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The War of the Worlds: France - Review [Comboteur Fou]

2024.05.02 21:13 Razoupaf The War of the Worlds: France - Review [Comboteur Fou]

You might find the review easier to read on my website, Comboteur Fou. Especially since, given the long nature of my reviews, I must cut the presentation, pros and cons, rules and artwork, and how to play parts.
[...]

IV – The wall of text (a.k.a. the Comboteur Fou’s opinion)

Gameplay

Invaders Must Die
Following DVG‘s trend of releasing several slightly tweaked versions of the same game system with close to no information as to the actual components and variance implemented, The War of the Worlds comes in four versions, with the tripods landing respectively in France (technically, Italy and Spain), England, Japan, and the East Coast of the United States of America. True to the source material, each game sees the player fighting the tripods and trying to fend them off until, ultimately, they succumb to germs their defensive system was not prepared for, wiping out the threat with the most menacing and effective killers the world has ever known: microbes. Offering a tight package, light on rules, phases, unit types, and playable in under two hours, setup and teardown included, can The War of the Worlds: France still pack as much punch and depth as heavier solo wargames, while staying true to its theme?
Incised before I’ve ceased
War games remain a genre of their own, where things that wouldn’t get a pass in a boardgame, such as lower component quality and severely dated artwork, are more easily tolerated. Long sessions, full of tactical and strategic decisions with myriads of moving pieces, vast and totally open information, deeply ramified outcomes, are often the norm, and many a boardgamer will feel lost upon entering that world.With a simplified ruleset and a small set of unit types—9 to be exact, 3 of which really matter in combat—WoWF attempts to tie in the two worlds and make for an easy-to-get-into wargame, full of moving pieces and decision but low maintenance.
The absence of a clearly defined player turn/AI turn structure initially renders the flow of a round counterintuitive, and fully interiorising the rules proves longer than such a light game should warrant.Yet one of WoWF‘s most interesting points has to be its round structure. Chaotic randomness lurks at each step’s corner, taking the form of events which contribute to make each play completely unique.Both sides’ contribution to the war effort is brilliantly emulated through a back-and-forth between factions, as Tripods never act during phases granting control to the players, only being permitted to act during the Devastation, Martian and Assembly phases, and occasionally, the Battle phase instead.
The player is encouraged to think ahead, in order to maximize their efficiency each round, by small subsets of rules for each of the phases comprising said round. Especially when they aim for a Battle. Battles are automatically triggered when at least one tripod shares a zone with a gun at the start of the Battle phase. Considering gun movement naturally occurs during the Human Action phase, which takes places after the Battle phase during a round, and before potential tripod movement, the player must either pay resource points during the production phase to move their units and ensure a Battle takes place, should they desire it, or plan movement and balance the odds in advance to save on their precious resources and let the Battle trigger by itself. Additionally, Cavalry units are able to lure tripods toward a desired zone, facilitating the process, at a cost.Units accessible to the player are divided between two categories: metal-based weapons of mass destruction, and organic bi or quadrupeds weak fleshlings, in the form of refugees, infantry and cavalry. The latter two, if they can enter battles, are not able to inflict damage upon tripods, but make up for it with their capacity to act directly on the country map. Infantry can perform one of two actions during the Human Action phase, both of which can preemptively weaken tripods. The odds largely play against the human unit in both cases, and an Infantry cannot perform an action if they move during the Human Action phase, forcing the player to, once more, think ahead and spend resource points during the Production phase to move them to best benefit from the unit.The first Infantry action is to plant a Powder Kegs in their current zone. Said keg can damage a tripod entering a zone in which they are planted. Planting a keg requires a die roll, detonating it another one. Failure to plant and detonate can result in a lost Infantry or production point. With a requirement of three random conditions to succeed, Powder Kegs reward the player with one damage on a single tripod, which can quickly be negated by a Repair roll, and are thus best ignored.Their second ability proves more interesting, as they are able to destroy tripods still in their landing pods, before it is turned into an active wave by the handling machine. The ordeal is no less challenging, as the Infantry needs first reach the landing zone across the map, before taking the action and rolling the proper colour. Here, too, the odds largely play against the human unit, as the handling machine needs merely roll the right colour during their own roll, taking place at the end of each round. Destroying more than a single tripod this way requires heavy dedication and luck with little to no payoff. In which it still proves a superior action to Powder Kegs.The last flesh and blood unit, but not the least important, is Refugees. They can be considered both a liability and a resource, as their sole use is to sway points in favour of either the Martians, should they be captured, or the humans, should they successfully escape by sea. They only act during the Human Action phase and Escape phase. Their goal is to reach a seaport from which to elope before being captured by a tripod. Anticipating tripod movement is rewarded by denying the Martians points for capturing refugees. They are yet not able to move anywhere without limit: a zone can only shelter as many Refugees as cogs are depicted on their production token. Aside from Paris, which can have at most three Refugees, each zone can have either one or two Refugees at the end of a phase. Excess Refugees are then captured by the Martians. Devastated zones, seaports and regular zones become progressively weaker as the game progresses and tripods lay down ruin, and managing Refugees efficiently itself becomes more and more challengingBut their role does not end there. Should they successfully hop on a ship, they still have to make it off the coast to the high seas without alerting or being captured by a tripod roaming the shores. And these prove amphibious.Each Refugee at a seaport must perform a die roll to attempt to board a ship. Once each Refugee has made an attempt, should one succeed, the player then must roll a die again to determine whether the ships, of freighter class, leave the coast without raising the tripods’ attention, or if they must face one or two of the mechanical hunters in naval battle.
The Cry of Mankind
The initial wave’s and landing pod placement are both determined randomly out of three possible locations, by a die roll which also influences probability, Rennes being the most likely, but also the most difficult to overcome because of its proximity to Paris, while Italy and Spain are more likely and easier to survive initially. On the other hand, Rennes is also where the landing pod is the least likely to be assembled into a wave during the assembly phase, the likelihood of which being one chance in six. Which is not to say it will not sometimes be immediately assembled into a wave ready to spread fire and death.
The first enterprise the player is most likely to invariably undertake is the construction of four factories. A small undertaking by itself, as they cost a mere 2 resource points (RP) apiece, and start paying off in two rounds by their +1 RP contribution to the Production phase. In fact, they’re such a mandatory step that it’s a wonder why they are not already built in with smaller turn 1 income, as said turn 1 becomes rather repetitive as is.WoWF, on the player’s side at least, is a game of attrition where the humans are regularly confronted to resource losses with no compensation. The best way to mitigate those losses is to minimize them preemptively, while the Martian threat constantly increases and grows ever more pressing.As such, establishing a strong presence and defending key zones in the first rounds is crucial to the establishment of as efficient an offensive army as possible..
Considering how the first round is likely to most often result in the same actions and that initial setup can only result in six slightly different configurations, not accounting for the scenarios, which have their own section in this review, replayability has to rely on highly prevalent randomness, to which the aforementioned events and the quasi systematic dice rolls contribute.
Human frailty is evident throughout a game. The France version units, at least, are highly unreliable, both in and out of battle, and tend to fall like flies in front of the tripods. It has already been proven how ineffectual Infantry units are earlier.Guns go down with a single hit, while proving as resilient as goombas under a tripod’s foot. Once placed at the start of battle, they can no longer be moved. Unless the battle takes place on a hill, Martian units are placed after Human units, and the tripods move according to random card draws, thus being completely unpredictable, so the odds of being squished underfoot are extremely high.Firing isn’t their strong suit either. Unless directly adjacent to a tripod, an extremely perilous situation, they have a one-in-two chance of hitting. At range 2 or 3, the likelihood drops steeply to one-in-six. Tripods require 2 hits to take down, and can and often do repair themselves or call for reinforcements. The closer to a gun they are, the higher the chances they have to land a hit.Even a single tripod can prove deadly for a small squad, able to wipe them before they land a single hit if the dice don’t comply, as experimented with variants.
Losing guns without leaving a single dent in the invaders, and gaining any footing from a battle, is in fact so easy that interacting with waves early should not even be considered, whereas building a sizeable army in a single chosen location before luring in the enemy and disposing of them as the mob would in back alley, allowing the enemy to perform unavoidable devastation in the meantime while ushering out as many escapees as possible to generate victory points, often is the best way to operate for the first half of the game, there again severely impacting the game’s replayability by limiting the player’s ways of approaching the game.An alternate victory condition is to destroy each wave currently on the map, as well as each landing pod. But doing so is so unlikely, the game naturally coming to a conclusion by itself a round or two after the final wave appears, that achieving said condition should be considered a achievement in itself more than anything, and, in France at least, this condition is anecdotal.The main condition, reaching ten victory points, is only impacted by land battles throughout the reduction of tripods, thus either lowering the damage output of a wave, or its complete disappearance, more likely in the second half of the game, ensuring more longevity to the different production zones and thus less points lost during the devastation phase and more points during the escape phase. Battles matter but are not the main focus of the game, and by themselves do not give the player any benefit from being won.A game can be concluded, in a win, with three mere battles taking place. In France, at least.Destroying a wave will effectively negate a whole round of destruction for the Martians, who can control five waves at most. An unlikely occurrence.
Grind
For a game labelled by its publisher as a wargame, the low amount of actual battles is surprising. Even more so when putting a focus on actual battles is a sure way to waste time achieving very little. Managing chits on a board is at the game’s heart, but most of said chits are not battle-related: refugees, waves, handling machines, production tokens form the majority of the board clutter, while tripods only enter the board on battle tactical maps, and guns are only used in battles as well, though they do move on the map.
Battles themselves are simple affairs, driven by card draws and dice rolls.The absolute stillness of human units, unable to move at all during battles once guns are placed, with severe limitations—a single horizontal line being allowed, while cavalry and infantry units are relegated to the bottom line— during the first step, make battles themselves extremely simple to manage, but also frustratingly random, and severely limit decision space for the player, who is reduced to firing a gun or not while they are covered, and in which order to fire them and against which target once they no longer are.A player might consider not firing a gun if they have an Earthwork counter. Firing the gun would discard one such counter. Earthwork counters are added during battle setup if it takes place on a zone with hills, or by infantry units if they succeed at a dice roll—failing the roll resulting in the Infantry’s destruction. Those counters prevent tripods from firing at a gun until they are all discarded, either when the gun fires, or when the tripods successfully use the Detect action, which is resolved the same way they would fire. Considering how inefficient the French guns are at anything but point blank, the player may want to make them invisible as long as possible, until a tripod gets close enough to grant a 50% chance to hit per die. The risk of destruction remains high, as Earthworks do not protect the gun from being stepped on by a tripod and immediately destroyed, and their movement remains unpredictable. Abstaining from firing is therefore even more perilous than actually firing and play the odds, actually making use of the gun before it meets its inevitable doom. Squished guns are probably more common than guns melted by death rays.
In itself, the battle system is ingenious.Initial tripod placement is determined by flipping a battle card and placing the tripod colour group in the corresponding lettered Hex. Each turn, Tripod actions are determined by a new card and their colour. AI is low maintenance, battles require little upkeep or management, the player simply has to go down the card and resolve tripod actions, then decide whether or not to fire guns and on which target, and repeat until the battle is over, either because all units on side are destroyed or because all the tripods left the battlefield by simply going away.Unfortunately, the absence of movement on the human side, again, rarely let battles become satisfying and more than simply random. The ease with which tripods dispose of guns, often before they get a chance to fire, the extremely low odds of actually hitting a tripod, also contribute to the feeling of unease. Which is not to say that battles are entirely desperate. Winning a battle simply requires a lot of preparation. Units are expensive, and, a common theme in this game, resources spent on them are too easily lost without having any kind of impact on the game, because no roll succeeded or because they are destroyed before acting.Any battle initiated with less than six guns and/or a couple of battle plans against a 4-tripods wave, the standard amount in a base game play, is akin to suicide. Damage successfully inflicted on tripods is highly likely to be immediately negated by a Repair or Arrival battle result, fully replenishing their forces straight away while the human resources are depleted with no impact. This is one of the game’s main issues as far as randomness and pacing are concerned: on paper, lost battles still seem to gain the player ground as they slowly deplete the enemy’s forces and thus hinder their ability to spread devastation across the country. In reality, though, reinforcements and repairs occur so frequently that the benefits from a lost battle are negligible, and thus, resources spent are lost with no benefit. Which is also true for Infantries lost while trying to operate or battle plans which result in failure. The player should reasonably expect any spent resource to somehow advance their plan against the Martians, when in fact, any resource spent is a simple double-or-nothing style gamble which will more often than not result in empty-handed losses.Unit types across the various theatres of the DVG War of the Worlds series remain the same, but their costs and efficacy vary. Due to the publisher’s persistent refusal of releasing complete information about their product, accessibility to said various costs and roll result is restricted. In a nutshell, the French units are terrible and rather expensive for what they do. Enjoying battles and gaining positive results require large armies, as alluded to above, but decisions remain limited. The player is at best able to better decide which gun Martians fire at first (usually the least expensive ones) and which ones to preserve (usually those rolling two dice and thus able to hit twice per turn). They also get the opportunity to prioritise which tripod they want to disable or take down, with the added benefit that damaged tripod cannot perform a second action in the action of A+B, or special actions such as summoning reinforcements.The only way the player can turn the tides of battle directly once it has begun is through battle plans. Battle plans are expensive, at 5 resources a random one and 10 resources a chosen one, but can be made more affordable by sacrificing a Cavalry unit, although once again, the result depends on a dice roll. Battle plans give the player welcome luck mitigation, allowing them to reroll, double up on results, or even to discard a catastrophic battle card and draw another instead. They remain subject to randomness, and it is perfectly possible that a battle plan is spent without benefiting the player, because their roll resulted in a failure for instance.
Waves in the base game systematically start with four tripods, unless Infantry successfully destroyed some before the handling machines finished their jobs. They therefore require large armies to be faced, as stated above. The scenarii let the player face smaller waves or even individual tripods. For the purpose of this review, early battles were waged against waves comprising only a few tripods, manoeuvering but a couple of guns. The results were invariably catastrophic. Guns were destroyed without inflicting any damage to the Martians, putting the player in a much worse position than they were initially by stripping them of time and resources without gaining any ground on the enemy.Scenarii to be expanded further down this review.
The Grand Experiment
Battles and setup are no great providers of replayability, as established above. What is, though, are events. Counterintuitively, and despite having different card backs, every event is shuffled in one big event deck, to be drawn from when the card back matches the current phase at the start of said phase. The rules fail to indicate whether multiple events can be drawn per phase, which tends to happen relatively often, as the deck contains nine cards each for the seven different phases.Absence of events for nearly two complete rounds are also bound to happen with such a system, and so the rhythm at which events do trigger is never exactly the same twice. Ideally, events trigger every other phase, or twice per round, but in reality the odds are unlikely.Events can benefit either side. Effects range from putting a special unit in play which allows the player to perform extra actions during their phases, to one-time effects changing the initial disposition of the battlefield, should one occur that round. Some event cards can be saved until their conditions are met, for instance allowing the player to temporarily negate an effect; others will give a resource points outlet, usually requiring a high amount, in exchange for an effect. Although rarely will the player be able to meet the requirements when those one-time effects cards are drawn, as spending resources immediately to build up forces is preferable to saving them for potential events.Whether the player is allowed to spend the resources only at the start of the phase, when the event card is drawn and resolved, or throughout the whole duration of the phase, is not explicitly stated. Although it only matters in the Production Phase, the one during which production points are generated, three of the nine cards give production points outlets. The Production phase is the one the player is the least likely to have leftover production points at the start of, making these cards feel like wasted opportunities more than anything. Should the player save on production points instead of recruiting army, they will have missed a whole movement round (forced movement during the Production phase and natural movement during the Human Action phase), therefore never being worth the trouble, especially when the pickings are incredibly slim.
Permanent effects, in the form of France-specific characters such as Monet, the Eiffel Tower, not named the Iron Lady although it would have made more sense if it is to be cast (see what I did here?) as a character, are the most likely to shape the player’s strategy on the long term. Yet only five of these are present in the game and only Monet and Dreyfus are really worth investing to, Monet because he is the only effect able to effectively repair zones by restoring workforce, Dreyfus because he makes Infantry actually worth it, turning each roll they make into a sure success for two production points per roll. If he shares a zone with them. A lot of work but well worth it. The Eiffel Tower makes each Industrialisation token produce +2 production points instead of +1. For ten production points itself, the effect needs three rounds to start being worth it by itself (not accounting for the initial cost of such tokens), and will only be worth it if drawn in the early game. The card does not specify if the player is allowed to keep it until they can afford the ten production points cost, or if they must spend it immediately upon drawing the card, which, considering it’s a Human Action Phase event, is unlikely to happen.Many of the effects that favour the Martians are absolutely devastating for the player, while those in favour of the player are mildly positive. The Battle Events are the worst offenders in that regard and can and will utterly gut the player’s forces with little window for reaction: getting the tripods and the guns closer to one another at the start of battle is a sure way to have guns be switched, while red having additional Fire each turn and blue additional Move each turn are sure to create massive havoc. On the other hand, giving initiative to one or the other side is a really minor change. In either case, once the event is drawn, the player can no longer opt out of battle.As a general rule, events during a Human-oriented phase are mostly positive, with a couple of really strong events such as Terran Germs being able to give or take a full ten victory points, and some really terrible events such as Governmental Action; while events during a Martian-oriented phase, or a shared phase, tend to globally be tiered toward the Martians. Cards do not feel balanced, with the power level difference alluded to above not being an outlier but more of the norm. Too many player-centric events turn out to be anything but worth investing into, while a few of them are so defining that one can but hope they will be drawn each game, and a well-timed Terran Germs can flat out end the game.An interesting idea in theory, then, though better playtesting could have yielded more interesting results.
Sea of Sorrow
A few Devastation phases into the game and refugee tokens abound on the tactical map. Refugees, while merely defenceless units, are able to quickly sway point values for each side, and the player needs to quickly control and manage them if they want to rack up some victory points while denying them to the Martians.Mere escapists, refugees tend to die easily as they are removed from the board if they share a zone with a tripod after a wave’s movement, but also when they exceed their zone’s gears, which for regular zones are between one and two, and for Paris can go up to three. Many a refugee will thus bite the dust over the course of attempted colonisation, and the more the game progresses, the more of them will be captured, as zones they can shelter in shrink and seaports get inaccessible or destroyed. Devastated zones are off limits for these units, as humans are not yet able to sustain themselves on red weed and human corpses.The only way to save refugees is by seeing them off the coast on freighters taking off seaports, of which France contains four. French harbours are expensive in France, but are handpicked instead of randomised as they are in other versions, giving the player the opportunity to set some refugees up before they dedicate to a harbour.The way a round is structured only allows refugees to attempt escape after checking for captures in excess of the zone’s capacity. Which means that, at most, under the base game rules, two refugees can attempt escape per harbour per round.Said escapes are symbolised by two successive dice rolls, the first one for each attempting refugee, who has 4 in 6 chances of getting aboard a freighter, followed by a collective roll for each freighters of a given harbour, with a 50% chance of escaping unnoticed by a tripod. In effect, said attempts frequently result in one or more refugees being left on the shore and the other one being shot at by a tripod. Odds and stuff…
Should freighters escape unnoticed, they simply are removed from the game after giving the player a single victory points. Should they fail, though, the main game pauses and the player has to set up and play through a naval battle. For each refugee that is part of the attempted escape, the player must put a freighter on a naval battle board, and up to two tripods. Warships and battle plans are then available, at four production points apiece for the ships and full price for the plans.Naval battles can potentially take place four times per round, every round, but are even shallower than the already fairly shallow land battles (and much shallower than the sea they take place on). Their stakes are lower, as they will at best yield two victory points and at worst give the martians said two victory points, while not reducing either side’s forces, unless the player spends resources on warships and battle plans. And why would they, for two mere points? The tripods are of a special type, and not part of any wave, so destroying them will have no lasting consequences on the tactical map, and four resource points spent on a warfighter are four resource points lost to no avail. Still an unlikely scenario, granted the ship is as ineffective as a regular gun, and the tripods still require two hits to bring down.As such, naval battles quickly become an annoying waste of time where the player ends up merely moving one or two freighters down and flipping a card to see whether the tripods catch or shoot them successfully. To drastically cut playtime down and ease up on the tedium, simply rolling another die to determine whether a freighter reaches the bottom of the map unhindered is sufficient.While on paper the prospect of fighting at sea as well as land is alluring, in effect it represents no more than a mere, repetitive distraction never worth the time or resources.Absence of depth and impact on the overall game is unfortunate in light of the allocated components: 5 additional tripods; a whole naval battle deck complete with unique keywords, but only about as half as many cards as land battle, although sea battles occur much more frequently; freighter unit tokens which each stand for a single refugee token and thus only serves for aesthetic purposes; warship tokens; paragraphs in the rules and cheat sheet.Naval battles feel like they should have taken a bigger place in the game but were never pushed to their full potential, for lack of time, resources or playtesting perhaps. They do become more interesting in a given scenario, which will be expanded upon later in this review.
Wrath Monolith
Considering all the challenges listed aboves, winning the game should be extremely challenging.And yet, it manages to play itself into a corner and to defeat itself with little help from the player, making each play of WoWF feel frustratingly inconsequential.Even after the player ploughed through a one-sided war of attrition, setting up and minimising losses as much as possible to only start rising to reliable power by the endgame, finally gaining some sort of control over the course of events, a mere couple of rounds are enough to result in a conclusion, awarding a win out of nowhere… to the player.Games where none of the Human side actions left a mark or a dent, in which every action failed, no wave was wiped, no battle was won, still resulted in the germs taking over and destroying the invaders. To the point where letting the game pit itself against itself and watch the events unfold into a win with zero player input has been given thought.Thematic? As far as the source material is concerned, adequately so.Rewarding? Absolutely not. More like a slap in the face and a total waste of time.True for other theatres? Inspiration to acquire other versions was hardly stirred, so this reviewer will never know.
As the base game fails to deliver any sort of challenge or let the player have an impact on events, do the scenarii/variants deliver?Without a doubt they do. Too much, perhaps.
Each war theatre comes with its own unique optional challenges in the form of variant rules. France has three, and they drastically modify the game, mostly during setup, but with impactful ramifications all throughout the play.And do they up the challenge!
The Ironclad Martians puts a heavier emphasis on land battles, pitching the player against five waves containing three tripods each from turn one. Devastation takes a much more prominent role from the early game on. On paper, since waves are smaller, focusing on dispatching them as early as possible and before they swell in numbers sounds sound, but not only do the ineffectual French units turn early failed attempts futile, as they do with the base rule, they also render them harmful, any gun lost still translating into a pure resource loss with no gain to make up for it. Then it all goes downhill from there into a quick loss as waves destroy zones and thus cut resource income down.Should the player not focus on dispatching waves early, which can prove challenging as they retain their tendency to move out of rage, the inevitable victory points gathered by Humans bring them reinforcements earlier than the player can build a sufficient number of guns to stand a chance against a wave, making things spiral out of range quickly.The scenario is interesting, if only because the game proves challenging at last. Unfortunately, the lack of initial randomness—setup is fixed—also drastically lowers replayability, making this scenario feel like a puzzle to be solved rather than a highly rule variation. Bets are still on early wave annihilation, with a heavy dose of luck. Should RNG not comply, then the game might as well be reset, opening the way to a whole new level of frustration.An interesting alternative, which would have benefited from more randomization to be played anything but sparingly.
The Handling Machines is an interesting twist in that, instead of being restricted to five waves at most, the Martians tripods can now venture on the map as single units or as part of smaller waves, spreading havoc more wildly and rapidly but with lower consequences, and making battles more frequent and easier to prepare for; but also forcing the player to spread their forces further. Infantry’s support role is made more immediately useful as there are more handling machines they are able to tackle and destroy. Provided they manage to reach them first. Because a new downside is the tendency tripods have to destroy zones they are assembled in extremely quick. Units remain unable to enter devastated zones, translating into Infantry quickly becoming incapable of reaching handling machines at all since they now reside in a devastated zone, and thus becoming useless, in that regard at least, by default, since they are now unable to prevent the machines from adding Tripods to the map. Which in turn means the player is now no longer able to fulfil the alternative victory condition of destroying them all. A surprising oversight.With many more rolls to make per round to check for potential new tripod spawns during the production phase and the assembly phase, this scenario is more fiddly than the base one and asks the player to better track which machine they have rolled for or not. Not a dealbreaker, but noticeable.The additional early and mid-game randomness occasioned by the high amount of rolls and tripods give this scenario increased replayability over the previous one, though it does suffer from the same snowballing issue in case of early lost battles. French guns do not receive any improvement, so the issue of dealing with tripods while they are weak remains.
Refugees is the best variant to ease a player into a low amount of changes, and if the variant were listed by additional rules complexity, it would have been placed first. Merely modifying the initial setup, this scenario sees each zone start with three refugees (and interestingly, the game does not come with enough tokens to actually perform this step). Throughout the game, a couple of other changes occur: in the devastation phase, each workforce loss results in an additional refugee per point lost; in the human action phase, the player is allowed to spend a resource point for each refugee they wish to keep in excess of a zone’s workforce value.Small changes, but very impactful on the strategy. While in the base game, production points are merely used for units and barely relevant in any other phase, managing them now becomes more tense and requires more thought, as not only can they allow massive sea escapes, they also make sea battles interesting, and warships relevant, as there can now be more than two mere freighters escaping at once.Land battles drop down the priority scale, not that they were very high to begin with but they remained the main resource points outlet; while points will heavily swing for both parties during phases in which refugees are saved or captured.While the challenge is not necessarily higher than in the base game, the game feels more varied, more tense, and options more interesting and satisfying. Protecting zones, especially ones with harbours, has a whole different impact on the game. Rather than simply ensuring regular production income, the player now shelters refugees and tries to prevent pouring all their resources into their survival.Saving resources from one phase to another becomes more of a priority, spending them to create large groups of refugees cluttering at harbours for large evasion attempts that finally makes it worth investing into freighters and battle plans, and making naval battles transform into what they were probably meant to be all along is very satisfying.Aside from a free harbour each turn, a minor addition, the rest of the game, remains unaltered. Having the initial wave land in Rennes proves devastating, though not enough to cost the game, because of the harbour in that zone. Similarly to the regular game, the player can have every battle and outcome turn wrong, and still win the game.
The League of Terran Nations, being played over multiple theatres, hasn’t been tested for this review.

[...]

Conclusion

The War of the Worlds: France is a tragic miss. Ripe with interesting and novel ideas, the game is an accessible, relatively easy to learn introduction to wargames, flows smoothly with a lot of back and forth between Martians and Human phases, has potential for replayability… And ultimately falls miles away from the mark, because of poor marketing decisions (breaking the game into four different theatres), development mistakes (using an inhouse designer rather than the original designer for the non-England versions, lack of playtesting). None of the player’s actions really impact the game’s outcome in the long run, due to the extreme randomness, lack of reactive mitigation, and more importantly, the game playing itself into a corner. Research on other theatres’ forums lead to the belief that the other versions are more challenging. Too much, perhaps. England seems to be the most popular war theatre.

Strong potential and novel ideas marred by a questionable balance

The War of the Worlds: France belongs to DVG. A huge thank you to DVG for providing Le Comboteur Fou with a review copy.
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2024.05.02 20:42 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

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  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
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  • Backbone
  • Baldur's Gate II: Enhanced Edition
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  • BASEMENT
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  • Detention
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  • drive!drive!drive!
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  • DUSK
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  • Eastern Exorcist
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  • El Matador
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  • ENCASED: A SCI-FI POST-APOCALYPTIC RPG
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  • EPIC CHEF *2
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  • Farming Simulator 17
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  • FlatOut
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  • Floppy Knights
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  • FOBIA - ST. DINFNA HOTEL *2
  • For the King
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  • Forts
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  • GIGA WRECKER
  • Gigantosaurus: Dino Kart
  • Glitch Busters: Stuck On You
  • Gloria Victis
  • Go Home Dinosaurs
  • GOAT OF DUTY
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  • Godlike Burger
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  • GREAK: MEMORIES OF AZUR
  • grey goo
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  • GRIP: Combat Racing
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  • GYLT
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  • Haegemonia: Legions of Iron
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  • Heat Signature
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  • Hellblade: Senua's Sacrifice
  • Hellbound
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  • Hitman (2016) Game of the Year Edition
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  • Home Sweet Home EP2
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  • Hoplegs
  • Hot Tin Roof: The Cat That Wore A Fedora
  • Hotshot Racing
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  • How to Survive 2
  • Hue
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  • Hungry Flame
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  • I Hate Running Backwards
  • ibb & obb Double Pack
  • ICBM
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  • IN SOUND MIND
  • Indivisible
  • INDUSTRIA
  • Infectonator 3: Apocalypse
  • Infinite Beyond The Mind
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  • Injustice 2 Legendary Edition
  • Insane 2
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  • Internet Cafe Simulator
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  • JANITOR BLEEDS
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  • JUMANJI: The Video Game
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  • JURASSIC WORLD EVOLUTION 2 *2
  • JUST CAUSE 4: COMPLETE EDITION
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  • Kardboard Kings: Card Shop Simulator
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  • Kentucky Route Zero - Season Pass Edition
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  • Killing Floor 2 Digital Deluxe Edition
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  • Koi-Koi Japan [Hanafuda playing cards] *Koi-Koi Japan : UKIYOE tours Vol.1 DLC *Koi-Koi Japan : UKIYOE tours Vol.2 DLC *Koi-Koi Japan : UKIYOE tours Vol.3 DLC
  • Konung 2
  • KungFu Kickball
  • Labyrinthine
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  • Learn Japanese To Survive! Katakana War
  • Learn Japanese to Survive! Trilogy
  • Learning Factory
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  • Leisure Suit Larry - Wet Dreams Don't Dry
  • Leisure Suit Larry 1-7
  • Lemnis Gate
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  • Light Fairytale Episode 1
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  • Middle-Earth: Shadow of War Definitive Edition
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  • Napoleon: Total War - Definitive Edition
  • Narcos: Rise of the Cartels
  • NARUTO TO BORUTO: SHINOBI STRIKER
  • Necronator: Dead Wrong
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  • No Time to Relax
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  • Noosphere
  • Northgard
  • Northmark: Hour of the Wolf
  • Nostradamus: The Last Prophecy
  • not the robots
  • Nurse Love Addiction
  • Nurse Love Syndrome
  • Nusakana
  • Obduction
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  • Observer: System Redux
  • Occultus - Mediterranean Cabal
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  • Oddworld: New 'n' Tasty
  • OlliOlli World
  • One Finger Death Punch 2
  • One Hand Clapping
  • One More Island
  • One Step From Eden
  • One Step From Eden (Region locked)
  • Orbital Racer
  • OTXO
  • Out of Reach: Treasure Royale
  • Out of Space
  • OUTBUDDIES DX
  • Overclocked: A History of Violence
  • Overlord: Ultimate Evil Collection
  • Overpass
  • Overruled
  • OZYMANDIAS: BRONZE AGE EMPIRE SIM
  • Pac-Man Museum +
  • Pan'Orama
  • Panty Party
  • Panzer Corps 2
  • Papo & Yo
  • PARADISE LOST
  • Parkan 2
  • PARTISANS 1941
  • Passpartout 2: The Lost Artist
  • Pathfinder: Wrath of the Righteous
  • PATHFINDER: WRATH OF THE RIGHTEOUS *2
  • Patron
  • Paw Patrol: On A Roll!
  • Paws of Coal
  • Payday 2
  • PAYDAY 2
  • Peaky Blinders: Mastermind
  • PER ASPERA
  • Perfect
  • PGA 2K21
  • PGA Tour 2K21
  • Pixplode
  • Pizza Connection 3
  • Plague tale
  • Planescape: Torment Enhanced Edition
  • Planet Alcatraz
  • PlateUp!
  • Pogostuck: Rage With Your Friends
  • Poker Pretty Girls Battle: Texas Hold'em
  • Police Stories
  • Poly Island
  • Post Void
  • Power Rangers: Battle for the Grid
  • Prank Call
  • Prehistoric Kingdom
  • Pretty Girls Mahjong Solitaire
  • Pretty Girls Panic!
  • Prey
  • Primal Carnage: Extinction
  • Princess Kaguya: Legend of the Moon Warrior
  • Pro Cycling Manager 2020
  • Prodeus
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  • PROJECT WINTER
  • Propnight
  • PULSAR: The Lost Colony
  • qomp
  • Quantum Break
  • Quern - Undying Thoughts
  • Radio Commander
  • RAGE
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  • RAILROAD CORPORATION
  • Railroad Tycoon 3
  • Railroad Tycoon II Platinum
  • Railway Empire
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  • Rayon Riddles - Rise of the Goblin King
  • Re: Legend
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  • Rebel Galaxy
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  • Red Faction Guerrilla Re-Mars-tered
  • Red Riding Hood - Star Crossed Lovers
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  • Redout Complete Bundle
  • Redout: Enhanced Edition
  • Redout: Enhanced Edition + DLC pack
  • Regular Human Basketball
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  • REMNANT: FROM THE ASHES - COMPLETE EDITION
  • Republique
  • Rescue Party: Live!
  • Resident Evil 0 HD REMASTER
  • Resident Evil 4
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  • RETROWAVE
  • rFactor 2
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  • Rise of Industry + 2130 DLC
  • Rise of the Slime
  • Rising Storm 2: Vietnam + 2 DLCs
  • Riven: The Sequel to MYST
  • River City Girls
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  • Robot Squad Simulator 2017
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  • ROGUE HEROES: RUINS OF TASOS
  • ROGUE LORDS
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  • rollercoaster tycoon 2
  • Rollerdrome (EU)
  • ROTASTIC
  • Roundguard
  • ROUNDS
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  • Ryse: Son of Rome
  • S.W.I.N.E. HD Remaster
  • Sailing Era
  • Saint Row
  • SAMUDRA
  • Sands of Aura
  • Sands of Salzaar
  • Saturday Morning RPG
  • Save Room - Organization Puzzle
  • Scarlet Tower
  • Scorn
  • SCP: 5K
  • SCUM
  • SEARCH PARTY: Director's Cut
  • Second Extinction
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  • Serious Sam 3 Bonus Content DLC, Serious Sam 3: Jewel of the Nile, and Serious Sam 3: BFE
  • SEUM speedrunners from hell
  • SEUM: Speedrunners from Hell
  • Severed Steel
  • Shadow Tactics: Aiko's Choice
  • Shadowgate
  • SHADOWS: AWAKENING
  • Shape of the World
  • She Sees Red - Interactive Movie
  • SHENZHEN I/O
  • Shift Happens
  • Shing!
  • Shoppe Keep 2 - Business and Agriculture RPG Simulation
  • Shotgun King: The Final Checkmate
  • Sid Meier's Civilization VI
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  • Sifu Deluxe Edition Upgrade Bundle (EPIC)
  • Silver Chains
  • SimCity 4 Deluxe Edition
  • Sinking Island
  • SINNER: Sacrifice for Redemption
  • Skautfold Chapters 1-4
  • Skullgirls 2nd Encore
  • Slain: Back from Hell
  • Slap City
  • Slash It
  • Slash It 2
  • Slash It Ultimate
  • Slay the Spire
  • Slaycation Paradise
  • Small World
  • Smart Factory Tycoon
  • Smile For Me
  • Smoke and Sacrifice
  • Smushi Come Home
  • Snail bob 2 tiny troubles
  • Sniper Elite 3
  • Sniper Elite 3 + Season Pass DLC
  • Sniper Elite 4 Deluxe Edition
  • Sniper Ghost Warrior 3 - Season Pass Edition
  • Sniper Ghost Warrior Contracts
  • Snooker 19
  • SONG OF HORROR COMPLETE EDITION
  • Songs of Conquest
  • Sonic Adventure 2
  • Sonic Adventure DX
  • Sonic and SEGA All Stars Racing
  • Sonic Generations Collection
  • Soulblight
  • Souldiers
  • SOULSTICE
  • Soundfall
  • Source of Madness
  • Sparklite
  • Spartan Fist
  • Spec Ops
  • Speed Limit
  • Spelunx and the Caves of Mr. Seudo
  • Spidersaurs
  • Spin Rush
  • Spirit Hunter: Death Mark
  • Spirit of the Island
  • Spirit of the North
  • Spring Bonus
  • Stairs
  • STAR WARS - Knights of the Old Republic
  • STAR WARS - The Force Unleashed Ultimate Sith Edition
  • STAR WARS Jedi Knight II - Jedi Outcast
  • Star Wolves
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategy & Tactics: Wargame Collection
  • Street Fighter V
  • Street of fury ex
  • Strider
  • Strikey Sisters
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sucker for Love: First Date
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • SUPER MAGBOT
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Tales of Vesperia™: Definitive Edition
  • Talk to Strangers
  • Tallowmere
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Adventure Pals
  • The Amazing American Circus
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Blackout Club
  • The Callisto Protocol
  • The Chess Variants Club
  • The Citadel
  • The Dark Pictures Anthology: House of Ashes
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE *2
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • THE GUNK
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Indie Mixtape
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Last Campfire
  • The Legend of Tianding
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry deluxe
  • The Ramp
  • The Red Lantern
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Smurfs - Mission Vileaf
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • THE UNCERTAIN: LAST QUIET DAY
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Through the Woods
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Trailblazers
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • Transport INC
  • Treasure Hunter Simulator
  • Trine 4
  • Trinity Fusion
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Unexplored 2: The Wayfarer's Legacy
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire Survivors
  • Vampyr
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • Voltaire: The Vegan Vampire
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wargroove
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Mechanicus
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer vermintide collector's edition
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Wasteland 3
  • Wayward
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Will You Snail?
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Wolfenstein 3D
  • Worms Rumble
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to indiegameswap [link] [comments]


2024.05.02 20:42 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
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Wishlist
Region: NA (Canada)
Fees on buyer if any
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
  • 60 Parsecs
  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
  • 9 Years of Shadows
  • 911 Operator
  • A Game of Thrones: The Board Game
  • A Hat in Time
  • A Hole New World
  • A JUGGLER'S TALE
  • A Long Way Down
  • A Robot Named Fight!
  • A Tale for Anna
  • A.I.M.2 Clan Wars
  • Ace Combat Assault Horizon Enhanced Edition
  • Adore
  • Aeterna Noctis
  • AETHERIS
  • Agatha Christie Hercule Poirot The First Cases
  • AIdol
  • Airborne Kingdom
  • Alba: A Wildlife Adventure
  • Alder's Blood: Definitive Edition
  • Alfred Hitchcock - Vertigo
  • Alien Breed Trilogy
  • Aliens vs. Predator™ Collection
  • All-Star Fruit Racing
  • Almost There: The Platformer
  • American Fugitive
  • Amerzone: The Explorer’s Legacy
  • AMID EVIL
  • Amnesia rebirth
  • Amnesia: The Dark Descent + Amnesia: A Machine for Pigs
  • Anomalous
  • Another World – 20th Anniversary Edition
  • Antigraviator
  • Anuchard
  • APICO
  • APICO
  • Aragami
  • Aragami 2
  • Arcade Paradise
  • Arcade Paradise - Arcade Paradise EP
  • Arcade Spirits
  • Arkham Horror: Mother's Embrace
  • Armada 2526 Gold Edition
  • Army Men RTS
  • army of ruin
  • Arto
  • Ary and the Secret of Seasons
  • As Far as the Eye
  • Ascension to the Throne
  • Assemble With Care
  • Assetto Corsa Competizione
  • Assetto Corsa Ultimate Edition
  • Astronarch
  • Attack of the Earthlings
  • Automachef
  • Automobilista
  • Automobilista 2
  • AUTONAUTS
  • AUTONAUTS VS PIRATEBOTS
  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
  • AVICII Invector: Encore Edition
  • Awesomenauts All Nauts pack
  • Baba is you
  • Back 4 Blood
  • Back 4 blood (EU)
  • Backbone
  • Baldur's Gate II: Enhanced Edition
  • Baldur's Gate: Enhanced Edition
  • Banners of Ruin
  • Bartlow's Dread Machine
  • BASEMENT
  • Batbarian: Testament of the Primordials
  • Batman: Arkham Asylum Game of the Year Edition
  • Batman: Arkham City - Game of the Year Edition
  • Batman: Arkham Knight Premium Edition
  • Batman: Arkham Origins
  • Battle Royale Tycoon
  • Battlecruisers
  • Battlestar Galactica Deadlock
  • BATTLESTAR GALACTICA DEADLOCK SEASON ONE
  • BATTLETECH MERCENARY COLLECTION
  • BATTLETECH Shadow Hawk Pack
  • BEAUTIFUL DESOLATION
  • BEFORE WE LEAVE
  • Beholder 2
  • Ben 10
  • Ben 10: Power Trip
  • Bendy and the Ink Machine™
  • Between the Stars
  • Beyond a Steel Sky
  • Beyond The Edge Of Owlsgard
  • Beyond the Long Night
  • BEYOND THE WIRE
  • Beyond: Two Souls
  • Bionic Commando
  • Bionic Commando Rearmed
  • BioShock: The Collection
  • BLACK BOOK
  • Black Moon Chronicles
  • Black Paradox
  • BLACK SKYLANDS
  • BLACKHOLE: Complete Edition
  • Blacksad: Under the Skin
  • Blade of Darkness
  • Blasphemous
  • Blazing Chrome
  • Blightbound
  • Blood And Zombies
  • Blood Rage: Digital Edition
  • Bloodstained: Ritual of the Night
  • Bomber Crew
  • Boneless Zombie
  • Boneraiser Minions
  • Boomerang Fu
  • Borderlands 3
  • Borderlands 3 Super Deluxe
  • Borderlands 3 Super Deluxe Edition
  • Borderlands: The Handsome Collection
  • Bot Vice
  • Bounty of One
  • Brawlout
  • Breakout: Recharged
  • Breathedge
  • bridge constructor
  • Bridge constructor medieval
  • bridge constructor stunts
  • Broken Lines
  • Brothers: A Tale of Two Sons
  • BUILDER SIMULATOR
  • calico
  • Call of Duty® Modern Warfare 3™ (2011)
  • Call of Juarez: Gunslinger
  • Car Mechanic Simulator 2015
  • Car Mechanic Simulator 2018
  • Castle Morihisa
  • Castle on the Coast
  • castle storm
  • CastleStorm
  • Cat Cafe Manager
  • Caveblazers
  • Celeste
  • Centipede: Recharged
  • CHANGE: A Homeless Survival Experience
  • Charlie's Adventure
  • Chenso Club
  • Chernobylite: Enhanced Edition
  • Chess Ultra
  • Chicago 1930 : The Prohibition
  • Chivalry 2
  • Chop Goblins
  • Chorus
  • Cities Skylines + After Dark
  • Cities: Skylines
  • City of Beats
  • CivCity: Rome
  • Click and Slay
  • Cloud Gardens
  • Cloudpunk
  • Code Vein
  • Coffee Talk
  • Comedy Night
  • Command & Conquer Remastered (Origin)
  • Complete Dread X Collection
  • Conarium
  • Construction Simulator (2015) Deluxe Edition
  • Constructor Plus
  • Cook serve delicious
  • Corridor Z
  • Cosmic Osmo and the Worlds Beyond the Mackerel
  • Cosmonautica
  • Crash Drive 2
  • Crash Drive 3
  • Creaks
  • Creepy Tale
  • Crookz the big heist
  • CROSSBOW: Bloodnight
  • Crush Your Enemies
  • Cube Runner
  • Curse: The Eye of Isis
  • Cyber Ops
  • Cybercube
  • Danger Scavenger
  • Dark Deity
  • DARK PICTURES ANTHOLOGY: HOUSE OF ASHES
  • Darksiders Warmastered
  • Darkwood
  • DARQ: Complete Edition
  • Day of the Tentacle Remastered
  • days of war definitive edition
  • Dead by Daylight
  • Dear Esther: Landmark Edition
  • Death Stranding Directors Cut
  • DEATH STRANDING DIRECTOR'S CUT
  • Deceased
  • DECEIVE INC.
  • Degrees of Separation
  • Delicious! Pretty Girls Mahjong Solitaire
  • Deliver Us The Moon
  • Demetrios - Deluxe Edition
  • Depraved
  • DESCENDERS
  • DESOLATE
  • Destiny 2: Beyond Light
  • DESTROYER: THE U-BOAT HUNTER
  • Detention
  • Devil May Cry HD Collection
  • Devilated
  • Dicey Dungeons
  • Dirt 5
  • dirt rally
  • Dirt Rally 2.0
  • Disaster Band
  • Disciples III: Reincarnation
  • Discolored
  • DISTRAINT 2
  • Distrust
  • DmC: Devil May Cry
  • Do Not Feed the Monkeys
  • Don't Be Afraid
  • DOOM 64
  • Doomed Lands
  • Door Kickers: Action Squad
  • Doorways: Prelude
  • Downfall
  • Dragons Dogma Dark Arisen
  • Dragon's Dogma: Dark Arisen
  • Draugen
  • Draw Slasher
  • Drawful 2
  • Dread Templar
  • Dreamfall Chapters
  • Dreams in the Witch House
  • DreamWorks Dragons: Dawn of New Riders
  • DRIFT21
  • Driftland: The Magic Revival
  • drive!drive!drive!
  • Drone Swarm
  • Due Process
  • Duke Nukem: Manhattan Project
  • Duke of Alpha Centauri
  • Dungeon Rushers
  • Dungeons 2
  • Dungeons 3
  • DUSK
  • Dusk Diver
  • Dust to the End
  • DV: Rings of Saturn
  • Dynopunk
  • Earth Defense Force 4.1 The Shadow of New Despair
  • Eastern Exorcist
  • Eiyuden Chronicle: Rising
  • El Matador
  • Elderand
  • ELDEST SOULS
  • Electrician Simulator
  • Elemental Survivors
  • Elex
  • Elex II
  • Elite Dangerous
  • Empire: Total War - Definitive Edition
  • Empyrion - Galactic Survival
  • ENCASED: A SCI-FI POST-APOCALYPTIC RPG
  • Endless Space 2
  • Endless Space® 2 - Digital Deluxe Edition
  • Endzone - A World Apart
  • EPIC CHEF *2
  • Epistory - Typing Chronicles
  • Eternal Threads
  • Europa Universalis IV
  • European Ship Simulator
  • Evil Genius 2: World Domination
  • Exorder
  • EXPEDITIONS: ROME
  • Expeditions: Viking
  • Explosionade
  • F1 2018
  • F1 2019 Anniversary Edition
  • F1 2020
  • F1 RACE STARS Complete Edition Include DLC
  • Fable Anniversary
  • Fallback uprising
  • Fallback: Uprising
  • FALLOUT 1
  • Family Mysteries 3: Criminal Mindset
  • FANTASY BLACKSMITH
  • FARMER'S DYNASTY
  • Farming Simulator 17
  • Farming Simulator 19
  • Fictorum
  • Field of Glory II
  • Fights in Tight Spaces
  • Filthy Animals Heist Simulator
  • Firefighting Simulator - The Squad
  • Fishing Adventure
  • Flashback
  • FLATLAND Vol.2
  • FlatOut
  • FLING TO THE FINISH
  • Floppy Knights
  • Fluffy Horde
  • FOBIA - ST. DINFNA HOTEL *2
  • For the King
  • Forgive me Father
  • Forts
  • Fred3ric
  • Fresh Start Cleaning Simulator
  • Friends vs Friends
  • Frogun
  • From Space
  • Frozenheim
  • Fun with Ragdolls: The Game
  • Funtasia
  • Gamedec
  • Gamedec - Definitive Edition
  • Gang Beasts
  • GARAGE bad trip
  • Garden Story
  • Garfield Kart
  • GAS STATION SIMULATOR
  • Gelly Break Deluxe
  • Genesis Alpha One Deluxe Edition
  • Gevaudan
  • Ghostrunner
  • Giana Sisters 2D
  • GIGA WRECKER
  • Gigantosaurus: Dino Kart
  • Glitch Busters: Stuck On You
  • Gloria Victis
  • Go Home Dinosaurs
  • GOAT OF DUTY
  • GOD EATER 3
  • Godlike Burger
  • Godstrike
  • Going Under
  • Golf Gang
  • Golf It!
  • Gone Home + Original Soundtrack
  • Gotham Knights
  • Grand Mountain Adventure: Wonderlands
  • GREAK: MEMORIES OF AZUR
  • grey goo
  • grid ultimate
  • GRIP: Combat Racing
  • Gungrave G.O.R.E
  • Guppy
  • Guts and glory
  • GYLT
  • Hacknet
  • Haegemonia: Legions of Iron
  • Hamilton's Great Adventure
  • Hammerwatch
  • Hands of Necromancy
  • Havsala: Into the Soul Palace
  • Headsnatchers
  • Heartwood Heroes
  • Heat Signature
  • Helheim Hassle
  • Hell Let Loose
  • Hellblade: Senua's Sacrifice
  • Hellbound
  • Hero of the Kingdom III
  • Hero of the Kingdom: The Lost Tales 2
  • Heroes of Hammerwatch
  • Heros hour
  • Hexologic
  • Hidden & Dangerous 2: Courage Under Fire
  • Hidden & Dangerous: Action Pack
  • Hidden Deep
  • High On Life
  • Hitman (2016) Game of the Year Edition
  • HITMAN 2 - Gold Edition
  • Hoa
  • Hob
  • Hollow Knight
  • Holy Potatoes! A Spy Story?!
  • Home Sweet Home
  • Home Sweet Home EP2
  • Homestead Arcana
  • Hood: Outlaws & Legends
  • Hoplegs
  • Hot Tin Roof: The Cat That Wore A Fedora
  • Hotshot Racing
  • House Flipper
  • How to Survive 2
  • Hue
  • Human: Fall Flat
  • Hungry Flame
  • Hyper Knights
  • I am Bread
  • I Am Fish
  • I am not a Monster: First Contact
  • I Hate Running Backwards
  • ibb & obb Double Pack
  • ICBM
  • Ice Age Scrat's Nutty Adventure
  • Ice Lakes
  • Impostor Factory
  • IN SOUND MIND
  • Indivisible
  • INDUSTRIA
  • Infectonator 3: Apocalypse
  • Infinite Beyond The Mind
  • Injustice 2 Legendary Edition
  • Injustice 2 Legendary Edition
  • Insane 2
  • INSOMNIA: The Ark
  • Internet Cafe Simulator
  • Internet Cafe Simulator 2
  • Interstellar Space: Genesis
  • Iron Fisticle
  • Iron Harvest
  • Ittle Dew
  • Ittle Dew 2+
  • Jack Move
  • Jackbox party pack 2
  • Jackbox party pack 5
  • JANITOR BLEEDS
  • Joint Task Force
  • Jotun: Valhalla Edition
  • Journey For Elysium
  • Journey to the Savage Planet
  • JUMANJI: The Video Game
  • JumpJet Rex
  • Juno: New Origins
  • Jupiter Hell
  • Jurassic Park: The Game
  • Jurassic World Evolution
  • Jurassic World Evolution 2
  • JURASSIC WORLD EVOLUTION 2 *2
  • JUST CAUSE 4: COMPLETE EDITION
  • Just Die Already
  • Kardboard Kings: Card Shop Simulator
  • Keep Talking and Nobody Explodes
  • Kentucky Route Zero - Season Pass Edition
  • Kerbal Space Program
  • Killing Floor 2 Digital Deluxe Edition
  • Killing Room
  • Kingdom Two Crowns
  • Kingdom: New Lands
  • King's Bounty: Crossworlds
  • Knights of Pen & Paper 2
  • Knock-knock
  • Koi-Koi Japan [Hanafuda playing cards] *Koi-Koi Japan : UKIYOE tours Vol.1 DLC *Koi-Koi Japan : UKIYOE tours Vol.2 DLC *Koi-Koi Japan : UKIYOE tours Vol.3 DLC
  • Konung 2
  • KungFu Kickball
  • Labyrinthine
  • Lair of the Clockwork God
  • Laserlife
  • LAST OASIS
  • Lawn Mowing Simulator
  • LAWN MOWING SIMULATOR *2
  • Layers of Fear: Masterpiece Edition
  • Lead and Gold: Gangs of the Wild West
  • Learn Japanese To Survive! Hiragana Battle
  • Learn Japanese To Survive! Katakana War
  • Learn Japanese to Survive! Trilogy
  • Learning Factory
  • Legend of Keepers
  • LEGION TD 2 - MULTIPLAYER TOWER DEFENSE.
  • Leisure Suit Larry - Wet Dreams Don't Dry
  • Leisure Suit Larry 1-7
  • Lemnis Gate
  • Lemon Cake
  • lethal league blaze
  • Let's School
  • Levelhead
  • Liberated (GOG)
  • Life is Strange Complete Season (Episodes 1-5)
  • Light Fairytale Episode 1
  • Light Fairytale Episode 2
  • LIGHTMATTER
  • Little dragons cafe
  • Little Hope
  • Little Inner Monsters - Card Game
  • Little Nightmares
  • Livelock
  • Loop Hero
  • Loot River
  • Looterkings
  • Lornsword Winter Chronicle
  • Lost Castle
  • Lost Planet 3 Complete Pack
  • LOTR: Adventure Card Game - Definitive Edition
  • Love Letter
  • Lovecraft's Untold Stories
  • Lovely planet arcade
  • Lucius2
  • Lucius3
  • Ludus
  • Lust for Darkness
  • Lust from Beyond: M Edition
  • Mad Experiments: Escape Room
  • Mad Max
  • Mafia Definitive Edition
  • Mafia: Definitive Edition
  • Mahjong Pretty Girls Battle
  • Mahjong Pretty Girls Battle : School Girls Edition
  • Mail Time
  • Maize
  • Maneater
  • Marooners
  • MARSUPILAMI - HOOBADVENTURE
  • Marvel's Avengers - The Definitive Edition
  • Mato Anomalies
  • Max Payne 3
  • Mechs & Mercs: Black Talons
  • Medieval II: Total War - Definitive Edition
  • Medieval: Total War Collection
  • MEEPLE STATION
  • Men of War
  • MERCHANT OF THE SKIES
  • METAL HELLSINGER
  • Metal Hellsinger
  • Metro Exodus
  • Metro last light
  • Metro: Last Light Redux
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-Earth: Shadow of War Definitive Edition
  • MIDNIGHT PROTOCOL
  • Midnight Suns
  • Mighty Switch Force! Collection
  • MIND SCANNERS
  • Ministry of Broadcast
  • Minute of Islands
  • Miscreated
  • Mists of Noyah
  • MKXL
  • Mob Rule Classic
  • Monaco
  • Monster Slayers - Complete Edition
  • Monster Train
  • MONSTER TRAIN (FIRST CLASS - COLLECTORS EDITION)
  • Monstrum
  • Monstrum 2
  • Moon Hunters
  • Moons of Madness
  • MORDHAU
  • Mordheim: City of the Damned
  • Mortal Kombat 11 Ultimate Edition
  • MORTAL KOMBAT XL
  • Mortal Shell
  • Motorcycle Mechanic Simulator 2021
  • Mr. Run and Jump
  • Murder Mystery Machine
  • My Big Sister
  • My Friend Peppa Pig
  • My Lovely Wife
  • My Summer Adventure: Memories of Another Life
  • My Time At Portia
  • MythForce
  • N++ (NPLUSPLUS)
  • Napoleon: Total War - Definitive Edition
  • Narcos: Rise of the Cartels
  • NARUTO TO BORUTO: SHINOBI STRIKER
  • Necronator: Dead Wrong
  • NecroVisioN: Lost Company
  • NecroWorm
  • Neighbours back From Hell
  • Nelly Cootalot: Spoonbeaks Ahoy! HD
  • Neon Space
  • Neon Space 2
  • Neon Sundown
  • Nephise: Ascension
  • Neurodeck : Psychological Deckbuilder
  • Neverinth
  • Neverout
  • Neverwinter Nights: Complete Adventures
  • Newt One
  • Nexomon: Extinction
  • Nigate Tale
  • Nine Parchments
  • Nine Witches: Family Disruption
  • No Straight Roads: Encore Edition
  • No Time to Relax
  • Nomad Survival
  • Nongunz: Doppelganger Edition
  • Noosphere
  • Northgard
  • Northmark: Hour of the Wolf
  • Nostradamus: The Last Prophecy
  • not the robots
  • Nurse Love Addiction
  • Nurse Love Syndrome
  • Nusakana
  • Obduction
  • Obey Me
  • Observer: System Redux
  • Occultus - Mediterranean Cabal
  • Odallus: The Dark Call
  • Oddworld: New 'n' Tasty
  • OlliOlli World
  • One Finger Death Punch 2
  • One Hand Clapping
  • One More Island
  • One Step From Eden
  • One Step From Eden (Region locked)
  • Orbital Racer
  • OTXO
  • Out of Reach: Treasure Royale
  • Out of Space
  • OUTBUDDIES DX
  • Overclocked: A History of Violence
  • Overlord: Ultimate Evil Collection
  • Overpass
  • Overruled
  • OZYMANDIAS: BRONZE AGE EMPIRE SIM
  • Pac-Man Museum +
  • Pan'Orama
  • Panty Party
  • Panzer Corps 2
  • Papo & Yo
  • PARADISE LOST
  • Parkan 2
  • PARTISANS 1941
  • Passpartout 2: The Lost Artist
  • Pathfinder: Wrath of the Righteous
  • PATHFINDER: WRATH OF THE RIGHTEOUS *2
  • Patron
  • Paw Patrol: On A Roll!
  • Paws of Coal
  • Payday 2
  • PAYDAY 2
  • Peaky Blinders: Mastermind
  • PER ASPERA
  • Perfect
  • PGA 2K21
  • PGA Tour 2K21
  • Pixplode
  • Pizza Connection 3
  • Plague tale
  • Planescape: Torment Enhanced Edition
  • Planet Alcatraz
  • PlateUp!
  • Pogostuck: Rage With Your Friends
  • Poker Pretty Girls Battle: Texas Hold'em
  • Police Stories
  • Poly Island
  • Post Void
  • Power Rangers: Battle for the Grid
  • Prank Call
  • Prehistoric Kingdom
  • Pretty Girls Mahjong Solitaire
  • Pretty Girls Panic!
  • Prey
  • Primal Carnage: Extinction
  • Princess Kaguya: Legend of the Moon Warrior
  • Pro Cycling Manager 2020
  • Prodeus
  • Project Warlock
  • Project Wingman (EU)
  • PROJECT WINTER
  • Propnight
  • PULSAR: The Lost Colony
  • qomp
  • Quantum Break
  • Quern - Undying Thoughts
  • Radio Commander
  • RAGE
  • Rage in Peace
  • RAILROAD CORPORATION
  • Railroad Tycoon 3
  • Railroad Tycoon II Platinum
  • Railway Empire
  • Rain World
  • Rayon Riddles - Rise of the Goblin King
  • Re: Legend
  • REBEL COPS
  • Rebel Galaxy
  • Rebel Galaxy Outlaw
  • Red Faction Guerrilla Re-Mars-tered
  • Red Riding Hood - Star Crossed Lovers
  • Red Ronin
  • RED SOLSTICE 2: SURVIVORS
  • Redout Complete Bundle
  • Redout: Enhanced Edition
  • Redout: Enhanced Edition + DLC pack
  • Regular Human Basketball
  • REKT! High Octane Stunts
  • REMNANT: FROM THE ASHES - COMPLETE EDITION
  • Republique
  • Rescue Party: Live!
  • Resident Evil 0 HD REMASTER
  • Resident Evil 4
  • Resident Evil 5 Gold Edition
  • Resident Evil 7 Biohazard
  • Resident Evil Revelations
  • Resort Boss: Golf
  • RETROWAVE
  • rFactor 2
  • Ring of Pain
  • Rise of Industry + 2130 DLC
  • Rise of the Slime
  • Rising Storm 2: Vietnam + 2 DLCs
  • Riven: The Sequel to MYST
  • River City Girls
  • River City Ransom: Underground
  • Roarr! Jurassic Edition
  • Roboquest
  • Robot Squad Simulator 2017
  • Rogue : Genesia
  • ROGUE HEROES: RUINS OF TASOS
  • ROGUE LORDS
  • Rogue Stormers
  • rollercoaster tycoon 2
  • Rollerdrome (EU)
  • ROTASTIC
  • Roundguard
  • ROUNDS
  • Rustler
  • Ryse: Son of Rome
  • S.W.I.N.E. HD Remaster
  • Sailing Era
  • Saint Row
  • SAMUDRA
  • Sands of Aura
  • Sands of Salzaar
  • Saturday Morning RPG
  • Save Room - Organization Puzzle
  • Scarlet Tower
  • Scorn
  • SCP: 5K
  • SCUM
  • SEARCH PARTY: Director's Cut
  • Second Extinction
  • Secret Government
  • Serious Sam 3 Bonus Content DLC, Serious Sam 3: Jewel of the Nile, and Serious Sam 3: BFE
  • SEUM speedrunners from hell
  • SEUM: Speedrunners from Hell
  • Severed Steel
  • Shadow Tactics: Aiko's Choice
  • Shadowgate
  • SHADOWS: AWAKENING
  • Shape of the World
  • She Sees Red - Interactive Movie
  • SHENZHEN I/O
  • Shift Happens
  • Shing!
  • Shoppe Keep 2 - Business and Agriculture RPG Simulation
  • Shotgun King: The Final Checkmate
  • Sid Meier's Civilization VI
  • Sid Meier's Railroads!
  • Sifu Deluxe Edition Upgrade Bundle (EPIC)
  • Silver Chains
  • SimCity 4 Deluxe Edition
  • Sinking Island
  • SINNER: Sacrifice for Redemption
  • Skautfold Chapters 1-4
  • Skullgirls 2nd Encore
  • Slain: Back from Hell
  • Slap City
  • Slash It
  • Slash It 2
  • Slash It Ultimate
  • Slay the Spire
  • Slaycation Paradise
  • Small World
  • Smart Factory Tycoon
  • Smile For Me
  • Smoke and Sacrifice
  • Smushi Come Home
  • Snail bob 2 tiny troubles
  • Sniper Elite 3
  • Sniper Elite 3 + Season Pass DLC
  • Sniper Elite 4 Deluxe Edition
  • Sniper Ghost Warrior 3 - Season Pass Edition
  • Sniper Ghost Warrior Contracts
  • Snooker 19
  • SONG OF HORROR COMPLETE EDITION
  • Songs of Conquest
  • Sonic Adventure 2
  • Sonic Adventure DX
  • Sonic and SEGA All Stars Racing
  • Sonic Generations Collection
  • Soulblight
  • Souldiers
  • SOULSTICE
  • Soundfall
  • Source of Madness
  • Sparklite
  • Spartan Fist
  • Spec Ops
  • Speed Limit
  • Spelunx and the Caves of Mr. Seudo
  • Spidersaurs
  • Spin Rush
  • Spirit Hunter: Death Mark
  • Spirit of the Island
  • Spirit of the North
  • Spring Bonus
  • Stairs
  • STAR WARS - Knights of the Old Republic
  • STAR WARS - The Force Unleashed Ultimate Sith Edition
  • STAR WARS Jedi Knight II - Jedi Outcast
  • Star Wolves
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategy & Tactics: Wargame Collection
  • Street Fighter V
  • Street of fury ex
  • Strider
  • Strikey Sisters
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sucker for Love: First Date
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • SUPER MAGBOT
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Tales of Vesperia™: Definitive Edition
  • Talk to Strangers
  • Tallowmere
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Adventure Pals
  • The Amazing American Circus
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Blackout Club
  • The Callisto Protocol
  • The Chess Variants Club
  • The Citadel
  • The Dark Pictures Anthology: House of Ashes
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE *2
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • THE GUNK
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Indie Mixtape
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Last Campfire
  • The Legend of Tianding
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry deluxe
  • The Ramp
  • The Red Lantern
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Smurfs - Mission Vileaf
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • THE UNCERTAIN: LAST QUIET DAY
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Through the Woods
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Trailblazers
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • Transport INC
  • Treasure Hunter Simulator
  • Trine 4
  • Trinity Fusion
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Unexplored 2: The Wayfarer's Legacy
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire Survivors
  • Vampyr
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • Voltaire: The Vegan Vampire
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wargroove
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Mechanicus
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer vermintide collector's edition
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Wasteland 3
  • Wayward
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Will You Snail?
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Wolfenstein 3D
  • Worms Rumble
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to SteamGameSwap [link] [comments]


2024.05.02 20:05 marcoxnt93 [H] Starfield and a lot games [W] Offers

Lot games
7 Wonders: Magical Mystery Tour
7 Wonders: Treasures of Seven
12 is Better Than 6
911 Operator
A Blind Legend
Aarklash: Legacy
Acorn Assault: Rodent Revolution
Achtung! Cthulhu Tactics
Agatha Christie - The ABC Murders
Agent in Depth
age of wonders 3
Agents of Mayhem
Alien Spidy
AI War 2
A Juggler's Tale
Alchemist's Castle
Alchemy Garden
Almost There: The Platformer
ALLTYNEX Second"
Alter Army"
Akka Arrh
American Fugitive
A Musical Story
Ancestors Legacy
Ancient Enemy
An Elder Scrolls Legend: Battlespire
Anomaly Defenders
Anomaly: Warzone Earth
Arboria
Arcade Spirits
Arena Renovation
Armada 2526 Gold Edition
Arma X
Arx Fatalis
Ary and the Secret of Seasons
Ascension to the Throne
Ashina: The Red Witch
Astronarch
Atari Vault
Attack of the Earthlings
Attractio
Automachef
Backbone
Back 4 Blood - Only for good offers
Band of Defenders"
Banners of Ruin
Batman: Arkham Knight Premium Edition
Batman: Arkham Origins
Battle Academy 2: Eastern Front
Battle vs Chess
BEAUTIFUL DESOLATION
Belladonna
Bionic Commando: Rearmed
BioShock Infinite
Biped
Bizango Blast
Backfirewall
BLACKHOLE: Complete Edition
BLADE ASSAULT
Blacksad: Under the Skin
Blitzkrieg Anthology
Blood Bowl 2
Borderlands Game of the Year Enhanced
Borderlands handsome collection
Bosorka
Bots Are Stupid
Bot Vice
Breakout: Recharged
Breathedge
Brunch Club
Broken Age
Brothers: A Tale of Two Sons
Bunker Punks
Calico
Call of Cthulhu®: Dark Corners of the Earth
Call of Juarez
Caravan
Carmageddon max damage
Cats and the Other Lives
Caveblazers
Caverns of Mars: Recharged
Caveman World: Mountains of Unga Boonga
Centipede: Recharged
Chambers of Devious Design
Chess Ultra
Chicken Assassin: Reloaded
CHAOS CODE -NEW SIGN OF CATASTROPHE-
Chaos on Deponia
Chariot
Circuit Breakers
City Siege: Faction Island
Close to the Sun
Clunky Hero
Colt Canyon
Constructor Classic 1997
Convoy
Conglomerate 451
Cook Serve Delicious
Cook Serve Delicious! 3?!
Corridor Z
Cosmic Express
Craft Keep VR
Crazy Belts
Creeping Terror
Creepy Tale
Crewsaders
Crown Champion: Legends of the Arena
Crumble
CTU: Counter Terrorism Unit
Cubicle Quest
Cursed Sight
Cybarian: The Time Travelling Warrior
Darkest Dungeon
DARK FUTURE: BLOOD RED STATES
Dark Strokes The Legend of the Snow Kingdom Collectors Edition
Darkness Within 2: The Dark Lineage
Danger Scavenger
Day of Infamy
Dead Age
Dead Age 2
Dead by daylight
Dead End Job
Deadlight: Director's Cut
Dead Island Definitive Edition
Dead Space 3 Origin key
Dear Esther: Landmark Edition
DESERT CHILD
Death Squared
Death to Spies: Moment of Truth
Degrees of Separation
DESOLATE
Detached: Non-VR Edition
Deus Ex: Invisible War
Devil Daggers
Devil's Hunt
DIG - Deep In Galaxies
Dimension Drifter
Dirt Rally 2.0 - Only for good offers
DIRT SHOWDOWN
dirt 5 - Only for good offers
Distrust
Divide By Sheep
DmC Devil May Cry
Doodle Derby
DOOM (1993)
DOOM II
DOOM 64
Dorke and Ymp
Doorways: Holy Mountains of Flesh
Double
Double Dragon IV
Doughlings Arcade
Doughlings Invasion
Draw Slasher
Dreamscaper
DreamWorks Dragons: Legends of the Nine Realms
Driftland: The Magic Revival
Drink More Glurp
Dub Dash
Duke Nukem Forever
Dungeons 3
Dust to the End
DV: Rings of Saturn
Eagle Island
Elven Legacy Collection
Endless Fables 3: Dark Moor
Epistory - Typing Chronicles
Escape Dead Island
Escape Game Fort Boyard
Escape from Naraka
Eternal Edge +
Eternity: The Last Unicorn
Etherlords I & II
Eventide 3: Legacy of Legends
Evergarden
Everhood
Exorder
eXperience 112
Explodemon
Extinction
Europa universalis IV
Evoland
F1 2012 - ONLY FOR VERY GOOD OFFERS
f1 2019 Anniversary - ONLY FOR VERY GOOD OFFERS
Family Mysteries 3: Criminal Mindset
Family Mysteries: Poisonous Promises
Fantasy Blacksmith
Farabel
Farming World
Farm Frenzy: Refreshed
Figment
Final Doom
Fire
Firegirl
FIRST CLASS TROUBLE
Flashing Lights Police Fire EMS
Filthy Animals Heist Simulator
Flying Tigers: Shadows Over China - Deluxe Edition
Fractured Minds
FRAMED COLLECTION
Freaking Meatbags
Frog Detective 2: The Case of the Invisible Wizard
FRONTIERS
Frick, Inc.
For the People
Formula Carr Racing
Funk of Titans
Furious Angels
Fury Unleashed
Gamedec
GameGuru
Game Dev Studio
Garbage
Generation Zero
Ghost Files: The Face of Guilt
Ghost Files 2: Memory of a Crime
Ghost Files: The Face of Guilt
Gigantosaurus: Dino Kart
Gigapocalypse
GOAT OF DUTY
God’s Trigger
Goetia
Go Home Dinosaurs
Godstrike
Going Under
Golden Light
Golfie
Golf Gang
Goodbye Deponia
Grand Mountain Adventure: Wonderlands
Grey Goo Definitive Edition
Grotto
Grid Ultimate Edition
Grim Legends 2: Song of the Dark Swan
Grim Legends: The Forsaken Bride
GRIP: Combat Racing
GRIP: Combat Racing - Cygon Garage Kit
GRIP: Combat Racing - Nyvoss Garage Kit
GRIP: Combat Racing - Terra Garage Kit
GRIP: Combat Racing - Vintek Garage Kit
Groundhog Day: Like Father Like Son
GTA VICE CITY - only for very good offers
Guilty Gear X2 #Reload
Gunscape
Guns & Fishes
Guns of Icarus Alliance
Hacknet
Hack 'n' Slash
Haegemonia: The Solon Heritage
Hauma - A Detective Noir Story
Headsnatchers
Hero of the Kingdom
Hero of the Kingdom III
Hero of the Kingdom: The Lost Tales 1
Hero of the Kingdom: The Lost Tales 2
Heroes of the Monkey Tavern
Heroes of Hellas 3: Athens
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HEAVEN'S VAULT
Hexologic
Hidden Memory - Neko's Life
Hidden Object 6in1 bundle
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Hidden Shapes - Trick or Cats
HIVESWAP: Act 1
Hiveswap Friendsim
Hitman Absolution
Holiday Bonus GOLD
Holy Potatoes! A Weapon Shop?!
Homebrew - Patent Unknown
Homefront
Home Sweet Home
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Horizon Shift
Hospital Tycoon
Hyperdrive Massacre
Hyperspace Invaders II: Pixel Edition
I am not a Monster: First Contact
ICBM
Icewind Dale: Enhanced Edition
Impulsion
In Between
Innerspace
Inside My Radio
Internet Cafe Simulator
Interrogation: You will be deceived
Interplanetary: Enhanced Edition
Into the Pit
Insurgency
In Other Waters
Iratus
Ironcast
Iron Commando - Koutetsu no Senshi
Iron Danger
Iron Lung
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Island Tribe
Izmir: An Independence Simulator
Jalopy
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Jewel Match Atlantis Solitaire - Collector's Edition
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Just Cause 3
Just Die Already
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Kaichu - The Kaiju Dating Sim
Kao the Kangaroo (2000 re-release)
KarmaZoo
Kerbal Space Program
Killing Floor 2
Killer is Dead - Nightmare Edition
Kitaria Fables
Kingdom Rush
King Oddball
Knight's Retreat
Knightin'+
Koala Kids
Konung 2
Lacuna – A Sci-Fi Noir Adventure
Landlord's Super
Lamentum
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Last Word
Lead and Gold: Gangs of the Wild West
Legend of Keepers: Career of a Dungeon Manager
Lego Marvel 2 Deluxe
LEVELHEAD
Livelock
Looking for Aliens
Looterkings
Lost Words: Beyond the Page
Lovecraft's Untold Stories + OST + Artbook
Lords and Villeins
Ludus
Lumberhill
Lust for Darkness
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Luxor 3
Machinika Museum
Mad Experiments: Escape Room
Mad Max
Mad Tracks
MageQuit
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Magrunner: Dark Pulse
MAIN ASSEMBLY
Mahjong
MARSUPILAMI - HOOBADVENTURE
Mask of the Rose
Mass Effect 2
Mechs & Mercs: Black Talons
Medieval Kingdom Wars
Men of War: Assault Squad - Game of the Year Edition
Men of War: Red Tide
Meow Express
Metal Unit
Metro last light redux
Metro Redux Bundle
Micro Machines World Series
Middle-earth : Shadow of Mordor Goty
Middle-earth: Shadow of War Definitive Edition
Midnight Mysteries 3: Devil on the Mississippi
Midnight Protocol
Mighty Switch Force! Collection
Mini Ninjas
Mini Thief
Minute of Islands
MirrorMoon EP
Mob Rule Classic
Modern Tales: Age of Invention
Moon Hunters
Monaco
Moss Destruction
MotoGP 15
MORKREDD
Mortal Kombat XL
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Mount & blade
Mr. Run and Jump
MXGP - The Official Motocross Videogame
My Big Sister
Nadia Was Here
Nigate Tale
Nihilumbra
NecroWorm
Neon Chrome
Neurodeck : Psychological Deckbuilder
Neverout
NEXT JUMP: Shmup Tactics
Ninjin: Clash of Carrots
Nobodies: Murder Cleaner
Noir Chronicles: City of Crime
Noitu Love 2: Devolution
Nongunz: Doppelganger Edition
Northern Tale
Non-Stop Raiders
Now You See - A Hand Painted Horror Adventure
OlliOlli World
Old School Musical
Omen Exitio: Plague
Orbital Bullet
Orbital Racer
Oriental Empires
Orn the tiny forest sprite
Orwell: Ignorance is Strength
Outcast - Second Contact
Out of Reach: Treasure Royale
Out of Space
OUT OF THE BOX
Overcooked
Overloop
Overlord
Overlord: Ultimate Evil Collection
Overture
Pang Adventures
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Paperbark
Paper Beast - Folded Edition
Paper Fire Rookie
Paper Planet
Pathfinder: Kingmaker
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Persian Nights 2: The Moonlight Veil
Pathfinder Wrath
Pathway
Paw Patrol: On A Roll!
Paw Paw Paw
PAYDAY 2
Peachleaf Pirates
Persian Nights: Sands of Wonders
Pickers
pillars of eternity
Pill Baby
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Pizza Express
Pixel Heroes: Byte & Magic
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Pixplode
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Planet TD
Plebby Quest: The Crusades
Police Stories
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portal knights
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pro cycling manager 2019
Project Chemistry
Professor Lupo: Ocean
Prophecy I - The Viking Child
Pushover
qomp
Quantum Replica
Quake 2
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RAIDEN V: DIRECTOR'S CUT
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Rainbow Billy: The Curse of the Leviathan
Railway Empire
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Rebel Galaxy
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Red Faction®: Armageddon™
Red Faction Guerrilla Re-Mars-tered
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Regular Human Basketball
Regions of Ruin
Re-Legion
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Remnants of Naezith
Rencounter
Renfield: Bring Your Own Blood
Replica
Resident Evil 0 HD REMASTER
Resident Evil Revelations 2 Deluxe Edition
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Return to Mysterious Island
Reventure
Richard & Alice
Rise of Insanity
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RUNOUT
Rym 9000
S.W.I.N.E. HD Remaster
Safety First!
Sanitarium
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Scheming Through The Zombie Apocalypse: The Beginning
ScourgeBringer
Sea Horizon
Serial Cleaner
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Severed Steel
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Shantae: Risky's Revenge - Director's Cut
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Shutter 2
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sim city 4
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Slain: Back from Hell
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sonic all stars transformed collection
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tannenberg
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tekken 7
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The Free Ones - ONLY FOR VERY GOOD OFFERS
The Horror Of Salazar House
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The Last Crown: Midnight Horror
The Last Tinker: City of Colors
The Long Dark: Survival Edition
The Lost Crown
The Long Reach
The Metronomicon - The Deluxe Edition
The Myth Seekers 2: The Sunken City
The Myth Seekers: The Legacy of Vulcan
The Next Penelope
The Oil Blue: Steam Legacy Edition
The Secret Order 5: The Buried Kingdom
The Secret Order 6: Bloodline
The Secret Order 7: Shadow Breach
The Smurfs - Mission Vileaf
The Spectrum Retreat
THE SWORDS OF DITTO: MORMO'S CURSEa
The Textorcist: The Story of Ray Bibbia
The Town of Light
The Walking Dead: A New Frontier
The Walking Dead – Season 1
The Walking Dead: 400 Days DLC
The Walking Dead: Season Two
The Walking Dead: The Final Season
The Wild Eight
The Whispered World Special Edition
They Always Run
They Bleed Pixels
Think of the Children
This War of Mine
Through the Woods
The USB Stick Found in the Grass
Ticket to Ride
Tilt Brush
TIN CAN
Time on Frog Island
Time Loader
Time Mysteries 3: The Final Enigma
Tiny Tales: Heart of the Forest
tiny & Tall: Gleipnir
Titan Quest Anniversary Edition
Toejam & Earl: Back in the Groove
Toki
Tokyo Xanadu eX+
Tomb Raider V: Chronicles
Tomb Raider VI: The Angel of Darkness
Tomb Raider GOTY Edition
Tom Clancy's The Division Uplay + Survival dlc
Total War: MEDIEVAL II Definitive Edition
Totally Reliable Delivery Service
Tower of Time
Total War: ROME II - Caesar in Gaul
TRUBERBROOK
Toybox Turbos
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Tracks - The Train Set Game
Treasure Hunter Simulator
Trine 2: Complete Story
Trine 3
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Tyrant's Blessing
UFO: Afterlight
Ultimate Zombie Defense
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UNDETECTED
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Unexplored 2: The Wayfarer's Legacy
Unhack
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Unto The End
Valfaris
Vambrace: Cold Soul
Vampire of the Sands
Vampire Survivors
VANE
Vanishing Realms
Velocity Ultra
Viking Saga New World
Viking Saga The Cursed Ring
Voidship: The Long Journey
walking dead the new frontier
WARBORN
WARHAMMER 40,000: GLADIUS - RELICS OF WAR
Warpips
War Solution - Casual Math Game
Wandersong
Wargroove
war tech fighters
Wasteland 2: Director s Cut - Classic Edition
Wayout
Wayout 2: Hex
Wayward Souls
We Are Alright
When In Rome
WHERE THE WATER TASTES LIKE WINE
White Night
White Noise 2
Witch it
Without Within 3
WizardChess
World Keepers Last Resort
World Ship Simulator
Worms Blast
Worms Crazy Golf
Worms Pinball
Worms Revolution
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Wounded - The Beginning
WWE 2k23 EU
Verdant Skies
XBlaze Code: Embryo
X-Com 2
X-Com Chimera Squad
XEL
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Xpand Rally
Yesterday Origins"
Yet Another Zombie Defense HD
Yoku's Island Express
Yono and the Celestial Elephants
Yooka-Laylee
Zarya-1: Mystery on the Moon
Zombie Derby 2
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submitted by marcoxnt93 to SteamGameSwap [link] [comments]


2024.05.02 17:52 ellzilchowow [NA] [Sargeras] [A/H] - Recruiting for S4 Heroic Raiding / M+ - (Tues/Thurs 8-11pm CST)

Ancient Ones is a semi-casual guild on US-Sargeras of mostly Alliance players, but have no objections to Horde now that cross-faction is a thing. We aim to be inclusive and are made up of a group of older individuals, working adults, moms & dads, etc. that are looking for a place to call home and play the game how they would like to play while finding a way to accomplish their goals.
We are recruiting players to bolster our raid team for the Awakened season/raids with a side helping of Mythic+ and socials. We are an AotC focused guild with some members that are looking to push M+.
We do not offer much cross server support at this time and will not until The War Within releases with better options to provide there.
We are 3/8H AVotI (8/8N), 2/9H AAtSC (9/9N) and previously 9/9H Aberrus and 9/9H Amirdrassil. This is not a Mythic prog focused group.

Raid Times: Tuesday / Thursday 8pm CST - 11pm CST (9-12 EST).

Recruitment Needs (Raid Team)

DPS

HIGH: SPriest, Mage, Warlock, Rogue, Enh Shaman, DH, Augvoker, Monk
MED: Death Knight, Devastation, Warrior, Druid
LOW: Hunter, Paladin

Heals

MED: Shaman, Evoker, Paladin, Monk
Low: Priest, Druid

Tanks

We are not currently looking for Raid tanks, but M+ Tanks and Tanks with Offspecs to DPS in Raid are welcome!
MED: Death Knight, Monk, Demon Hunter, Warrior
LOW: Paladin, Druid

Recruitment for Mythic+ and Socials

Open to all! We are really looking for additional tanks and healers to help form more groups and run more keys in guild, but DPS players are also very welcome and necessary!
For more information, please reach out to the following individuals:

Discord

voldraal - Raid Leader

Bnet

Voltrizzy#1270 - Raid Leader IGN: Sondenn
submitted by ellzilchowow to wowguilds [link] [comments]


2024.05.02 17:42 knartfokker Anyone remember this lil' preorder bonus from Game Stop for OG BF?

Anyone remember this lil' preorder bonus from Game Stop for OG BF? submitted by knartfokker to StarWarsBattlefront [link] [comments]


2024.05.02 16:13 ExcellentTop7273 Creating Routes from a data set in Angular 17.

I'm a software engineer and I thought I would share with all of you how to do angular dynamic routing.
We often need to rapidly mock up layouts or viewport presentations to our stakeholders. We wanted the agility of a content management system - which meant injecting routes dynamically into angular.
We opted on using component factory, angular routing and standalone components to make this happen.
I don't write blogs for a living. But this year - I've decided I would like to help as many others learn as possible how to do some very complex things in Angular.
Create Interface
  1. Create a directory in your app root called interfaces
  2. create an interface called component-map.interface.ts
  3. edit the interface
  4. import component and type from the angular library
  5. save when completed

export interface ComponentMap{ [key:string]:Type; } 
Create Components
  1. Create a directory in your app root called components
  2. cd components/
  3. ng g c dynamicRoute --standalone true
  4. cd dynamic-route
  5. ng g d dynamicLayout --standalone true
  6. cd ..
  7. ng g c serverError --standalone true
Create Layouts
  1. Create a directory in your app root called layouts
  2. cd layouts/
  3. touch home.layout.ts
  4. touch custom.layout.ts
  5. touch error.layout.ts
  6. touch lost.layout.ts
Edit home.layout.ts
we're assuming you have some html elements generated.
We created our own bootstrap 5 library
we felt that through the power of typescript and angular we could create our own - you don't have to do that. it is not for public consumption - but I think its important for a beginner, they should actually iterate through the entire bootstrap 5 library and create all the elements. they should also do the same for material. they should also use angular renderer to dynamically create them so they learn how html is generated in the Dom, this will prove invaluable for troubleshooting ones html elements in the viewport.
the reason we do this is when one becomes dependent upon an open source project, the open source project probably won't be able to commit to timelines or long term support. they actually become more expensive to own over time.
  1. import Type from @ angulacore
  2. import ComponentMap from interfaces.
  3. import Alert, Header, Footer, ScrollTop components
  4. export a constant named homeMapElement that is interface bound to ComponentMap
  5. create an interface name ComponentAssignment with a key of string and Type of any or undefined
  6. export a constant name homeLayout that is interface bound to ComponentAssignment
we have the idea that because of linear order - we wanted to load our components in the same manor - in essence a flex container with 11 rows.
export const homeElementMap: ComponentMap = { alert: AlertComponent, header: HeaderComponent, footer: FooterComponent, scrolltop: ScrollTopComponent, }; // Define the ComponentAssignment interface to ensure proper types interface ComponentAssignment { [key: string]: Type undefined; // Allow flexible assignment of component types } export const homeLayout: ComponentAssignment = { slot00: homeElementMap['alert'], slot01: homeElementMap['header'], slot02: homeElementMap[''], slot10: homeElementMap['scrolltop'], slot11: homeElementMap['footer'], }; 
repeat this step for each layout - but change the name of the exported constant errorLayout, lostLayout ..., change the name of the elementMap as well from home to lost etc… lostElementMap, customElementMap …. - in theory one would load the respective content in slot 2 - down, but where not going that far.
Edit the directive
  1. elRef is any;
  2. inject ViewContainerRef, ChangeDetectorRef, ActivatedRoute from angulacore, angularoute
  3. declare layoutId as a public constant strong typed to an empty string;
  4. in the constructor name the elRef public constant to the injected viewContainerRef private constant.
  5. onInit load the changeDetector and listen for changes.
  6. create a private async function to get the layout id from the activated route.
  7. create a component using the key name
  8. iterate through the keys to get the name
  9. for each key load the elementMap
  10. if the key is empty load the errorLayout
  11. we iterate through the data types looking first for an elementMap to have all the slots
  12. if thats not empty then we invoke our component generator async function and iterate through the assigned elements to generate them on the Dom.
  13. if that is empty we then check the database - we use firestore and our data on the config collection for this example is structured the same
  14. we wrapped this in a try catch block
  15. if the try results in an error then we generate the error component.
  16. on the change detector we listen for the change of the layoutId
  17. when we iterate through the object keys we are invoking the elementRef createComponent from the component factory.

elRef?: any; private viewContainerRef = inject(ViewContainerRef); private cdr = inject(ChangeDetectorRef); private activatedRoute = inject(ActivatedRoute); layoutId:string = ""; constructor() { this.elRef = this.viewContainerRef; } ngOnInit(){ this.cdr.detectChanges(); } private getLayoutId = () =>{ this.activatedRoute.data.subscribe(async (data) => { this.layoutId= await data['layout'] as string; }); } private createComponentsFromLayout(layoutMap: { [key: string]: any }, elementMap: { [key: string]: any }) { Object.keys(layoutMap).forEach((slotKey) => { const componentName = layoutMap[slotKey]; if (typeof componentName === 'string' && elementMap[componentName.toLowerCase()]) { const component = elementMap[componentName.toLowerCase()]; this.elRef.createComponent(component); // Create the component } }); this.cdr.detectChanges(); // Ensure Angular updates the view } // Function to update component assignments from Firestore buildLayout = async (layoutId: string) => { this.elRef.nativeElement.innerHTML = ''; try { const docRef = doc(db, 'config/layout' + layoutId); const docSnap = await getDoc(docRef); const layoutsMap:ComponentAssignment = { home: homeLayout }; const elementsMap:ComponentMap = { home: homeElementMap as any }; if (layoutsMap[layoutId] && elementsMap[layoutId]) { this.createComponentsFromLayout(layoutsMap[layoutId] as any, elementsMap[layoutId]); } else { if (docSnap.exists()) { const data = docSnap.data(); // Iterate over each key in the data and build layout Object.keys(data).forEach((slotKey) => { const componentName = data[slotKey]; // Ensure componentName is a string before converting to lowercase if (typeof componentName === 'string' && elementMap[componentName.toLowerCase()]) { customLayout[slotKey] = elementMap[componentName.toLowerCase()]; // Correct assignment this.elRef.createComponent(customLayout[slotKey]); // Create the component } }); } else { // Default assignment if no Firestore data is found Object.keys(homeLayout).forEach((slotKey) => { const componentName = homeLayout[slotKey]; // Ensure componentName is a string before converting to lowercase if (typeof componentName === 'string' && rentElementMap[componentName]) { this.elRef.createComponent(homeLayout[slotKey]); // Create the component } }); } } // Clear existing content } catch (error) { // Default assignment if there's an error fetching data Object.keys(errorLayout).forEach((slotKey) => { const componentName = errorLayout[slotKey]; if (typeof componentName === 'string' && errorElementMap[componentName]) { this.elRef.createComponent(errorLayout[slotKey]); // Create the component } }); console.error('Error fetching component assignment:', error); } // Trigger change detection to ensure view updates this.cdr.detectChanges(); }; async ngOnChanges(changes:SimpleChanges){ if(changes['layoutId']&&this.layoutId!=null){ this.getLayoutId(); const layoutId= this.layoutId; this.buildLayout(layoutId!) } } ngOnDestroy(){ this.layoutId=""; this.elRef.nativeElement.innerHTML = '' } 
Edit dynamicComponent
  1. import CommonModule
  2. import your Dynamic Layout Directive we created earlier
  3. edit the .html file in the component
  4. add the directive to the div
  5. do the same for homeComponent

Edit app.routes.ts
  1. create an interface called DynamicRoute
  2. create a constant called guardMap - if you use Route Guards.
  3. edit the routes array
  4. add default route
  5. create a function called errorRoute
  6. use the angular router to navigate to the errorRoute
  7. create a constant called addDynamicroute
  8. push lost and catch all routes
  9. get routes document from firestore config collection
  10. iterate through the routes to load the data
  11. check if canActivate is so iterate through the guardMap constant
  12. set the layout on the data object of the route
  13. load the component DynamicComponent - our dynamic router component
  14. we iterate through our try catch block then if it fails call the error
  15. the error then pushes a route called error then generate the error component.
  16. you have to push the lost route last

const addDynamicRoutes = async () => { try { const routeDoc = await getDoc(doc(db, "config/routes")); const routeData = routeDoc.data()?.['routes']; if (!routeData) { const error:Error={name:"NO DATA ERROR", message:"NO DATA FOUND"} error; } else { routeData.forEach((route: DynamicRoute) => { const canActivate = route.routeGuard ? [guardMap[route.guardName]] : []; routes.push({ path: route.routeName, canActivate, data:{layout:route.layout}, loadComponent: () => DynamicComponent, }); }); } } catch (error) { console.error("ERROR DATA:", error); routes.push({ path: 'error', component: ServererrorComponent, data:{error:error} }); errorRoute(); // throw new Error(`Failed to get route data: ${error}`); } }; 
important to know
In typescript a subset of javascript - typescript reads in line order. its a lot of work to do dynamic routing from a firestore database - but its fun to learn how to do, and its challenging.
I hope we all start to contribute and learn, sorry mod if I did something wrong.
The best explanation of using maps in my opinion: https://www.youtube.com/watch?v=4OjaPp4IjSI
submitted by ExcellentTop7273 to Angular2 [link] [comments]


2024.05.02 14:38 CMDRWingGlider Farming Grade 5 Manufactured Materials @High Grade Emissions (HGE) explained! Know what will be in that HGE you just found!

High Grade Emissions (HGE) are created by factions! When you lock and point to a HGE you will see in INFO panel: Faction State TTL (Time To Live) of the HGE. There are 6 HGE's types. See the table below explaining when each HGE might be created and what the manufactured material will be present for you to farm when you get to HGE:
(AND/OR) means 1 of them or both materials will be present.
(OR) means only 1 of the materials will be present.
HGEs are generated in a system periodically with a starting TTL of 40min. If ANY faction in the system has a condition as stated on column below "HGE Faction Condition" then a HGE might be created.
Scenario: you need Pharmaceutical Isolators which system to choose? You must choose a system that has no factions either Empire or Federation (to avoid HGEs type 1 and 2) and that have at least one faction with State = Outbreak and no other factions with states Boom, War or Civil unrest. For sure if an HGE is create in a system with conditions above it will be on the faction with Outbreak and it will have Pharmaceutical Isolators! Let's imagine you find almost the perfect system but yet there is also a faction with state Boom! Look at HGE, if it's the faction with State Boom ignore it and keep searching for a HGE with the faction with State Outbreak!
How to find HGEs? In a system (with at least one faction under the 6 conditions below) go Supercruise and be sure your Navigation filters are showing "Signal Sources"... look for "Unidentified Signal Source", lock and point at them until they resolve to something... with luck it will be a HGE... the best way is still to enter Supercruise then set speed to 0 and enter FSS Scanner (check key "Enter FSS Mode" under "Mode Switches" on Ship Controls!) then put Filtered Spectral Analysis all the way to the left and search for full circles, use Stepped Zoom on them... with luck it will be a HGE... scan the nav beacon is another alternative!
o7 commanders! (see Luriant comment with EXTRA usefull info that complements this post!)
HGE type HGE Faction Condition HGE output
1 Allegiance = Empire Imperial Shielding (GRADE 5)
2 Allegiance = Federation Core Dynamic Composites (GRADE 5) AND/OR Proprietary Composites (GRADE 4)
3 State = Boom [Proto Radiolic Alloys (GRADE 5) AND/OR Proto Light Alloys (GRADE 4)] OR [Proto Heat Radiators (GRADE5)]
4 State = War [Military Grade Alloys (GRADE 5)] OR [Military Supercapacitors (GRADE 5)]
5 State = Civil unrest Improvised Components (GRADE 5)
6 State = Outbreak Pharmaceutical Isolators (GRADE 5)
submitted by CMDRWingGlider to EliteDangerous [link] [comments]


2024.05.02 14:30 pillowcase-of-eels [Book/Music] Emilie Autumn's Asylum, pt. 3 – Retconned friendships, abstract deadlines, eternal returns: author's endless tinkerings cause delays and aggravate fans

[Thumbnail🪞]
Welcome back to this write-up about a complicated artist's complicated book.
Don't be absurd, of course you have time!
Part 1 Part 2
Now that we've established what the book is about, let's take a look at The Asylum for Wayward Victorian Girls' rich publication and re-publication history. I promise, it's more scandalous than it sounds.

“HER SPEECH IS NOTHING, YET THE UNSHAPÈD USE OF IT DOTH MOVE THE HEARERS TO COLLECTION” (HORATIO, ACT IV SCENE 5)

As I've mentioned in the last installment, TAFWVG has been released multiple times, in multiple editions – four of them, to be precise. And I wish I was exaggerating when I say that three of those four releases have been veritable masterclasses in testing your audience's loyalty. In case you're wondering: the secret is to alter your source material in strange and unpredictable ways, while also constantly messing up on the customer service front.
Most of this installment condenses and combines these two excellent write-ups, which contain most of the receipts: TAFWVG: A History / The Bloody Crumpets: An Inconsistent History. 🔍 Anything that isn't sourced with links is in there.
It turns out there are good reasons why most fiction authors don't do real-life inserts so overtly – but in EA's case, it did make sense, and was warmly embraced by fans upon release. When the book first came out, some of these people had been familiar to the fanbase for years, frequently appearing in candid pictures on EA's blog and leaving comments on the forum; some were also involved in her music and show. Recognizing that one character's name was a pun on So-and-So's username was a nice Easter egg for veteran fans, and newcomers got to learn about fandom lore; it brought the story to life and the community closer.
One side character, for instance, was named after EA's best friend from Chicago, whom many fans had had direct interactions with: she co-ran EA's online stores during the Enchant years, and acted as admin, main moderator and EA-liaison of the forum throughout its near-decade of existence.
One crazy girl who thinks she's a pirate is 100% OC... but her description and illustrations 🪞 were explicitly modeled after pictures of Bloody Crumpet Vecona (one of EA's back-up performers), who became the first stand-in pirate character 📺 in the live show. Captain Vecona was also celebrated as the “Asylum Seamstress” 🪞🔍: most of the iconic early Opheliac costumes were her design. She had a following of her own, even prior to touring with EA, for her professional costuming work and her collaborations with German photographer Angst-im-Wald. (Shitty archive link, sorry - most of those badass photoshoots seem to have been lost to time. But if you were a European goth in the mid-2000s, search your old hard drives: I promise you, you've downloaded some of those pictures.)
Inmate “Veronica”, a cabaret girl diagnosed as a nymphomaniac, was a doppelgänger of her namesake, burlesque dancer Veronica Varlow 🪞 – the ride-or-die Crumpet, whom EA often lovingly called her “husband”, saying they had been lovers in a previous lifetime. Veronica was part of every single tour post-Opheliac release and developed a solid fanbase of her own, which she maintains to this day.
Even the brave and well-mannered talking rats (oh yeah, there's talking rats in the Asylum story) were named after EA's real-life pet rodents, who had featured in glamorous photoshoots. (Slight NSFW for sideboob.)
You get the general gimmick by now: EA turns her personal life into art, which she turns into a fictional world, which she then prompts the audience to inhabit with her. The whole Asylum concept was essentially an open invitation to self-insert parasocial fanfic: “Here's this very personal world that I've created, in which I, the artist, exist as a fictional persona, alongside all these quirky inmate characters that you've seen in my stage show, and who are avatars my real-life friends. Come on in, make it your home, and populate it with your own zany Victorian alter egos.”
And it worked, to an extent: like I've said, most fans were on board before they'd even read the book, and the Asylum became “real” in that sense.
But it can get a bit disorienting to find your place in a fantasy world, when said world keeps changing based on the author's shifting feelings about her story, her target audience, and her friends... plus, you'd love to read the book, but the darn thing still hasn't shipped.

ROUNDS 1 & 2: THE HARDCOVERS

~A MINOR ADJUSTMENT~
TAFWVG was first teased in spoken-word bonus tracks 🎤 on a 2007 EP. In spring 2008, EA started reading excerpts from her upcoming book at live shows. Early excerpts from the Asylum narrative featured a character named “Jo Hee” 📺; in the story, she is a cellist from “the Orient” (love that Victorian geography) and Emily's childhood confidante.
In real life, Lady Jo Hee, Center of Happiness, was the OG Bloody Crumpet. 📺 She had been there since from the very first Opheliac show in Chicago in 2006, accompanying EA on the electric cello – the only instrumentalist ever featured in the line-up besides EA herself.
In August 2008, Alternative Magazine ran a feature about the upcoming book.🔍, teasing some of its pages. Fans were quick to spot a very sisterly picture of EA and Jo Hee 🪞, borrowed from a fan-favorite photoshoot of the two. (An aside: this specific picture also became famous in the fandom for another reason. At some point, someone made an edit replacing Jo Hee with Amy Lee from Evanescence; for a while, it kept making the rounds in alt/goth internet circuits, casual onlookers kept getting excited about it, and Plague Rats kept having to step in and disappoint them.)
Anyway. For reasons undisclosed by either party, Jo Hee quietly left the Crumpets after that tour, never to be mentioned again.
By the time the book came out in late 2009, the character of “Jo Hee” had been renamed “Sachiko”. (I guess it didn't matter whether the one non-white character in the story was meant to be Korean or Japanese.) Jo Hee's face had been edited out of the (still clearly recognizable) photograph, and eerily replaced with Nondescript_Asian_Woman_023.jpg from Shutterstock.🪞
You'd think that the switcheroo would have raised more eyebrows, or at least some awkward chuckles, among fans of an artist whose better-known lyrics include “If I Photoshop you out of every picture, I could / Go quietly, quiet - but would that do any good?”. Yet to my knowledge, it did not. Possibly because, by the time people got around to reading the book, some fans had been waiting for their copy longer than Jo Hee had been a Crumpet.
A ROCKY RELEASE
Although the book seemed just about ready for publication at the time of those 2008 readings, the initial release was delayed by technical difficulties (some data had been lost during the editing process). And then delayed some more when, a year later, EA cancelled the US leg of a tour and slammed the door on Trisol, accusing the label owner of exploitation and embezzlement (he was allegedly selling fake tickets to her shows on a phony website). In August 2009, she signed over to The End Records, and we were back in business, baby!
Not only was The Book on its way to the presses, but the long-awaited release would coincide with a “Deluxe” re-issue of Opheliac, with new cover art and bonus tracks. For $100, you could pre-order the “Ultimate Book/Album Collection”, which included the revamped album, the book, a t-shirt, a tote bag, a recipe booklet and some bonus digital downloads, to be shipped in October. Or, for a more up-close-and-personal experience, you could purchase a VIP bundle for her upcoming shows in the fall: $50 plus ticket price would get you the book, a swag bag, and a meet-and-greet. (VIP tickets were capped at 20 slots per show; from what I gather, informal interactions with fans at the merch table were becoming overwhelming on previous tours. Again: fast-growing audience.)
Alas, due to printing issues this time, the making and shipping were soon pushed back to December. VIP ticket-holders were assured, at the start of the tour, that their copies would be shipped first as soon as the books were printed, with handwritten dedications from EA. Purchasers of the “Book/Album” bundle would receive theirs shortly thereafter. This seemed like a reasonable trade-off for a minor delay, and no one was too upset. (Well, some might have been, but at that juncture in Asylum history – for reasons that will become apparent in a later installment, when we get to EA's altercations with her fans – I guess they knew better than to get mouthy about it.)
The bundles came first... and in many cases, “bundle” was a generous term, because they arrived incomplete. When the t-shirt or tote bag weren't missing, they were printed the wrong colors. Many digital download codes had to be requested via email. The book itself was beautiful, but poorly bound, typo-ridden, and missing entire pages. (This was largely fixed in the second hardcover release.)
As far as I know, everyone who complained to the distributor got their money back – and I imagine it was a nice surprise when some items showed up, inexplicably, months after they had already been refunded. But it was still a bit of a “sad trombone” moment for many loyal fans, who had to request a refund on the Ultimate Super-Cool Preorder Exclusive Bundle to purchase the book and album separately.
As for the VIP package books, those didn't start shipping until late 2010 – a whole year after the official book release, months after less invested fans had already received their non-preordered copies. Worse: none of the books were signed, much less lovingly adorned with a personalized handwritten note as EA had promised. (And had tweeted about doing during the year-long shipping delay!) After enough fans meekly expressed their intense disappointment, EA's BFF-forum-admin mailed out signed bookplates that people could stick in their book in lieu of a personalized autograph. No real explanation was given. As far as I know, this particular let-down didn't cause a mass exodus of disappointed fans – but, in the midst of other goings-on, it certainly contributed to eroding many fans' trust in EA's word.
EA TAKES ON HOLLYWOOD
The 2011 release of the largely-identical second edition was better planned and overall uneventful, which gives me time to catch you up on contemporaneous events – like the reason EA ditched the Opheliac red and went platinum blonde. 🪞
Around that time, EA got herself a supporting role and a solo number 🎵📺 in The Devil's Carnival, Darren Lynn Bousman's psychocircus-themed movie musical. (If you're scrambling to place the name: depending on what kind of deviant you are, DLB is either the guy who directed half of the Saw movies or the guy who directed Repo! The Genetic Opera.)
If you've clicked the last link: see the bad boy greaser she's dancing with at the end of the song? That's the titular “Scorpion”, played by Marc Senter, and they were totally hitting on each other while shooting this. 📝🪞 They've been an item for twelve years now, in what appears to be a loving and mutually supportive relationship, and they seem besotted with each other. That's only marginally relevant to the story, but it's nice to know that at least one nice thing worked out in all this mess.
Back to 2011. Through her friendship with DLB and the Devil's Carnival cast (a motley crew of top-shelf B-listers 🔍 that included Bill Moseley, Paul Sorvino, the chick from Spy Kids, and the clown from Slipknot), EA also made a bunch of new industry connexions. That's how she came to decide that TAFWVG was meant to be more than a book, more than a live show: it had to become... a musical. Full company, full orchestra, big names, the works. Her 2012 album, Fight Like a Girl, was written and recorded with this project in mind, with most songs narrating events from the book and EA singing as various characters – which turns love duets into finger food for Dr. Freud. 🎵
Shortly before the album release, EA announced on Twitter that the Asylum Musical was scheduled to debut in the London West End, under the direction of Bousman, in 2014. "Casting calls to be announced soon!" (They were not.)

ROUND 3: THE AUDIOBOOK

2014 came, and brought... another TAFWG re-release announcement.
But wait – this time, it was going to be an audiobook! EA had been teasing one since before the original release, so people were quite excited. (It also sounded like a more achievable goal for the calendar year than a West End debut.) In early 2014, recording was well on its way, and the 6-CD boxset was due to ship in May.
PLEASE STAND BY, YOUR ASYLUM WILL BE PROCESSED SHORTLY
First, EA discovered “a new microphone ... that, upon testing, produced a recording of far greater beauty and expressive quality”, which naturally meant the whole thing had to be re-recorded. Two month's delay. No biggie. Our girl is a perfectionist.
But our girl also had to write, coordinate and rehearse her upcoming “Asylum Experience” – an afternoon-long interactive theater event, directed by Darren Lynn Bousman, which would be performed at five dates of the Vans Warped Tour in August. (It's not exactly the West End, but it's a start! 🔍) And then she had to prepare for the filming of the Devil's Carnival sequel in the fall. So, obviously, the July deadline was not met. When she finally gave an update in late 2014, the ETA was basically “we are ever so close, but the audiobook gets there when it gets there; feel free to ask for a refund if you're not along for the ride”.
And then she signed with a literary agent. TAFWVG was going to be made into a “real” book, that readers could purchase in stores for a normal price and request from their local library – big event! (More for EA, I think, than for her fans. By that point, the second edition could be purchased as a PDF, and I believe most people who pre-ordered the audiobook had already read the story.) But this involved tailoring the narrative to a more general audience, which meant portions of the book had to be re-written... which meant further delays.
...Besides, and let’s have a teacup of “honesty time” here, if the new Asylum becomes an internationally best-selling novel, not only can we enact more change for good, but the Asylum Musical takes over Broadway faster, the Asylum Movie takes over theatres faster, and YOU are all dressed up as rats/inmates in said movie, you guessed it, faster (“Asylum Audiobook Announcement from EA”📝)
Well, you know what they say in show business: if you can't make it in London, there's always New York.
As EA assured her fans, their patience would be rewarded with a brand new, professionally polished version of the story – and in due time, I guess, a role in the movie. (“Let's hope she doesn't find another new microphone!” 🐀)
From that point on, there seems to have been an ever-widening gap between EA's enthusiasm and fan expectations. When audiobook snippets 🎤.mp3) were released, many fans were unimpressed by the oddly flat, overproduced recording (turns out a microphone can be so good it's a problem! 🐀), which highlighted EA's stilted, uncanny diction and not-quite-transatlantic accent. That caught everyone off guard, because she didn't use to read like... that. Even die-hard apologists had to concede through gritted teeth that, tragically, it was giving William Shatner. (If you're curious, you can find more previews here 🎤📝, along with EA's captions.)
Fans weren't just getting irritated with the various delays and excuses: they were baffled, angry, and embarrassed. When EA clapped back “U know U can just get a refund, right? That is totally within your power to do” on social media, and it came out that requests for refunds had been getting ignored for weeks or months 🐀, seasoned fans were like “Yeah, that tracks.” The whole never-ending ordeal was just starting to feel silly.
All told, the audiobook took two years to complete, with little to no new music in the interim. Two years is a long time for a young-leaning audience! Fans who had preordered at the end of their sophomore year were graduating high school by the time it came out. Others who had been in the middle of undergrad were now looking for full-time jobs. People had gotten pregnant, given birth and potty trained, or had houses built from the ground up. Genuine ultra-fans of the book had had time to... presumably, read other books. (“I wonder how many people passed away waiting for this shitty audiobook to be finished?”)
When the audiobook came out, many long-time Plague Rats had defected, either lamenting the misguided decisions of their favorite artist, or just calling EA a money-grabbing fraud and a lying liar. And a number of patient and unbothered fans had, quite simply, grown out of their EA phase.
Your humble servant, for one, ordered the audiobook the week it went on sale, and stuck with that preorder through five address changes and two graduation ceremonies. Now, bear in mind: through all the ups and downs, even as the charm dispelled, my taste in music evolved, and my perception of EA herself changed, I never formally stopped considering myself a fan. (Mama didn't raise no quitter.) To this day, and to my profound embarrassment, I give enough of a shit that I'm taking the time to write this story at all, and that I was able to draft most of itfrom memory.(Mama didn't teach me how to prioritize.) Well, get this: I have never once listened to the audiobook. I remember unwrapping the signed boxset (minimal artwork, flimsy cardboard, no liner notes), thinking “this could have been an email”, telling myself I'd get around to it for old time's sake... and then I never did, because it was ten hours long, and I just couldn't force myself to care about that story anymore. I was not an isolated case.
In light of this, I apologize in advance for any potential errors in the following paragraphs; others listened so posers like me wouldn't have to 🔍, and I'm going off of their word. The new and improved edition was, indeed, a different book – in that a bunch of things that felt meaningful to fans had been either reworked or excised.
THE AUDIOBOOK EDITS
The hospital narrative had been shortened in favor of the asylum story, and the controversial “Drug / Suicide / Cutting” diaries had been scrapped. Part of the fanbase applauded this decision, but others were disappointed 🐀, as they had found the diaries to be the most (some said only) personal, authentic, and insightful chapters in the book.
Curse words, some abuse, and all mentions of abortion had also been purged. It made the book tamer, but not by much... because Emilie's age had been changed from 27 to 17. Apparently, the literary agent had suggested this to make the book more marketable to a Young Adult audience. No other biographical detail had been altered, so the main narrator was now a 17 year old girl with no parents but an established music career, who checks in by herself into a high-security adult ward, no questions asked. (I'm still perplexed by this one. Did they not expect YA readers to know how hospitals work...?)
The pirate captain, formally known by her “mass of tangled black hair”, was now... a blonde. According to EA, this was a purely aesthetic change: it made the three main Asylum girls a redhead, a blonde and a brunette, which would look better in the stage adaptation. Between the lines, it also distanced the character from its original dark-haired muse: Vecona, who had left the Crumpets in 2008 after a rumored falling-out with EA over unpaid costume work.
The minor characters based on EA's old Chicago friends had been discarded entirely. Which likely made sense for EA – she hadn't lived there in years, the friend group had drifted apart as friend groups do, and by that point, there no longer was an EA forum to administrate or comment on – but not so much for her readers. Some fans had grown fond of these fictional inmates (wasn't that the point?), and weren't too happy to see EA symbolically treat them as disposable. Others were saddened that EA would just scrap these remnants of her old life, and of what felt like simpler, happier times in the fandom. Either way, children, this is why you shouldn't get a neck tattoo of your first boyfriend's name, OR openly base the “good guys” in your career-defining book on friends you made in your early twenties.
To compensate for the loss of... most named inmate characters, Veronica was given a much more prominent role in the plot. Namely, instead of being best friends, Veronica and Emily were now... in love! Lovers! Lesbian lovers! Which naturally meant that Veronica had to die. 🔍 Besides, fans famously love it when you pull a gay ship out of thin air between your two main characters, and then kill one of them off so that the other suffers more.
One last one, because I find it especially goofy: a scrappy teddy bear named Suffer, given to Emily by the talking rats, was replaced with...a Very Large Spoon, which gets its very own number in the musical. 🎵 The rationale was that Emily could use the spoon as a weapon in the climactic uprising against the Asylum doctors. Which, fair enough... except that, prior to being a cute and anachronistic 🔍 MacGuffin in the fictional Asylum story, Suffer the Bear had been a beloved mascot🪞 from the early Opheliac live shows. Some still remembered when EA had raised HELL, even starting a #FREESUFFER campaign on Twitter, because she thought someone had stolen Suffer from the stage (it later turned out that he had been misplaced in a flight case). All that noise back in the day... and now Suffer didn't matter anymore? The nerve. “She made shirts and everything!” 🐀
All this to say, reception was lukewarm. EA hadn't performed live since 2014 and the Devil's Carnival sequel had failed to make a splash (despite decent reviews, the franchise and main collaboration fell apart before the end of the promotional tour 🔍). People were checking out. There was only one way to correct this. A true paradigm shift. A fresh start – a new theme?
Hell no. It's another edition of The Asylum for Revisionist Tortureporn Friendfictions!

ROUND 4: THE E-BOOK & THE QUEST FOR THE SPOON OF ROYALS

In 2017, about a year after the audiobook release, EA self-published a digital version of TAFWVG through Amazon. The literary agent hadn't worked out in the end: publishers were put off by how dark the book was, even after the audiobook edits. EA explained that she hadn't been comfortable with some of the alterations in the first place; she respected the agent's input and had tried to give it an honest shot, but in the end, she wanted to do it the way she wanted to do it, solo... and this was it.
EA had reverted a number of the audiobook cuts (including swear words, mentions of abortion, and the narrator's age), but kept most of the changes to the Asylum narrative – namely, the omission of Former Friends Characters, and the romance between Emily and Veronica. In the newsletter announcement, she mentions being in the process of “re-recording the few little bits of the audiobook to reflect the current text version”. Not sure where we're at on that front; it's never been brought up again, and I don't think anyone's checked. (I assume most fans had war flashbacks when they read the word “re-record”, and instantly repressed that part of the communiqué.)
The “Drug / Suicide / Cutting” diaries were still omitted in the first release of the e-book, but re-included as a coda soon after, by popular demand, under the title “Evidence of Insanity” – with fantastical “doctor's annotations” like“W14A seems to have disassociated her own identity, episodic, each lasting for a longer period of time. We suspect she will continue further in this – stronger medication is needed, schedule electroconvulsive therapy.”
A physical paperback edition was released a few months later; in anticipation of this, the e-book was a stripped-down, text-centric version of the story. (Honestly not a bad call, because the digital version from 2012 was a scanned, non-searchable, 1.3GB PDF behemoth – not super Kindle-friendly!) No elaborate backgrounds and color photographs in this edition, but the pages were still illustrated with inserts of rats, keys, teacups, and... hold on... ciphers??🪞
As always in the Asylum, history doesn't repeat itself, but it rhymes. In a throwback to the prelapsarian days of the Enchant Puzzle (remember? the one that no one ever managed to solve?), the e-book illustrations contained puzzles, which formed the master-key to... a scavenger hunt! And in keeping with tradition, the grand prize was an extravagant adornment hand-crafted by EA: the “Spoon of Royals”.🪞📝 Oh my!
Some of the puzzles are simple anagrams that can be solved for keywords. A clickable word within the adjacent text takes you to a password-protected link, which takes you through to an audio file – a song or an atmospheric instrumental that goes with that moment of the story. There are also more complex ciphers that decode into riddles. Each key depicted in the book has a number or letter engraved on it. The total number of rats in the book is apparently significant. One link takes you through to a blank page whose source code contains a list of coordinates from various bridges around the world.
Oh, it was a whole thing. When the book came out, you could send a picture of you doing EA's signature “rat claw” hand sign🪞 to request admission to a private Facebook group (the “Striped Stocking Society”) where people could help each other solve the clues and EA would occasionally pop in for a chat. There was also a series of mysterious newsletters in early 2018, culminating in a Los Angeles event where EA showed up in person to pass on extra puzzle-solving material to a handful of lucky fans (although said material raised more questions that it answered 📝).
Overall, it was a great idea! Although the fanbase was generally smaller and less active after four years without a new tour or album (and a fair amount of other drama, which we have yet to get into), the e-book puzzle did pique people's interest in purchasing yet another version of the same story.
Unfortunately, once again, EA overestimated either how intuitive her fans were, or how invested they would remain. After months of collaborative efforts across multiple platforms, a number of puzzles had been cracked 🔍, but it was still unclear how the individual anagrams and numbers and riddle-solutions all fit together as scavenger hunt clues.
EA kept up the hype for a while, but the few hints that she gave on social media only revealed yet more encryption factors without really helping fans connect the dots. One cipher remained unsolved on Instagram for days and days before EA caved in and hinted at which key to use. She did helpfully specify that if you didn't know how to read music, you'd better start learning. (...Was this a fun puzzle, or a prep school admission test?) The in-person LA event had also sown some confusion as to the rules and constraints of the game: would winning involve traveling to a physical location? That didn't seem very fair. EA had mentioned physically burying some items – but could you solve the puzzle from a distance? Is the Spoon of Royals literally just buried under the Shakespeare Bridge in Los Angeles, California?? 🐀
I'm just saying: if this had come up in 2008? People in corsets and platform boots would have been out there digging.
But this was 2018. As we've mentioned, the core of EA's active fanbase (a lot of whom had been teens and young adults when she was touring Opheliac) was fast aging out of the years when most folks have the spare time, dedication, or desire to essentially do super-involved homework out of love for their favorite singer. Uncovering new songs was a fun perk the first year – but after the new album came out in 2018, none of the passwords led to exclusive material anymore. It felt a bit lacklustre for something so labor-intensive.
(The new music itself wasn't a rallying point either. Behind the Musical was, quite literally, an intended vocal guide for the Asylum musical – so, basically a collection of demos. The sound was VERY Broadway Revival, somewhat Phantomish 🎵, in a way that's either good or bad depending on who's saying it. The violins, to fans' chagrin, sounded all-MIDI; no sign of actual instrumental recordings. EA sang all the parts herself, as she had on her previous album. I'm not saying there's no merit in a one-woman Andrew Lloyd Weber tribute. Many old fans enjoyed the new material well enough, some even really liked it – but most agreed that it just didn't hit like her earlier stuff used to, and that it felt rather unfinished.)
Unlike with the Enchant Puzzle, the prize itself was not much of an intrinsic motivation. While the Faerie Queen's Wings were a straightforward concept that evoked EA's own signature stage costumes, the Spoon of Royals was... a large spoon attached to a necklace, community-college-art-teacher style. It looked impractical both as a spoon and as a necklace, and more importantly, I'm not sure how many readers felt a deep emotional connection to the spoon in the story. The spoon that had usurped Suffer the Bear, no less!
In short: people gave up on the game because it was too hard, it came too late, and they had other things to do.
Thus, the Spoon of Royals remains unclaimed to this day, and I doubt I'll see anyone crack the puzzle in this lifetime. The Striped Stocking Society FB group was terminated in 2020, around the same time a bunch of fansites folded and EA closed her Instagram comments for the first time. By that point, both EA and her fans had bigger rats to skewer – but we have a ways to go before we reach that part of the story.
I would encourage you to give the puzzle a shot for the hell of it (in case you're a cryptography nerd and currently under house arrest or in a full-body cast) but... I just tried a bunch of the links, and the passwords don't work anymore. So I guess that's that. To quote old Bill by way of conclusion: “Much ado about nothing”.

ROUND TOO-MANY: I'LL SEE YOU ON BROADWAY OR I'LL SEE YOU IN HELL

So, what now? Well, not much.
By the late 2010s, what kept many fans semi-invested – if nothing else, because it clearly meant so much to EA herself – was the prospect of an upcoming stage musical adaptation. The way EA talked about it 📺, it was very much a “when”, not an “if”. Sure, ten years on, we were still collectively stuck in the Asylum, but it would at least be a new format – and a return to EA's main field of expertise, ie songwriting and performing. Not only did the core fanbase long for new music and new shows, but Fight Like a Girl and Behind the Musical had brought in small influxes of new fans who were very eager for any chance to see her live. So whether it was out of genuine enthusiasm for the project, or out of “let EA have her musical so we can maybe finally move on”, the fanbase was overall supportive.
Even though people still joked about the 2012 announcement of a “2014 West End debut” (seriously, what was she thinking?), EA had really buckled down in the intervening years, and it looked like the project was plausibly well underway. As in, we had more than just EA's word to go on: the involvement of other people, who did not reside in the Asylum, seemed to confirm that the musical was a thing.

[CONTINUED IN COMMENTS because Reddit is being ridiculous about the character count. I swear I was under 40,000!]

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2024.05.02 13:27 limemac85 [A][NA][Stormrage] 5/9 M Amirdrassil recruiting raiders for Mythic Progression

[A][NA][Stormrage] 5/9 M Amirdrassil recruiting raiders for Mythic Progression
is a semi-hardcore social guild that has gotten AOTC in Aberrus in three weeks and after some soul searching, transitioned to mythic raiding guild. Our main goal is to push into Mythic as much as we are able while still keeping a fun social environment. We have made it to 5/9M Amirdrassil but we are planning on taking a break from mythic raiding in Season 4 in favor of heroic raiding, alt raiding, and key nights in addition to other fun guild activities. Once War Within drops we will start mythic raiding strong again.
Many of our team members actively progress in M+ and often we have M+ dedicated nights. We will have some other fun activity nights such as alt raids or transmog runs. Our guild is a safe space and we do not tolerate harassment of any kind (racism, sexism, ableism, transphobia, homophobia or any other form of bigotry). Since the creation of the guild in 2022 we have had women and gender minorities in the guild as well as in leadership positions.
We are primarily looking for Healers and DPS players. We will consider strong tank players as well.
Our raid days are:
Tuesday 8-11 PM EST
Thursday 8-11 PM EST
If you are interested, please DM me on reddit, contact me on BNET (Azantius#11660), or message me on discord (azantius#5131).
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2024.05.02 13:13 donkeydooda Over 120 playlists I've spent hundreds of hours making. Every genre and mood! Rock/Hip-Hop/Electronic/Alternative/Soul/Blues/Reggae/Pop/etc

Hey people!
I'm an absolute music addict who appreciates all genres, and at the request of some friends at the start of lockdown 2020, started to summarise all music genres I like into catchy long but well culled playlists. Here are all the ones made over the last 4 years for you to hopefully explore subgenres, vibes, artists, etc broken down by main genre-
ROCK
GO WITH THE FLOW - Blues x Rock / 360+ catchy blues-rock songs exploring every corner of the genre
SLUDGE FACTORY - Blues x Hard-Rock / 270+ heavy blues-rock songs with more grinding riffs, sludgier grooves and heavier distortion than the previous playlist.
FEELING ALRIGHT - Reggae x Rock / 210+ songs that can be best described as emulating the more chilled Sublime songs, somewhere in between reggae and soft rock.
TASTE LIKE FUNK - Funk x Rock / 160+ songs to get your groove on to with chicka chicka guitars, slappa da basses with rock umph to your dose of funk
TO THE SEA - Surf/Roots/Jam x Rock / 380+ songs of chilled artists like Jack Johnson, Dispatch, John Butler Trio, Xavier Rudd, etc
STRANGER BY THE MINUTE - Progressive Rock / 170+songs. While prog-rock doesn’t lend itself to playlists, here’s the best that can be done with a collection of the catchiest songs in the genre
STREAM OF CONCIOUSNESS - Heavy Progressive Rock / 170+songs. Heavier sibling to the above playlist.
TWISTED TRANSISTOR - Industrial Rock / 220+songs of grinding mix between electronic and rock creating industrial sounding production and soundscapes
LIVING IN CHAOS - Punk x Rock / A mix of oldschool punk, rebel rockers, more emo punks, Irish punk, heavier pop-punk songs and female punk voices. 230+ songs.
WHAT'S MY AGE AGAIN? - Pop x Punk / A 90/00s pop punk retrospective of 220+ catchy songs from across that scene.
INNOCENT - Pop x Rock / Poppy songs from rock bands and pop songs with soft-rock production for a cathcy, boppy playlist.370+ songs.
IN MY ELEMENT - Alternative Rock / That alternative rock vibe from the 90s onwards240+ songs.
WITH A LITTLE HELP FROM MY FRIENDS - Woodstock '69 / A collection of 110+ of the best songs from the artists at Woodstock'69
EPIC - Stadium Rock / 180+ of the most epic stadium rock songs to blast out of your speakers
ROCK OF AGES - Classic Rock / An attempt to put every rock hit from the 60s, 70s and 80s in one playlist. 600+ songs
RIDE THE LIGHTNING - Classic Metal / Catchy, oldschool metal tunes 170+ songs
FISH OUT OF WATER - Hip-Hop x Hard-Rock / 200+ songs exploring hard-rock that incorporates hip-hop sensibilities like nu-metal, rap metal, etc
SUFFOCATE - Angsty Rock / 240+ songs of angst ridden catchy heavy rock
INDIE & ALTERNATIVE
COMMON PEOPLE - Brit-Pop & Indie Classics < 2010 / 360+ catch all hits station from that 90s and 00s indie-rock sound, especially in the UK.
TASTE IN MEN - Indie Boys < 2010 / 690+ collection of catchy indie songs released before 2010 with male vocalists that aren't included in the previous playlist.
THERE ARE TOO MANY OF US - Indie '10s / 550+ collection of catchy indie songs released between 2010 and 2020
DAYS ARE GONE - 21st Century 80s / 130+ songs from this century with that upbeat synthy 80s vibe
BITTER SWEET SYMPHONIES - Violins of the British Isles / 180+ songs of which 90% are indie-rock, with the rest made of classic rock & pop and trip-hop with prominent violins from bands across the British Isles.
WIRES - Piano x Rock / 200+ songs where bands either added a piano or replaced the guitar for the keys as the lead instrument.
SLEEPWALKERS - Dreamy Indie/Pop / Dream-pop (indie) weaved in between dreamy feeling pop/alt songs. 400+ catchy floaty songs to get lost in.
UNTIL THE SUN NEEDS TO RISE - Indie x House / Dancey indie songs with a dum dum kinda beat mixed with mellow house with instrumentation and interesting layers going on. Catchy and vibey. 220+ songs.
WHITE WINTER HYMNALS - An Indie/Folk Christmas / Majority are original songs in a wintery/christmasy indie/folk style. The covers try to follow the vibe. 130+ songs.
COME AS YOU ARE - Acoustic / 370+ Acousticy songs from every variety of band and genres
NAKED AS WE CAME - Cordless Strings / 190+ songs of low-key acoustic guitar strings, violins, pianos accompanied by vocals
GODS & MONSTERS - Indie Myths & Fables / 100+ indie songs about ancient warriors and demi-gods to fairies and trolls.
NEW SLANG - Cover Versions / Covers that diverge enough from the original. A lot of interesting different takes on classics and newer songs. 250+ songs.
SILKSPUN - Indie Synthage / Synths accompanying indie music 240+ songs.
ELECTRONIC
CAUSTIC STORM – Deep Dark Bass Instrumentals / A playlist with late sunset rave vibes. Not hectic bro-step but deep dark bass in a fusion of dubstep, dub, garage, house and ambient. 180+songs
STORM – Dark Bass Vocals / Vocal sibling of the previous playlist with dark bass production accompanying various styles of vocals. A mix of alternate pop, dubstep, ambient, trip-hop and more general bass music 200+songs
JAH WAR – Sounds of Dread / This can be seen as a conceptual playlist for a Jamaican apocalyptic party (sounds of dread as in the sense of dread but also dreadlocks). But another musical way to look at is as a dancehall/dub/industrial playlist explored mainly through the sonic output of The Bug. 80+ songs.
BODY MOVIN' – 90s Alternative Dance / That alternative dance sound from the 90s where you hear bouncey instruments rather than the synthage of mainstream dance. 130+ songs.
DIESEL POWER – Industrial x Electronic / An energetic playlist of electronic songs with industrial aesthetics and vice versa with loose definitions. There should be a drum, bass or synth hitting you every second. 180+ songs.
BOOM BOOM TAP – Drum & Bass / Mainstream more song structured Drum & Bass 130+ songs.
BASS CANNON – Dubstep / The biggest dubstep songs and other gems from the scene you may have missed 160+ songs.
HYPEST HYPE – Bass Music x Hip-Hop MCs / The absolute most energetic playlist possible: dubstep, drum&bass and other bass music with hype MCs on top. 130+ songs.
MOVING TOO FAST – UK Garage / garage? 2 step? eski beat? Whatever, here be all the good tunes from the British Garage scene. 90+songs.
HIP-HOP
THE BAY - Funk x Hip-Hop / 110+ songs of smooth, slick rhymers from The Bay in San Francisco (or close by) on funky production or bands.
WHAT COOL BREEZES DO - Jazz x Hip-Hop / 210+ songs with very prominent jazzy production, to the point the production is more of a focal point than the vocals.
DREAM BLVD - Sunday Morning Jazz/Hip-Hop / 130+ jazzy hip-hop songs with that mellow sunday morning feeling
BIG TINGS REDONE - Reggae x Hip-Hop / Fusion of reggae beats, production or bands and hip-hop MCs. 130+ boppy tunes
LYNGUISTICS - Blues x Hip-Hop / While this is a blues x hip-hop playlist, it's pretty much explored through the focus of one group: Cunninlynguists. I hope you'll see why with 90+ songs of mellow soulful bluesy production.
BLUEGRASS STAIN'D - Blues-Rock x Hip-Hop / It would be a stretch to call all of the 170+ tracks on here blues-rock, but there is at least bluesy guitar. All hip-hop songs with differing ratios of blues and rock influence to the production.
FLOW FOREVER - Oldskool Hip-Hop / 190+ songs. All the biggest and pioneering artists of the hip-hop game pre-1995
DROP IT LIKE IT'S HOT- Hip-Hop-Hits 1995-2010 / 200+ songs. All the biggest hits from the radio between '95 and '10
CHECK THE RHIME - 90s Alternative Hip-Hop / 210+ songs of alternative hip-hop artists that started their careers in the 90s
YOUNG KINGS & QUEENS - UK Hip-Hop/CHILL / If you're a hip-hop fan who appreciates bars, I'd say you're pretty up to date with the UK scene if you listen to these 190+ chill songs.
SCARE THE SNARE - UK Hip-Hop/HYPE / More aggressive bars and beats on these 170+ tunes. But still no low effort rhymers.
NUTHIN BUT A "G" THANG - Gangsta Hip-Hop / Parental advisory for these 130+ songs exploring the offensive crass corner of hip-hop
STILL DREAMIN - Dreamville Hip-Hop / 140+ songs from J.Cole and his label mates. Mostly a chilled lyrical vibe throughout.
SUNDAY VIBE - Hip-Hop: Super Chill / Super mellow production and MCing vibe to chill to. 140+ songs.
REBIRTH OF SLICK - Hip-Hop: Chill / Chill overall vibe to these catchy songs. 210+ songs.
THE WORDSMITH AND HIS SONS - Hip-Hop: Bop / The more lively boppy bouncey upbeat catchy centre of hip-hop. 330+ songs.
LET THE RHYTHM HIT 'EM - Hip-Hop: Hype / Hype production and hype MCing accompanying these 160+ songs.
OTHER GENRES
DON'T DREAM IT'S OVER - Classic Pop Party / Welcome to a classic pop party with upbeat catchy songs from 60s, 70s and 80s. 390+ songs.
DREAM A LITTLE DREAM OF ME - Classic Pop Chill / Welcome to a classic pop chill with mellow catchy songs from 60s, 70s and 80s. 140+ songs.
SUGA SUGA - Millennial R&B / If you're a millennial, these were all the R&B jams from your childhood. 160+ songs.
LET’S GROOVE - A Trip Down Funkytown / Get your Funk on with this playlist bridging the gap between oldschool funk and the evolution and divergence since. Catchy, boppy, vibey. 280+ songs.
THE BLUEST BLUES - A Trip Down Blues Town / Bridging the gap between oldschool blues classics and the evolution and divergence since. 320+ songs.
SWEET SOUL MUSIC - A Trip Down Soul Town / Pre-90s / The catchiest of soul music before the 90s with all the classics from legends 340+ songs.
FREE ME - A Trip Down Soul Town / Post-80s / A more varied second part to soul including neo-soul, alternative soul, soulful rock, soulful r&b, etc 290+ songs.
GET UP & BOOGIE - Funky Disco / Best of classic funky disco 90+ songs.
THE REVIVAL - Contemporary UK Jazz / Collection of the best of the recent UK Jazz scene 180+ songs.
RIVERS OF BABYLON - A Trip Down Reggae Town / Bridging the gap between oldschool reggae classics and the evolution and divergence since. 320+ songs.
WARM SHADOW – Atmospheric Trip-Hop / 280+ beautiful atmospheric trip-hop songs to dive into.
BIG CALM - Trip-Hip-Hop / 100+ full collection of the best trip-hop songs with MCs instead of ethereal female vocals
FACING EAST – South Asian Beats / A station exploring South Asian music through various beat focused styles that change in intensity as the station plays on 130+ songs.
YIN & YANG – East Asian Beats / A playlist exploring East Asian inspired beats 170+ songs
INSTRUMENTALS
COOL THIEVES - A Sampling of Samplers / 210+ songs. Here we explore turntablism through a chilled instrumental playlist of samplers. Mellow music to work to.
CLOUD ZERO – Ethereal Instrumentals / Ethereal spacey sounding instrumentals from a variety of genres and styles with a kick of bass to keep your attention. 290+ songs.
TRANSITIONS - Post-Rock / 240+songs of atmospheric and/or pretty instrumental songs on the catchier, less droney side of post-rock.
COMFORT ZONE - Jazztrumental Beats / 340+ jazzy songs that are perfect mix of attentive and background for working to
CLOUDS ARE SLEEPING - Ambient Instrumentals / 220+ lo-fi tunes to have in the background for work
MOODS
FEELING ALIVE - Happiness in Sound / Happiest vibe songs from all genres 190+ songs.
BODY MUSIC - Sensual Sonics 1 / Mellow Melodies / Mellow sensual melodies to be heard in your ears and felt through you body with sultry voices and sexy dark bass. Alternative and dark pop genre mostly. 170+ songs.
HARD FEELINGS - Sensual Sonics 2 / Passion Plays / Darker, more intense, more passionate sensuality. 170+ songs.
HEY BABY - Sensual Sonics 3 / Flirty Phonics / Sensual songs with a flirty, fun vibe. 150+ songs
YOU LOOK LIKE RAIN - Cozy Rainy Evenings In / A jazzy/acousticy station for those rainy evenings indoors in the warmth escaping the rainshowers outside. 80+ songs.
BEAUTIFUL THINGS - Pretty x Mellow / Pretty mellow sounds of different genres and styles, mix of vocal and instrumental tracks 230+ songs.
LIFE IS BEAUTIFUL - Pretty Melodies / Pretty less-mellow sounds of an even greater variety of genres and styles, mix of vocal and instrumental tracks 290+ songs.
EVERYTHING'S JUST WONDERFUL - Upbeat & Sad / Songs that the music sounds happy until you start paying attention to the lyrics 120+ songs.
SEASONS IN THE SUN - A Cross-Generational Ode to Sol / Positive vibes from sunny, happy songs from across the generations, with about half pre-90s and half 90s onwards. 180+ songs.
THEMES
BORN TO DIE - The Sounds of Bond / Over 130+ Bond-like songs either in that epic or sultry mysterious vibe.
THE RECLUSE - Lockdown Lyrics / A catchy alternative station of puns for lockdown/covid. No obvious classics you’ll find on other Covid playlists. 100+ songs.
VOODOO - Tribal Drums / Songs focused on tribal sounding drums but not just from tribally-bands. 120+ songs.
RAMBLIN' MAN - Spoken Words / Songs with lyrics said as if talking normally, without melody. 60+ songs.
IT’S ONLY PAPER – No/Mo’ Money, Mo’ Problems / Things are like just stuff man. Who needs them anyway. F that S. There are a lot of pro-materialism/consumerism songs nowadays...here's some balance against all that money and items glorification. 70 songs.
EVERYTHING'S JUST WONDERFUL – Upbeat & Sad / Songs with a happy upbeat vibe but dark or sad lyrics 140+ songs
INTERTIA CREEPS - The Infinite Beat / Songs with a constant beat (drum/synth/bass) as the focal at all times or fading into the rhythym/back in different sections of a song, with a slow escalation on the sound like on an infinite loop 80+ songs
LONDON THUNDER – London's 100 / A 100 songs about London and the spots inside it
EAT, SLEEP, WAKE – A Taste of 2020 / One song from albums from 2020 to act as a jumping point for the year. 150+ songs.
MINILISTS [only 20 songs each]
INDIE BUZZ - Indie vibe songs about bees & honey
TEEN NOSTALGIA ROCK - Reminisce about those teenage days
VIOLENT & FUNKY - Heavy rock songs with a strong dose of funk
POP x DRUM & BASS - Mellow muted drum & bass production mainstream music
EASTMEETSWEST - Indian/South Asian influenced Western Pop & Hip-Hop
DOUBLE MEANING - Songs with lyrics that have two meanings throughout the song
LET THERE BE HORNS - Seemingly random songs with horns
MACHINE GUN - Spitting the rhythm & bass out at bullet speed (Industrial rock & bass music)
HARD-ROCK x BASS - Heavy rock plus bass music
WHILE MY GUITAR GENTLY WEEPS - Wailing crying guitars
LOVE LOVE LOVE - Self explanatory
JINGLE BELLS - Upbeat X-mas songs for a party
OLDSKOOL HIP-HOP: BARS - Best of oldskool hip-hop pioneers
OLDSKOOL HIP-HOP: FUN - Fun mainstream oldskool hip-hop jams
SULTRY SECRET SPY BALL - Sensual mysterious vibe songs extracted from BORN TO DIE
EVIL Hip-Hop - Dark evil beats and lyrics on top
GOLD - Songs about GOLD
JENNIFER CHARLES - Introducing the sexiest sultry voice in music
CONDENSED SERIES - Condensed best-ofs of my longer playlists
LET'S GROOVE - A trip through funk & it's evolution
GO WITH THE FLOW - Blues-Rock Radio!
FEELING ALRIGHT - A catchy fusion of soft-rock and reggae
BODY MUSIC - Mellow sensual songs
SUNDAY MORNING SERIES - Mellow sunday morning vibes to relax to
SUNDAY MORNING JAZZ
SUNDAY MORNING BLUES
SUNDAY MORNING FUNK
SUNDAY MORNING JAZZ/HIP-HOP
SUNDAY MORNING CHILLTRONIC
CALIFORNIA SERIES - Songs about California
CLASSI-CAL - Oldschool songs
INDIE-CAL - Indie songs
PARTY-CAL - Energetic upbeat songs
They're all made by me over hundreds of hours so I hope you enjoy. I think there's should be a playlist for almost everyone! Any feedback is much appreciated!
submitted by donkeydooda to spotify [link] [comments]


2024.05.02 13:08 PDX_LadyDzra Stellaris Dev Diary #343 - The Machine Age and Stellaris 3.12.1 'Andromeda' Preliminary Release Notes

Stellaris Dev Diary #343 - The Machine Age and Stellaris 3.12.1 'Andromeda' Preliminary Release Notes
by Eladrin
Read this post on the Paradox forums! Dev replies here!
Hello everyone!
It is almost time to upgrade our existence. The Machine Age is coming.
Here are the preliminary release notes:

The Machine Age Expansion Features​

The Machine Age contains:
  • Individualistic Non-Gestalt Machine Empires
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • Three new Origins
    • The Technophants and Haruspex of the Cybernetic Creed will guide their flock to the perfect union of flesh and machine.
    • A doomed species races against extinction to reach the virtual world in Synthetic Fertility.
    • Originally designed to build mighty constructions in space, the Arc Welders must utilize that advantage to the fullest to overcome the deficiencies of their homeworld.
  • Six new Civics
    • Genesis Guides - This society is devoted to the creation of emerging species. As the stewards of evolution's potential, they allocate portions of their worlds to safeguard the development of pre-sapient life forms.
    • Natural Design - This society is adamant that nature has already created perfection in its people's genetic code. They have long devoted their medical and governmental services to the health and preservation of natural, untouched genome sequences.
    • Obsessional Directive - The primary objective of this Machine Intelligence is the ceaseless production of goods to perpetuate profits, irrespective of their creators being long gone. Nothing can impede their ever-growing production targets.
    • Diplomatic Protocols - Initially designed for cross-cultural interpretation, this Machine Intelligence excelled at translation and protocol support. They can suggest new strategies and calculate odds at a moment's notice.
    • Tactical Algorithms - Initially designed for war games and fleet support, this Machine Intelligence's advanced leader bots primarily aim to generate war strategies and optimize combat performance.
    • Augmentation Bazaars (Requires Megacorp) - A neon-lit maze of corridors, implant vendors and underground hardware clinics catering to all cybernetic implant needs - both over and under the counter.
  • Two Mid-Game Structures
    • Arc Furnace - Utilizing the raw power of a molten planet, the Arc Furnace unlocks otherwise inaccessible minerals and improves system-wide mining operations.
    • Dyson Swarms - An array of interlinked satellites, the Dyson Swarm is designed to improve the output of stellar deposits.
  • New Ascension Paths for Machine Empires
    • Modularity - Replace that which is lesser, augment it, upgrade it, perfect it.
    • Nanotech - Operating in unison, the tiniest things can topple the greatest of empires.
    • Virtuality - Only through the sanctified clarity of data can we attain the zenith of fundamental knowledge.
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
  • New Species Traits for Cyborgs, Machines and Robots
    • Including 0-point Background Traits for Machine Empires
  • 13 Cybernetic portraits that change based on advancement through cyberization
  • 9 Synthetic portraits with 9 corresponding Machine portraits that change based on synthesization
  • Two new Shipsets, Diplomatic Rooms, and City Sets
  • 7 new music tracks synthetic and cybernetic inspired music tracks
  • A new Become the Crisis Path: Cosmogenesis
  • …And a new End-Game Crisis: Cetana, The Synthetic Queen.

3.12 "Andromeda" Features​

  • Added a button to resync/wait for a resync to the Multiplayer Out of Sync dialog
  • Added the ability to select to continue playing as another empire after game over
  • Machines now use modified habitability and lifespan rules rather than largely ignoring them
    • Lifespan:
      • Previous "immortality" mechanics machine leaders had, where they frequently died in random accidents, have been removed.
      • Machine leaders have a starting age of 5-10 years, a base lifespan of 100 years (robots have a base of 80 years), and are affected by lifespan boosting effects.
      • Both biological empires going Synthetic and Machine empires will reset their age upon completing Ascension to reflect receiving their new bodies.
      • Gestalt councilors remain immortal.
    • Habitability:
      • Machines (and robots) have replaced their +200% habitability with a habitability floor of +50%.
      • Machines, assuming they do not take a habitability restricted origin like Life-Seeded, have Dry, Wet, or Cold habitability traits, which grant +75% habitability on planets of the appropriate type and +50% on all others.
    • These changes have allowed us to enable a number of previously locked Origins for Machines:
      • Life-Seeded
      • Ocean Paradise (Subaquatic Machines)
      • Post-Apocalyptic (Radioactive Rovers)
      • Void Dwellers (Voidforged)
      • Subterranean (Subterranean Machines) - Note that the habitability floor from Molebots stacks with the habitability floor of Machines, granting them a habitability floor of 100% and thus perfect habitability everywhere.
  • Machine empires can now assimilate other Machines into their primary species, so you can finally force everyone to use the same operating system and charging standard.
  • Robots (but not machines) are all treated as different sub-species of the same robot species.
  • Added a familiar Friend after you explore Astral Rifts.(Requires Astral Planes)
  • Added two new Machine Civics:
    • Spyware Directives (requires Nemesis)
    • Astro-Mining Drones (requires MegaCorp)

Improvements​

  • More Machine Improvements:
    • Machine and Robot Uprisings have a chance to spawn as Individualistic Machines (requires The Machine Age)
    • Undergoing synthetic ascension now grants species the robot version of various origin linked species traits
    • Robots and Machines now have the option to select genders. (Indeterminate remains an option.)
    • Machine Intelligences no longer suffered from additional empire size from colonies
    • Machine Worlds:
      • Jobs on Machine Worlds are doubled if you have the Machine World AP
      • Machine Worlds have a new Coordinator District
  • Fallen Empire Improvements:
    • The Fallen Materialist empire now uses cybernetic portraits for owners of The Machine Age
    • The Fallen Materialist empire's primary species will now have the Cybernetic trait
    • The Fallen Spiritualist empire's primary species will now have the Psionic trait
  • Managers, Priests and Telepaths now automatically inherit _add modifers from Bureaucrats in addition to _mult modifiers
  • The Rackets and Ketlings are now related.
    • The Ketlings no longer need Mind over Matter to undertake Psionic Ascension
    • The Rackets are now cyborgs with the trading algorithms trait

Balance​

  • Self-Preservation Protocols tradition now has the same effects as Cloned Organs
  • Fallen Empire Buildings are no longer destroyed upon conquest as long as they are fitting (i.e. no temples for non spiritualists)
  • Many Civics updates:
    • Buffed Diplomatic Corps, Empath and Public Relations Specialists to match Diplomatic Protocols. Each are slightly different.
    • Scavengers and co: -5% ships alloy upkeep
    • Pleasure Seekers: +1 entertainer job from capital buildings
    • Functional architecture and co: +15% planetary build speed
    • Toxic Baths and co: +0.5% pop growth/assembly from attendants
    • Corvee System: -15% worker political power
    • Warrior Culture: -10% War Exhaustion gain
    • Free haven: +5% worker pop happiness
    • Shadow Council: Replaced ruler output bonus with councilor skill +1, +10% agenda speed and +10% infiltration speed
    • Trading Posts: +1 Trade collection range for Starbases, +8 Trade protection from starbases
    • Private Prospectors: -33% empire size from colonies
    • PMC: +1 starting commander level
    • Divided Attention: Replaced empire size from colonies reduction with -25% empire size penalties
    • Subsumed Will: +50% automatic resettlement chance for unemployed drones
    • Zero Waste Protocol: -5% ships upkeep, -10% building and districts upkeep
    • OTA Updates: +50% auto resettle for unemployed drones
    • Static Analysis: Cognitive Nodes starts with a random research specialization
    • Maintenance Protocols: +5% menial drone output
  • Added Necrophage and Lithoid as blockers for Psychological Infertility
  • You can now construct Dyson Spheres in systems with habitable planets, however the planets will be rendered uninhabitable
  • You can now construct Dyson Spheres in systems with pre-FTL civilizations, if your pre-FTL policy is set to Aggressive
  • Synthetic Ascension now requires Synthetic Workers, not Synthetic Leaders tech
  • Synthetic Ascension tradition opener now grants 10% progress in Synthetic Leaders technology
  • The Synthetic Evolution Agenda now only grants Robotics technologies instead of Robotic technologies and AI technologies
  • Several Synthetic Ascension traditions have been reworked for both organic and machine empires
  • Grid Amalgamated pops now inherit Tech-Drone modifiers
  • The Open Markets agenda no longer provides useless benefits to Criminal Syndicates
  • Resource Consolidation origin no longer forces Machine World preference
  • Rearranged the bonuses from the Genetic Ascension Path
  • Determined Exterminators will no longer start on a Tomb World as they wouldn't have the habitability for it.
  • The Fleeting Excellence trait now costs 1 point due to the decrease in leader lifespan it provides
  • Rebalanced Synthetic and Cybernetic tradition trees
  • Cyborgs are only grown, not assembled
  • Allowed amenity traits for robots
  • Buffed the mining drones home system
  • Hive Minds and Machine Intelligences now have access to all Capital World Designations
  • Industrial Districts automatically split jobs if your empire uses consumer goods, if a factory or forge world designation is not selected, so that hive minds empires that pay a consumer goods subsidy to subjects have a method of producing consumer goods
  • Reduced or removed most sources of species modification cost reduction outside of ascension paths
  • Resort Workers now give -0.01 amenities usages and doubled trade value from lifestyle
  • Sentient robots or machines can no longer join the Materalist faction regardless of ethics
  • Synths should now have the same costs for colony ships as Individualist Machines
  • The formless now count as a mid-game crisis
  • The Great Khan and Gray Tempest now have greater difficulty scaling
  • The mid-game crises now scale with the square root of the crisis strength slider.

Bugfixes​

  • Fixed median preferred attack range being calculated incorrectly.
  • Now cannot start fleet upgrade if you can't afford it outright and your balance for the missing resources is not strictly positive
  • Homicidal Empires will no longer get the Spiteful Leader trait since they can not have rivals.
  • The Princeps Drone trait should no longer improve regular pop output.
  • Added a tooltip to inform the player why some scientists might not be able to be assigned to the council
  • ancrel.10 now has a working title
  • Fixed a spelling error in Lost Junker
  • Mega-Engineering no longer shows the Quantum Catapult as an unlock
  • The ship previewer in empire creation now uses the same lighting as the ship designer
  • All namelists should now have fallback generic names for army types
  • Warplings now use the correct localisation for their army name
  • Fixed numerous Negative Mass bugs
  • Fixed an event referring to the Animator of Clay as the Architect of Clay
  • Fixed a blank line sometimes showing up on some species trait tooltips
  • Kaleidoscope event chain: fixed Kaleidoscope occasionally spawning in fallen empires
  • Kaleidoscope event chain: the "Wonder Sphere" can only be built once
  • The fully upgraded Dyson Sphere is now hidden from the Megastructure outliner unless you can upgrade it to the Wonder Sphere
  • Fixed global ship designs country type restriction so awakened empires are not allowed to use ai transports
  • Made removal of expired leader from leader pool only happen on refresh
  • Restoring a ruined orbital ring should no longer use Megastructure build capacity
  • Addded a fallback case for distar.1 if you have no valid neighbors.
  • Fixed system not being annexed in total war if its planets are occupied by other empires in other wars.
  • Invading the Solarpunk Empire with troops will now properly get them to yell at you.
  • Marauder fleets can now go to systems that are only reachable through bypasses.
  • Enigmatic Cache can now go to systems that are only reachable through bypasses.
  • Caravaneers can now go to systems that are only reachable through bypasses.
  • Upkeep for jobs that provide pop assembly no longer state "Pop Assembly Upkeep but instead use scripted loc to fetch the job name
  • Statospheric Vents now properly have a description
  • Fixed some army modifiers from governors' traits not being applied.
  • Fixed the modifier for the Unifier trait only applying to unity from administrator jobs instead of unity from all jobs
  • Fixed the Ion Cannon having the wrong muzzle flash
  • Added checks to ensure the Chosen only declare on valid empires
  • Corrected some auto-assignment weights for worker jobs when near a deficit
  • Corrected the Psionic and Latent Psionic species traits using each others' icons
  • Fixed a COUNTRY_RESOURCE oos happening on the next month change after a hotjoin
  • Fixed a crash when switching between countries while in observer mode with the Leader View open.
  • Fixed a typo that was causing issues with AI leader assignment
  • Fixed a Void Dweller Prosperity tradition having an outdated tooltip
  • Fixed missing ORs in the AI weights for Defender of the Galaxy
  • Fixed revolts sometimes generating illegal empires
  • Fixed some typos in the triggers for colony types
  • Fixed the tooltip for recruiting a curator scientist
  • Lithoid farmers will no longer abandon their jobs if they live in an empire that uses food
  • Planets depopulated by Clone Army pops dying off from lack of Clone Vats should no longer permanently be rendered as having 0% habitability
  • Reduced the chance for Galactic Doorstep empires to find Skrand from 91% to 33% for your starting gateway and 67% for other repaired gateways
  • The Princeps Drone trait should no longer improve regular pop output.
  • The Quantum Catapult can now be correctly researched and built before researching Mega-Engineering, which is only required for the final stage
  • The Shallarian System will now spawn just out of reach of the Xenophobic Fallen Empire's reach.
  • Your empire will no longer part with irreplaceable science ships such as the Vivairum no matter how much the Caravaneers ask.
  • The uplifted species trait will no longer mention being a pre-FTL.
  • Situation log and anomaly entries should no longer have part of their border missing when hovering over them.

AI​

  • Refactored government weights
  • Refactored the costs and budgets for colony ships, and the AI budgets for colonization using scripted variables
  • Fixed AI assigning the least suitable leaders to the council.
  • Improved AI weights for factory and forge worlds when running deficits
  • Improved automatic selection of colony types
  • Lowered Ai resettlement threshold to 0.45
  • The AI should no longer declare Hegemon Wars on empires that have a higher relative power than them, thus risking losing control of the Hegemony.

UI / UX​

  • Add _IMPOSSIBLE_DESC optional localization key to show in the diplomatic action tooltip when the action is not possible (defaults to the normal _DESC key if the impossible version is not present)
  • Fixed planet pop growth tooltip showing growth speed triggered modifiers instead of growth reduction triggered modifiers.
  • Whether the planet migration tooltip shows immigration or emigration now takes into account push/pull multiplier modifiers.
  • Fixed emigration push total in planet migration tooltip not including multiplier modifiers.
  • Updated the Engineering Evolution icon
  • In Multiplayer, during a hotjoin, all clients now see the progress of hotjoiners
  • Fixed duplicated invalid origin text in empire creation trait tooltip.
  • Concept tooltips for tradition trees now have the name in the header.
  • deposit tooltips now display with an additional decimal for production and upkeep
  • Fixed authority tooltip showing missing DLC twice.
  • Planet unemployment icons in the Outliner now update immediately.
  • Tradition tree tooltips in the additional content browser no longer show the agenda that they unlock.
  • Added Civic Groups for restrictions in Civic and Origin tooltips
  • Autogenerated tooltips mentioning civic and origin requirements in empire creation will now automatically generate concept links to those civics or origins

Modding​

  • Government names now support scripted loc
  • Added use_planet_resource = yes/no for megastructures. This allows them to make use of a locations resources if they are located on top of a planet or star.
  • Added count_traits trigger
  • Building upgrade on_queued and on_unqueued now takes the upgraded version instead of the base building version.
  • Added an on action for when pops change ethics
  • civic swap_type can now check for origins as well in the empire select screen
  • Added scripted modifier for pop_cyborg_happiness.
  • Megastructures that are built on a planet will now have their nameplate stack alongside all the other planets.
  • Species portraits are now assigned to species classes through portrait_sets, not the species_classes. This allows a portrait to belong to multiple species classes
  • Added bound_to_planet_classes for habitability traits.
  • Added sprite configurations for portraits to apply the hologram VFX to pops and leaders
  • Pop Purge Speed modifier now counts as neutral
  • Adding inherit_country_building_modifiers = yes/no to block bonus building slots from the general country modifiers but also adding new generated modifiers for every planet class.
  • Added Exploit Faction mechanics, triggers and extortion_resource
  • Added trait_machine_unit check to is_robot_empire scripted trigger
  • Added advanced_authority_refresh = yes script effect to force the game to validate authority swaps
  • Adding a can_be_stolen variable to relics as a means to block certain relics from being stolen
  • Added create_synth_species_effect, set_synth_origin_traits_effect, set_synth_portrait_effect scripted effects
  • Added set_machine_habitability scripted effect
  • Added documentation for specifying authority swaps in the automatically generated concept tooltips
  • Adding scriptable alert usable to clarify any needed action that might be blocking a situation
  • Extra trait points and picks from civics can now be detected in the empire creation view
  • It is now possible to block specific resources from the market but still allow them for trade agreements.
  • Adding reset_decline effect to forcibly reset a planets decline
  • Adding outliner_trigger for megastructures to allow for more customization when they should be shown in the outliner.
  • Adding a new founder_species event target for the country scope
  • Adding persistent_faction to pop faction types, used to force factions to keep one pop until the faction fails it's potential check
  • Added required_progress to scripted fleet actions
  • Added a space_battle_over on action for when a combat is over because of a lack of enemies left
  • You can now assign a ship size as a restriction for special projects.
  • Building and planet classes can now have building sets to more easily exclude buildings from planet classes
  • Adding never_lost parameter to ship sizes to easily make sure a ship is not instakilled in Emergency FTL.
  • Added crisis path database to make it possible to have multiple different crisis paths.
  • Added some small documentation for relics
  • terraforming_cost_mult now works on the planet scope
  • Converted modifiers that add jobs for industrial districts to inline scripts
  • custom_tooltip_with_modifiers in tradition swaps are now functional
  • Added can_add_overtuned_traits, can_add_droid_traits, can_add_synth_traits, owner_is_machine_intelligence, owner_is_individual_machine, owner_is_hive_empire and can_do_advanced_robo_modding scripted triggers for species modification
  • Fixed diplo weight tooltip showing base diplo weight twice if DIPLOMACY_WEIGHT_STANCE_FACTOR is not 0.
  • Fixed research bonus from research agreements not being applied if country_subject_technology_sharing_mult is applied.
  • Added scripted triggers for has_cybernetic_ascension, has_genetic_ascension, has_psionic_ascension, has_synthetic_ascension, and has_ascension_path
  • Regular empire capital buildings now use inline script for their job swaps.
  • Added the rl_barren_planets random list for system initializers
  • num_buildings trigger now accepts owner_type to allow counting holdings
  • You can now filter the trait count by trait cost. Renamed the trigger to count_species_trait to avoid unintended usage.
  • Added documentation file for the technology scripts.
  • Techs related to consumer goods now use the country_uses_consumer_goods = yes trigger
  • Player crisis paths are now unlocked by either Nemesis or The Machine Age
  • Added missing modifiers to building documentation.
  • The create template button is now controlled by the can_modify_species rule
  • Moved a bunch of scripted triggers for traits into the scripted_triggers_traits file
  • Added on_building_repaired on_action
  • Added ship_shield_penetration_add and ship_armor_penetration_add modifiers
  • Added triggered_species_modifier to species traits.
  • Adding a hidden variable to species rights options to allow the hiding of certain items from the UI lists
  • Adding weight variable to advanced authority swaps
  • Extending the authority swap to include election variables
  • Megastructure construction entities can be scaled.
  • Planet picture overrides will now update more reactively when changed
  • Converted all uses of is_fallen_machine_empire into is_fallen_empire_machine
  • Renamed is_berserk_fallen_machine_empire to is_fallen_empire_berserk_machine
  • Added documentation for namelists.
  • Removed unused "language" member in namelists.
  • Adding an on action for when starbases flip controller
  • Added customize_random_override to namelists.
Now I’m passing this over to Alfray to give some more information on how to go about using some of the new features as a modder.

More Modding Documentation​

3.12 and The Machine Age have added a large amount of functionality which translates into a massive amount of modding improvements, due this we won’t be going into detail but give examples of various feature that can be used by modders.

Crisis Paths (Requires Nemesis or The Machine Age)​

In 3.12, we’ve added functionality to define multiple crisis paths. Where previously the Become the Crisis ascension perk would simply have the effect of "activate_crisis_progression = yes", making use of the Crisis Levels, Objectives and Perks defined in their respective script files, now the effect instead uses activate_crisis_progression = . This allows multiple crisis paths to be defined, each with their own resource, objectives and perks (or even sharing any of these as you see fit).
Crisis paths are defined in the common\crisis_paths\ folder, for which the documentation is embedded below.
# CRISIS PATHS # When a player selects the Become the Crisis perk they also get to select a crisis path that determines the crisis levels that they'll have to achieve. # Levels are achieved and unlocked in the order they are scripted. # Note: it's recommended to have 5 levels for each path, or the UI will look misaligned. # # path_name = { # crisis_currency = "" # Name of the resource that will be gained by the objectives and used as requirement to unlock levels. # # The resource will need to be defined in common/strategic_resources. # # This resource name will also be used to select the loc strings to be used in the crisis view. # # In cybernetics_l_english there is a block of loc keys that lies under 'CRISIS UI' that can be used as reference # # levels = { # crisis_level_1 # The levels that the player will have to achieve. These are displayed in the Crisis tab. # crisis_level_2 # These are read from common/crisis_levels. # } # # objectives = { # crisis_objective_1 # The objectives that will give a player Crisis Currency when completed. # crisis_objective_2 # These are read from common/crisis_objectives. # } # } 

Authority Swaps (No DLC lock)​

Back in Dev Diary #336 and Dev Diary #337, we detailed some of the Advanced Authorities available to the Cybernetic and Synthetic Ascension Paths in The Machine Age.Authority Swaps (No DLC lock)​
# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "auth_democratic" with extra swaps in it. # WARNING: The extend functionality breaks if you make changes in runtime and will require a restart to work correctly. #auth_example = { # potential = {} # requirements list, see ../readme_requirements.txt # possible = {} # requirements list, see ../readme_requirements.txt # random_weight = { value = 1 } # random weight, no scope; default: 1 # # traits = { trait = tait1 trait = tait2 } # force listed traits on the founder species (only verified for empire designs, no effect after game start) # # has_heir = yes / no # default: no; you can either have a hereditary system (has_heir = yes), or an election system (has_heir = no) # election_type = oligarchic / democratic / none # default: none; oligarchic generate candidates only from leaders in the country # election_term_years = 40 # default: 0 # election_term_variance = 10 # default: 0; actual election term = election_term_years +/- election_term_variance # re_election_allowed = yes / no # default: no # can_have_emergency_elections = yes / no # default: no # max_election_candidates = 5 # default: -1; -1 == no limit # can_reform = yes / no # default = yes, whether you can reform into/out of this government type # ruler_council_position = <> # decides the authority's ruler council position, these are defined in 00_councilors.txt # # has_agendas = yes / no # default: no, replaced with Council Agendas # uses_mandates = yes / no # default: no, replaced with Council Agendas # # advanced_authority_swap = { # To make sure everything is updated correctly after triggering a swap, use  # name = "" # Will also be used to attempt and find an icon from "interface/icons/governments/authorities/" # description = "" # Used to customize the description in the case of a swap # inherit_icon = yes/no # Decides if we should inherit the icon of the original authority # inherit_effects = yes/no # Decides if we should inherit the modifiers from the base Authority and combine it with the advanced authority # ruler_council_position = <> # Used to swap out the ruler council position # trigger = {} # This will decide when the swap to advanced authority type will be made # modifier = {} # The modifiers that are used instead of the authority after the swap, can include the original by using inherit_effects # tags = {   } # Translation tags used for the authority swap # has_heir = yes / no # you can either have a hereditary system (has_heir = yes), or an election system (has_heir = no) # election_type = oligarchic / democratic / none # oligarchic generate candidates only from leaders in the country # election_term_years = 40 # # election_term_variance = 10 # actual election term = election_term_years +/- election_term_variance # can_have_emergency_elections = yes / no # # max_election_candidates = 5 # -1 == no limit # weight = {} # If there are multiple options, the one with the highest weight is picked. Scope: Country # } # # tags = {   } # add these translation tags to the description #} 
As an example, here’s the base Imperial Authority with the Imperial Feedback Advanced Authority obtained via Synthetic Ascension.
https://preview.redd.it/vsstnou2pxxc1.png?width=571&format=png&auto=webp&s=be94cbc825ea0918041bf83d27536babc5a20157
https://preview.redd.it/2q25kub3pxxc1.png?width=559&format=png&auto=webp&s=4153e206029cd096df7186003c3f219c4897d858
auth_imperial = { has_heir = yes has_agendas = yes ruler_council_position = councilor_ruler_imperial possible = { origin = { NOT = { text = origin_legendary_leader_no_gov_change value = origin_legendary_leader_dictatorial } } ethics = { NOR = { value = ethic_gestalt_consciousness value = ethic_egalitarian value = ethic_fanatic_egalitarian } } } country_modifier = { country_leader_pool_size = -1 # Additional modifiers are found in inline_scripts\buildings\on_all_capital_buildings.txt } ### Other Advanced Authorities have been removed for this example advanced_authority_swap = { name = "auth_synth_imperial_physical" description = "auth_synth_imperial_physical_desc" inherit_icon = no inherit_effects = no ruler_council_position = councilor_ruler_imperial_synth trigger = { is_scope_valid = yes has_country_flag = synth_physical } modifier = { planet_jobs_worker_produces_mult = 0.10 planet_pop_assembly_mult = -0.1 custom_tooltip = auth_synth_imperial_physical_tt show_only_custom_tooltip = no } tags = { AUTHORITY_SUCCESSION_TYPE AUTHORITY_HAS_HEIR } } random_weight = { base = 2 } tags = { AUTHORITY_SUCCESSION_TYPE AUTHORITY_HAS_HEIR AUTH_IMPERIAL_CAPITAL_SYSTEM_BONUS } } 
As you can imagine, these function much how tradition swaps function and offer a great deal of flexibility.

Reactive Portraits (No DLC lock)​

Reactive portraits and the paperdoll layering system they use were explained in Dev Diary #342, so here I’ll take the opportunity to showcase how these are handled in script. Using the Cybernetic Elf portrait as an example.
https://preview.redd.it/79fyduu7pxxc1.png?width=1274&format=png&auto=webp&s=3850cf501b3db9e738f5be4eb5a72b11aec49953
PORTRAIT SCRIPT FOR CYBERNETIC ELF FEMALE
cyb8_f = { entity = "cybernetics_01_portrait_08_f_entity" clothes_selector = "cybernetics_clothes_08_f" attachment_selector = "no_texture" greeting_sound = "machineage_portrait_cybernized_08_f" character_textures = { "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_blue.dds" "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_green.dds" "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_red.dds" } custom_close_up_position_offset = { x = -20 y = 260 } custom_close_up_scale = 1.80 portrait_evolution = { evolution_stages = { # cybernetization stages { values = { # stage 1 variant 1 { decal = "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_stage_1_decal.dds" mask = "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_stage_1_mask.dds" } } #leader, pop or species scope (when called with species scope, from subscope can contain a country species related to) trigger = { has_cybernetization_stage_1 = yes } } { values = { # stage 2 variant 1 { decal = "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_stage_2_decal.dds" mask = "gfx/models/portraits/cybernetics/cybernetics_portrait_08_f_stage_2_mask.dds" } } #leader, pop or species scope (when called with species scope, from subscope can contain a country species related to) trigger = { has_cybernetization_stage_2 = yes } } } } } 
SCRIPTED TRIGGERS FOR CYBERNETIC REACTIVE PORTRAITS
#leader, pop or species scope (when called with species scope, from subscope can contain a country species related to) has_cybernetization_stage_1 = { OR = { AND = { is_scope_type = leader OR = { has_trait = leader_trait_limited_cyborg has_trait = leader_trait_ritualistic_implants_cyborg } } AND = { OR = { is_scope_type = pop is_scope_type = species } OR = { has_cybernetic_creed_trait = yes has_trait = trait_limited_cybernetic } } } } #leader, pop or species scope (when called with species scope, from subscope can contain a country species related to) has_cybernetization_stage_2 = { OR = { AND = { is_scope_type = leader exists = owner owner = { is_cyborg_empire = yes } has_trait = leader_trait_cyborg } AND = { OR = { is_scope_type = pop is_scope_type = species } has_trait = trait_cybernetic } } } 
As the reactive system only depends on various triggers, this isn’t required to be linked to an Ascension Path even though that was our intention for it. Additionally, due to the flexibility of scopes allowed for these triggers, reactive portraits can range from generalised customisation to incredible specific (e.g. the Chosen One God-Emperor having a unique mask/decal displayed).

Portrait Sets, Categories and Species Classes (No DLC lock)​

Prior to 3.12, each Species Class had a list of portraits (and conditional portraits) defined, with 3.12 this is changing so that each Species Class will have a defined Portrait Set and that Portrait Set will have a list of portraits and conditional portraits. However, for the purposes of showing portraits in empire creation, there are also Portrait Categories. This system allows us to class the new cybernetic and synthetic humanoid portraits in the Humanoid species class while still adding their own entries in the empire creation screen to showcase the new reactive portraits.
[Visit the Paradox forums for bits of code that go here!]

What’s Next​

The Machine Age will be releasing next Tuesday, and as there are holidays in Sweden next week, our next dev diary (The Art of the Machine Age, Part II) is planned for May 16th.
At 1430 CEST today a bunch of us will be on for a Reddit AMA! (Ask Me Anything) Come ask us stuff!
See you soon!
The Machine Age will be arriving on Tuesday, May 7th, and is available for pre-purchase on its own or as part of Stellaris: Season 08!
submitted by PDX_LadyDzra to Stellaris [link] [comments]


2024.05.02 13:06 donkeydooda 120 playlists I've spent hundreds of hours making! Every genre and mood! Rock/Hip-Hop/Electronic/Alternative/Soul/Blues/Reggae/Pop/etc

Hey people!
I'm an absolute music addict who appreciates all genres, and at the request of some friends at the start of lockdown 2020, started to summarise all music genres I like into catchy long but well culled playlists. Here are all the ones made over the last 4 years for you to hopefully explore subgenres, vibes, artists, etc broken down by main genre-
ROCK
GO WITH THE FLOW - Blues x Rock / 360+ catchy blues-rock songs exploring every corner of the genre
SLUDGE FACTORY - Blues x Hard-Rock / 270+ heavy blues-rock songs with more grinding riffs, sludgier grooves and heavier distortion than the previous playlist.
FEELING ALRIGHT - Reggae x Rock / 210+ songs that can be best described as emulating the more chilled Sublime songs, somewhere in between reggae and soft rock.
TASTE LIKE FUNK - Funk x Rock / 160+ songs to get your groove on to with chicka chicka guitars, slappa da basses with rock umph to your dose of funk
TO THE SEA - Surf/Roots/Jam x Rock / 380+ songs of chilled artists like Jack Johnson, Dispatch, John Butler Trio, Xavier Rudd, etc
STRANGER BY THE MINUTE - Progressive Rock / 170+songs. While prog-rock doesn’t lend itself to playlists, here’s the best that can be done with a collection of the catchiest songs in the genre
STREAM OF CONCIOUSNESS - Heavy Progressive Rock / 170+songs. Heavier sibling to the above playlist.
TWISTED TRANSISTOR - Industrial Rock / 220+songs of grinding mix between electronic and rock creating industrial sounding production and soundscapes
LIVING IN CHAOS - Punk x Rock / A mix of oldschool punk, rebel rockers, more emo punks, Irish punk, heavier pop-punk songs and female punk voices. 230+ songs.
WHAT'S MY AGE AGAIN? - Pop x Punk / A 90/00s pop punk retrospective of 220+ catchy songs from across that scene.
INNOCENT - Pop x Rock / Poppy songs from rock bands and pop songs with soft-rock production for a cathcy, boppy playlist.370+ songs.
IN MY ELEMENT - Alternative Rock / That alternative rock vibe from the 90s onwards240+ songs.
WITH A LITTLE HELP FROM MY FRIENDS - Woodstock '69 / A collection of 110+ of the best songs from the artists at Woodstock'69
EPIC - Stadium Rock / 180+ of the most epic stadium rock songs to blast out of your speakers
ROCK OF AGES - Classic Rock / An attempt to put every rock hit from the 60s, 70s and 80s in one playlist. 600+ songs
RIDE THE LIGHTNING - Classic Metal / Catchy, oldschool metal tunes 170+ songs
FISH OUT OF WATER - Hip-Hop x Hard-Rock / 200+ songs exploring hard-rock that incorporates hip-hop sensibilities like nu-metal, rap metal, etc
SUFFOCATE - Angsty Rock / 240+ songs of angst ridden catchy heavy rock
INDIE & ALTERNATIVE
COMMON PEOPLE - Brit-Pop & Indie Classics < 2010 / 360+ catch all hits station from that 90s and 00s indie-rock sound, especially in the UK.
TASTE IN MEN - Indie Boys < 2010 / 690+ collection of catchy indie songs released before 2010 with male vocalists that aren't included in the previous playlist.
THERE ARE TOO MANY OF US - Indie '10s / 550+ collection of catchy indie songs released between 2010 and 2020
DAYS ARE GONE - 21st Century 80s / 130+ songs from this century with that upbeat synthy 80s vibe
BITTER SWEET SYMPHONIES - Violins of the British Isles / 180+ songs of which 90% are indie-rock, with the rest made of classic rock & pop and trip-hop with prominent violins from bands across the British Isles.
WIRES - Piano x Rock / 200+ songs where bands either added a piano or replaced the guitar for the keys as the lead instrument.
SLEEPWALKERS - Dreamy Indie/Pop / Dream-pop (indie) weaved in between dreamy feeling pop/alt songs. 400+ catchy floaty songs to get lost in.
UNTIL THE SUN NEEDS TO RISE - Indie x House / Dancey indie songs with a dum dum kinda beat mixed with mellow house with instrumentation and interesting layers going on. Catchy and vibey. 220+ songs.
WHITE WINTER HYMNALS - An Indie/Folk Christmas / Majority are original songs in a wintery/christmasy indie/folk style. The covers try to follow the vibe. 130+ songs.
COME AS YOU ARE - Acoustic / 370+ Acousticy songs from every variety of band and genres
NAKED AS WE CAME - Cordless Strings / 190+ songs of low-key acoustic guitar strings, violins, pianos accompanied by vocals
GODS & MONSTERS - Indie Myths & Fables / 100+ indie songs about ancient warriors and demi-gods to fairies and trolls.
NEW SLANG - Cover Versions / Covers that diverge enough from the original. A lot of interesting different takes on classics and newer songs. 250+ songs.
SILKSPUN - Indie Synthage / Synths accompanying indie music 240+ songs.
ELECTRONIC
CAUSTIC STORM – Deep Dark Bass Instrumentals / A playlist with late sunset rave vibes. Not hectic bro-step but deep dark bass in a fusion of dubstep, dub, garage, house and ambient. 180+songs
STORM – Dark Bass Vocals / Vocal sibling of the previous playlist with dark bass production accompanying various styles of vocals. A mix of alternate pop, dubstep, ambient, trip-hop and more general bass music 200+songs
JAH WAR – Sounds of Dread / This can be seen as a conceptual playlist for a Jamaican apocalyptic party (sounds of dread as in the sense of dread but also dreadlocks). But another musical way to look at is as a dancehall/dub/industrial playlist explored mainly through the sonic output of The Bug. 80+ songs.
BODY MOVIN' – 90s Alternative Dance / That alternative dance sound from the 90s where you hear bouncey instruments rather than the synthage of mainstream dance. 130+ songs.
DIESEL POWER – Industrial x Electronic / An energetic playlist of electronic songs with industrial aesthetics and vice versa with loose definitions. There should be a drum, bass or synth hitting you every second. 180+ songs.
BOOM BOOM TAP – Drum & Bass / Mainstream more song structured Drum & Bass 130+ songs.
BASS CANNON – Dubstep / The biggest dubstep songs and other gems from the scene you may have missed 160+ songs.
HYPEST HYPE – Bass Music x Hip-Hop MCs / The absolute most energetic playlist possible: dubstep, drum&bass and other bass music with hype MCs on top. 130+ songs.
MOVING TOO FAST – UK Garage / garage? 2 step? eski beat? Whatever, here be all the good tunes from the British Garage scene. 90+songs.
HIP-HOP
THE BAY - Funk x Hip-Hop / 110+ songs of smooth, slick rhymers from The Bay in San Francisco (or close by) on funky production or bands.
WHAT COOL BREEZES DO - Jazz x Hip-Hop / 210+ songs with very prominent jazzy production, to the point the production is more of a focal point than the vocals.
DREAM BLVD - Sunday Morning Jazz/Hip-Hop / 130+ jazzy hip-hop songs with that mellow sunday morning feeling
BIG TINGS REDONE - Reggae x Hip-Hop / Fusion of reggae beats, production or bands and hip-hop MCs. 130+ boppy tunes
LYNGUISTICS - Blues x Hip-Hop / While this is a blues x hip-hop playlist, it's pretty much explored through the focus of one group: Cunninlynguists. I hope you'll see why with 90+ songs of mellow soulful bluesy production.
BLUEGRASS STAIN'D - Blues-Rock x Hip-Hop / It would be a stretch to call all of the 170+ tracks on here blues-rock, but there is at least bluesy guitar. All hip-hop songs with differing ratios of blues and rock influence to the production.
FLOW FOREVER - Oldskool Hip-Hop / 190+ songs. All the biggest and pioneering artists of the hip-hop game pre-1995
DROP IT LIKE IT'S HOT- Hip-Hop-Hits 1995-2010 / 200+ songs. All the biggest hits from the radio between '95 and '10
CHECK THE RHIME - 90s Alternative Hip-Hop / 210+ songs of alternative hip-hop artists that started their careers in the 90s
YOUNG KINGS & QUEENS - UK Hip-Hop/CHILL / If you're a hip-hop fan who appreciates bars, I'd say you're pretty up to date with the UK scene if you listen to these 190+ chill songs.
SCARE THE SNARE - UK Hip-Hop/HYPE / More aggressive bars and beats on these 170+ tunes. But still no low effort rhymers.
NUTHIN BUT A "G" THANG - Gangsta Hip-Hop / Parental advisory for these 130+ songs exploring the offensive crass corner of hip-hop
STILL DREAMIN - Dreamville Hip-Hop / 140+ songs from J.Cole and his label mates. Mostly a chilled lyrical vibe throughout.
SUNDAY VIBE - Hip-Hop: Super Chill / Super mellow production and MCing vibe to chill to. 140+ songs.
REBIRTH OF SLICK - Hip-Hop: Chill / Chill overall vibe to these catchy songs. 210+ songs.
THE WORDSMITH AND HIS SONS - Hip-Hop: Bop / The more lively boppy bouncey upbeat catchy centre of hip-hop. 330+ songs.
LET THE RHYTHM HIT 'EM - Hip-Hop: Hype / Hype production and hype MCing accompanying these 160+ songs.
OTHER GENRES
DON'T DREAM IT'S OVER - Classic Pop Party / Welcome to a classic pop party with upbeat catchy songs from 60s, 70s and 80s. 390+ songs.
DREAM A LITTLE DREAM OF ME - Classic Pop Chill / Welcome to a classic pop chill with mellow catchy songs from 60s, 70s and 80s. 140+ songs.
SUGA SUGA - Millennial R&B / If you're a millennial, these were all the R&B jams from your childhood. 160+ songs.
LET’S GROOVE - A Trip Down Funkytown / Get your Funk on with this playlist bridging the gap between oldschool funk and the evolution and divergence since. Catchy, boppy, vibey. 280+ songs.
THE BLUEST BLUES - A Trip Down Blues Town / Bridging the gap between oldschool blues classics and the evolution and divergence since. 320+ songs.
SWEET SOUL MUSIC - A Trip Down Soul Town / Pre-90s / The catchiest of soul music before the 90s with all the classics from legends 340+ songs.
FREE ME - A Trip Down Soul Town / Post-80s / A more varied second part to soul including neo-soul, alternative soul, soulful rock, soulful r&b, etc 290+ songs.
GET UP & BOOGIE - Funky Disco / Best of classic funky disco 90+ songs.
THE REVIVAL - Contemporary UK Jazz / Collection of the best of the recent UK Jazz scene 180+ songs.
RIVERS OF BABYLON - A Trip Down Reggae Town / Bridging the gap between oldschool reggae classics and the evolution and divergence since. 320+ songs.
WARM SHADOW – Atmospheric Trip-Hop / 280+ beautiful atmospheric trip-hop songs to dive into.
BIG CALM - Trip-Hip-Hop / 100+ full collection of the best trip-hop songs with MCs instead of ethereal female vocals
FACING EAST – South Asian Beats / A station exploring South Asian music through various beat focused styles that change in intensity as the station plays on 130+ songs.
YIN & YANG – East Asian Beats / A playlist exploring East Asian inspired beats 170+ songs
INSTRUMENTALS
COOL THIEVES - A Sampling of Samplers / 210+ songs. Here we explore turntablism through a chilled instrumental playlist of samplers. Mellow music to work to.
CLOUD ZERO – Ethereal Instrumentals / Ethereal spacey sounding instrumentals from a variety of genres and styles with a kick of bass to keep your attention. 290+ songs.
TRANSITIONS - Post-Rock / 240+songs of atmospheric and/or pretty instrumental songs on the catchier, less droney side of post-rock.
COMFORT ZONE - Jazztrumental Beats / 340+ jazzy songs that are perfect mix of attentive and background for working to
CLOUDS ARE SLEEPING - Ambient Instrumentals / 220+ lo-fi tunes to have in the background for work
MOODS
FEELING ALIVE - Happiness in Sound / Happiest vibe songs from all genres 190+ songs.
BODY MUSIC - Sensual Sonics 1 / Mellow Melodies / Mellow sensual melodies to be heard in your ears and felt through you body with sultry voices and sexy dark bass. Alternative and dark pop genre mostly. 170+ songs.
HARD FEELINGS - Sensual Sonics 2 / Passion Plays / Darker, more intense, more passionate sensuality. 170+ songs.
HEY BABY - Sensual Sonics 3 / Flirty Phonics / Sensual songs with a flirty, fun vibe. 150+ songs
YOU LOOK LIKE RAIN - Cozy Rainy Evenings In / A jazzy/acousticy station for those rainy evenings indoors in the warmth escaping the rainshowers outside. 80+ songs.
BEAUTIFUL THINGS - Pretty x Mellow / Pretty mellow sounds of different genres and styles, mix of vocal and instrumental tracks 230+ songs.
LIFE IS BEAUTIFUL - Pretty Melodies / Pretty less-mellow sounds of an even greater variety of genres and styles, mix of vocal and instrumental tracks 290+ songs.
EVERYTHING'S JUST WONDERFUL - Upbeat & Sad / Songs that the music sounds happy until you start paying attention to the lyrics 120+ songs.
SEASONS IN THE SUN - A Cross-Generational Ode to Sol / Positive vibes from sunny, happy songs from across the generations, with about half pre-90s and half 90s onwards. 180+ songs.
THEMES
BORN TO DIE - The Sounds of Bond / Over 130+ Bond-like songs either in that epic or sultry mysterious vibe.
THE RECLUSE - Lockdown Lyrics / A catchy alternative station of puns for lockdown/covid. No obvious classics you’ll find on other Covid playlists. 100+ songs.
VOODOO - Tribal Drums / Songs focused on tribal sounding drums but not just from tribally-bands. 120+ songs.
RAMBLIN' MAN - Spoken Words / Songs with lyrics said as if talking normally, without melody. 60+ songs.
IT’S ONLY PAPER – No/Mo’ Money, Mo’ Problems / Things are like just stuff man. Who needs them anyway. F that S. There are a lot of pro-materialism/consumerism songs nowadays...here's some balance against all that money and items glorification. 70 songs.
EVERYTHING'S JUST WONDERFUL – Upbeat & Sad / Songs with a happy upbeat vibe but dark or sad lyrics 140+ songs
INTERTIA CREEPS - The Infinite Beat / Songs with a constant beat (drum/synth/bass) as the focal at all times or fading into the rhythym/back in different sections of a song, with a slow escalation on the sound like on an infinite loop 80+ songs
LONDON THUNDER – London's 100 / A 100 songs about London and the spots inside it
EAT, SLEEP, WAKE – A Taste of 2020 / One song from albums from 2020 to act as a jumping point for the year. 150+ songs.
MINILISTS [only 20 songs each]
INDIE BUZZ - Indie vibe songs about bees & honey
TEEN NOSTALGIA ROCK - Reminisce about those teenage days
VIOLENT & FUNKY - Heavy rock songs with a strong dose of funk
POP x DRUM & BASS - Mellow muted drum & bass production mainstream music
EASTMEETSWEST - Indian/South Asian influenced Western Pop & Hip-Hop
DOUBLE MEANING - Songs with lyrics that have two meanings throughout the song
LET THERE BE HORNS - Seemingly random songs with horns
MACHINE GUN - Spitting the rhythm & bass out at bullet speed (Industrial rock & bass music)
HARD-ROCK x BASS - Heavy rock plus bass music
WHILE MY GUITAR GENTLY WEEPS - Wailing crying guitars
LOVE LOVE LOVE - Self explanatory
JINGLE BELLS - Upbeat X-mas songs for a party
OLDSKOOL HIP-HOP: BARS - Best of oldskool hip-hop pioneers
OLDSKOOL HIP-HOP: FUN - Fun mainstream oldskool hip-hop jams
SULTRY SECRET SPY BALL - Sensual mysterious vibe songs extracted from BORN TO DIE
EVIL Hip-Hop - Dark evil beats and lyrics on top
GOLD - Songs about GOLD
JENNIFER CHARLES - Introducing the sexiest sultry voice in music
CONDENSED SERIES - Condensed best-ofs of my longer playlists
LET'S GROOVE - A trip through funk & it's evolution
GO WITH THE FLOW - Blues-Rock Radio!
FEELING ALRIGHT - A catchy fusion of soft-rock and reggae
BODY MUSIC - Mellow sensual songs
SUNDAY MORNING SERIES - Mellow sunday morning vibes to relax to
SUNDAY MORNING JAZZ
SUNDAY MORNING BLUES
SUNDAY MORNING FUNK
SUNDAY MORNING JAZZ/HIP-HOP
SUNDAY MORNING CHILLTRONIC
CALIFORNIA SERIES - Songs about California
CLASSI-CAL - Oldschool songs
INDIE-CAL - Indie songs
PARTY-CAL - Energetic upbeat songs
They're all made by me over hundreds of hours so I hope you enjoy. I think there's should be a playlist for almost everyone! Any feedback is much appreciated!
submitted by donkeydooda to makemeaplaylist [link] [comments]


2024.05.02 13:02 just_a_sand_man Great Person Monopoly

Recently I wrote a post asking if anyone had ever claimed all great people in a game. To my surprise, no one had - so I did.
The rules: claim the first great prophet and all other great people in a game before victory.
As you can’t claim more than one great prophet, this is as close as you can get to a total monopoly.
Since I trialled this on settler difficulty I also limited myself to not taking any opposing cities by force, although loyalty flips were play on.
Even on settler difficulty, this was a very hard challenge, but also really fun and rewarding.
If you want to figure it out yourself stop reading here, otherwise this is how I did it:
Settings: Pangea map, abundant resources, high rainfall. No special modes enabled.
Civ: Brazil - bonuses towards faith generation and great people of all kind and refunds when earning great people. Easy pick.
Strategy: Early game - scout, scout, settler, holy site, settler, oracle.
Early scouting is key so you can find everyone early to know what districts they are building, and where they are. Then getting some other cities going and critically getting Oracle is an absolute must.
Usually from here I am targeting Pingala in my oracle city and not building more settlers here, so I can get population up max districts. Don’t waste district spots on buildings that don’t make great people in the pingala/oracle city.
Scientists are usually the next highest demand, so getting campuses up quick and running research grants. Then harbours and encampments. Even on Pangea someone tries to build a harbour and you can’t do much once they do. So having two coastal cities with great lighthouse and coloses is usually enough there. The encampment can be competitive, but fairly easy to build up.
Next is theatre squares, great library and pumping theatre square festivals. Markets and industrial sites can wait a while.
In the early game, because I am playing as Brazil I aim for sacred path, work ethic, Theology and Reformed Church to max out faith production. With a holy site in every city with at least +3 adjacency, with +12 possible before bonuses. You need to keep lots of faith on hand to rush purchase GP at competitive points.
The final part of the strategy is to rush horseman and light cavalry units and get them promoted with pillage. If you need to declare war and pillage to save the race, have fun!
Then it’s just building districts and keeping an eye on the scoreboard. For each era there will be 3-4 great people at the same cost, so you’ll need to earn 4 times the number of points before the next era bumps the price up.
I got tripped up with Charles Darwin as he actually costs more than the two scientists after him (1150 versus 750) so when I recruited him the next person was already over the threshold for the next two scientists. Fortunately I had 11,000 faith on hand.
TL;DR - great people monopoly challenge is a great puzzle to solve!
submitted by just_a_sand_man to civ [link] [comments]


2024.05.02 13:02 just_a_sand_man Great Person Monopoly

Recently I wrote a post asking if anyone had ever claimed all great people in a game. To my surprise, no one had - so I did.
The rules: claim the first great prophet and all other great people in a game before victory.
As you can’t claim more than one great prophet, this is as close as you can get to a total monopoly.
Since I trialled this on settler difficulty I also limited myself to not taking any opposing cities by force, although loyalty flips were play on.
Even on settler difficulty, this was a very hard challenge, but also really fun and rewarding.
If you want to figure it out yourself stop reading here, otherwise this is how I did it:
Settings: Pangea map, abundant resources, high rainfall. No special modes enabled.
Civ: Brazil - bonuses towards faith generation and great people of all kind and refunds when earning great people. Easy pick.
Strategy: Early game - scout, scout, settler, holy site, settler, oracle.
Early scouting is key so you can find everyone early to know what districts they are building, and where they are. Then getting some other cities going and critically getting Oracle is an absolute must.
Usually from here I am targeting Pingala in my oracle city and not building more settlers here, so I can get population up max districts. Don’t waste district spots on buildings that don’t make great people in the pingala/oracle city.
Scientists are usually the next highest demand, so getting campuses up quick and running research grants. Then harbours and encampments. Even on Pangea someone tries to build a harbour and you can’t do much once they do. So having two coastal cities with great lighthouse and coloses is usually enough there. The encampment can be competitive, but fairly easy to build up.
Next is theatre squares, great library and pumping theatre square festivals. Markets and industrial sites can wait a while.
In the early game, because I am playing as Brazil I aim for sacred path, work ethic, Theology and Reformed Church to max out faith production. With a holy site in every city with at least +3 adjacency, with +12 possible before bonuses. You need to keep lots of faith on hand to rush purchase GP at competitive points.
The final part of the strategy is to rush horseman and light cavalry units and get them promoted with pillage. If you need to declare war and pillage to save the race, have fun!
Then it’s just building districts and keeping an eye on the scoreboard. For each era there will be 3-4 great people at the same cost, so you’ll need to earn 4 times the number of points before the next era bumps the price up.
I got tripped up with Charles Darwin as he actually costs more than the two scientists after him (1150 versus 750) so when I recruited him the next person was already over the threshold for the next two scientists. Fortunately I had 11,000 faith on hand.
TL;DR - great people monopoly challenge is a great puzzle to solve!
submitted by just_a_sand_man to civ [link] [comments]


2024.05.02 13:02 EarBlind "Master-" and "Slave-knowledge"... Just hear me out...

I'm sure people are getting tired of this subject but I swear the other guy (SnowballtheSage) was onto to something when he started this, even if I think his execution was flawed. I don't have any concrete conclusions yet but I do have what I think are some interesting considerations. The basic idea is that what defines “slave-knowledge” is as “slave-knowledge” is its tendency to push individuals towards mindless “industriousness” and a sense of alienation from one’s own life. This is opposed to “master-knowledge,” which is defined by its tendency to promote the feeling of power and the ability to pursue self-development. I’ll be exploring what that means to the best of my ability, but remember I’m nowhere near a final destination where this is concerned.
I think a key problem with the previous discussions was there were no meaningful distinctions drawn between (a) what can properly be called "knowledge" per se, as opposed to any number of other conscious activities, and (b) what criteria would have to be met for a piece of "knowledge" to be subcategorized as "master-" or "slave-knowledge." So long as we establish some clear parameters, I believe there is at least a strong possibility of useful concepts being pulled out of these considerations. To that end, I'll be taking the following to be axiomatically true throughout (feel free to disagree with any or all of these, they’re only “frog’s perspectives” anyway):
(1) “Knowledge” will be provisionally taken to mean “the theoretical or practical understanding of a subject.” Any kind of conditioned / trained response, behavior, or habit will only be considered “knowledge” insofar as it has to do with skill acquisition – e.g. “I know how to drive a car.” An acquired moral attitude or emotional response – e.g. “the child saw his parents react fearfully to wolves; now he’s afraid of wolves,” or “I was taught to value struggle” – will not be considered.
(2) Any definition of "master-" or "slave-knowledge," on pain of being arbitrary, must not be reducible to mere convention: e.g. "cooking / cleaning is woman's work." If a "master" can participate in some particular activity or knowledge without being any less of a "master," even if that activity or knowledge is highly correlated with subordinated or oppressed classes of people, then it cannot be classified as "slave knowledge" per se. Think, for example, of the Roman solider who repeats "Cleanliness is next to godliness" as he cleans his equipment and tidies his post.
(3) Any definition of "master-" or "slave-knowledge," on pain of being arbitrary, must not be reducible to what is merely accidental — that is to say, inessential to being "master" or "slave" — e.g. "the sky is blue," or "the slave knows where the plates are kept."
(4) We cannot mix up actual master / slave dynamics with Nietzsche's conceptual “master / slave” dynamics.There is a reason I keep putting “master” and “slave” in "quotation marks": I am denoting the technical manner in which Nietzsche uses those terms. A "master" in Nietzsche's terminology refers to a personality type — a kind of warrior / hunter / conquistador. An actual master can be that any or all of those things, but they could just as easily be a fat, lazy, cowardly individual with absolutely no propensity for physical or psychological strength. As such, discussion of real world behavior of slaves and masters are not necessarily relevant to Nietzsche’s “master” and “slave” typology or its related concepts.
In order to move forward effectively I believe that we need to keep these distinctions front of mind.
With that out of the way, let’s get into it…
Slave-Knowledge” and Alienation…
In the original post …
https://www.reddit.com/Nietzsche/comments/1ca722o/a_masters_knowledge_and_a_slaves_knowledge/
…OP u/SnowballtheSage offered a possible example of what slave-knowledge might look like:
A slave's knowledge, on the other hand, of course, involves activities such as cooking and cleaning.
This example provided little insight into the concept, however, as it is not obvious what about these activities are “slavish” beyond a generalized, conventional association with subordinated classes. As u/I-mmoral_I-mmortal showed, quoting Nietzsche himself, the notion of “slavishness” does not deal with conventional associations but rather with qualities that are intrinsic to the “slave” as a type of human experience:
The revolt of the slaves in morals begins in the very principle of resentment becoming creative and giving birth to values—a resentment experienced by creatures who, deprived as they are of the proper outlet of action, are forced to find their compensation in an imaginary revenge. While every aristocratic morality springs from a triumphant affirmation of its own demands, the slave morality says "no" from the very outset to what is "outside itself," "different from itself," and "not itself": and this "no" is its creative deed. [Genealogy, First Essay, §10]
Following this, I-mmoral_I-mmortal also rightfully points out that there is nothing about these forms of labor that, in and of themselves, can be taken to indicate a “slavish” nature:
A chef or a cleaner can still positively affirm their life.
Yes, a chef or a cleaner certainly can affirm their life through their work – and the knowledge that goes with it. But what about a line cook?
Unlike chefs or the traditional /conventional role of women in the kitchen – who have complete control of their kitchen (you might say she has seized the means of production), and therefore are involved in every step of of the process – the line cook is more like an assembler on a factory line. He is given enough knowledge to fulfill his function effectively, but not necessarily enough to see how the whole picture fits together, which is needed if one wants to be creative themselves. As such his work-knowledge is more "atomized" than the chef’s or the home cook’s, and therefore of a fundamentally different nature – perhaps an inherently "slavish" nature. For those of you who are familiar with Marx’s theory of alienation, particularly regarding the worker’s alienation from their labor, a certain degree of overlap might be visible here. For those who are unfamiliar (such as myself), a brief summary:
The second aspect of alienation, alienation from the activity of labour, means that in labouring I lose control over my life-activity. Not only do I lose control over the thing I produce, I lose control over the activity of producing it. My activity is not self-expression. My activity has no relation to my desires about what I want to do, no relation with the ways I might choose to express myself, no relation with the person I am or might try to become. [https://www.yorku.ca/horowitz/courses/lectures/35\_marx\_alienation.html\]
Not only do these concepts give us insight into what "slave knowledge" might look like, they also tie in nicely with Nietzsche's critiques of scientific knowledge – being too atomized, lacking any creative whole or unification or “style” – as well as his distinction between the philosopher, who is creative and great, and the scholar, who is a merely useful collector, compiler and categorizer of the disparate and small.These are forms of labor – sometimes, in the case of the scholar, labor that is directly related to the pursuit of knowledge – which are unfulfilling because they are disconnected from our lives. The knowledge which is involved in this labor is alienated from us (or, to used u/SnowballtheSage’s word, “dissociated”)…
https://www.reddit.com/Nietzsche/comments/1cfuwb5/on_the_affirmation_and_negation_of_life/
…Unlike the knowledge wielded by artists and philosophers, the knowledge which is involved in these alienated forms of labor – what we might call “slave knowledge” – does not serve really the person who possesses it. It is a perversion of the normal relation between knowledge and knower – namely, that the knowledge is an extension of the knower. In the case of “slave knowledge,” the knowledge is an extension of the “slave’s” subservience:
Alienation from my life-activity also means that my life-activity is directed by another. Somebody else, the foreman, the engineer, the head office, the board of directors, foreign competition, the world-market, the very machinery I am operating, it/they decide what and how and how long and with whom I am going to act. Somebody else also decides what will be done with my product. […] As a result I relate to my own activity as though it were something alien to me, as though it were not really mine, which it isn’t. […] My activity becomes the activity of another. [https://www.yorku.ca/horowitz/courses/lectures/35\_marx\_alienation.html\]
As u/SnowballtheSage pointed out, “Aristotle describes the slave as the tool of someone else.” A “slave’s knowledge” is the kind of knowledge that keeps the knower a tool – a sharp tool, but still only ever a tool. It does not empower one to become the craftsman. As Nietzsche said himself:
If one wants an end, one must also want the means: if one wants slaves, then one is a fool if one educates them to be masters. [Twilight, “Skirmishes,” §40]
It is easy to see why people who live too long in the shadow of such knowledge might prefer to run from the world – if this is all they know of it – or, if there is nowhere to run (or if they just happen to be particularly bitter or spiteful) why they want to take revenge against it.
Master-Knowledge” and Leisure…
Our discussion of what “slave-knowledge” might be gives us a pretty good idea of what “master-knowledge” should be. Instead of atomized, “style-less,” passive and coerced (knowledge that keeps you a tool), “master knowledge” should be active, creative, a unity of “style” imposed on disparate multiplicity. In other words, knowledge that prepares one to be the craftsman of one’s own life. But what exactly does that look like?
It is easy enough to imagine Spartans preparing for war and list whatever skills and lessons they are learning as “master-knowledge,” but this approach inevitably boils down to convention and mere association. War is a craft, but it’s not the only craft. In his original post, u/SnowballtheSage takes a stab at an answer which I think is instructive:
The ancient Greek nobles […] were sending their children to the gymnasion. There, they learned about the anatomy of their body and how they could execute different movements. They were coordinating what we today call the mind with their body.
Of course the idea suggested by the literal reading of this claim – that “master-knowledge” is reducible to some sort of mind-body connection – is not much use to us, unless the highest form of knowledge in our scheme is mastery of the clean-and-press. Yet for me this claim suggests a useful analogy which links the idea of the mind-body connection with the idea of knowledge which is meaningfully grounded in our lives. Elsewhere, SnowballtheSage compares a modern, half-hearted affirmation of life with looking a river from a distance and saying “that’s nice,” whereas a true affirmation would be learning to swim in it. I propose that “master-knowledge” would be knowledge which is similarly fulfilling of and grounded in our actual lives as we live it, and, because it this, both serves and affirms that life. The "Yes” is expressed in the conscious embrace of the doing. The kind of activity which is involved with this knowledge is the kind I described above: creativity, “style,” the imposition of unity upon disparate multiplicity, the opposite of a “slave’s” activity. Mastery of one’s mind and one’s body through sport, dance, the skills of warfare, art, philosophy, science, and so on... all of these are potential avenues for “masterly” activity. In short, “master-knowledge” is the kind of knowledge which results in self-development – that is to say, in the intentional development of one’s will, i.e. one’s personal capacity for and feeling of power.
Contrast this with a “slave knowledge,” the power generated by which seems to be reaped by everyone but the “slave.” Note also the apparent lack of purpose in the “master-knowledge” beyond the sake of the “master’s” growth. There is seemingly no trace of need anywhere in it, whereas the “slave’s” alienated knowledge is seemingly concerned with nothing but need:
The only relation that the activity has with me is that it is a way of filling my belly and keeping a roof over my head. My life activity is not life-activity. It is merely the means of self-preservation and survival. In alienated labour, Marx claims, humans are reduced to the level of an animal, working only for the purpose of filling a physical gap, producing under the compulsion of direct physical need. [https://www.yorku.ca/horowitz/courses/lectures/35\_marx\_alienation.html\]
This aspect of compulsion and coercion is absent for the “master.” A running theme throughout Nietzsche’s work is his distaste for the modern preoccupation with the concept of self-preservation – especially prominent in Spinoza and Darwin but noticeable everywhere. These thinkers, Nietzsche believed, focused on self-preservation so much because life was something they suffered from. People of ignoble quality learned to value “industriousness” and speed out of need. Nietzsche complained often of the modern man’s tendency to always be in a hurry. Nobles, on the other hand, could afford to move slowly, and so they learned to value leisure – not “leisure” in the sense of doing nothing, but “leisure” in the sense of free time which could be dedicated to self-development as opposed to mere self-preservation. Indeed it was an ancient Greek truism, agreed upon by everyone from the Spartans to Aristotle, that a man who had no time for anything but work was incapable of philosophy. The ability to choose, to plan, to decide based solely on own will, produces the feeling of power over one’s life. For some this was the primary argument in defense of having slaves in the first place: if others could be forced to do the work, it gave one access to “leisure.” From this principle we can add an addendum to our previous statements about what “master-knowledge” is, namely: it is the knowledge that enables one to create this kind of “leisurely” condition for oneself – and many cultures it was believed that this included having and managing slaves, slaves who were in many cases intentionally deprived of said “leisure.” (ADDENDUM: For an example of an actual slave who was afforded "leisure" and used it to produce great works, read the works of Seneca.)
While such “leisure” and self-development often lent themselves to achieving worldly ends, Nietzsche believed that a greater expression of “masterly” knowledge was found those activities which served no ends at all, and the greatest of all these was philosophy. As he once put it:
[…] granting that one is a person, one has necessarily also the philosophy of one's personality; there is, however, an important distinction here. With the one it is his defects which philosophize, with the other it is his riches and powers. The former requires his philosophy, whether it be as support, sedative, or medicine, as salvation, elevation, or self-alienation; with the latter it is merely a fine luxury, at best the voluptuousness of a triumphant gratitude, which must inscribe itself ultimately in cosmic capitals on the heaven of ideas. [Gay Science,“Preface to the Second Edition,” §2]
With this we may write one final addendum to our previous considerations: Historically speaking, “master-knowledge” has involved intentional acts of conquest for the purpose of reducing others to tools, for no other reason than to fulfill the conqueror's drive to revel in the feeling of power and to posses the “leisure” necessary to fully develop their will. In such cases, the “disparate multitude” having "style" imposed on them was the people -- a feat achieved through coercive means for selfish ends. But these acts were ennobled, in Nietzsche's eyes, to the degree they made the people feel that WE could conquer the world and write our name in the stars.
Some final thoughts concerning “knowledge” and Nature vs Nurture…
Some parts of these considerations, particularly those concerning the “slaves,” seem to be more concerned with the environment or conditions under which the individuals are living, rather than any intrinsic qualities within the individuals themselves. This impression needs to be scrutinized. Although Nietzsche would not deny that things such as culture, material conditions, upbringing and so on *matter,* he was no Blank Paper Theorist. Nietzsche's little "state of nature" thought experiment, the Genealogy, is about the "master" conquering the "slave" because he was stronger — that is to say, the "master" was in some way fundamentally different from the "slave." In real life, master / slave dynamics are often about people who are more or less equals except for who their parents are and how they're treated as a result. This is precisely not what Nietzsche's account of “master” and “slave” is concerned with.
For Nietzsche, "master" and "slave" characteristics ("knowledge" or otherwise) are expressions of underlying physiological traits (nature) even more so than the consequence of personal experience or education (nurture). These terms denote what Nietzsche saw as fundamental aspects of the human experience as much as the particular expressions and evolutions of those aspects we have come to know through history. A “master” and a “slave” could not have become who they are in Nietzsche's eyes by virtue of something as arbitrary as birthright. We must apply this principle to our understanding of “master-” and “slave-knowledge” as well if it is to have any hope of being cogent.
Exactly how this would all fit together I am unsure. However I think there is are interesting clues in Nietzsche’s early notebooks, particularly *KSA,* Notebook 19 (see *The Complete Works of Nietzsche,* vol. 11). In these notes, Nietzsche routinely argues that plants see the world as a plant, that humans see the world as human – that indeed the philosopher task is the “metamorphosis of the world into human beings” (KSA 19 [237]) – and that “knowledge” itself “is nothing but operating with the most favored metaphors, thus an imitation that is no longer felt to be an imitation” (KSA 19 [228]). The exact meaning of these claims will take a considerable amount of time for me to nail down, but at the moment it seems to suggest that all “knowledge” involves projection and anthropomorphism. All truth, even scientific truth, “is ultimately a sum of anthropomorphic relations” (KSA19 [237]). If we extend this principle to “masters” and “slaves,” then it follows that just as a “plant” sees the world as a “plant,” and a “human” as a “human,” then a “master” would necessarily see the world – all of Nature itself – as a “master.” And the same would hold true for the “slave.” If this is so, then the truth of the world is in some fundamental way being not only interpreted but written by the active psycho-physiological drives within us all – including, but perhaps not limited to, the “masterly” and “slavish” drives. Exactly what consequences this would have, if any, for a holistic interpretation of Nietzsche’s work, I do not know. But it’s interesting to consider…
P.S. There’s also a bunch of stuff in there concerning the need to place a “limiting principle” on the pursuit of knowledge, usually via art and philosophy. I’m sure that also has a part to play in all this, but I’m at the end of my rope here.
submitted by EarBlind to Nietzsche [link] [comments]


2024.05.02 12:30 FappidyDat [H] TF2 Keys & PayPal [W] Humble Bundle Games (Also Games From Past Bundles), Bad Rats

Notes:
 
I pay with the following:
TF2 & PayPal
 
I BUY HB Games with TF2 with PayPal Currently Active Humble Bundle?
7 Days to Die 0.8 TF2 $1.56 PP -
A Little To The Left 2.1 TF2 $3.98 PP -
Alien: Isolation 1.5 TF2 $2.93 PP -
Aliens: Fireteam Elite 1.4 TF2 $2.69 PP -
Arma 3 4.2 TF2 $7.95 PP -
Assetto Corsa Ultimate Edition 1.9 TF2 $3.56 PP -
Automobilista 2 1.6 TF2 $3.03 PP -
BIOMUTANT 1.4 TF2 $2.75 PP -
BROFORCE 0.8 TF2 $1.46 PP -
Baldur's Gate II: Enhanced Edition 0.8 TF2 $1.43 PP -
Baldur's Gate: Enhanced Edition 0.8 TF2 $1.44 PP -
Barony 2.6 TF2 $4.9 PP -
Barotrauma 3.8 TF2 $7.26 PP -
Batman - The Telltale Series 1.3 TF2 $2.43 PP -
Batman Arkham Collection 1.1 TF2 $2.08 PP -
Batman: Arkham Origins 0.6 TF2 $1.21 PP -
Batman™: Arkham Knight Premium Edition 1.0 TF2 $1.83 PP -
Bayonetta 0.7 TF2 $1.34 PP -
Beyond Two Souls 1.7 TF2 $3.31 PP -
Blasphemous 1.4 TF2 $2.69 PP -
Bloodstained: Ritual of the Night 0.5 TF2 $0.91 PP -
Borderlands 3 Super Deluxe Edition 4.9 TF2 $9.36 PP -
Borderlands 3 3.1 TF2 $5.88 PP -
Borderlands: The Handsome Collection 3.0 TF2 $5.73 PP -
Builder Simulator 0.4 TF2 $0.78 PP -
Celeste 0.8 TF2 $1.57 PP -
Chernobylite Enhanced Edition 0.9 TF2 $1.78 PP -
Cities: Skylines 2.2 TF2 $4.18 PP -
Code Vein 1.2 TF2 $2.26 PP -
Conan Exiles 2.5 TF2 $4.79 PP -
Contractors 2.9 TF2 $5.56 PP -
Control Ultimate Edition 2.6 TF2 $4.85 PP -
Crusader Kings III 4.4 TF2 $8.38 PP -
DARK SOULS™ II: Scholar of the First Sin 4.8 TF2 $9.15 PP -
DEATH STRANDING DIRECTOR'S CUT 4.4 TF2 $8.34 PP -
DRAGON BALL XENOVERSE 2 2.3 TF2 $4.44 PP -
Dark Souls III 7.2 TF2 $13.74 PP -
Dark Souls III: Deluxe Edition 9.9 TF2 $18.86 PP -
DayZ 10.6 TF2 $20.07 PP -
Dead Island - Definitive Edition 0.8 TF2 $1.52 PP -
Dead Island Definitive Collection 0.9 TF2 $1.72 PP -
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2024.05.02 11:59 Trick_Minimum3190 Grading the Voices of 10 Women in Pop Music (Written in 2011)

Grading the Voices of 10 Women in Pop Music (Written in 2011)
Please keep in mind this was written 13 years ago, it's just for laughs, it's subjective, and extensive research & listening to each woman's voice & catalogue was done before finalizing the list...
FIRST GLANCE SELF-EDIT:
  • If this list were done today, Beyonce would 100% be placed above Adele and their grades would be switched.
  • In 2011 and in 2024, I stand by the fact that MC is a contralto, or as she likes to identify herself, "an alto".
  • Please don't leave comment saying vocal classifications are only for opera singers and cannot be given to contemporary singers -- this is just for fun.
  • Please don't tell us that "alto" is not a vocal classification...it's annoying and you know very well what is meant when someone calls someone an "alto". Nowadays, the word “alto” is a general term used to describe a lower female voice rather than a specific vocal category. Chorus music usually calls for an “alto” part for voices with a strong middle and lower register, but there’s no real separate alto voice type in Western music. If you hear someone say, “She’s an alto,” what they really mean is that the singer is a mezzo-soprano or a contralto.
  • Please don't get offended...again, it's just for fun! LOL
*********************************************************************************

Ranking the Voices of 10 Women in Pop (Written in 2011)

📷
When it comes to sports, athletes are broken down and ranked according to their stats so that fans can contrast, compare and build fantasy leagues. So why not do the same for singers?
This post examines 10 women in pop music and breaks them down according to their vocal abilities. This is perfect as material for stan wars or just good background info for the less rabid pop music fan.
📷

Mariah Carey

Vocal type: Alto (Contralto) or Soprano Sfogato (a contralto or mezzo-soprano who is capable -- by sheer industry or natural talent -- of extending her upper range up to the whistle register and encompassing the coloratura soprano tessitura).
Vocal range: 5.2 octaves 1 semi-tone G2: "You're So Cold" – F#7: "Mine Again" G#7: "Emotions" live @ MTV Awards in 1991
Longest note: 20 seconds "Lead The Way"
Vocal strength: Mariah is a master of intricate melismas, the unique singing technique that extends a word or syllable with a plethora of different notes from various octaves (i.e. the verses in “Heartbreaker”). It's a style of singing that she used extensively on Butterfly. Arguably the most skilled technical singer of her generation and the one after, Carey's ear for pitch is uncanny, boasting skillful transitions from octave to octave within the space of a word. Carey is the quintessential musician, possessing a type of authoritative control over her instrument most singers only dream of. Ranging from a rich lower register, to a full yet earthy mid range, to an airy and cloudy super head voice that envelopes the eardrums---Carey can do it all.
The awe-inspiring thing about Carey is her constantly evolving timbre, which changes with each album, making every recording instantly identifiable to the era in which it was recorded. And let's not forget her secret weapon, the whistle register. The piercingly high register Carey possesses has made her voice famous and she has the ability to enunciate clearly in the whistle register. Mariah Carey's brilliant voice deserves to be studied and is the encyclopedia all aspiring singers should reference.
Vocal weaknesses: Over time her high chest belts have become thin and lacks the bellowing power from her youth. Lower register, when not rested sometimes comes off as strained and leathery but still equally emotive.
Overall grade: A
Recommended listening: “Melt Away”, “The Roof”, "Vision of Love" and “Stay the Night”
📷

Adele

Vocal type: Contralto
Vocal range: 3 octaves 2 notes C3-D6
Vocal strengths: Full bodied belts that maintain clarity with baleful undertones. Adele's melodic voice metaphorically resembles a thunderous, rainy day -- ominous yet captivating. The boom from the sheer power of her vocals alone is enough to knock over even Mike Tyson. Adele's full-voiced belts are dark and heavy, dripping with tear-stained emotion while never losing clarity or bravado. She has an incredible knack for quickly delving into a head voice inflection then reverting back to her full-voiced comfort zone that tantalizes the senses...goosebumps are inevitable. Adele, the "golden-voiced" ambassador from the land of tea and crumpets, has brought back powerhouse soul singing to the States. Well, at least pop radio specifically. And for that, we thank her.
Vocal weaknesses: ...
Recommended listening: “Hometown Glory”, “Turning Tables”, “Rumor Has It”
Overall grade: A
📷

Beyonce

Vocal type: Mezzo Soprano
Vocal range: 3 octaves 1 note B2: “Disappear” - E6 “Happy Face”
Longest note: 14 seconds “Flaws and All” (Live)
Vocal strengths: Breath control, breath control and breath control! Mathew Knowles' drill sergeant mentality for training Beyonce as a performer paid off as she is one of a select few who can sing full-out and dance at the same time. Try to sing “Bugaboo” and dance at the same time...just try it. Exactly, it's hard! Beyonce shines as a vocalist when it comes to impeccable timing, fast melismas and appropriate use of vibrato. She is probably the best all-around-singer of her time, earning high scores in almost every category. Decorating her recordings with grunts, growls and ferocious attitude, there is no contemporary singer that sings with as much unadulterated force as Beyonce. Credited for adapting the fast style of singing with Destiny's Child and making it mainstream, she is a highly skilled staccato singer -- so much so her flow often imitates that of a rapper (i.e. “Run The World (Girls)”).
Vocal weaknesses: Beyonce's range, while wide, is not as controlled as her loyal legion of fans would lead you to believe. When she dips into her lower register her voice loses clarity and the higher she belts past C#5, the shriller and thinner her voice becomes.
Recommended listening: “Ave Maria”, “Save the Hero”, “1+1”
Overall grade: B+
📷

Christina Aguilera

Vocal type: Spinto Soprano
Vocal range: 4 octaves G3 – C7
Longest note: 19 seconds “At Last” (Live)
Vocal strengths: Unbridled power and an impressively wide range. Developed lower octaves, full mid register with a new hint of experienced rasp, and a bright upper register. Capable of hitting and sustaining high notes for long amounts of time with or without vibrato. Ability to go there, undeniable blue eyed soul.
Vocal weaknesses: Attacks songs too aggressively, throaty chest belts are hollered instead of sung. There is no evidence of overall vocal control, specifically with belts and head voice (Christina has never sung in the whistle register, she imitates it with her head voice). Does not know how or when to reign in her over-the-top instrument, therefore resulting in scratchy belts. Plagues recordings with excessive riffs, runs and flourishes that take away from melody and the meaning the lyrics are meant to convey. Prefers to impress rather than express. Unlike Mariah or Beyonce, Aguilera's melismas are often disconnected from the core melody of the song, coming off as forced and trite. With Aguilera, less is always more.
Recommended listening: “Hurt”, “Birds of Prey”, “Stronger Than Ever”
Overall grade: B, but could be so much higher if not for that pride. Aguilera's case is frustrating because she is fully aware of where improvement is needed, yet she chooses to sing her way (the wrong way), even going as far to suggest contestants on The Voice adopt her harmful approach.
📷

Lady Gaga

Vocal type: Contralto, though earlier recordings suggest Mezzo-Soprano
Vocal range: 2.4 octaves (surprised?) Highest note: B5
Vocal strengths: Overwhelming expression, instinctive vocal phrasing, '80s rock reminiscent chest belts and animalistic vocal ticks. Ability to stretch her limited vocals to the max, thanks to professional and classical voice training, thus giving the illusion that she's a better singer than she actually is.
Vocal weaknesses: Limited vocal range, high chest belts lack clarity, head/falsetto voice is almost non-existent in studio recordings. Her thick, catarrhal timbre often mimics power when in reality there isn't really much power there to begin with. While her studio recordings and live showing display impressive vocals, especially the belts, she's often treading safely in her mid-range hitting the same “three” notes repeatedly. Don't expect any jaw dropping, melismatic showcases from this Princess of Darkness.
Recommended listening: “Speechless”, “Teeth”, “Born This Way" (Acapella)
Overall grade: B-
📷

Katy Perry

Vocal type: Mezzo Soprano
Vocal range: 3 octaves, 4 notes and 1 semitone; D#3 - C7
Vocal strengths: Power belter with vibrato and a lush upper register including falsetto. Can hit and sustain loud chest belts. Excellent stacatto singer.
Vocal weaknesses: A decent enough voice but rough around the edges. Perry often sings off-key and flat, lacks rhthymic fluidity in vocals and phrasing, and has the tendancy to sound icy.
Recommended listening: "Ur So Gay", "Mannequin", "Circle the Drain"
Overall grade: C+
📷

Rihanna

Vocal type: Contralto
Vocal range: 3 octaves A2-A5
Longest note: 8 seconds “Hate That I Love You”
Vocal strengths: Although Miss Fenty does not have a classically powerful voice, she has an incredibly unique voice, particularly her velvety lower register. With a one of a kind tone, there is absolutely NO ONE that sounds like Rihanna. That exotic accent of hers doesn't hurt either. Rihanna's full chest belts have improved drastically from the start of her career, now exuding a gleeful confidence in which she seems to be saying, “I know I'm not the greatest singer, but I love to sing, so I'm gonna sing!” Like Britney, it's her timbre and diction that overshadows the lacking technical aspect of her vocal performances, thus creating a voice that's subjectively likable. Fortunately for Rihanna, a lot of people like it, like it!
Vocal weaknesses: Mid-register falsetto are sung from the head instead of diaphragm. Heavy vibrato sounds more "goat-ish" than musical. What technique she does have, Rihanna sometimes executes poorly, resulting in a lazy drawl -- sounding weak and uneasy. Uptempos are also sometimes recorded in a deliberate nasal whine that grates the ear (i.e. "Who's That Chick?”), which begs the question: Is she literally holding her nose?
Recommended listening: “Cold Case Love”, “Man Down”, "Fire Bomb" and “California King Bed”
Overall grade: C+
📷

Britney Spears

Vocal type: Naturally a contralto but commercially she's classified as a soubrette.
Vocal range: 2 octaves 2 notes A5: “Blur” – E3: “Toxic” G5: mimicking an opera singer
Vocal strengths: What she lacks in technicality and power she makes up for in tone and the ability to play any part, vocally, a song calls for. Spears is not a singer in the classical sense of the word (though at the start of her career she was on that path). She is a vocal actress, capable of transforming her weak yet iconic voice into any particular role. Whether it's a babyish coo, a bratty nasal whine, reedy and deep or a girlish hiccup -- each is dynamically different from the other, yet still Britney. It's her timbre and distinctive enunciation that set her apart from the gaggle of legitimately vocally talented pop stars -- the girl put a “h” in her pronunciation of “baby” in “Unusual You”...and it worked! Simply put Spears can adjust and distort her voice in so many ways she is undoubtably the ultimate producer's muse.
Vocal weaknesses: Years of smoking, improper technique, poor breath control and lack of practice have rendered Spears as one of the poorer vocalists of her generation. Budding with enormous potential at the start of her career, Jive opted for that nasally voice heard on ...Baby One More Time. By her fourth album Spears vocal strength had clearly diminished and her belting stopped altogether, relying heavily on post production tricks like auto-tune and protools. An unfortunate crutch that has stunted any further vocal growth or development. Femme Fatale's co-executive producer Max Martin, commented, "When we do songs, there's kind of a nasal thing. With NSYNC and the Backstreet Boys, we had to push for that mid-nasal voice. When Britney did that, she got this kind of raspy, sexy voice".
Recommended listening:Luv the Hurt Away”, “Don't Hang Up”, "I Run Away" and “Baby Boy (unreleased demo)”
Overall grade: C
📷

Jennifer Lopez

Vocal type: Ask Ashanti Classic Soubrette
Vocal range: 2 octaves (on a GREAT day) G3-G5
Vocal strengths: Melodically light voice, which makes her sing-songy approach pleasant to the ears. Lopez stays in her lane and will never be accused of over singing.
Vocal weaknesses: Light, monotoned, nasal voiced singer who confuses belting with shouting...flat shouting. Lopez's apparent insecurities in her vocal ability, unlike Rihanna for example, can be clearly heard in her recordings -- her voice sounds timid and meek and she uses background singers to camouflage most of her flaws.
Recommended Listening:Let's Get Loud,” “Ain't It Funny”, “What Is (Love?)
Overall grade: C-
📷

Ke$ha

Vocal type: Rhythmic Talker
Vocal range: N.A.
Longest note: lol
Vocal strengths: For her particular brand of electro-pop she is just what the doctor ordered. Conviction is her strong suit, you really believe her when she "sings" things like, "I'm drunk, where's my coat?"
Vocal weaknesses: Autotune is constantly competing for lead.
Recommended listening:Blow,” “Take It Off” and “Cannibal
Overall grade: D+/- depending on level of intoxication
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2024.05.02 10:55 Kolket Reccommend me some older masterpieces

Hi everyone, First of all I’m young hahah (only 21) and due to other reasons like bad economic situation in my country during the 90’s and 00’s gaming outside of playing CS1.6, San Adreas, Dota 2 on your parents ancient PC wasn’t a common thing. I only got into gaming more seriously around 2015 when I got a PS4. Since then I’ve played many games of this generation. Masterpieces like: Witcher 3, Uncharted, GTA 5, RDR2, all souls games, all far cry games post 3, Cyberpunk, god of war etc… All unforgettable experiences. But I want to try some masterpieces I may have missed, because it feels like such an untapped gold mine of fun for me. From all the youtubers I watched over the years, some of the games most oftenly mentioned that are currently at the top of my list are: Skyrim, Fallout New Vegas, Mass Effect trilogy. So what do you consider the best games in from the history of gaming I missed. The ones that still hold up in some way. The games older than PS1 generation are probably too old for me.
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2024.05.02 10:41 galvanicmechamorph The Four-Fold Bending Subset Model

Ever since Jinora introduced the first air bending subset as "a high-level air bending move mixed with some spiritual stuff" I've had this theory about what is a subset and how many there are. I developed this universal theory more than a decade ago before Korra even ended. Since back then I've only refined it so before the new series/movies come out and instantly ruin all my ideas, I'd like to share it plus reveal what I'd make the remaining subsets if somehow I got the keys to the kingdom.
First I want to clarify what I think a subset is. I've been in the fandom from the start and many people have very lax definitions I just can't get behind (no waterbenders making ice isn't a subset, it's not even a particularly advanced technique). I think the difference between a subset and a technique, to use an analogy, is the difference between a skill tree in an RPG and a subclass. Yes, there can be a lot of variation in technique (creating ice weapons, using seismic sense to lie detect, floating without moving using an air scooter, etc.), but it's not a brand-new ability and is often used in conjunction with the base bending style. A subset requires a full re-envisioning of the element in question. To the point where if you didn't know there were only four elements, you would go "Oh a fifth one, must've missed a lion turtle" (in fact a couple times in Korra they even describe metal bending as explicitly an element). Bending steam or crystals or mud doesn't do that. This disagrees with the Avatar Legends RPG definition (it defines seismic sense as a subset and doesn't list sand or plant), but the Avatar Legends RPG is bad.
So now onto the actual theory. I think there are only sixteen "true" subsets and we've seen thirteen of them. They are all separated into four categories (I think of it as three plus one but we'll get into that) and each bending art has one of each. I call these categories, in order of introduction: chi application, cultural, precision, and spirit bending.

Chi Application (lava bending, healing, lightning, and unknown air bending art)

Chi application is the practice of a bender using their own chi to modify the properties of an element beyond what their normal bending art allows. Lava benders heat up earth into molten rock, healers use their own chi to clear the chi pathways of others, and lightning benders separate positive and negative energies in the air to create lightning. None of these properties are inherent to the element, and some can be considered to be a completely different element. You can identify this because all of them cause light abnormal to what the element typically does.
Another interesting similarity is how these elements are learned/discovered. Both healing and lava bending are described as if there's a lottery to it but never that there is a skill or power barrier. This is different from metal bending where while it is also rare it is also explicitly said to be a high-level technique. I group lightning into this similarity because while this is said about healing it is also incredibly easily taught, which is similar to how lightning evolved. Healing is the entirety of the bending Northern tribe women do before the start of the franchise. That means that literally every female water bender in the north is capable of healing. Lightning was perceived as a rare technique, but that seems to entirely be a cultural limitation. It's rare in Kyoshi's time because subsets were rarely shared and it's rare during the war because the Fire Nation has a rigid hierarchy that gatekeeps knowledge. When we do see people have access to learning lightning bending it's never depicted as actively difficult to start using (mastering is a different story). This doesn't just go for the Korra era where lightning is so easy to generate that it literally pays poorly to do so, but also in Aang’s era. It's only ever said that Zuko's barrier to generating lightning is his mental block, not his skill, and no one fucks up lightning redirection outside of extraneous circumstances, even if they've only ever practiced the hand motions and only for like 20 minutes.
In addition to the fact that they're just literally examples of people not bending their element, it seems that lava bending, healing, and lightning, are all abilities you can stumble across rarely but if systematized there are very few barriers to accomplishing.

Cultural (Plant bending, sand bending, and two, potentially one, unknown bending arts)

So this is where my theory branches off into two separate ideas depending on how self-indulgent I'm going to be that day. I'll explain that when I get into fan subsets.
These are probably the most self-explanatory. There is no special trickity-trick, there is no genetic lottery, and there is no need for any more practice than your average bending technique. This is just you growing up in an environment where you interact with your element very differently than typical so you bend it differently than typical.
Plant benders live in a swamp so they learned how to bend plants. Sand benders live in a desert so they learned how to bend sand. Simple. There can be a bit of a culture shock when encountering this new element, but Toph did at least rudimentary sand bending the same day she first encountered it. An interesting aspect of this category is that it seems you can learn the subset without ever even touching its base element. None of the native benders we see of the subsets bend their base element (there are foggy swamp water benders who bend water but they don't bend plants. IIRC, Huu never bends normal water).

Precision (Metal bending, combustion bending, blood bending, and flight)

This is what I call the freak mutation power. Unlike the other abilities, this is one that canonically can be 100% inaccessible to large swaths of benders, with no hope of bridging the skill gap. I believe that the natural state of blood bending can be done outside of a full moon, but only for an incredibly rare percentage of benders. For everyone else, they need the supernatural amp of the moon (well, more supernatural). The tattoos of combustion benders that let them focus their power act as a similar enhancement.
Additional headcanon that is relevant: I think combustion bending is a specific specialized technique of a larger subset. This is because in the Yangchen stories, they're able to test for who has the greatest potential to become a combustionbender before the bending technique has even officially been created. To me, this is what we’ve called heat bending in the fandom. We see this larger subset a couple times in the show. It's essentially any time fire benders don't create fire but still bend heat. Notable times include Zuko and his lieutenant during The Storm, Iroh heating his tea in front of Jet in The Drill, and the big one: when Fire Lord Sozin actively drains heat from magma and channels it into the air during The Avatar and the Fire Lord. This last one is what convinces me there is more to this than just the slow build-up to what could eventually be a flame. They're not just capable of building heat but manipulating it.
This connects to my theory that the fire subsets are extensions of the fire triangle, because I think it'd be cute. Lightning is fuel, combustion is heat, and the third one I'll suggest is oxidation (and yes I know many modern organizations talk about a fire pyramid with combustion being its own section but like, combustion is literally a function of heat). The thing that makes me think this is real is a scene in the finale. Ozai charges up his attack by literally crackling a spark into existence. There's clearly a process to generating fire that mimics real life fire, and isn't just point and it comes out. It’s usually just shortcut, but maybe subsets are all about honing in that on part of building a flame. Before I thought of this mini theory I separated heat and combustion into cultural and precision respectively, but heat bending isn't really cultural. It's used really justby the royal family but that’s not a culture unto itself. If you reject this second theory or my suggestion for the last fire bending subset you can include heat as its own thing tho.

Spiritbending (unnamed Avatar ability, spirit healing, fire reiki, astral projection)

This is my "plus one" subset as all of them involve spiritual know-how in addition to bending prowess. There isn't a good name for the earth subset but I'm going to call it spirit sense as a reference to seismic sense. The Korra script for Beginnings calls the fire ability "fire bending reiki" so I'm stealing that.
These abilities are just ones that deal with spirits or spiritual energy. Spirit sense refers to when Aang and Korra look through spirit vines to find people, and fire reiki is that time in Korra book two where a Bhanti shaman is able to read and somewhat manipulate Korra's spiritual energy. The only things that really aren't straight up confirmed are that earthbenders besides the Avatar can do the first, and that the third is a subset and not just using fire in an interesting way like metal bending acupuncture. My evidence for why the earth ability isn't an avatar thing but an earth bending thing is that Toph seems to do a version of it in that she uses spirit vine roots to keep an eye on other things happening outside the swamp.
I like to think these abilities are connected to what each element is known to be of. Let me explain. Earth’s the element of substance and its ability is seeing connections. Water is the element of change and its ability is inverting or reverting the light and dark energies of a spirit. Fire is the element of power and its ability is interpreting spiritual energy. Air is the element of freedom and its ability is giving your spirit form to move around and interact with the world.

New elements

That was a lot. I'm sorry. From her it’s not a potential model of understanding canon material, but brand new ideas that exist only in my mind and fanfiction. My model leaves space for three remaining subsets (two if you separate heat and combustion): chi-applied air, cultural fire, and cultural air. I'm going to suggest these in order from least stupid/most convincing to most stupid/least convincing. I'm not just going to explain the bending but the culture that would spawn it.

Cultural Air: Cloud Bending

Cloudbenders bend air that is filled with particles that make it opaque. While clouds conjure the image of water I presume these would actually be more like dust. This is distinct from sand benders because they don't actually manipulate the particles and therefore have different abilities and limitations. These benders would move differently than traditional air benders as their element isn't everywhere and it has a much more tactile appearance.
My headcanon is cloud bending existed before the current start of the contemporary timeline (so Szeto or earlier). We know very little about the Air Nomads but it is odd that outside of individual members, they all seem to be on the same page. The Fire Nation has the Bhanti sages, the Water Tribes have the foggy swamp tribe and Fifth Nation, and the Earth Kingdom is incredibly diverse. While the Air Nomads lived separately and during Roku's time and Guru Laghima’s time there were divides about philosophy, no notable groups of airbenders identifies as anything but Air Nomad.
My idea is that there was a group of airbenders who thru their nomadic life got closer to the nations they were living in than their brethren back home. These became cloud benders. They remained nomadic but rather than their home bases being in the temples, they spread out through the Earth continent and some neighboring seas. They traded in their bison for different pack animals. Cloudbenders in my head would be inspired in part by ninjas. I tried to put that a little bit more subtly but that's the best way I can describe it. I just think the idea of people making large clouds that obscure themselves fits nicely into that mold. Like any other group in Avatar there are additional influences. I would also like to take a cue from Great Plains indigenous peoples, as Avatar has a history of including indigenous American traditions. First, it would provide a different kind of nomad to the world. Second, I like the idea of a mixed technology society, like post-colonization indigenous peoples in the Great Plains. They dress and keep the culture of Air Nomads but incorporate technologies from the Earth Kingdom. I said pre-contemporary because while I think you can slot them in as late as Kyoshi I like the idea that maybe they come from a temple that has since been destroyed. Maybe this was a time in which Air Nomads were more diverse in philosophy and cultures but because of a shake up the Nomads either mixed together or alternative ways to be an Air Nomad became rarer. I like the idea that this event is why the Eastern Air Temple is explicitly in Earth Kingdom space. Maybe the other temples were also considered to be the land of other nations (they are nomadic after all) but some event led to Air Nomads needing their own space. Or vice versa, that used to be air nomad space but then it was conquered by the Earth Kingdom.

Chi-Applied Air: Illusions

Illusions make sense to me for a couple reasons. One is that each of the spiritual bending abilities has some aesthetic similarities to other bending subsets. Spirit healing is literally called spirit healing and is a manipulation of the will of a living being like blood bending, fire reiki is manipulating the positive and negative energies of a person like with lightning, spirit sense isn’t just similar to seismic sense but I'd argue is similar to metal bending as you're finding little signatures in a medium, whether it be earth imperfections in metal or life forces in the Earth. Astral projection does already fly like flight, but if air benders could manipulate visuals, that would thematically connect to how astral projection can turn invisible.
The second is that like I said before all chi-applied abilities have a glow to them. The air bending subset is using that glow to create images that aren't there. Essentially making air constructs that then give themselves color by adding chi to it. I think if they know what they’re looking for people can tell it’s fake because they have that glow but the more skilled you are the more you can vary up color and brightness. The glow doesn't come all at once but kind of overtakes the air constructs like filling a glass with colored water. The illusions would have to have limitations so maybe you basically just stand there and manipulate them like shadow puppets.
If I had to put this in the time period I think it should be modern day. I want Meelo specifically to discover this. He's the exact free spirit and out-of-the-box thinker to look at all these newly popularized bending arts and how mystical spirits are and think of these connections by sampling other cultures that people just practicing the classic ways would never find. Also, I think he would love to use it to pull pranks.

Cultural Fire: Rust Bending

This is my most controversial one, even to me, for like every possible reason. First of all, it seems barely cultural. You could easily make a case that this is like a precision thing and given how I said combustion bending is a specialized technique of a larger subset that's the cultural one (it even has its unique tattoos). Still, I think when you literally have to drown people to get them to develop a technique, and you specifically take people with a special affinity for it, that fits my definition for the precision subsets.
Rust comes from that previous idea of the fire triangle. I actually like to call it fireless bending because that's exactly what it is. Yes, all the other subsets of fire don't include literal fire but they sure do generate it. This doesn't. Fire's just an oxidation reaction that is moving incredibly fast, so what if you slow that down immensely? Well, you don't get fire anymore but you are technically doing the same thing. This is a bit sciency for Avatar, like this is the franchise where you can bend Mercury but not Platinum and you can also bend coal which is explicitly plant matter. It's magic. Like it isn't magic but it's magic. Still, I think this can work under some constraints.
First, this is going to be like lightning or even combustion bending where you can do one maybe two techniques max. You can't just be throwing oxygen around or we're making airbenders. I'm thinking a rust bender has to literally touch an object and can slowly make it rust at an accelerated rate. This is basically for cool set pieces. Someone is in shackles or in front of a locked door and they can just silently disintegrate the metal. Something a high-level firebender could do with fire but they do without burning their colleagues. I consider this cultural because it's literally about the mindset. That's why I'm okay with the sciencey bit. It's someone who learned about oxidation going "what if I just did it really really slow?"
By the nature of this sciencey subset you know I'm going to say this is post-Korra. Arguably not even like a couple years after Korra like illusions are but "Korra is an old woman who isn't going to new tricks or maybe is even dead by now" post-Korra. This is a modern-era ability that I like to think one person is introduced as having and it can be like a silent infiltrator type who keeps this ability close to their chest so people don't suspect it. Maybe they don't use traditional fire. The "culture" is a time disparity, not a geographic one.
And that's my extremely long rambling essay about Avatar subsets. If you read all of it I am so sorry.
TLD;DR
Graph of the subsets:
Element Fire Air Water Earth
Chi Lightning [unseen] Healing Lava
Cultural [unseen] [unseen] Plant Sand
Precision Combustion Flight Blood Metal
Spiritbending Reiki* Astral Projection Spirit Healing Spirit Sense*
*Unnamed in canon
submitted by galvanicmechamorph to TheLastAirbender [link] [comments]


2024.05.02 07:11 Diligent_Ad6360 Trying to convert certificate.txt to .pem

Hey hi guys...I have generated a x509 certificate using the openssl req -x509 -sha256 -days 365 -reqexts v3_req -config cl.cnf -key ./certificate/key.pem -in ./certificate/csr.pem -out ./certificate/certificate.pem command, it generated .pem file then i have extracted the human readable textual data from .pem file using openssl x509 -in certificate.pem -out certi_text.txt -text -noout
here is the human readable certificate data i have extracted,
Certificate:
Data:
Version: 3 (0x2)
Serial Number:
6d:e4:6b:be:e4:7e:e3:fc:31:fa:79:06:ac:79:e3:4b:13:91:03:12
Signature Algorithm: ecdsa-with-SHA256
Issuer: C = None, ST = None, O = None, OU = None, CN = None
Validity
Not Before: Apr 30 12:03:39 2024 GMT
Not After : Apr 30 12:03:39 2025 GMT
Subject: C = None, ST = None, O = None, OU = None, CN = None
Subject Public Key Info:
Public Key Algorithm: id-ecPublicKey
Public-Key: (256 bit)
pub:
04:f2:51:08:45:55:cf:45:f7:8d:8f:20:4b:5e:45:
75:d2:30:eb:e3:fb:4c:ac:2e:42:5b:cf:b7:cb:86:
a0:46:c7:a8:46:7a:cc:b3:03:1a:82:b7:27:ff:cb:
3c:39:e5:95:35:bb:e0:0b:a2:1c:94:cd:be:ee:32:
f5:80:ff:46:4a
ASN1 OID: prime256v1
NIST CURVE: P-256
X509v3 extensions:
X509v3 Key Usage: critical
Digital Signature
X509v3 Basic Constraints: critical
CA:TRUE, pathlen:1
X509v3 Subject Key Identifier:
56:2E:BD:5E:FD:5E:6A:F4:21:77:86:E7:6E:58:6F:00:D1:24:0B:10
Signature Algorithm: ecdsa-with-SHA256
30:44:02:20:0c:70:b1:07:44:d5:35:07:52:55:ba:d9:c7:89:
a2:94:fb:e9:7e:42:83:ab:4f:30:16:4f:32:80:dc:09:95:0d:
02:20:37:96:97:11:b3:fd:22:75:f0:a5:ee:fa:31:c2:08:24:
f0:cc:81:2f:e6:6f:77:f2:d8:14:a5:53:b7:5c:1d:7b
My doubt is, is there any way or possiblity to convert the above human readable certificate to acutal .pem file ?
Thanks in advance
submitted by Diligent_Ad6360 to openssl [link] [comments]


2024.05.02 06:00 Mizzno [H] Games [W] Headbangers: Rhythm Royale, art of rally, Games (Listed Below), Steam Gift Cards

N.B.: I'm mainly looking for the games listed in the title and at the bottom of the thread. Feel free to post other offers, but if I haven't responded to your comment(s) by my next posting, I likely wasn't able to find a trade that interested me.

For sale (for Steam Gift Cards or gifted Steam Wallet balance):



For trade:
*signifies that a game is tentatively up for trade, assuming I buy the bundle









































































































WANT:



IGS Rep Page: https://www.reddit.com/IGSRep/comments/ti26nz/mizznos_igs_rep_page/
submitted by Mizzno to indiegameswap [link] [comments]


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