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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)K
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148
Joined
3 yr. ago

  • I am really excited about these applications. There's a significant pushback in my country - Switzerland - against renewables under the argument of "where are we gonna put all this energy generation?". If we can hold up "over agricultural land" as an answer that not only offers huge swaths of land but is also beneficial for the agriculture that'll be a huge win. If you can show a farmer here, that he'll get better yields for less water AND can sell the electricity on top of it, he'll do it no matter how much his party is ranting against renewables.

    Obviously we'll need to figure out which plants benefit from the shade and which don't. So I'm glad this has already started.

  • Much of my group are on vacation and another had to babysit unexpectedly so it was a two player evening.

    We first played Firefly (respectable business people I think) and it was pretty tight the whole game. What threw me off at first was just how unimportant a big payday is in this scenario. For the first part you really just need to get one mission from each of the non alliance folks done. You're almost automatically swimming in cash afterwards. Enough to do some shopping in the line up to the final two stages. We both were reasonably close to each other with me having somewhat of a lead. Then I brain bleeped. After moving all the way to the fringes of space I traveled back to the core, to where the second stage was starting, forgetting to actually turn in my 4th mission in outer sectors. So I then had to fly back out and back in again. All the while the nav decks were getting dangerously small. There's a bad card somewhere in them in 2 player and every turn became an agonized will it hit me or the other player game? Then luck swung hard and smacked my friend with BOTH of them one after another. This put me clearly ahead again and thanks to my extended crew quarters the final two stages were a breeze.

    We still had about an hour to spend so we whipped out Factory Funner, always a blast but I don't get to play it often enough as my GF doesn't like it and neither does one of our group. My friend started designing this nice and well structured factory, leaving room for connections, while I again just slammed everything the first place where it fit. This turned out to be costly for me at times as about halfway through I was forced to place over a dozen pipes to make a new machine fit. But my friend's plans also didn't work out quite as well and I was actually able to place more machines than he was. After the last round he had a commanding lead but the interconnectivity bonus came in clutch for me once more, allowing me to jump ahead in the final scoring.

    On the weekend I had the saturday for myself and invested it in translating an RPG system to German. I am now close to having a pretty comlete wiki for it. Once that is done I can start putting effort into the campaign details.

  • It’s a joke an the futility of linguistic prescriptivism. I might not have represented it well but the whole punchline is that this ship has sailed long ago.

  • Gee I wonder why people are against folks like you.

  • Thanks! I have Galaxy Trucker too.

    In my current draft you can basically say "here is what one player get's to do in their turn" and tell the framework to make a machine that let's every player run through that in some kind of sequence. For now the sequence is fixed. But ultimately all that GT needs is a recalculation of the order after every card. That's relatively simple to add with a post-action trigger.

  • The difference in survival probably stems from a single hyphen.

    Mint grows like a fucking weed. Silphium grew like a fucking-weed.

  • Bot factory has a turn order track that is read from right to left. It has roughly 10 positions that are separated into 4 regions. You can not choose a similar spot in the same region as your previous turn. Additionally, there is a worker that will always move from one section to the next, occupying the next available slot. This is the AI-worker and essentially a fifth player with special rules.

    That still doesn't necessarily have anything to do with turn structure. When do the players actually move from one spot to another? If it's just a normal WP game where you get your turn and move your worker and the only restriction is that you can't put it back to a similar spot then that's a simple sequential set of turns. The other possible explanation I see is the WP spaces also functioning as an action track.

  • It's kinda crazy that this still needs to be said. I remember TB railing against it and he's been dead for 5 years now. So it's been what? A decade?

  • That's what I'm currently doing. But I'm not yet sure if a straight FSM is such a great fit. There's not good mapping for the concept of turns in a single level FSM. You can do it of course but if you have multiple such models or nested instances where each player gets to react to specific actions on each player's regular turn, each of them is gonna push the the properties needed to manage that into the shared state.

    So I'm currently at nested state machines. This way the implementation details for alternating between players can be hidden from the higher level states.

  • Good time to plug Dara O'Brian: don't do that. One day you're gonna have kids and need these words in their normal context. Your kid is gonna come in with muddy shoes and you're all "oh my. You're a dirty girl." and then you'll ask yourself wtf you just said to your own kid.

    Some words and expressions need to stay with their original meaning! These include:

    • dirty,
    • naughty and *tone of voice breaks*
    • do what daddy tells you!
  • Tonight it's just you, me, a bottle of olive oil and a "seven step program".

  • oh nice! The 5 tribes is probably gonna be a variant of the "action track" system.

    Not quite sure I understand the "Bot Factory" example. Is that more than just a simple sequential structure and the restriction is only about what you can do this or next turn?

    Burgundy: That'll also be interesting. Could do that by transitioning straight to the next applicable phase, or could keep the structure simpler and just auto-terminate any phases where the player has nothing to do.

    Thanks!

  • Thanks a lot for those examples! Totally forgot about those "extra turn" effects. That'll be fun.

    I had already considered a bunch of concepts about how a phase can end but not that it might be completely independent from any player action.

    The Gloomhaven scenario probably is the easiest of these since it is merely a variant of the general "player actions result in change of player order" case

  • Great example! Thank you!

  • Your description sounds so nice and fair - allowing everyone to take full control of their wealth.

    So let me ask you: when was the last time you successfully negotiated the price of your groceries or utilities?

    You don't. Because that "fairness" only exists between entities of equal power.

  • Nah. When you look at the groups that employ body/dash cams (Police, Russian drivers, ...) what they have in common is that they are involved in activities that have a high likelyhood to get you involved in altercations and it can be really important to have the incident on camera from the first second on. This simply doesn't hold true for most people - not to a degree that warrants attaching a permanent surveillance device to your body when you already have an easily accessible on demand camera with you.

  • Capitalism is an amazing engine to produce wealth. But it's also extremely opposed to the idea of distributing it.

  • Technically no. A slice needs to have been - well - sliced at least once. There is however no clear requirement how large the remaining slice needs to be...

  • Cherry sized seedless pommegranate