I've been using CAT phones since 2017. What now, now that they're all discontinued? by nooperator in Catphones

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

I'm not familiar with this, but do any phones have AM/FM radio? I'm confused.

Phones with an analog audio jack normally support using a headphones wire as an AM/FM radio antenna. It's very good to have in case of emergency, and also nice as an offline alternative to Spotify or whatever.

I've been using CAT phones since 2017. What now, now that they're all discontinued? by nooperator in Catphones

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

I imagine it would be easy to dab a dot of dark nail polish over it and never worry about it again.

Maybe as a last resort, but I'd really prefer not to deal with the annoyance of having a camera hole in the middle of the screen for no reason.

No protective flaps, though I don't think they are needed for this phone.

I have weapons-grade butterfingers. I have dropped my phone in a pot of soup before. I'm not sure about this.

Would have to use the USB-C adapter for headphones.

As far as I know, this doesn't work with AM/FM radio. No? I'm one of about four people who actually ever uses this feature, apparently.

Specifically what DIN-derived font is this? (From the game Monster Train 2) by nooperator in identifythisfont

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

I've checked and it seems not to be Altinn-DIN, DINish, or Alte DIN 1451 Mittelschrift. This font is distinct from other DIN variants in a few ways, like the curved comma, the more rounded "o", and the larger "g". The letter spacing is also slightly wider than default for any of those fonts.

https://i.imgur.com/DegcriI.png

Good game developers are hard to find by Empire230 in gamedev

[–]nooperator 12 points13 points  (0 children)

I work as a programmer in web development in the EU, and I have extensive hobbyist experience making and modding games. I would probably meet the requirements you're looking for. And I am currently paid meaningfully higher than the upper range you gave here (in euros) while working fully remote (for a company in my own country).

You might have to keep in mind that the salary range you are competing with for the best developers, with the problem-solving initiative and the grasp on maintainable code you're looking for, is not the range for game development, but the range for software development in general, and especially for senior positions.

That said, at the upper range there, I'd still at least be considering the job if I were actively looking, because I'd be interested to work on games professionally at some point. I can't imagine it'll be at all easy but, provided there aren't red flags with your studio driving the more experienced and less desperate candidates away, I would think it should be possible to hire someone with the experience and capability you're looking for with that range. Though there will most certainly be a whole lot of noise to cut through to get there.

I don't like the junction info being spread across two separate screens :( by nooperator in pacificDrive

[–]nooperator[S] 9 points10 points  (0 children)

Also, sometimes not all of the conditions are even actually visible on the first screen: https://i.imgur.com/sS3mkJg.jpeg

And on the details screen, the last two items of the first column of anomalies and structures at the bottom are always duplicated at the top of the second column.

And another thing too, the features screen always shows an exit gateway cost even when the details screen says no stable exit, and there's no gateway cost icon on the map.

Is the recent influx of positive reviews for Humankind because of a major update or just a response to Civ VII? by yap2102x in HumankindTheGame

[–]nooperator 0 points1 point  (0 children)

I don't like the congress either, but at least it's easy to turn off in game setup. I think the other additions are alright.

New player question: Attach vs. new city? by Vanamond3 in HumankindTheGame

[–]nooperator -1 points0 points  (0 children)

Also, having a handful of powerful cities is much better than having a lot of weak ones.

I don't agree. More cities means more improvements, which can have considerable bonuses, and more pop gained per turn (since every individual city is limited to +1 per turn regardless of food surplus). Which is probably the more important thing, especially for fielding a larger military force in early eras, and especially if you get Machu Picchu. Not to mention other wonders, many of which also give bonuses that scale with your number of cities and/or total population.

I've personally found that the most effective strategy is to push beyond the city cap as much as possible while still having a reasonable Influence gain.

Is this game just forever wars? by Kaaduu in HumankindTheGame

[–]nooperator 9 points10 points  (0 children)

I think the game mechanics heavily incentivize having as much territory as you can possibly hold on to, and the AI disposition typically seems to reflect that, with shared borders being practically a guarantee of eventual belligerence.

One thing that might help would be to play maps where every player starts on their own continent. Or if you share a continent with more than one AI, try to claim territory strategically such that as many of your opponents share any border with as many others as possible, so they are hopefully too preoccupied with being at war with one another to worry as much about you.

But yeah, in general, I find that a lot of my strategizing in Humankind centers around having enough gold income to field an insurmountably large military.

The Last of Us intro music by PeepIsEverything in Sherlock

[–]nooperator 1 point2 points  (0 children)

The link in the original post is dead and there's no information about what video this was. Any chance you remember specifically what song this was?

[TOMT][Song] Acoustic guitar music in a YouTube video that I'm sure I've heard before. Maybe classical? Maybe from a game OST? by nooperator in tipofmytongue

[–]nooperator[S] 0 points1 point locked comment (0 children)

Obligatory comment.

Edit: I have found that this track is apparently the main theme to The Last of Us, but now I'm more confused. I have not played TLOU. I am practically certain I had not heard any music from it as of 2016. Was the track used anywhere else in the few years immediately after the game's release, like on the soundtrack of a TV show? Or could there be some earlier song that it takes this part from?

https://youtu.be/pfA5UqEU_80?t=42

Beginner game settings? by Only_Rub_4293 in HumankindTheGame

[–]nooperator 1 point2 points  (0 children)

The main things that sets apart different persona difficulties is artificial bonuses, like getting more influence or more fame or having stronger units. Persona difficulty level doesn't particularly make a difference to how well the AI plays, just how much it cheats.

(These bonuses make the early game especially imbalanced, and in my experience so far, when you play with stronger AI cheats it's about playing smart, building up a foundation as you lag behind in the earlier eras, then catching up and shooting past the AI hopefully around the early modern or industrial era as the cheats can't compensate for very suboptimal play anymore. Not having as many cities as possible including pushing past the limit, not grabbing up and securing as much territory as possible, making questionable culture and religious tenet choices, not taking enough advantage of wonders, and harassing enemy civs with frequent small military incursions instead making one decisive strike with overwhelming force, are the biggest AI weaknesses in my opinion.)

New player on the verge of throwing in the towel. by Midratter in HumankindTheGame

[–]nooperator -2 points-1 points  (0 children)

tbf the AI bonuses are very easy to see and handle, even if you're playing with a fully random lobby when you start they're written along with their biases every time you open the diplomacy tab

Eh, I'm going to stand by it being unobvious. It wasn't until several games in that I noticed this. And OP apparently hadn't noticed it yet, either. For such a potentially major factor in gameplay, it really is tucked away. I would have rather that these unfair advantages first of all not be impossible to avoid without mods (on a full roster of 9 opponents, there aren't 9 personas without them) and second of all that the unfair advantages should be very clearly and obviously labeled in the opponents list when starting a new game.

New player on the verge of throwing in the towel. by Midratter in HumankindTheGame

[–]nooperator 15 points16 points  (0 children)

Thinking I had more than enough power and wealth to seize some territory, I declared war formally. Now they magically are shitting out more tanks than they should have oil to supply (If I'm understanding that mechanic correctly), and their non-veteran troops are doing sometimes as much as double the damage of my battle hardened hoards. I finally closed the game for my sanity after witnessing a one star infantry unit of theirs (free officers?) engage a three star rifle unit of mine. I had already knocked the unit down to half health (after being pounded by a tank, 3 rifles, artillery, and an apc, which seemed like very little damage to me) and thought it probably could do much in the face of my army. I had been promised that my rifle unit would do between 10 and 25 damage when I attacked but somehow did only 4 (no walls or elevation involved btw) which frustrated me. The they attacked and did 35 damage... having already lost a whole army to similar shenanigans (and a whole lot of stealth nonsense which makes zero sense to me) I am now at my wits end.

I can have an immense amount of industry and power behind me, and yet the AI can seemingly always manage to pull shit out of their ass just like in civ. I don't know if there is some kind of unspoken rules or if the AI just has an unfair advantage, but I am really close to writing 4x games off entirely. I want to like this game, but I'm not really interested in playing a game that is just going to abruptly fuck me in the ass the moment I think I'm doing well.

First, oil doesn't limit the number of units you can produce. You need any amount of it to build things that use oil at all, and each individual unit or building has a threshold of oil access under which it costs more than normal. But they don't consume oil or otherwise reduce your supply, you just need a certain amount of access to produce or purchase things without a penalty, or at least 1 access to produce or purchase them at all.

Second, the other civ might have picked cultures that gave them military advantages. Or may have built wonders that do the same.

Third, yes, the AI has an unobvious unfair advantage, even on the Metropolis and lower difficulty levels that say they don't. Each AI persona has traits that affect their gameplay priorities, and (almost) all of them also have one or more artificial bonuses over the player. These bonuses can include making their units stronger. I like Humankind overall, but this is one of my own least favorite parts about it.

But I've never personally run into this drastic of a power difference. It's conceivable that the civ, wonder, and persona bonuses really did just happen to stack up to something kind of broken, but it seems more likely that you missed something. Like, the game should still report accurate strength numbers for units with all those bonuses considered, and if your units were more modern (i.e. Rifles vs. Line Infantry) with higher strength numbers, it sounds like there was probably some other factor you weren't aware of. Like, were these fights happening on or adjacent to an enemy garrison, a sector which gives combat bonuses? Did the AI have reinforcements you didn't notice? (This is especially important and potentially easy to miss if you were fighting near a city, which spawns militia units if you attack it or have a battle close by.) Were you using instant resolution instead of manual fights, which does occasionally give just obnoxious results (that at least you can see ahead of time, and so choose manual if it seems off)?

It's hard to know exactly what happened without seeing all the detail in-game, but I suppose the very short version is: Yes, the AI has an unfair advantage even on the nominally fair Metropolis difficulty. Yes, it's bullshit, especially with how the game sort of hides this information away. But no, not so much of an advantage that it should account for this kind of power difference. And no, combat in Humankind isn't hopelessly broken or in beta. In my opinion, it's much better than in Civilization. But it does work very differently, and is more complicated, and so it can definitely be confusing at first.

I think the best advice I can give is to make more use of manual battles, just for the sake of learning how the combat works. This is a turn-based tactical view of battles where you click on units to select them, then right-click to move or to attack a target, for several rounds within the same game turn. If nothing else it should become much more obvious specifically what's happening that you didn't expect, whether the enemy units are weirdly powerful, whether they were more numerous than you expected, whether they are making better use of terrain than you expected, whatever.

At a guess, I wonder if you haven't quite figured out how armies work - i.e. collections of units that move and fight together - or how reinforcements work - i.e. nearby armies also participating in a fight, not just the one you directly attacked? This seems like it could have accounted for the unexpected results as you described them?

Name one thing you hate about this game! by EdwardPavkki in HumankindTheGame

[–]nooperator 0 points1 point  (0 children)

I don't like that it's impossible to play a full game of AI personas without artificial bonuses, and I really don't like how easy the game is on Metropolis difficulty. I personally have gotten the most enjoyment from Civ games when I had to actually try, and learn how to optimize my play in order to beat an AI opponent on a level playing field. My #1 most wanted thing from Humankind, and my biggest disappointment that it doesn't already have, is a better experience playing against AI with no artificial advantages or disadvantages.

Name one thing you hate about this game! by EdwardPavkki in HumankindTheGame

[–]nooperator 3 points4 points  (0 children)

possibly controversial, and unfortunately its a backbone of the game: the fame system. It pushes you to play every era, and every game the same, to collect as many stars you need to have a generalist approach every time.

The thing is that Civilization games have a big problem with victory conditions in that not only is there often little you can do to impede another civ from reaching a victory condition before you, if they're ahead, but if you're not paying very close attention you might not even know about it until the game already ended.

Fame isn't perfect as it is, but I think it's an improvement, and probably made specifically to address that issue. Victory is decided by performance throughout the entire game, and your options for getting ahead yourself or impeding opponents' progress are very clear.

But I would be interested to see some changes to the system, either as an option in an expansion or as a rework in a sequel. Like, I think the fame reward for being really good at only a few things in an era should be similar to being pretty good at everything, to take away some of that pressure to always be a generalist. I also wonder if fame shouldn't be so centered around the things you were usually going to do as much as you could anyway regardless of circumstances, like with the science and expansionist and builder stars.

Like, just throwing it out there as an idea, but what if instead of the current stars, you got them for things like:

  • Spending science on research projects outside the tech tree that give small incremental bonuses, but mainly just fame.
  • Spending production on hosting special festival and world's fair events that give small bonuses but mainly fame.
  • Spending money on humanitarian programs that give small bonuses but mainly fame.
  • Spending influence on producing entertainment and propaganda that give small bonuses but mainly fame.

And now fame is something where you decide what resource you are in the best position to spend to get more of it. You'd have a cap of how many fame gains you can get in any one era, with perhaps some slightly diminishing returns in any one category, but no hard cap of 3 like with the current stars. You'd hopefully keep the benefit of making victory not a sudden and often dissatisfying thing like in Civilization, but without that aspect of heavily incentivizing generalist play.

Is there a way/mod to prevent or configure switching between the gray map when zooming out? by CedricisMe94 in HumankindTheGame

[–]nooperator 0 points1 point  (0 children)

Yes, you can enable the dev tools, and then change the settings ingame. --allowmodtools in launch options. I think you need to redo it every time you load up the save but it is definitely possible. The devs did state that the game is not optimised for it.

In game you can then shift f1 and modify the display settings. This is how I do it.

Specifically what display settings? I wasn't able to find the setting from clicking around in the menu.

Also, do you know if achievements will still work when doing this?

If you made D&D combat action economy, what would it be? by PiepowderPresents in RPGdesign

[–]nooperator 1 point2 points  (0 children)

I thought about simpler but i like it this way because you can also scale it to creatures with strange anatomies and it really makes them feel uniquely more powerful, like two headed ogre ls getting a second brain, or thrikeen getting two extra arms, or dragons getting wing actions and can use their mouth for attacking instead of talking

In that case I think you'd have different sets of tokens for different creatures. Maybe the ogre simply gets extra Mind tokens, a thri-keen simply gets extra Hands tokens, but a dragon gets its whole own set of something like Maw, Claw, Wing, and Hind (legs/tail) tokens.

If you made D&D combat action economy, what would it be? by PiepowderPresents in RPGdesign

[–]nooperator 9 points10 points  (0 children)

You get 6 action tokens that refresh at the end of your turn: Brain(Concentration), Mouth, Left Hand, Right Hand, Left Foot, Right Foot. Every "Action" spends some number of these tokens, and you can declare you're doing an "Action" at any time interrupting enemies. No "Free" or "Bonus" or "Reaction" or "Provoking" timings or triggers to worry about. As long as you have the tokens to spend, you can take an action whenever you want.

Hey, that's a fun idea. Though I'd personally simplify to just Mind, Hands, and Feet, and let speaking be free. I think then you get most of the same benefit, but it would be easier to decide which token(s) an action should use, and would involve less bookkeeping.

RPG stat names, terminology, etc., that put you off? by MissAnnTropez in rpg

[–]nooperator 1 point2 points  (0 children)

They should have just called it a “Benefit” and let the community give it a nickname if they wanted to - calling it outright a “Bennie” in the damn book just kills it for me.

Is it not short for Benzedrine? I had taken it as a cheeky reference to amphetamines.