Have about 12 hours on it. Last played in April. I did enjoy the quarks of this with the combat built in with the city builder. The economy was interesting with the interchange of regions. My biggest gripe is the way you have to figure out the marketplace adjacent to the residents to help level up the housing.
I haven’t played with the new patch but looking forward to jump back into it.
The combat takes me bad to red alert 2 days which feels nostalgic.
Digging the slit for the filament to move to and fro.
I’m digging Pluma on my android as a 2ndary to GF.
FTC needs to force auto manufacturers to allow the vehicle OWNER to disable data collection at the very least. If it were up to me it would allow owners to disable the sim card and OTA completely. I personally don’t know anyone who uses the in car gps over google/apple maps anyway.
True but they dont have a knee to their neck from share holders to increase profits year over year.
Heinz Ketchup?
github thing?
slowly moving myself to https://revolt.chat/.
Its sad since I’ve been with discord since almost '15.
One of my fears of starting up my homelab.
If you’re a fan of Starship Troopers, both the movie and game, then I would highly recommend this game. There is great replay-ability of the game.
Their track record of telling the truth doesn’t help their case.
Enshrouded. Loving it.
Wait… Didn’t this printer just come out in May? That’s impressive.
I’m not sure it is the age or getting old, or just the type of brain. I’ve always was more attentive to people who spoke faster from keeping my mind wandering during the conversation. I was always told to slow down my speech throughout school.
For me its the quickness of the dialogue. And since it is animation they are not held back by grand scale budgets for every little detail of a new planet or giant space ship battles. Again this is my take. And it took me a minute to appreciate LD.
Oh I probably misunderstood you and thought you put in a bearing.
Nice work. Did you do anything with the bearings or screws?
I feel like I can speak a little about this as I’ve been studying how CIG is implementing server meshing for the past, well a while, but in depth since the demo. For reference until they post the panel: https://youtu.be/xKWa4WoTkV4?t=4500
Specifically timestamp of my explanation: https://youtu.be/xKWa4WoTkV4?t=5119
What CIG’s way of dynamic server meshing is the revolutionary thing. Currently, AFAIK, all games performing server meshing is built on a static zone mapping. Whereas CIG is using dynamic server meshing zones that will actually map to the interior limits of a room of a capital ship as an example. And this can scale out to planetary objects if only one player is on that planet. If no one is on that planet then it will only run in their tool Quantum, a non rendering backend game simulation.
Along the dynamic zone mapping is the authoritative way of transferring object containers. During the demo you can see the entity graph of the parent object (zone) and child object containers under an authoritative container (player). When a player transfers servers, you can see the movement of child objects from local to replication, and vice versa. This is a needed step as there are millions, and eventually billions of objects to be tracked of throughout the shard.
And last, CIG is building this as a global scale since they have servers in multiple regions where AWS is hosted. From the article and demo I believe this was all done locally with no latency. I do acknowledge that CIG’s demo was local as well so we will see how the net coding is affected when it goes to the EPTU,PTU and PU.
Me and group of nerds are trying to figure out how they are going to eliminate or minimize the latency and error correction or validating the transferring of the auth between the zones.
The campaign narrative alone is worth that price.