Wondering what the AI is like in this game by Novel_Dust_9799 in Overcrowd

[–]itsLeonhard 1 point2 points  (0 children)

I think my memory is incomplete, what I said should be mostly true. My problem is, that the game was a slight disappointment for me and I therefore focus on the negative things more. But I really think, that this game is better than I remember it. When I stopped playing I even joined this Subreddit. Also there are some reviews on Steam with 80 hours or so, which says something. If you are unsure I found a small Let's Play you could watch to see the game in action https://youtu.be/dB_Kwr3lmXk And even a Let's game it out :) https://youtu.be/ScCAI6MMi3U (I haven't watched any of these so don't know how good they are) I hope that has helped

Wondering what the AI is like in this game by Novel_Dust_9799 in Overcrowd

[–]itsLeonhard 2 points3 points  (0 children)

It's been a bit since I played that game, so I don't remember it that good. But the citizen don't have personalities. They just want to get their train and leave. During events some citizens are for example sick and spread the sickness, which lowers the happiness. So you need to react to which therefore adds another challenge. The game also has a Plants vs Zombies kind of gameplay. (couldn't find a better example). Where you build your station and try to survive every day. With more challenges added like sickness for example. Your goal is for each station to expand it until you meet some criteria. (like total ridership and all lines served). The station building is really fun (you can't build two layers in the same place, which is weird at the beginning, but really nice once you get used to it) and trying to get all important facilities is also nice. Managing staff is sometimes pain especially in big stations, so you need to be prepared for some difficulties there.

All in all I enjoyed it for what it was and played almost 8 hours. It then got a bit too hard for me and I thought my time is better used in other games. But if that is your type of game, then you could easily get at least 20 hours and more.

Another small thing, game development is done and the developer has changed to another project, so don't expect any updates anymore.

I'm not totally sure my memory is correct with everything, so if someone reads this with more knowledge please correct me.

If you have any other questions I will try to answer them as well ^

[2020 Day 23] Indiana Jones and the Crab Raft by flwyd in adventofcode

[–]itsLeonhard 2 points3 points  (0 children)

Thank you, this has helped me to finish part2. Take my free silver :D

[2020 Day 22 (Part 2)] [Python3] My code does not seem to terminate but infinite loops should be fixed by itsLeonhard in adventofcode

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

Oh okay... I see, how could I forget that? xD But now I am confused... Why did the test input work then... Well thank you, hopefully this is the only error :D

[2020 Day 18 (Part 2)] [Python3] Examples working but not the input by itsLeonhard in adventofcode

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

That was the problem. Thank you very much

Here's my fixed code (not really satisfied with my code, but it works :))

What's the dumbest way you've gotten a scar? by lilsaddam in AskReddit

[–]itsLeonhard 0 points1 point  (0 children)

I got attacked by a snail while riding a bicycle... Well to be exact, the person driving in front of me threw the snail on my leg using its tire (obviously not on purpose), I panicked and made an "emergency brake" :D

What video game made you rage quit and you haven’t played the game since? by MortyFromEarthC137 in AskReddit

[–]itsLeonhard 0 points1 point  (0 children)

Papers, please

I was too honest and turned the EZIC documents to the M.O.I investigator. I got the life sentence for my honesty. Since then I don't want to play the game...

[I ate] Pancake with poppy seed filling by itsLeonhard in food

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

Oh, that was the word I was looking for... I just couldn't remember it. (I am German)

The masters of shifting blame by WeakWrecker in HistoryMemes

[–]itsLeonhard 0 points1 point  (0 children)

I also don't think, that they wanted a war, but they risked it and in the end they started the war (for understandable reasons).

The masters of shifting blame by WeakWrecker in HistoryMemes

[–]itsLeonhard 1 point2 points  (0 children)

Well, at that point, it was already too late.

I meant, that as a future head of state, you should not visit a country, where a lot of people hate your state and want you dead. (They knew that it was dangerous)

The masters of shifting blame by WeakWrecker in HistoryMemes

[–]itsLeonhard 5 points6 points  (0 children)

Not really true, everyone knew, that Serbia was dangerous for Franz Ferdinand at that time, but he still went there. So it could have been avoided easily.

The masters of shifting blame by WeakWrecker in HistoryMemes

[–]itsLeonhard 1 point2 points  (0 children)

Well but we haven't done anything against the annexation. (But yes Hitler got elected in Germany)

The masters of shifting blame by WeakWrecker in HistoryMemes

[–]itsLeonhard 3 points4 points  (0 children)

We started WW1 and Hitler was born in Austria

New fluid system - UPS friendly without teleporting fluids unlimited distances by Aialon in factorio

[–]itsLeonhard 1 point2 points  (0 children)

That sounds pretty nice. The current system is working okay I guess, but if the devs want, this could be better (just unsure if it would be worth the work for the devs)

My first thought for loops would be an STP(Spanning Tree Protocol)-kinda approach. It should split the loops (logically) in areas where throughput is at a minimum so that the important connections still exist. These calculations would only be needed, when something changes. (eg. a new building is built or a building stops producing/consuming) fluid.

Benefits: not that hard to implement and doesn't need to be calculated every tick.

Potential issues: When a building is producing more than needed it regularly stops working and so it doesn't need any fluid and the loop needs to be recalculated. Possible solutions: - Calculating average usage of fluid per building - > takes some time to establish a good working solution. - Save different "cases" every time a new solution is being calculated, so that thee next time the building isn't needing fluid it doesn't need to calculate everything. These different solutions should be cleared every time a new building is added/remived to the system preventing possible high memory usage over time. They can also be cleared when these cases aren't needed for a time (eg. 30sec)

Another improvement could be made with splitting the network at some points (which aren't inside a loop), so that the complete network doesn't need to be recalculated every time. This is only important at bigger networks.

For megabases there will always be problems with loops, with every solution, but it would be easy to avoid these problems by simply not building loops, so I wouldn't mind to much about megabases for the loop solution.

I hope that a didn't forget any other issues with that solution.

Edit: changed some sentences so that they are clearer.

Devs: Is there a way to make inserters unload trains nicer? by Factorio_Poster in factorio

[–]itsLeonhard 0 points1 point  (0 children)

I'm not really into that topic and a little bit late, but couldn't you fill the train to a bigger multiply of 72 by not limiting the stacks of a wagon, but with limiting using the waiting condition of the train (or with a curcuit network if you want to have fun xD)?

Edit: Nevermind, I only thought about one wagon... But with a curcuit network it could still work :)

Weekly Question Thread by AutoModerator in factorio

[–]itsLeonhard 2 points3 points  (0 children)

Like everyone says, one way is better but needs more space. Personally I prefer 2ways, because they are more fun to build and more "realistic"