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Showing content with the highest reputation on 04/20/26 in Posts

  1. The tiles burst the Tuesday before last. Luckily, even though here it was the orthodox Easter week, I got a couple of contractors to help me strip the damaged part of the floor and pour a layer of concrete. Once dry I painted it white, then added colours to have some orientation. I then threw forks down and sprayed outlines. And spend a couple of days painting faces for the cats from morning 'till way after midnight. Then spread a few hundred actual wooden forks painted as cats over it. The floor hasn't hardened yet, so all I got is a peak of the shiny new floor. I am leaving it overnight and am going to shine it tomorrow then varnish it to protect it from sunlight.
  2. You could also get a mostly accurate result looking it up on Wikipedia, which would be almost as fast and would not require you to use the environment damaging plagiarism machine...
  3. Me and the wife have been enjoying this series since day 1 and there are a few things that would complete the builders arsenal. Triangle ceilings, triangle walls, triangle roofs and triangle foundations. The shapes they can create will open the door for builders. • Paint Have a new station that crafts paint from items. Berries can be blue and pink, smooches red, aphids green etc. The color codes already exist so it saves time and we can paint structure pieces which would be most welcomed I'm certain. • Glass crafting Use grinder on candies to get crushed sugar. color codes pre exist in candies and can be melted in a glass oven to make colored glass or clear glass. Clear glass code pre exists. Seems like a strange concept or two but to us this is putting the hope in superman's S. Aside from that the only concern I have currently is the infestation of webs everywhere but I'm certain you have it wallander control. Ty for hearing me out. Here is to hoping a small voice is heard. Thank you.
  4. Are Scientists with Knowledge of U.S. Secrets Disappearing? The Facts Tell a Different Story - The Debrief
  5. 1 point
    It would be insanely cool if the pond area added in the summer update came with a crab as a new Tier 4 park boss. I'd imagine that a player would find the crab's lair in an underwater cave that surfaced and opened up to a damp, underground cavern with puddles of water everywhere. Each of the bosses added thus far have both been escaped pets, and a crab could slot into this theme quite well. Maybe some stupid kid came to the park and threw their pet crab into the pond, or a crab from the grocery store thawed out and found its way into the park's pond. Plus, a crab would fit the challenge and stature of a Tier 4 boss due to its large size, sturdy shell, and massive claws. Defeating the crab would reward its chunks, claws, and eyestalks, which would make for some incredibly powerful gear. An armor set, a dual wielding weapon using its claws, and a new mage staff are all things that could be crafted with this loot. A crab should be considered as a park boss over the more obvious choice of a frog or toad because there is already a lizard boss in the game that uses its tongue to attack, and a frog/toad would likely function too similarly to the lizard for it the be a unique fight. As well as this, frogs/toads are not very durable and are often easily taken down in the real world by tarantulas, one of said tarantulas being the first and easiest park boss in the game. This would not make sense if a frog or toad was found as a boss and was more challenging than AXL. A crab, however, would make for a much more interesting and dynamic fight, with the boss using its large claws to both directly attack and to fling sediment at the player. I love this idea, and the development team for Grounded 2 should consider it. Thank you, goodbye, and happy crabbing!
  6. I was wearing the Clover Hood when it broke. That is when Pete's face was on the back of his head. The front of his face is still normal, but now he looks like Quirinus Quirrell from Harry Potter. I haven't repaired my hood yet to put it back on, that might fix the glitch, but I wanted to report it before it went away. Love the game so far! This in no way is gamebreaking for me, but I know the devs would want to know this bug is out there.
  7. I've been continuing on with my very first BG3 playthrough and am now, finally after months!, almost at the end, about to head out to the final confrontation. And, nothing has changed in my view of the game. As I've said before, the game is fantastic on such things as graphics, cinematics, and cut scenes, the game is very big, and its main story is quite epic and compelling (though with some questionable areas). But in so many other ways, ways that are much more important to a CRPG, it is a weak game. Most of the companions were not at all likeable, with the mild exceptions only of Karlach and, surprisingly, Minthara. The rest were all whiney, angst-ridden prima donnas. I especially hated what they had done to both Jaheira and Minsc, and was utterly appalled by the "new canon" for Viconia. The side quests were meh, and a lot of the areas in Act II were a slog. Despite the claim that combat encounters were/would be fewer in number and more interesting, I found the number of encounters to be no less/different than in any other RTwP RPG and, as I'd expected for TB combat, very frustrating and aggravating and boring. Thankfully, due to mods allowing me to go with larger parties, I was able to breeze through virtually every combat encounter within 2-3 rounds. Not being able to "pause" the game during real-time exploration was a huge pain, especially when trying to be stealthy (and being forced to go into TB mode), as was how party movement is set up, with, for example, party members walking through traps and mines they themselves just announced having discovered. And the UIs were atrocious across the board. The quick access bar was surely the worst, but other UIs were pretty bad/non-intuitive as well, including inventory management. This is not by any means an exhaustive list of the ways the game falls short, but covers some of the biggest failings in my personal opinion. My rating of the game would be a C+ (77/100).
  8. This The whole idea of "copyright" iirc, was introduced to protect original work. Not copies of original work. This is of course another can of worms to kick over. When is something original? Wasn't there a saying once, that there are only 7 stories in the world, everything else is derivatives of those stories. When does a derivative deviate enough to not be considered derivative anymore? This deviant is curious 🤔 I find AI fascinating from a technical standpoint. Ever since working with Expert Systems and Neural Network at the university in the 90's. Before that, in the 1980's, my Commodore 64, with the assistance a great textbook purchased in Germany, gave me my first lessons in the sheer computational demands of anything more advanced than Eliza for the c64 Since the c64 didn't have internet, the only "training" for simple neural networks were questions and answers (feedback response) by the human operator. A simplified "You" if you want. LLM's harvest everything, so it will get all the worst of humanity too. Test proves that AI are both racist, bigot, hateful and homicidal if left to its own devices. Grok is an example of where unsupervised AI can go. I had a strategy game once, where the opponent was AI controlled. Literally. It almost killed the PC, fans going like turboprops, taking forever. At least in the beginning. As the neural network got trained, it started moving faster and played a mean game. But it was still requiring a lot of energy.
  9. I'd give the monkey copyright (at least it did something for itself rather thsn steal the work of millions of people, reconstitute it and say "here's your slop") before I gave an LLM, the owner of the LLM, or the 'prompt artist' copyright. Also, from the article- There are far too many people who are anthropomorphizing these LLMs. It's unhealthy.
  10. 1 point
    A lot of people are wanting a flying buggie. I think that would break the game since it would be able to fly over all obstacles. A cricket or grasshopper buggie could be a good middle ground. High jumps that traverse large areas without totally skipping everything
  11. 1 point
    I think this is a great idea for mid to late game. I agree that the flying buggies would kinda break the game. Maybe they can add a flying buggies late game, or when you beat the game. Either or.
  12. 1 point
    Please for the love of my sanity, give us an option to disable lumen. It butchers performance worse and worse every update, I'm so tired of dedicating 50% of my fps to a garbage lightning technology. People who want it can keep it, I don't. I'd much prefer to play at 60 fps. The graphics settings do quite literally nothing to change performance, with Lumen just absolutely steamrolling game performance.
  13. 1 point
    One thing I'd love to see for my base would be to add a main and an off hand slot for the armour dummy. Having made an armour dummy for each set it would be nice to have them holding their associated weapons as well. It would make quick changing a full set and play style so much easier 🙏🏼
  14. Hi, Sykid. It's a balancing act, because we don't want to do lore and mechanics dumps on the world this far ahead of the game being finished, but here are some things to help with both items and characters: Items: * Please, if it's at all possible, consider making something that is not a sword. I think we say this in the survey, but I'd like to repeat it here. There are no junk weapon types in Pillars of Eternity. Even daggers and clubs are good weapons. The same applies to armor and shields. Every type has trade-offs, so if you want to make a suit of awesome padded armor, someone will wear it. * Many D&Dish effects can go on weapons, armor, and shields. That said, there are also many abilities that are unique to PoE and we will suggest them if the idea of your item seems to fit. At a basic level, all weapons and armor can have a quality modifier of Fine, Exceptional, and Superior that roughly correlate to +1, +2, and +3 (not quite, but close enough). This game is equivalent to a low- to mid-level D&D campaign, so Sun Blades and +5s are too macho. * Materials like drake/dragon bone can be used in items, but whatever material you specify, try to make it fit with the idea of the weapon. A dragon bone club, spear, or stiletto is more fitting than a dragon bone battle axe or mace. Mithril and adamantine are not materials in PoE. Steel is overwhelmingly used for most metal weapons and armor, with five grades of interest: Wyflan (good steel), March (great steel, more damage, protects better), Ymyran (great steel that is "blackened", faster/lighter), Durgan (super steel from the lost forges of Durgan's Battery) and Skein (like Durgan steel, but very new technology, made with really horrible soul magic). * Copper and living adra (an abalone shell-like material) are often used to bind souls and magical energy into items. * The timeline of the civilized world is not "Realmsian". The Dyrwood and the Vailian Republics have only been colonized for a few centuries. The Glanfathans have lived in Eir Glanfath for two millennia. Before them, it was occupied by a relatively unknown civilization known as the Engwithans (who built most of the monuments and holy sites that the Glanfathans now guard). The Aedyr Empire is about 600 years old (well, Aedyr as a nation is that old). Old Valia as an empire was about 1500 years old but has collapsed by the current day. The main point is that more than 4,000 years ago, civilization was extremely modest, not advanced. Characters: * Any NPCs you make could be from the following local/directly involved places... - The Dyrwood - Focus of the game, colonial area full of once-Aedyran humans and elves. Hardworking, surly pioneers in the country, animancers in the city. More-or-less blew up a god in the Saint's War which (in the new timeline) happened about 10-15 years ago. Dyrwoodan virtues: independence, perseverance, sacrifice, communal hospitality, and vigilantism/feuding. Dyrwoodan vices: servility, shirking (responsibilities), selfishness, lingering (near Engwithan ruins), "facepainting" (pejorative term for sympathizing with/acting like a Glanfathan). - Eir Glanfath - Deeper forest to the east of the Dyrwood. Once in conflict with the Dyrwood, now (mostly) at peace. Less tech advanced, more communal. Protect the Engwithan ruins. Orlans, elves, some dwarves. Glanfathan virtues: cleverness, subterfuge, frugality, communality, mathematic aptitude. Glanfathan vices: selfishness, cowardice, vanity, social intoxication, token gestures (as opposed to meaningful action). - Vailian Republics - The most successful offshoot of Old Valia, these colonies sit to the southeast of the Dyrwood and south of Eir Glanfath, past a mountain range. They are a group of allied city states who mostly wield economic power. Mostly humans and dwarves. Vailian virtues: success, shrewdness, restraint, wit, polymathism. Vailian vices: failure, bad style (i.e. doing something not in the "Vailian way"), bluntness, dullness, mercilessness. - Aedyr Empire - The source of the colonists who settled the Dyrwood and Readceras. Lost both to revolutions, though the Dyrwoodan revolution was far bloodier than the Readceran one that followed. Much younger than Old Valia, but still in existence, which is worth something. Overwhelmingly human and elven. Aedyran virtues: duty, efficiency, loyalty, modesty (not of dress, but of character), purity. Aedyran vices: inconstancy, sloth, sloppiness, impunctuality, mixing work/leisure. - Penitential Regency of Readceras - Quasi-theocratic state ruled by priests for their patron, St. Waidwen, and their god, Eothas, both of whom seem to have disappeared at the end of the Saint's War (which they started and the Dyrwood ended). The prevailing attitude is that they failed Eothas and Waidwen and must do penance to regain their favor. Readceran virtues: optimism, faith, propriety (proper behavior for your age, sex, and social class), vigilance, discipline. Readceran vices: pessimism, doubt, deviance, rebelliousness, aimlessness. ... or these remote regions, which are relatively far away: - Deadfire Archipelago - Quite a ways south of the Dyrwood, a wide archipelago of small volcanic island nations. Naasitaq, home of many boreal dwarves and aumaua, is the biggest and most stable nation around. Various nations and empires fight over the islands, to the east of which are sea monsters that invariably annihilate any ships that attempt to go exploring (many of them dwarven). - Ixamitl Plains - Northeast of Eir Glanfath, the Ixamitl Plains are large expanses of fertile savannas. Mostly occupied by humans and orlans, though the orlans have a bad history with the humans. The Ixamitl culture is one of the oldest continuous cultures in the world, going back a little earlier than Old Vailia. However, they are the least imperalistic large nation around, having only expanded their borders slightly in centuries. Among other things, they are known for their contributions to philosophy. - The Living Lands - A frontier island area in the far north, a land of wild weather, strange beasts, and hundreds of difficult to reach valleys containing oddities never before seen (according to the people who find them) by mortals. It's a lawless land where communities band together, fall apart, and fight petty wars with each other constantly. Has a reputation for breeding oddballs and madmen. The racial mix in the area is extremely diverse but not necessarily harmonious. Dwarves, propelled by their desire to explore, are very common here, even among the mix. - Old Vailia - Once the crown jewel of the southern seas, the crumbling island nations of Old Vailia sit thousands of miles to the southwest of their offshoot, the Vailian Republics. Humans and dwarves are common. They are renowned for their great culture and history of accomplishments, though the rest of the world considers them to be far past their prime. The nations that once made up the empire are engaged in a continuous war for dominance that has been going on (and off, and on again) for over two hundred years. - Rauatai Gulf - Dominated by the aumaua of Rauatai, the gulf to the north of Ixamitl Plains is the trade center for several nations of aumaua, orlans, and dwarves. The land is rich with resources, but hotly contested. And in all matters, Rauatai and its powerful navy almost always gain the upper hand. The whole region is also relentlessly pummeled by storms for half the year. - The White that Wends - A huge southern expanse of polar ice occupied only by pale elves, some boreal dwarves, and a few really brave individuals from other lands. It is considered mythic -- or at least inhospitable -- by most people from "civilized" areas. Virtually no plant life grows in the White, but somehow its residents manage to survive from year to year. Class combat foci: Barbarians have great group-fighting abilities (both melee offense and personal defense). Chanters have cycling lists of low power, high AoE passive buffs and debuffs and they can periodically use invocations, which are pretty powerful spells. Ciphers are offensively-oriented psionicists/soulknives (more or less) who build Focus (their resource) through conventional weapon attacks. Druids are crowd control kings and their beast modes give them nice single-target strikes + various special powers. Fighters can withstand a freight train, hold a line against charging enemies (are "sticky"), knock down enemies, passively regenerate Stamina in combat, and have reliable attacks + weapon specialization. Monks convert temporary damage-over-time stacks (Wounds, their resource) into magical abilities. They are melee-focused but have a pretty wide variety of single-target and group attacks. They can use their bare hands (which get more powerful as they level) but can use most of their powers with standard melee weapons. Paladins have modal auras, powerful single-target support abilities, high defenses, and a Smite analogue in Flames of Devotion. Priests have better support abilities, worse defenses, and some crowd control abilities that paladins completely lack. Also a few single-target strike spells. Rangers and rogues both lack crowd control capabilities, but rangers have the edge defensively due to range and the interference their animal companions can run. Animal companions share Stamina and Health with the ranger, but they are very durable, DT-wise. Rogues have the highest single-hit damage potential and they have a lot of ways to qualify for Sneak Attacks. There are no creature type restrictions on Sneak Attack and it's automatically triggered by a lot of different conditions on the target. Additionally, rogues gain more and more ways to cause those conditions! Wizards can learn a huge array of spells with a variety of effects, mostly focused on group offense, single-target strikes, and personal defense. They cast directly from grimoires that hold a limited number of their total spells. Let me know if you have any more questions.
  15. maybe siberian and central asia railroad could upgrade to high speed

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