edit: by "target" I mean not for employers but for like applying to college, ones I actually have a shot at like "match schools" would be a synonym ig
Hello guys, I am trying to get ideas for the target schools on my college list. I am interested in CS. I won't receive any need based aid and my parents can comfortably pay but if the school is not extremely famous (as most target schools won't be like insane brand names) I want to keep the cost under abt 50k p/a, preferably under 40k p/a for my targets.
My stats are 1560 SAT (1590 superscore), 4.0 unweighted 4.5 weighted gpa (no ap classes at my school). I am in-state for texas, and should be in "auto admit" category (I have UT on my list as a reach still)
I am indian origin male (tough for cs) but I go to a catholic school with only white people preety much and I am hindu (idk if that affects much)
I think my counselor rec letter will be great but my teach rec letters will be mid at best
My extra-curriculars are not bad but not game changing. I have a job at a math tutoring place, I will have a paid internship at an IT company this summer, I play violin for 7 years (no awards and not really done outside of my house tbh), I do freelance real estate and event photography, I do freelance web design (wordpress sites), I have built 2 apps and some volunteering such as photography for a 100-150 member non profit and some other 1 time things.
I think I have good safeties and reach choices but its hard to tell what would be a good "target" both high and low for CS . If it is a "lower" target I would want to get some merit scholarship to offset the cost a bit. Thanks
My PA has been in therapy with a CSAT for 3 months and I have all of his devices locked down for the most part (screen time, Migiri, router parental controls)
But I’m seeing some blocked sites (I blocked twitter, Pinterest, TikTok, Reddit and social media) showing in the “filtered” list on my router and it looks like he visited opera.com, I’m guessing to download the browser?
It wouldn’t do much good since the sites themselves are blocked in Migiri. But it’s odd. Could the filtered list just be ads on a web page or search engine page? These haven’t come up before as far as I know and it was all one evening when I was home, but in another room working.
My question is: how do you proceed? Gather more evidence first? Try to access the devices (I could ask him but we are supposed to have open access), confront and ask immediately? Or set a trap/test?
I want to make sure I don’t get lied to and this would be the first slip/relapse that I know of.
I was wondering what happened to Dom's merch site Happy Monday Jr. and all that, I know the web store was managed by Second City Prints which I think filed for bankruptcy, is that why the site and all the socials are no longer active?
Hello, I’m a web designer. More often than not, I am ahead of schedule at work turning in site builds without any changes needing to be made. No one says anything negative about my work. So when I am ahead I’ll do other things that aren’t work related. I feel shitty doing this or like I might get in trouble...
Diplomacy!
The purpose of the addon is to provide real Faction Motivations and Relationships, treating Faction Leader Pawns as the trend setter for trade and behavior, engaging in territorial disputes and waging war, signing treaties, and engaging in negotiations with each other and the player.
Guiding philosophies: - Simpler Is Better. Tynan's philosophy from the book in a nutshell. Small efforts, big impacts.
- Enhance the storytelling potential!
- Use existing features to their max potential.
- Only rescope existing features minimally. (there's only 1 big break here. More on that*)
- No dependencies on mods or the other DLCs.
- Lots of open hooks for mods to add their own reasons for War & Peace, and balance their items & traits.
Why do we want this? - Factions as of now are irrational, turning our cool colony sim into a Tower Defense. Even if you have god pawns and nukes, they still send 10000 points of their best men to die against your killbox. Silly.
- You can't call a leader and negotiate hostage release or sign a peace treaty. They have no rationale and no demands, really. It's all RNG.
- You can't see how many points of threat this colony has to hurl at you, and distance to you, and geography is irrelevant. Apparently that one peaceful tribe had a million points to die heedlessly against your cannons, and you can spend 30 years exterminating them town by town and they are just a strong as on day one.
- You can't signal to raiders that you wish to surrender and keep your colony, simply paying tribute or taxes and stop the thing they are attacking you over, because currently there is no reason. Which makes it a live or die proposition, with very little story potential. Rimworld is technically a tower defense game, lol.
- We want to tell the story of how we were raided, some of us enslaved, the raider set up a war camp on the edge of the map to watch us like a hawk, and forced us to labor for them for 3 years, giving 30-60% of all goods made/mined to them... before some of us escaped, set up a new town, and then returned with allies to liberate our old home!
- You can't tell Raiders to surrender! Hey you, 50 of your buddies are corpses. You want to be 51? Prison, now.
- You can't order towns on the map to surrender either! We've raided 6 of your 10 towns, your forces went from 10,000 to just 300, and you're starving this winter. You give up and we'll feed you. Resist and you're full of nice organs that are a shame to waste. Give us your leader who started this crap and it's all over. Yes or no?
So here are the core Leadership concepts: - Every Faction has a Global Leader.
Leader Traits and Skills define that faction's trade policy, behavior, etc. Leadership Traits are now a synthesis of existing traits, such as Sanguine or Bloodlust, and skills. Sanguine results in a peaceful faction, Bloodlust results in a hostile faction. Intellect gives the faction better tech skills and items to trade, Shooting and Melee gives them more soldiers and weapons of these types, and Social gives them a higher chance of rolling high during negotiations, etc.
- Every town has a Local Leader.
There is a Global Leader, and Local Leader. The Local Leaders, just like the above, give that town its own political tone, and smaller variations in the overall trade items and skills available. So if the Global Leader has low Shooting, high Medicine, high Intellect, all the towns in the faction have a lot of advanced medicine, medical beds, body parts, and antibiotics, but very few if no guns to trade. But if a Local Leader has high shooting, suddenly there are a lot more guns. Vice Versa. The economy of trade follows this rule too. Especially around food and joy/luxuries.
- Philosophical Differences.
Bloodlust pawns dislike Sanguine pawns. Lazy pawns dislike Industrious pawns. This web sets up a paradigm of conflicts, where Factions with leaders who are a lot alike will band together against those they have less in common. Not always -- Proximity, Time At Peace, Time At War, and Threat vs Defense, would play a role too -- but at its core, the Aggressive Psychopaths run a more totalitarian show with slaves and war-hawk policies, vs the doves who tend to find slavery abhorrent and only attack if provoked or offended.
Greedy pawns, no matter if they are hawk or dove, will tend to try to hoard wealth and capture points of interest regardless of policies, even against the interests otherwise stated.
Since we can't be aware of DLC features like Ideology, we have to ignore those differences. Maybe a content aware patch at the end could be implemented, but it has to be optional.
So the scenario above, where a Sanguine Global Leader has high intellect and medicine, but low shooting, and the Local Leader is Greedy, has Bloodlust, high shooting, etc -- this is a conflict. Internally, this causes a rebellion to occur, where the Global Leader will want to quell this rebellion, deposing the bloodlust pawn and installing a preferred leader. That spawns a "rebellion" mark on that town, and their army is sent to put it down. The Rebellion may grow if the rebels are able to win. the player may be asked via quest to help put down the rebellion.
Here are the features that would need to exist to support this, based on the Leaders above: The biggest break in our philosophy to do no re-scope of existing vanilla features is to redistribute the Resources of the RimWorld across the globe. I know, that's a big break! RimWorld is ultimately a 1 Map Game. Everything you need to start, survive, and build the ship to end the game, is all on your 1 map. But if every map you visit is
\packed to the gills\** with components and silver and gold and steel... why move? Why have a globe?
So we'd be taking away 95% of all resources from the one map. Instead, like Marble, Granite, Limestone -- we segregate that into the Mountains and Hills as Rich Steel Deposits, or Impacted Components. Fertile soil in flat valleys in temperate zones.
You'll have to form caravans and camping parties to extract he goods, yes. Your one starting location will be King of at least One Exploitable Resource, which you must defend from outside interests, but can also leverage as trade and treaty agreements early on.
Same as above but it's plants and animals. Suddenly, all you need to survive isn't grown on one map. Deserts have all the psychoid (psychoid must flow) and forests have all the heal root. They only grow in their desired regions, and die elsewhere outside of advance hydroponics. The factions who trade for these resources do so now at a premium, and are a reason to go to war to capture their own outposts.
There's now a "global claims" layer on the world map around every town belonging to a Faction. They are claiming that territory as theirs economically, politically, and militarily. If your military crosses those lines they get anxious and call you to ask why. If you don't withdraw they assume hostility. If you have a big military near their borders they may get upset too.
Same is true if you set up camp in their economic claims zones and start mining or harvesting. They will demand you pay tribute / taxes, or abandon the claim to them, or face consequences in lowering relationships. You, as a player, may also gain a border drawing utility, and try to expand your borders by building outposts and amassing guns and armor to pawns you send to serve in your armies. If your borders touch, the owners will call you to negotiate a withdrawal, or sign an alliance, or go to war over border disputes.
- Visible Faction Caravans on the Globe
Every town gets a pool of military and civilian caravan budgets. They spawn little ions that, just like the player, roam the globe, trading and attacking targets. This is a tough memory issue, and always on, ticking CPU. Lots of caching needed here and good clean code. Big risk there.
- Player Camps and Satellite Colonies
Currently, the biggest issue RimWorld has with more than one colony, is that it loads *everything* into memory. We can't change that. But what we can do is get clever. We still close those maps forever, and sending them to an icon on the world map, cached at the state it was saved.
The map's available pawns still live there and can be called to return to the player's main home map at any time, or send new pawns to speed up production. Any facility built there, is still there, and on a timer will produce the items made by the pawns assigned to it at the time they were saved into that now permanently closed map.
That new world map site is still allied to the player, and unless attacked, or suffering toxic fallout, will supply the same crafted items, crops harvested, resources mined (until exhausted,) and still need food and clothing, etc. You may need to defend it. If they are starving the map site is lost for good, loaded only as random ruins and pawn corpses if you visit that tile.
Set one pawn as the leader of your town. I won't get into the styles of government, Ideology already kinda did that. So here we hand waive and sacrifice a Grid of Political Alignments the player may subscribe to. Simpler is better, we just base it on the pawn leader's traits. Players role playing a Raider get Bloodlust raider pawns. Those more chill elect Industrious and Sanguine pawns. That pawn informs your new satellite colony's abilities.
Everyone's favorite. Every town has a local defense pool, of how many soldiers they have vs how many civilians. Soldiers get a minimum amount of shooting and melee, set by their Local leader plus Global Leader policies. Higher Leader Intellect, higher tech guns. Higher shooting & melee -- you get the picture. The size of the town sets the size of their local defenses. LDFs patrol the area around their towns visible on the world map, and go to nearby camps to rest and resupply, before patrolling again. A ring of camps are set up for this purpose.
Players need armies too -- but lets NEVER see them as fully realized pawns. They are just recruits from local areas, nameless, faceless, and roaming the countryside in the armies on the globe as a number. No micromanagement. Just casualties vs recruits and veterans.
The less shown of the invisible hand of this market the better.
Every town gets summed up and donates some fraction of their available soldiers to the main army. This results in a bunch of military parties, which roam the global map of their territory and launch raids against enemies. The big cities have big armies in and out of them. These are your 1000 point raids, very visible on the map. At low tech they clear forests of trees and animals as they march. High tech and they may just drop pod onto your map. GMFs are scary, and also set up a zone of interest around themselves. Their leader pawn also gives them special traits, just as towns enjoy.
When you have your army meet another army, it isn't on your home map anymore. Instead it's on a tile where your army world caravan meets theirs. You clash, and winner takes all. You spawn these armies on opposite sides of this map. If you are defending, you have a limited time to build defenses. Then the other army spawns in. If you're attacking, they have procgen defenses set up when you get there. If you are both running with no time to defend, you spawn in simultaneously and meet in the middle.
Those who retreat spawn into a retreating army that disappears into the nearest town or camp to fill its soldier count. Same for yours if defeated.
Basically a Caravan Raid of epic proportions, with a timer to set up for the defending player.
Allied armies may clash with enemies, and you may offer to join them. These battles are just clashes on the world map between two circles rolling dice in a formula of tech levels and number of soldiers of what skills and health/morale conditions. Once your army reaches to hot stop, you may offer to join, name a price (if your ally is losing, big money, eh?) or join for a positive relationship boost. These in progress battles will have some percent of progress to kill pawns and litter the battlefield with dead. But you get one side of the map from your approach angle on the world map (yay, normal positions!) and you spawn in some of your forces to command.
You may now, when you see the tide has tipped, right click a hostile pawn with one of yours selected and order them to surrender. Social skill and Weapon+Armor+Skills play a role vs their own. If you've killed some percent of their forces, a non-bloodlust, non-psychopath, will probably surrender if more than 50% of their forces are gone, but not fleeing, and/or they are outgunned and outnumbered. Whole towns may surrender this way, and begin paying tribute/taxes to you.
To manage all this, you'll need a UI that tells you what your towns are locally producing and globally have in stock. You may send pawns in these "forever caravans" that manage their own food and needs, increasing their Defense potential. Clicking on a town tells you the Defense rating and number of Soldiers vs Civilians it has there. Also what it imports (needs, higher trade value) and what it has (surplus is better prices.) Trading between towns send caravans which you can raid, disrupting the economy, and starting international incidents.
- Refugees, Traders, and Bandits
These groups also roam the world map marauding or fleeing conflicts. You may take in refugees, repel bandits, and assist traders.
- A place to spend all that wealth and retire all those pawns you've collected!
Lets face it, RimWorld is Hording Simulator 9000. You gather all these pawns, but the game only planned for like 12 at most. It loves stacks of 2,000,000 alpaca meat, but it chugs memory and CPU. No more! Send all that junk to your outposts!
You can call it back any time, but it is out of sight and out of mind (and out of RAM) where you don't have to think if Sally is going to mood break or Tom and Dick need a new bed together as lovers who both have malaria. Send them to the camps to toil, take a mood hit if it had bad conditions when you saved it to its forever state, and come home if they get home sick and want a short vacation before going back.
You can have 300 pawn colonies -- I've seen it -- at 3fps. Now instead of micromanaging those 300, send them all to outposts in the hundreds. Your main maps is back to the respectable ~23fps as usual with 12 pawns. :p
- Build a town, save it to the world map, and then do it again!
Some people really love building megacities. But RimWorld is played on 1 map to end that game and build a ship -- game over, you flew way forever. But there are a lot of players who like the come up, and want build a town over and over again, roughing it. The setup is fun! It's when you have a super killbox that's invulnerable and infinite silver production, that it gets boring and we restart.
Now, you can enjoy the start of the game again, building your outposts and towns & cities, while just saving them to this world map to continue on as part of your faction. No, you can't load it again, the game doesn't support that. But it was saved as a picture at the time you left it, and you can still use it to fill your main Faction's resources in the abstract.
Caravans are borderline broken in RimWorld. To fix this, we need to introduce Shipping Crates.
These are portable containers that go into a pack animal (or other thing a mod adds, I won't say it) and you pawns just put all the supplies into that crate. The animals don't stop eating, the pawns go about sleeping and eating, until that crate is full. Then once they are rested and relaxed and fed, off they go all at once, no idling, no going insane, no bullshit.
We'd also need to give this Crate the ability to open a UI that says how many days of food, meds, etc it has for the caravan. But Caravans can now scavenge and find supplies as they go, no play micromanagement needed.
- Alliance Building Missions
Alliances need food, meds, and manpower. An attack on one is an attack on all. Defense Quests call the player for aid, and you may send forces to aid them, or risk your alliance. This is a quest like any other, but with much bigger timelines to get ready, and we need a smart proximity to adjust those times to call for aid to be sure the player can reach it in time. They may also call targets for the player to attack, which you are obliged to do as part of the alliance. Saying no may jeopardize your alliance too.
Core essential features, boiled down: - Leadership Relationship Web
- Politics Sim
- Electing Your Own Leaders UI
- Territories projected onto World Map
- Resource Distribution Map
- Remove resources from local maps and put them on World Map in hot spots
- Alliance Agreement UI (Promise defense of only towns near me, key towns, all towns, everything)
- Treaty Agreements UI (Promise to deliver X resources X times annually, or else, consequence.)
- Town Manager UI
- Town Saver Cache System
- Town Saver Cache Interface (pulling resources out of towns, pawns called home, sent to labor camp, vacations, etc.)
- Battlefield Event (procgen map, same as a caravan raid, but with biiiig raids
- Player Army UI (set policies, set equipment, number of pawns to recruit, set leaders, training, total cost per quadrum to operate.)
- Occupation AI for Player Maps (Raiders live on your home map, getting regular food and building a camp. If you rebel, or fail to meet demanded goods over X time, they attack your town, sack it, game over.)
- Surrender! UI (Right click feature on leaders. Leaders get a star over their heads/names. UI of terms of surrender. Chance to fail based on negotiator.)
- Request Caravan of Supplies UI (ask allies to trade with you, ask tribute be sent to your capital.)
- Shipping Crate Caravan Overhaul
- Caravan, Army Patrol, and Trade Caravan UI
Closing: I think it's probably one of the most requested features as a DLC, and I know there is no chance we ever see it since Ludeon isn't in the business of accepting requests off the internet. They do in fact have lots of great ideas that are HUGE, but they tend, like anomaly and biotech, to be focused on the existing core loop of that 1 Map Policy, instead of daring to go off map for long and really exercise that multi-map & giant planet feature.
BUT -- I have time to kill between post op on a minor head surgery and getting back to work.
SOS2 is nearing its return to the Workshop, too, after 2 years offline being worked on by the community of maintainers and contributors, so I'm thinking about this stuff again. And while I know Kent and I don't have anther big RimWorld mod in us -- there's someone out there who would appreciate these thoughts, I'm sure.
It's also just good practice, designing documents for ideas that will never happen, and getting feedack on them.
While you work on a big project for 5+ years, your idealization and distillation skills, let alone pitch skills, can degrade. The grind of sacrificing your BIG IDEAS to the gods of "okay we have to actually do this now" can deteriorate one's optimism. You cut cut cut until the design document is nice and lean.
Like a good cut of mutton. Doable, but still delicious.
So this helps me keep those skills sharp when I need them next.
I have a basically non-existent youtube channel I've posted a couple shorts to from my twitch channel. I wanted to do it to get a little exposure, test the waters streaming on YouTube instead of or in conjunction with twitch and maybe start building up a small community.
The more I thought about what kind of content I would want to make for actual videos and not just shorts and stuff the more I realized that I have been really overlooking one of my stronger skills - I have a background in graphic design and I love teaching so I want to make guides for other small streamers on how to make their own simple assets using free software and simple techniques. I want to give people the option to stop using the same free templates from all the sites trying to lure people in and then tell them "oh and you can customize the camera border... if you pay us $12.99/month for the pro service!".
Same thing goes for editing small videos like clips. You can use a web tool... if you want them advertising their logo/watermark on all of your videos. Or you can get free software and learn just a little more to make your own templates and edit them.
I'm really hype about this plan. It's stuff I like, have a ton of interest in and know that I can make content on. But here's the big question.
Should keep these videos separate from my actual gaming content? Like would it be bad for channel growth to also still have shorts and lives on the same channel as these tutorial videos. The plan is to make the videos on skills and software that have a focus on stuff for small streamers to do stuff themselves so I'd say the channel is focused on streaming but I just don't know if that is problematic mixing the actual gaming side of the streaming while all of the actual regular length videos are based on the non-gaming skills in that area.
According to T-mobile, I'm in Minneapolis. I'm really in Cedar Rapids, Iowa, and have been for two years. Why does T-mobile believe I'm in Minneapolis, and how do I fix that? To clarify, I'm speaking of when I open my browser, or google maps, or any web site that uses my location.
I mean if piracy is really theft, why can you just google “The pirate bay” and start downloading movies for free? Why do they make it so easy and don’t even do anything to take or block these websites most of the time? If there was a website for any other illegal thing, selling stolen items, selling drugs, sea pea, etc. it would be taken down immediately and the website would be blocked, so these websites are forced to stay on the dark web, however, piracy sites are free to stay on the clear web, why?
So my question is, why does the government and even search engines allow sites with piracy to exist, despite very easily being able to block them?
I see every so often links for free download pages to color. Are these safe I'm not big on giving my email yes I'm paranoid. Do any have sites you trust and use?
Thanks