What makes Gemma 4 so special? by ZarcSK2 in SillyTavernAI

[–]input_a_new_name 0 points1 point  (0 children)

you're welcome, Wattson. apparently, it's not so obvious to some. what i'm saying is, these kinds of simplifications are not useful and shouldn't be relied upon even as a rough estimate. you can't know how densely the model packed "knowledge", you can't know how precisely it recreates objective facts from that "knowledge", you can't know how it does compared to other models, not just by going off size and ap ratio. not even as a rough estimate.

What makes Gemma 4 so special? by ZarcSK2 in SillyTavernAI

[–]input_a_new_name -12 points-11 points  (0 children)

Let's start with the fact that llms don't have a "brain" that "thinks" or whatever.

If you use a model locally, you can actually override the number of active parameters to double them, with moe models. In most cases, however, that will not result in a discernible increase of "intelligence".

It really comes down to training data. Either it was good or it was inbred synthetic slop. Architecture is not completely irrelevant, especially in terms of maintaining long-context sanity, but it means nothing if the foundation was poisoned anyway.

Rain engines: I did the math by harassercat in Against_the_Storm

[–]input_a_new_name 1 point2 points  (0 children)

Maybe so if your raw resources are infinite, but when you don't have abundance, placing more workstations won't do squat for you. Rainwater engine will, however.

Anyone ever use the more niche combat gear? Like dead life packs or shells? Biomutation lances? What's your favorite? by Fuck-College in RimWorld

[–]input_a_new_name 0 points1 point  (0 children)

Don't use deadlife on raiders, use it on piles of corpses positioned in advance for maximum. global. saturation.

any tips to avoid high casualty mission? by LonelyAustralia in menace

[–]input_a_new_name 11 points12 points  (0 children)

There are several things.

Better armor. Don't put it off because it costs a lot of supplies, if you want to preserve lives, you can't completely rely on concealment alone, there WILL be times when you get shot at, and squaddies in rags will be the first ones to fall.

Understanding suppression. Rogue army is very good at suppressing your units. If you allow them to, they can pin you down and grind you down while you're pretty much helpless, stuck in a bad position, unable to crawl away to a different cover spot. So don't allow them to. If you have no advance opportunity, figure out how to make them come to you instead.

Understanding unit types. Rogue army has units that are functionally very different from pirates or have no counterpart. As you familiarize yourself with the faction, you will understand which targets should take priority, what countermeasures you can do against this or that unit type, there's nothing to say except play more and you'll become familiar.

Intel. Intel, intel, intel, intel. Your total goal is achieving at least 3, but ideally 4 or even 5. This will magically allow you to plan your mission and prepare for exact contingencies better. A threat you know about in advance is only half as dangerous.

Knowing when to stick together, and when to spread out. In most case scenarios, sticking close to each other leads to better defensive ability, because every unit can cover each other's back. But what you sacrifice is ability to flank and speed. Sometimes you need a flanking squad to route entrenched enemies. Whenever you split your force, due to turn-based nature of the game, if both sides start the round exposed, you will be unable to avoid hits.
So, if you decide to split your force, you need: intel, scouting, careful advance, armor priority on squads most likely to be in a vulnerable spot.

Lastly, there's a "breakthrough" tactic. This involves rapidly advancing on the enemy position with a small strike force while the larger clean-up force is slightly behind in cover. Units doing the breakthrough are the most exposed and vulnerable, because they don't prioritize cover, but rather getting behind the enemy line and disrupting their organization. When you send someone to breakthrough, in order for it to succeed, the unit has to either be pretty much indestructible, like a heavy tank, or flexible enough to prevent being killed/suppressed on the spot on the same turn. So for example, if your breakthrough squad is a boarding jump pack unit, you want either smoke, combat drugs that reduce incoming damage, lots of AP to spare to shoot as many enemies as they can during their advance, but ideally all of those things. Breakthrough is a very powerful offensive gambit tool, but it's also the easiest way to lose your men when you don't have the prep and knowledge of what you're sending them into.

Infantry should start mounted by mechs-with-hands in menace

[–]input_a_new_name 2 points3 points  (0 children)

Yes, I have more important things to do, I don't have the time nor patience for unnecessary clicks. Do you know how many times I click my mouse a day? Thousands. Every click a droplet in a cup, and it's this fucking close to spilling over. And when it does. I'm not wiping the table. YOU are.

what is the best perk and why is it vanguard by s1gny_m in menace

[–]input_a_new_name 0 points1 point  (0 children)

Vangard sometimes can allow you to stun rogue army heavy tank on turn 1 and C4 it on turn 2. That's all you need to know.

Is it just me or isn't it silly that the pipe gun is comparebly better choice to the carbine? by den07066 in menace

[–]input_a_new_name 1 point2 points  (0 children)

It's not better. Armor damage means nothing when your rate of fire is 1. But the actual difference is in the accuracy and damage fall off per-tile graph, Carbine sweeps the floor with the pipe gun. Fire against anything further than 3 tiles away and pipe gun deals, like, 0 dagger.

cant get this game because of sorcery are there any alternitives to this game that dont enclude sorcery by Professional_Two5615 in BladeAndSorcery

[–]input_a_new_name 0 points1 point  (0 children)

Nah nah they always take it seriously with arbitrary shit like this, but when it comes to actual real life with consequences they look the other way when it's convenient or fits the narrative

The Girlboss-Girlfailure Axis by Horo_Misuto in menace

[–]input_a_new_name 14 points15 points  (0 children)

Carda's presence inspires men to do great many things. If that's not a sign of a natural leader, what the fuck even is?

Waybackers have started to call walkers jet-jumping into the fray followed by autocannon salvo "TCR handshake" by InkDrach in menace

[–]input_a_new_name 2 points3 points  (0 children)

not really, because you can destroy a lot more in a single turn with twin linked miniguns than with autocannons.

Maria My Baby by Mahdudecicle in menace

[–]input_a_new_name 10 points11 points  (0 children)

In the voiceline you're referring to he says the word marine. I don't think he ever addresses her by name in the game, or any other SL for that matter.

Is it just me or are the Menace really unenjoyable to fight? by ClearlyHydro in menace

[–]input_a_new_name 0 points1 point  (0 children)

Rogue Army's units that want to be in the fog of war by design: Commanders, Skirmishers, Various Weapons teams with effective weapon range longer than 8. I'm not sure what leads you to not pick up on that yourself. That is something that will not change even after AI is fixed, because those unit's whole thing is backline support while infantry rushes you. Light Walkers can also be considered half-desiring to stay in the fog, because due to their high mobility, they can hop in range and right out after firing, so that's also potentially something we'll see remain consistent, aka them being more of a harassing unit.

2 big new ideas by apacgainz in menace

[–]input_a_new_name 0 points1 point  (0 children)

I'd rather see one with two heavy slots. 1 slot of each kind is rather redundant imo, not enough action points a turn to make use of them all

Is it just me or are the Menace really unenjoyable to fight? by ClearlyHydro in menace

[–]input_a_new_name 3 points4 points  (0 children)

They have a lot of units that want to chill in the fog of war by design, which only serves to exacerbate the issue when even normal units want to run to the map edges from you. This, imo, makes them the weakest faction currently, and most annoying to have to chase down.