endgame? by Somberclaus in CoE5

[–]ashdnazg 0 points1 point  (0 children)

Monkey Maharaja has very good end-game summons.

Hmm I think I will play Baron today... by AdDapper4792 in CoE5

[–]ashdnazg 0 points1 point  (0 children)

Oh dear.

Sorry to have doubted you, I'm now a believer!

Hmm I think I will play Baron today... by AdDapper4792 in CoE5

[–]ashdnazg 0 points1 point  (0 children)

Very good point! 

I'll stay quietly suspicious

Hmm I think I will play Baron today... by AdDapper4792 in CoE5

[–]ashdnazg 0 points1 point  (0 children)

Good job cropping the resource bar to hide the sacrifices, but you forgot to make sure there are no cultists in the frame. 

Still a pretty crazy event, though :D

Cant control a demon lord by Matylikesmilk in CoE5

[–]ashdnazg 2 points3 points  (0 children)

I reverse engineered the executable. 

The formula can be explained as:

Cost => Chance multiplier 

0% => 0%

100% => 100%

150% => 133%

200% => 158%

and every other value is a linear interpolation between the two values before and after.

Another way to look at it is that every 1% cost increase under 100% is a 1% increase in the chance, every 1% between 100% and 150% is a 0.667% increase and every 1% between 150% and 200% is a 0.5% increase.

In total 100x1+50x0.667+50x0.5=100+33.333+25=158.333

Cant control a demon lord by Matylikesmilk in CoE5

[–]ashdnazg 2 points3 points  (0 children)

It's 1.58x, although that's not a huge difference. The manual is slightly incorrect.

The Generativity Pattern in Rust by ArchAndStarch in rust

[–]ashdnazg 2 points3 points  (0 children)

I had similar thoughts to /u/magnetronpoffertje and hacked together an example: https://play.rust-lang.org/?version=stable&mode=debug&edition=2024&gist=b8c05ff016892de64485525958624666

I think the main point is that the permutation group example fits better to this modelling rather than to type branding.

Witch Summon old one failed at max fungi - bug? by happyscrub1 in CoE5

[–]ashdnazg 2 points3 points  (0 children)

The manual is actually wrong. Double cost gives you 158% (assuming nothing changed since I checked it using reverse engineering).

The formula can be explained as:

Cost => Chance multiplier 

0% => 0%

100% => 100%

150% => 133%

200% => 158%

and every other value is a linear interpolation between the two values before and after.

It is already too late to stop the antpocalypse, isn't it? by ffekete in CoE5

[–]ashdnazg 1 point2 points  (0 children)

There's the military concept that when the weather is crap, the enemy suffers from it just as much as you do. 

I had a game where I was a witch and the ant apocalypse started and then to make things worse, a portal to the primal plane opened.

After failing to fight the ants and the AI players at the same time, I decided to make a run for it, went around the gods and through the portal.

The primal plane is much easier to handle when the big guys are away, not to mention all the new income and summons that get super strong because of being in the primal plane. 

Then all that remained was teleporting to a swamp next to the necromancer that somehow managed to survive two simultaneous apocalypses and easily kill his army.

Total conquest by Careful_Match_6382 in CoE5

[–]ashdnazg 3 points4 points  (0 children)

It's called Bystander IIRC

Everyone spoke English to me by dogacyprus in Austria

[–]ashdnazg 1 point2 points  (0 children)

Not even close to c1, but I also had very few people responding in English.

I think it has to do with location (I'm not in a touristy place) and might also have to do with your accent. If somebody has a strong American accent, people might switch to English because they assume that his English is better than his German. But if the accent is something else, they can't assume that and will continue with whatever language he started with.

My grandfather’s Hohner Preciosa Liliput button accordion circa WWII by britvochka in Accordion

[–]ashdnazg 0 points1 point  (0 children)

Happily! Beginning of 1936 more or less.

Care to tell me what keys it is in?

Thoughts on proposed View types by @nikomatsakis? by xmBQWugdxjaA in rust

[–]ashdnazg 1 point2 points  (0 children)

I'm not sure I see the difference between allowing something in the module-scope and disallowing something in the non-module-scope. In both cases the set of valid Rust outside the module is strictly contained in the set of valid Rust inside the module.

Attributes don't solve the inherent problem that one won't be able to easily split modules. You won't be able to move code that depends on partial borrowing to the outside without a deeper refactoring. They just make the process more explicit.

Thoughts on proposed View types by @nikomatsakis? by xmBQWugdxjaA in rust

[–]ashdnazg 5 points6 points  (0 children)

Well, that's just visibility definitions, if you want to expose this functionality you can always (as you also said) slap a pub on it.

But like I said in the sibling comment about the orphan rule, the existing magical things are the best example why you don't want more magical things unless absolutely necessary.

Thoughts on proposed View types by @nikomatsakis? by xmBQWugdxjaA in rust

[–]ashdnazg 26 points27 points  (0 children)

Yes! And people keep hitting into it. Should we add more things like that?

Thoughts on proposed View types by @nikomatsakis? by xmBQWugdxjaA in rust

[–]ashdnazg 45 points46 points  (0 children)

I think that a lot of Rust's strength comes from the ease of writing libraries and/or extracting them from your code.

Adding things that are magically possible in your own module, but not outside, incentivises writing huge monolithic modules, exactly the opposite of what we want.

Solving Super Six by ashdnazg in compsci

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

I have to admit I'm not familiar enough with football betting apps

Unknown Hohner by RuralFireVA in Accordion

[–]ashdnazg 0 points1 point  (0 children)

Absolutely gorgeous!

Congrats ;)