Npc ids for runescape

RuneScapeKingdoms

2022.04.20 21:41 GamingSubMod RuneScapeKingdoms

Go on quests, master skills and meet memorable RuneScape NPC’s for the first time on tabletop! Cooperative board game for 1-5 players.
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2012.09.21 19:25 Corrupted_Planet r/RuneScape test ground

A subreddit dedicated to the MMORPG RuneScape.
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2016.02.05 15:28 concretepigeon Joe Biden Memes

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2024.05.18 23:15 ChadEriksen Let's discuss ! "My own" Another Eden Hall of Fame, here's my extensive list, it's a Long read and hope you enjoy it. What is your "Best of" ? Please share your thoughts and you can use my post as template.

Hello everyone, I've been wanting to make this post for a while and now here we are ! This is a long post but ENJOY !!!
Another Eden is now 7 years old which means many stories, characters and an entire world...or rather time periods/timelines that currently exists. So here's the question, what's your Another Eden Hall of Fame ? Both Meta and Non Meta related.
Note: Remember that what I'm about to write is based SOLELY ON MY OPINION but I'm interested to see what my fellow Residents of Time's Forgotten Keep think ! Without further ado, let's start:
  1. Best Story Protagonist (Excluding Aldo): Nona
    Another Eden is composed of many stories and they are NOT always centered around Aldo which is the game's protagonist, few examples of that being Deirdre in the Knights Episodes/Nona in Apocrypha and Wryz from the recent Wryz Saga. My pick is Nona because she has BY FAR the best character development and to me she took the spotlight in the entire Apocrypha. In fact I'd argue that if Another Eden had the "Choose your Protagonist" Aldo would be the Male Protagonist and Nona would be the Female one because she's litterally the Protogonist of Apocrypha and it can be regarded as a "Game within a game" so yea that says alot.
  2. Best Side Story: Western Mythos (Song of Sword and Wings of Lost Paradise)
    The Western Mythos is the best story in my opinion (And actually alot of players do agree with me on that). The Zerberiya continent, the world, the cast of characters and the story is phenomenal from it's 1st chapter to the finale. I know that people will tell me Future Mythos is also great but it doesn't have THAT impact on me as much as the Western Mythos did.
Which is why (Rant Warning!) WFS ! WHERE'S MY WESTERN EXPANSTION !!! WHY DID YOU FORGOT THAT ZERBERIYA EXISTS ?? WE NEED MORE OF PEAK !! That is hurting me alot !! The only story which is a close second is Apocrypha but Western Mythos is the far better one and I'm thankful for Another Eden for creating that. I do hope that the Highly Rumored Eastern Mythos would be just as good because speaking of...
  1. Best Main Story: Main Story Part 2 (Tales of the East)
    There are currently four Main Stories: Main Story Part 1;Main Story Part 1.5 (Ogre Wars) ;Main Story Part 2 (Tales of the East) and the currently Main Story Part 3 (Into the Hollow).
    In my mind while having played all of those stories, I still find myself being drawn and attached to the Eastern Continent ! Because I truly love the setting ! WFS clearly nailed it and even so when you consider the amount of "Eastern" Personality characters that are in the game which is the highest in the game at 30 characters (Not counting AS/ES). Heck I'm currently replaying the Main Story Part 2 because I enjoyed it even better than the current Part 3 which from a pure gameplay sure it's better but in terms of Story/Characters and OST then to me nothing beats the Garulea Continent (Present/Past/Future and Underworld) !
Alot of people in the sub love Eastern characters, most notably u/NoWaifuN0Laifu who like Hozuki, an Eastern sensual Fox Lady so yea there's that.
This is in part why I'm extremely hyped for Eastern Mythos and I can't wait for it ! And Yukino Alter (One of the main things keeping me attached to Another Eden)
  1. Best Character Quest: Melissa
    Melissa is by far the best Character Quest and ask any veteran player and he'll tell you that. It's also the darkest and the saddest one in the entire game and it's special in the fact that Aldo IS NOT PRESENT in it at all ! Imagine THAT ! I won't say more because of spoilers but if you don't have Melissa you can just search on Youtube as her CQ is there and you can watch it ! If you have her but have not played her quest...WHAT ARE YOU WAITING for ? DO IT !
  2. Best Character: Yukino
    This is subjective and my AE subreddit flair checks out, I love Yukino so much since her introduction, apart from me having a thing for women/girls with Ice powers, her story and how she was created (Also she's Eastern as well so another point !) also her relationship to Tsukiha so no need to say more!
  3. Best Antagonist/Villain: Guildna (Main Story Part 1)
    The reason why to me Guildna is the best villain is NOT what you think it is ! Another Eden is a game centered around stories Beyond Time and Space there I said it but while there are really good villainy characters like for instance the Empress/Emperor of the Land of Mi and Shin (Again Eastern !) Garneli and Genshin but Guildna is special because he made me appreciate Main Story Part 1 alot more then the other characters, it tells you what happened if Guildna makes some impactful decisions in the storyline. Besides without Guildna there's no Aldo and therefore no Another Eden !
  4. Best Cat Companion: Kuchiba
    I love the Siamese Cat Breed and Kuchiba IS the only one in the game in whom I didn't change ever since I found her years ago in Vermillion Road (Another Eastern Reference, see what I told you)
  5. Best NPC: Some Guy
    He's Scott literally everywhere in the game. From the past to the future, from Zerberiya to Garulea, heck even in the Hollow you'll find him ! There's no way I make a list without appreciating "Some Guy" and his deeds to the game.
  6. Best Frog: Cyrus (He's Eastern aswell ! I tell you this is why the Eastern Setting is THE BEST !!)
  7. Best Main Cast Character: Guildna
  8. Best Mascot: Varuo
    If Moke wasn't released as a playable Sidekick he would have been my pick but now I have to choose the 2nd best IMO and that's Varuo. The Iconic Cat mascot in the game.
  9. Best Boss: Caroline and Justine (From Persona 5 Royal part 2 Collab)
    This boss used to be the hardest boss in the game for a long time and for good reason as it has alot of HP stoppers and has TONS of HP, while the boss has been powercrept and now easy with the recent units...back than it was a pain, another close second would be the Toova AS Manifest Battle which used to be the hardest Manifest fight in the entire game because of Toova AS insane fixed DMG and RNG involved.
  10. Best OST: エルの唄~メリナ Song of Sword and Wings of Lost Paradise ED ~ The Stifling Song Melina Edition
    The best theme for the best story in the game, everytime I hear the OST I unconsciously start humming and even start tearing up because it's JUST THAT GOOD and after playing the Western Mythos and knowing what the lyrics means...man it hits hard ! A close second is Apex Logic and Cardinal Scales ED ~ Immaculate Full Version but let's be real ! The game is full of the best OST in a game ever !
  11. Best Battle OST: Apex Logic and Cardinal Scales ~ Last Notes of the Battle Song Alter Dewey Boss Theme.
    This one is hard to choose as the game is packed full of Bangers in the Battle Theme departement but this one personally gets me all hyped...besides even you didn't reach that part of the game it still hypes you up ! A close second is First Knight and The Holy Sword ~ Dear My Dearest -Prayer of the Holy War- as I loved the Knights Episode Story so much and love the plot twist which leaves to this battle.
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Now let's go to the Meta:
  1. Best Free Character: Nona AS
    Seriously she's by far the most flexible free character in the game, yea sure it takes a bit to get her but she can give 1/3 of her stats to anyone and she can mold her kit into the unit she's devoted to including zone setting/element and attack type change etc... She's even more good when used with Aldo (And it's canon aswell as she's devoted to Aldo and loves him so much which he also does (Not in a friend way btw)) and we know SA Aldo is OP especially at 255 Light so yea !
  2. Best Zone Setter: Iphi
    To qualify for The Best, a unit doesn't just has to set a zone but it needs to have OP effects with the zone setting skill/VC and to me no one who's better at that than Iphi, her zone setting skill Walpurgisnacht is seriously broken: First of all the skill is Pre-emptive; you get the best elemental zone (Shade zone); you get Blood Contract which gives you survivability and Lunatic Risktaker; you get 5T Magic Focus and if you recast it, you get Kaleido switch to Shade element for 1T for all units...ALL OF THOSE in a single skill and moreso when you realise that these are all skills you usually see in Stellar Awakening Locked-Behind recent units in a unit released a year ago
  3. Best Damage Dealer (DPS): Xianhua
    Before Xianhua got released and broke the DPS meta, Yakumo and Sesta used to dominate that market but now Xianhua is the best end of question ! The reason being that her DPS potential is not locked behind her SA skill as most recent units does.
  4. Best True Tank: Radias AS
    Some people might argue that Radias AS is being powercrept but to me a Tank is more than just high HP/DEF/DMG Mitigation via Shield or Debuffs but to me a Tank in AE needs to have Guard and Rage and to me Radias AS is still the best one even if she's now almost 2 years old. While Alma AS is alot more recent and has all of those she's more of a Secondary DPS/Support than a tank and her Guard is conditional; Soira AS doesn't have Guard;Anabel ES doesn't have Guard nor Rage and Prai is constrained by Stun after Guard
  5. Best Support: Myunfa Alter
    I tried alot of units but to me no one can do support/sustain in the entire game than Myunfa Alter, seriously her kit is a dream to every one, she has everything you can think of, YEP EVERY.SINGLE.SUPPORT.EFFECT in her kit. If you have the fourth slot (80 light) she's even better, she support the entire party but more so the unit on her right:
* She can heal HP and MP and reduce MP consumption.
* She can tank (Tho not with Guard but with DMG mitigation such as -50% DMG taken, a 2000 Max HP Shield and insane debuffs + Buff END/SPR).
* She can set Earh/Magic Zone (3 Staff users+) and can awaken any zone.
* She can give Magic and Singular Focus.
* She can give Weapon Type DMG and Weakness Multiplier.
* She can give Status and Knockback Immunity.
* She set 3T pain/poison ignore res.
Yes everything I said above is in her kit, what's more is that she can do most of these preemptively and do you know what's more insane ! She's not bound by the Stellar Awakening System !
  1. Best Healer: Anabel ES
    She can heal 50% HP/15% MP but unlike Radias AS which can also do it in a counter, if you put her in Guiding Light she gets +50% DMG and Healing meaning she can potentially heals 100% HP ! Something only seen in EX Attacks in ES characters and that one requires complex setting.
  2. Best Pain/Poison Setter and DoT (Damage over Time) user: Pom AS
    A Best Pain/Poison setter doesn't just have to set p/p ignore res as most units can do that but can use p/p as DoT (Damage over Time) and no one can do it better then Pom. Heck 4⭐ Pom has been known for her gimmick of giving p/p if you have the appropriate equipment and there's Grasta Ores that gives +50% DMG if user is inflicted with Pain/Poison so yea.
  3. Best AF user: Miyu ES
    To qualify for this the unit has to benefit more from using AF (Another Force) either by doing more DPS in AF or get easy AF Combo Multiplier, it's been known that Thunder units are the ones who can use AF efficiently and while the current Meta revolves around DMG outside AF, some units only shines in AF and Miyu ES is just that, a close second would be Victor AS but he can be tricky to use as you need the AF Combo to 1000% for him to deal 7300% DMG Multiplier but in a Thunder Team with high SPD it's possible.
  4. Best Singer: Milsha AS
    While Singing has been powercrept by Praying, I still use Singing units from time to time and Milsha AS is by far the best from the best, seriously her 2 songs can give different Lunatic to the entire party depending on the Song being user (Sacrifice and Risktaker) and this effect can co-exist with other lunatic.
  5. Best Praying unit: Toova ES
    This one is hard as most Praying units are OP ! However for me Toova ES takes the crown by a slight margin, just set her pray and forget about her and if you have a unit which can Cover (Iphi is most used with her) then you don't have to worry about her taking DMG and breaking Prayer.
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Phew This essay took me 3 hours to write but that's how much I love Another Eden even tho the game's questionable direction does leave alot to be desired, I hope you enjoyed reading and I want to see everyone's opinion
submitted by ChadEriksen to AnotherEdenGlobal [link] [comments]


2024.05.18 22:59 ramphas5 RPG with open world, mining, farming, tree chopping skills etc.

I've been looking for a game that allows me to live off the land.
Something similar to Zomboid minus the zombies or even a single player runescape is the closet i can think of.
Things I don't care about: Graphics, Story, Quest, partybased or not
Things I would prefer: top down, open world, farming, tree chopping, mining, skills
I do not want a cozy game like stardew valley, i want to murder things.
Currently playing 9th dawn III but I'm unsure if it has tree chopping or anything i really even want.
Games I've played that somewhat scratch my itch:
Necesse Zomboid Caves of Qud Tales of Maj'Eyal Grim Dawn Kenshi Stoneshard ADOM
If anyone knows anything even close to what I crave thank you. I've been looking for weeks, maybe not hard enough but thought i'd ask here.
submitted by ramphas5 to roguelikes [link] [comments]


2024.05.18 22:40 Tom_GP Some (Spoiler Free) gripes about Puppet Shows and Shadow Plays

I'm running Puppet Shows and Shadow Plays for the first time and, while I like the module and I think it's going to turn out fun, I've had some issues with parts of it that I wanted to share.
I'd like to preface this by saying that it's a cool scenario, the updated version is an improvement over the original, all of the problems are arguably a matter of opinion, and most of them can be easily fixed.
Lack of meaningful description
What's San Carlos like?
What does the tribal police station, or the medical facility, or the ranch look like?
I don't want block text to read, I just want a few phrases and enough detail for me to sketch the place for the players. (Floor plans would be better, but hey)
Another one where the fix is for me to GM prep, but I paid for a module so I wouldn't have to do too much of that.
This great collection of additional resources (handouts, descriptions of the reservation and key locations) shared by u/kinnygraham in this comment on another thread has been vital for helping me imagine the town.
Rolling for clues
Every other DG RPG module I've read has had most clues based on having 40/50/60 in a skill, but in PSSP (even the updated version) you still need to roll for everything for some reason. I ended up giving my players a lot of clues but they did the right stuff with the right skills and only made them roll when there were bonus clues that would make them look cool.
It's not a major gripe, but it would have been nice to see the updated module make use of the new tech.
Weird Railroady Moments
My least favourite moment in an RPG product is when the author tells you something like "players / a particular NPC, often the antagonist, can't die right here" which sucks IMO, and there's at least one in Puppet Shows. The way I see it, the PCs are largely stripped of power an autonomy by the premise of the game, so taking more power away with set plot-pieces feels cruel and off-genre. That's just me, though.
Not hard to fix, but a real pet peave of mine. I'd be interested to hear about how everyone else feels about this.
Why would I get to the chopper?
This section verges on a spoiler but honestly I wouldn't care if any my players had read this before we played
There's also a moment when the module lays out what happens if the players ask to use the State Police helicopters. I have no idea why any FBI agent whose been asked to assist the state police would push to use their equipment or barge their way into their side of the operation. I had the major mention he wouldn't mind having them along, but really I should have just made the helicopters an FBI asset at their disposal and mentioned that during the FBI briefing, but actually having them go up in a chopper to see a car and come back down is just not that fun.
Not a major issue, because the State Police can share info with the agents, but still it creates a situation where the evidence and briefing at the opening of the module only really gives one lead (the ranch) to go off and chase.
submitted by Tom_GP to DeltaGreenRPG [link] [comments]


2024.05.18 22:32 hunterrocks77 How to optimize getting components for lots of objects all at once?

Hello, I'm making a gameplay engine, and one of the scripts automatically gets and culls objects from a separate handler, disabling objects depending on the distance from the camera
But, I realized this is particular inefficient for load times- as there is about a second or so CPU lag when loading a scene that has it, but otherwise runs normally. In the profiler, it's always this script on the Start function.
Here was something I tried, instead of;
 MeshRenderer _meshRenderer = GetComponent(); if (_meshRenderer != null) { Cull_MeshRenderers.Add(_meshRenderer); } 
I do:
Cull_MeshRenderers.Add(GetComponent()); 
But that returns an error; A null reference (It couldn't add the MeshRenderer because it didn't exist, returning an error)
Here's the start function;
private void Start() { handler = Handler_Gamehandler.Game_GetGamehandler(); //Get components //Mesh Renderer MeshRenderer _meshRenderer = GetComponent(); if (_meshRenderer != null) { Cull_MeshRenderers.Add(_meshRenderer); } foreach (MeshRenderer obj in GetComponentsInChildren()) { if (!obj.GetComponent()) { Cull_MeshRenderers.Add(obj); } } //Skinned Mesh Renderer SkinnedMeshRenderer _skinnedMeshRenderer = GetComponent(); if (_skinnedMeshRenderer != null) { Cull_SkinnedMeshRenderers.Add(_skinnedMeshRenderer); } foreach (SkinnedMeshRenderer obj in GetComponentsInChildren()) { if (!obj.GetComponent()) { Cull_SkinnedMeshRenderers.Add(obj); } } //Vehicle Cull_Vehicle = GetComponent(); //Lights Light _light = GetComponent(); if (_light != null) { Cull_Lights.Add(_light); } foreach (Light obj in GetComponentsInChildren()) { if (!obj.GetComponent() && (Cull_Vehicle == null !Cull_Vehicle.Headlights.Contains(obj))) { Cull_Lights.Add(obj); } } //Misc Cull_Animator = GetComponent(); Cull_AudioSource = GetComponent(); Cull_Particles = GetComponent(); if (Cull_Particles == null) { Cull_Particles = GetComponentInChildren(); } Cull_NPC = GetComponent(); Cull_MissionEntity = GetComponent(); Cull_PhysicsObj = GetComponent(); //Setup distances switch (LODType) { case Cull_Type.Level: //Used for general things, like level geometry (Buildings, for example) radius = 250; break; case Cull_Type.Landmark: //Used for things that should be visible over large distances radius = 1000; break; case Cull_Type.Entity: //Used for Entities, such as NPCs, Vehicles, Props, etc. radius = 75; break; } handler.map.Map_Culling.Add(this); } 
As you can see, it's not efficient, and while I COULD manually put the components and skip this whole issue altogether, it add another workload by making me edit several hundred assets to do this, so I'd prefer it to compile automatically. Could anyone help?
submitted by hunterrocks77 to Unity3D [link] [comments]


2024.05.18 19:48 inkhonclusive [ONline][EST][5e][Homebrew][Roleplay Heavy][Low Fantasy] - Seeking Sorcerous Survivors

Pitch
Recruiting 4 Sorcerers (Magic not from entity or study) Only;
Thou were not born of thy own choosing
Whence you grieve, cry, or laugh
Tis as if you bring tragedy, rain or sunlight
Unexplained happenings follow you
And if anyone knows what you really are
They will kill you ..
Hide yourself, and silence your heart
Hunters seek those like you for in this world
.. You are monsters
Our story begins with the plights of your characters and how they were able to overcome them .. Or how they were succumbed to
You discover the nature of your afflictions .. And now you must survive
The world hunts sorcerers like dogs hunt confused and lost birds
But if a lost bird lives long enough to be found. It may spread it's wings and fly
Good luck
Introduction
Hello, my name is Inkh-Su (인수). I have been roleplaying since 2009 and started playing D&D 2018. I am hoping that you will be interested in my homebrew world of Myhrr. It is a work of consistent passion. I have passed 50 pages of content and have handcrafted over 30 explorable cities, tile-by-tile.
Myhrr is a living world developed by the DM, and a story lead by the players.
I prefer players who want to emotionally invest in NPCs, their party members, and their own characters. My aim is to naturally draw characters together into an interweaving story of relationships, action, and heroism.
My five main inspirations are The Books of Magic, Berserk, Merlin, Odin Sphere & The Last Unicorn.
I adhere to rules that maximize your exploration and sense of curiosity. I don't try to predict players, I just adapt to their actions. I study player strengths & weaknesses to spotlight them and write a balanced story. Depending on backstory, I grant geographical, social, and historical information.
Much of the world is a medieval, war-torn, feudalist place that has just found a respite from war. Power wavers with uncertainty, under the constant threat that war will return. Nobles attempt to secure peace alongside bloodstained battlegrounds. Royalty seizes power by sword, flame, accusation and subterfuge.
Whilst the faith in currency is unshaken, Trade is unstable. Promises are rare. The hunt of witches, warlocks, wizards and druids is ceaseless in a war against the unholy forces of magic and devilry.
Myhrr is plagued with economic inequality and xenophobia. Whilst half-orcs, tieflings, and goblins are capable of citizenship they are treated as second class citizens. Faced with the constant truths of their loathsome origins, demonic history, and biological differences they find little respite among other races.
Where half/elves are constantly bombarded with opportunity, these marginalized races find none.
Dungeons in the world are difficult to find. One requires research of the hundreds of books in the world, or a quick tongue and a fast blade, to take such information. Yet there are riches, power, and secrets hidden away behind the abominations of the deep and the traps that lay within. Those who seek answers in the hidden places of the world are at true risk of death or worse.
Think fast or die, traps don't wait and neither do monsters.
The core of every event lies a mystery. A quandary of history, social intrigue and chasing after evidence. Ancient secrets, political dealings, and criminal ones. The world's history is extensive but only a player who wishes to know the lore of the world will discover it.
One of the things I'm proud of in my game are its people. I've been roleplaying for over a decade and believe that every NPC will have more depth than any player will care about. Ingrained into the world and its culture; they have fears, desires and interact with an intelligence befitting of their environment.
Magic comes with a constant emotional and social contract. Only four classes are considered magical. Sorcerer, Druid, Warlock, and Wizard. All other classes use non-magical flavored versions of their spells. Each class uses magic uniquely, yet none of it is as reliable as sword or bow. Magic, no matter it's origin, has a will of its own.
Most cultures believe sorcery, druidry, and wizardry to be witchcraft.
Sorcerers do not have control over their innate power without having control over their own hearts. Druids must build a true relationship with nature and balance. Warlocks are required to debate and negotiate with cruel devils. Wizards are mysterious and grow in power as they follow a path of wonder.
The world has several holidays and I'd love to watch your character celebrate too.
Finally, the game is played with a flowing system of time. Time moves regardless of what your character is or isn't doing. Players who act quickly, describe their actions, act their dialogue and invest their hearts will quickly find themselves escaping the arm of mere RAW rules and mechanics.
I am rewarded by players who will sit after a game and theorize about NPCs, History and Intentions and have plans on how they want to act on the world. Reactive players are alright, but players who develop a judgment and work to act on that judgment are rewarded.
I am also rewarded by characters who act on and with emotionality to NPCs and with each other. My favorite moments are listening to the building moment of character clashes and support when they make discoveries that reveal pieces of themselves and each other.
World:
Game:
Table Culture:
If you're interested:
Send me a chat with
Looking forward to hearing from you :]
submitted by inkhonclusive to lfg [link] [comments]


2024.05.18 19:30 TallgeeseIV Just Some Suggestions & Feedback for the Developers

I'm about 330 hours in, day 560, clearly I LOVE this game. It's everything I wanted Medieval Dynasty to be, but with a much better execution (Sorry MD). With that in mind, it's in Early Access and that of course means it's not done, and we who purchased it in EA have a responsibility to provide kind, constructive feedback in order to ensure the game is allowed to flourish as much as it deserves. To that end, I have a few notes and ideas that I think could further improve this already stellar game.
I'm sorry it's so long, I've been accumulating this over the course of my playtime.

Stealth Mechanics

So, maybe this is something planned for a future update, or intentionally omitted, but I find it kind of odd that an archer wearing all dark clothes in the dead of night can't sneak around and pick off a team of brightly colored Brigands one by one without engaging the whole squad. Seriously, the screen is pitch black, I can barely see myself, but somehow all the Brigands know exactly where I am and B-Line towards me the second an arrow lands in the woods behind them?
Maybe this is just an AI problem, but I would love it if there were some sort of stealth mechanics in the game. I'm not saying add a "sneak mode", but things like being able to confuse enemies by breaking line-of-sight, maybe hiding in bushes, getting closer without alerting by moving slowly, using cloth and leather armor instead of plate to make less noise, maybe even throwing rocks to distract enemies. Traps would be nice as well. Things like caltrops, bear-traps, etc.

Dual Wielding & Combat

Probably an obvious one, maybe even something already being worked on, like I assume more polearms are, but dual-wielding your slot 1 and 2 weapons would be nice. Even if you couldn't attack with the weapon in Slot 2, it would be nice if you could pull it out and block with it, allowing for faster swings after blocking.
Melee combat needs some TLC too. I think we're all heavily relying on bows to get us through this game, and I think part of the reason for that is that melee combat is too limited to fight more than 1-2 people, 3 at most, and only if you're really good at it, and you routinely have to face groups of 5-8. More options in melee combat might be able to mitigate this a bit. A dodge roll might be a step too far, but a quick side-step, back-step, forward-step, etc. would be nice. Counters and parry's would also be nice. Maybe disarming mechanics as well.

Army Management

So obviously, as I'm sure the devs are already aware, this system needs many QoL changes. Don't get me wrong, the latest update adding the tool slot was a brilliant change, 10/10 update, and the current system is surprisingly robust in its current state, but it's still got some major pain-points, major enough that I, and from the threads that I've read, many others, ended up soloing most of the game.
Firstly, there needs to be some sort of system to save your army configuration. Having to identify your archers, your heavies, your grunts, and other variants by their stats every time you recruit them to a squad is a major PITA. It would be nice if you could save an army configuration and recall it at a later time. Amend it by recruiting others, moving people around, if needed, then save again.
Second, being able to assign people to a specific weapon, or weapon class. Assigning your archers to bows for example, would mean that they would automatically grab the highest level bow, quiver, and arrows that they can when recruited to a squad. Similarly if you assigned one-handed sword, two-handed sword, sword and shield, polearm, one-handed axe, two-handed axe, one-handed hammer, two-handed hammer, etc.
And third, food management... Holy crap, I've seen this mentioned a lot, and I've been trying to think of ways to mitigate the issues. Yes, your villagers need to eat, but maybe we don't need total realism in this area... One option, what if your soldiers just got weaker if they haven't eaten, instead of leaving formation? If we were going for total realism here, then deserters would probably be executed. So if we're not going that far, maybe don't bother with that system in general?
Alternatively, what if there were additional roles for non-combatants in the army. Apprentice Innkeepers could be set as Quartermasters, who can store stacks of food and arrows and soldiers would go to automatically when they get hungry or run out of ammo.
Other roles might include drummers and banner carriers, whose job is to play war drums and/or carry the army's banner, increasing combat effectiveness of other soldiers within range.
Apprentice Healers could be assigned as field medics, and could be equipped with bandages and medicinal salves and would automatically patch up your army during and after a fight.
For that matter, at the moment the healer's kind of unnecessary. If it were me, I'd change the Healer to Herbalist, and make that a requirement for the T3 forager hut, medicinal salve, and a third structure for manually converting fruits, vegetables, and plants into seeds.
Additionally, maybe your herbalists could revive fallen villagers in a shorter amount of time, having them respawn at some kind of hospital that could only be researched by them as well.

Villager Housing & Job-Specific Equipment

Can anyone tell me what villager housing storage is even for? As far as I can tell, they don't store anything in it, and it doesn't seem to do much of anything at the moment.
What if, instead of keeping your worker villagers in combat gear all the time, we could craft job-specific clothes at the weaver, that granted bonuses such as +2 harvesting, +1 agility, +3 laborer, etc, of course at the expense of armor. What if each villager assigned to a house had their own storage box at their house. Then, armor and clothing could be stored in their housing storage, and when you recruit, or call them to arms, they run home and equip any armor set in their housing storage before reporting for duty. Being dismissed would cause them to run back and re-equip their job specific clothing.
Eventually you could unlock an Armory at T2, or maybe T3, where every soldier set as a guard reservist can store their armor and weapons, allowing for faster equipment changes.

Building & Structure Placement

Devs, you've got to increase the tolerance on placing larger buildings. I can see that they have foundations, but they don't auto-level correctly. Maybe just give us a manual raise/lower option? Placing large buildings is a nightmare on 90% of the map, and most buildings end up having to be placed in the 1x1 pixel area they can be, instead of where you actually want them to be.
Additionally, many structures have the "center point" used for calculating placement/height set to either a corner, one side, or somewhere else, resulting in some really awkward placement. Fences for example, have a center point at one end instead of the actual center, so if you place a fence on a slope on one side of a road, it's half-sunken into the ground, while after rotating it 180 degrees for the other side of the road, half of it is floating in mid air.
Several structures featuring a fenced area allow you to build other things such as chests and torches within them, while others such as the Tavern and Blacksmith do not. The inconsistency is odd, and to be honest, I think it's fair to say that most players would prefer more relaxed building collision requirements in general. I see complaints about construction clipping being too harsh in almost every survival crafting game, and trust me, I play A LOT of them. A certain amount of overlap/clipping really shouldn't be an issue.
The food cellar is particularly picky about where it can be placed and requires predominantly level ground, which makes NO SENSE because it's literally just a mound of dirt. Why can't I place it 80% buried into the side of a hill, it's already just a dirt hill...
Some decorations would also be nice. Kegs, benches, street lamps, etc. At the moment we can only place streetlamps in neutral villages, but we can't for our own village? For that matter, why can't we just build neutral village buildings wherever we want? The Belltower could be a quick call to arms option. Training grounds could slowly boost your own villager stats instead of only books, etc.
Bigger fences, and eventually gates would be amazing as well. I'm sure there are already plans to expand on all of this, but just putting it out there.
There's a few building-related bugs I'd like to report as well:
Not sure how others feel, but I personally think it would be better if structures such as the Inn and the Foraging Hut did NOT have built-in smoking/drying racks. In the case of the drying racks, these should be a separate structure, and in the case of the smoking rack, it already is.
The reason for this is that NPC's will automatically start smoking/drying food, food that you may have wanted to reserve to create higher-end products, and there's no management system in place for them to forbid this. Alternatively, adding a management system to them would also mitigate this issue.
I would also add a separate "Tool Rack" that only accepts tools, and make the current Weapon Rack only accept weapons and shields, and for that matter, I would remove the attack capabilities from all tools in general. It was a novel idea, and might be moderately helpful in the early game, but it kind of makes a mess of things and I don't think it's worth it. The dedicated tool slot goes a long way, but still.
Lastly, removing structures without losing their materials. I know, I get it, it's part of the game to lose the materials when you just click demolish on it, but hear me out. What if only apprentice carpenter's could slowly deconstruct existing buildings, essentially in the reverse of the process in which it was built, returning all materials over time?

Storage Management, Farming, & Cooking

The "Top Up" command for individual workstations is nice, but I think also being able to set this at the settlement-level would improve things dramatically. I'd love to be able to set a global limit for certain items that would supersede workstations.
Farming is a particular pain-point in this regard, because you can't set any production limits, presumably because you don't know the yield in advance. The only mitigation I can think of for this would be adding a "Silo" building that has no storage limit, but can only store seeds and farmable products, researchable by the Apprentice Farmer.
Deliveries also need a "Top Up" command. Instead of setting a specific amount, it would be nice to be able to tell it to only send enough to keep x amount in storage at the destination.
As far as cooking goes, I think the Campfire with Cauldron is good as is, but I would increase the yield on cooked items for the version at the tavern, and I would replace the smoking racks with cauldrons, with even further increased yields for the Inn. For example, the Tavern should make 3x yield for 3x recipe cost, while the inn should make 5x yield for 5x recipe cost, both for the same cooking time and no increase in required wood.
I don't believe it would be uncommon in medieval times for an inn to have a huge pot of stew constantly cooking for any patrons or travelers, and this would give much more of an incentive to use the buildings for more than just temporary housing as the population of your village, and the amount of food required to sustain them grows.
The Bakery also has this problem. Professional bakers don't just bake two loaves of bread, or a single pie at a time. They bake multiple racks of them at once. As it stands, the bakery appears to be more about giving the player access to small amounts of difficult to make foods with additional perks, but I think it should be overhauled to be able to essentially upgrade your entire town's diet when it's fully fueled and operational. Wheat is soooo easy to obtain in large quantities, that I think you should be able to make at least 36-48 loaves of bread at once with this structure, and at least 10-20 of the other baked goods.

Sign Posts & Fast Travel

Good system, I really like it. The only change I'd make is to make the sign posts that are already around the map also become fixed fast travel points once you interact with them. I know it's minor, but I built my village in an area that has one and it would be nice if I didn't have to have a second one right next to it, haha.
Another oddity is that you can build full-on houses, training grounds, etc. in neutral villages, but oh no, if I want to build a sign post to fast travel back, that HAS to be outside the city limits, so I have to run into and out of town a ways every time I visit. This doesn't make a lot of sense, and I think that at the very least, you should be able to build them inside the town once you get to the Friend or Protector status.

Skill Books

I think the current skill book system is a little odd. You start reading a book, which applies a status effect, that grants the exp when it completes. If you die, you lose the effect, leading to the player avoiding doing anything dangerous while reading a skill book, especially higher tier books. This isn't the end of the world or anything, but I do think it could be improved to not potentially halt the momentum of the gameplay.
Alternatively, what if, upon sleeping, the attribute menu popped up and asked you which book from your settlement's storage you wanted to "read before bed", and you woke up with the additional exp? Similar to how in older Elder Scrolls games, you would level up and apply stat points after sleeping.
Similarly, when you select skill books to apply to your villagers, they would receive the exp the next morning as well.
Another option would be to make skill books provide the exp buff over the course of the buff duration, meaning that if you or a villager do die, at least you got some of the bonus exp and it's not a total loss.

Horses & Carts

This one's pretty obvious, probably don't need to elaborate, and I believe we've already heard that mounts are coming. Carts with extra storage would be nice as well.

Rare Encounters & Traveling Caravans

The world is already pretty beautiful, but does feel a bit empty. Yes, there are bandit camps and thousands upon thousands of roaming bandits, but other than that, you never see any villagers just travelling the roads. It would be nice to see more liveliness, things like brigand caravans that you can attack and steal from. Travelling merchants with rare goods who occasionally get attacked by bandits, random quest-giving npc's, etc.

Liberated Village Trade

It would be nice to be able to schedule certain items to just buy all automatically every day, or buy up to a specified amount, and select certain goods that you overproduce as automatically tradeable in return.

Hunter's Camp/Lodge

Why do hunters grab the best possible arrows just for hunting? We need a way to limit them to a specific arrow type. Any time my Hunters Lodges are turned on, they grab all of my iron arrows, iron arrows that I desperately need, when simple arrows will do the job for them just fine. Yes, I mitigated this by making hunting outposts instead and delivering a few stacks of simple arrows a day, but c'mon, that shouldn't be necessary.

Wood, Logs, & Trees

The fact that trees don't regrow is... kind of ridiculous. There's nothing in my settlement that I have to constantly micro-manage more than logging outposts. I'm positive the devs have already gotten the memo that we want trees to regrow, but just stating it again here as well, for the record.
Well, that's it, those are my thoughts. I might edit this and add to it over time if I think of anything else, but to all three of you who actually read all that, what are your thoughts? Any of these a bad idea? And if so, please elaborate, and I'd love to hear your ideas as well!
submitted by TallgeeseIV to Bellwright [link] [comments]


2024.05.18 19:04 JLSeagullTheBest Questions about Isa after beating the game

I finished the game last night and I feel like I understand about 80% of the plot, but I’m unclear on Isa’s role in the story. To recap my understanding:
Ariane Yeong grew up with her mother on Leng but was sent to Rotfront to attend school there. She was ostracized from her peers but was friendly with Isa and Erika, whose family owned the bookstore where she worked. She volunteers for the Penrose program and is sent to die out in space with Elster, whom she falls in love with. Ariane is bioresenant (a powerful psychic) so as she’s dying of radiation poisoning things get weird. From this point things are a little more ambiguous, I’ve come up with three possible scenarios.
  1. The Penrose crashes outside of the Sierpinski station at the same time that the miners there uncovered the Red Eye, a powerful eldritch being. Ariane’s bioresenance combines with the Eye’s nonsense, resulting in the infection (where members of the Sierpinski die/have their consciousness overridden by Ariane’s memories).
  2. Out in space, the Penrose comes into contact with the Red Eye. Because Ariane was going to be assigned to the Sierpinski station, the Red Eye reaches out to it (leading to the events of the game). This is similar to scenario 1, I just don’t see how the Penrose could go from drifting into deep space to crashing on Leng at the edge of the solar system.
  3. The events of the game are Ariane’s dreams made manifest due to her bioresenance. It doesn’t take place on the real Sierpinski station, just her mental image of it because she was going to be assigned there and related to Alina Seo. The Red Eye may or may not actually exist.
However, I don’t see how Isa fits in to these scenarios. In the first two where the game’s events actually happen, why would she be on Sierpinski? She claims to be searching for Erika but why would she be there either? She also seems remarkably unperturbed by the bizarre events of the game, up to being sent back to her childhood home on Rotfront.
If the events of the game didn’t happen and Isa is just a manifestation of Ariane’s memories of her, what does she represent? Is her fruitless quest to find her sister like a metaphor for Ariane trying to find belonging? And if she is essentially a dream NPC, why would her and Adler interact outside of Elster (the only ‘real’ person)’s POV?
Additionally, why is Erika always depicted with half her face missing? I assume it parallels the faded photograph of Alina Seo's Elster and Elster herself after losing her eye at the end, I'm just a bit stumped as to the symbolic significance. I'd appreciate any clarification or theories people may have.
submitted by JLSeagullTheBest to signalis [link] [comments]


2024.05.18 18:40 SpeedFit2619 Advice on DMing a 4th wallbreaker NPC?

I'm DMing a homebrew campaign (5th Edition) for two players, A Tortle Druid and Dragonborn Fighter. The homebrew premise focuses on a World-changing event called 'The Tearing' (at least for now) and from this event it would 'create' or 'change' creatures throughout the entire world (Imagine the Annihilation movie for 'change')
Because of this premise it gives me a lot of room to create homebrew creatures and mix them with base creatures, Flying false hydra, A hivemind virus, a humanoid trapped inside reflections etc. Which brings me to my question how would/should I DM an NPC that has gained the ability to break/see the 4th wall.
I should clarify I don't intent to have deadpool levels of 4th wall breaking, I'd like subtle a approach if possible. As well as I plan to have my players fight this character either by betrayal or insanity, maybe even both.
Any and all advice plus criticisms is greatly appreciated and Sorry if I do anything wrong or odd this is my first time making a post on reddit.
submitted by SpeedFit2619 to DMAcademy [link] [comments]


2024.05.18 17:08 Darillian Shout-out to all contributors of the Guild Wars 2 Wiki (GW2W) for not only being a great general source of knowledge, but especially for being an archive of this game's long history!

I've recently finished the re-release of LWS1 having missed large parts of it during the original release and while there are great arguments for why the re-release had to be different than the original one, I was still curious about the evolution of the game's maps and NPC interactions and how things were "back then".
Very quickly I realized that this knowledge is available through the Wiki's version history (of course, a standard feature of many, if not all wiki platforms). Using this, it was super easy to just look up the release date of a given episode, check the version of a GW2W article from that time and see for myself how things changed.
Concretely, currently at the start of LWS2, the Town of Prosperity is in the state of being attacked by vines right from the start of the season, even though story-wise that attack happens only in Episode 2. Unfortunately, that state of the town is now lost to time. So in a sense, the GW2W history, together with a rare video on YouTube, allowed me to see the beginning of LWS2 as though I'd been there at the time.
submitted by Darillian to Guildwars2 [link] [comments]


2024.05.18 16:51 Odd-Hotel9359 Seeking Architecture Acvice for multiple bots

First of all this is about a different game (Albion online) but i feel like my question fits for multiple types of games aswell as for runescape since albion is kinda the same but with better graphics and a bit different logic. ANYWAYIll get to the point.
I have created a bot for the game albion online with python that sets buy and sell orders on the market by checking if certain images are on the pc screen. If so behave on programmed logic. It works fine (like 99%) for now on the pc but obviously is bound to a screen aswell as the current set display resolution. It uses python, and opencv to recognize images within a certain threshhold.
I want to expand soon and was looking for other ideas that are maybe more reliable than using a monitor. Since this subreddit is dedicated for runescape botting i think ill get the best replies here.
Since i plan to do more types of bots aswell as bots that move around and pickup items (very common in albion) i thought ill set it up properly once to be able to more easly expand later on so i have the following ideas:
1st The current bot works with python respectively pyautogui, pil and opencv to check if within a treshhold an image is found on the screen. This works for like 99% of the time, only sometimes my script fails since it doesnt find some buttons but i think i could get around that with better error handling or tweaking. The backside of this is that were bound to a monitor and a gaming pc. Obviously since it uses the current pc the pc cannnot be used for other activities.
2nd Ive looked into machine learning and object detection which i would feed my images into it. And then based on if image is on screen click. Same downsides as 1st. But at least the clicking on images would be more accurate (i think, id have to do more research on it).
3rd Sort of combine either 1st and or 2nd but on mobile. There are libraries (adb) to connect ur phone to a pc and with that i could just run python code on the phone and do all the image recognition on it. I was thinking that id just get multiple phones and connect them to a pc (possibely a pi) and then just let that handle the logic. Since the game is run on the phone the pi doesnt need a lot of cpu with that would be relatively "cheap" to run instead of running a gaming pc with a graphics card.
4th Same as 3rd but instead of using real smartphones i could use virtual machines. Id then for that cause setup a specified server for it obviously.
5th Ive got my feet wet with packet analysis by downloading a radar hack and looking into the source code. Im confident that within a bit of time i could get that to run and manipulate packages sent between server and my client (arp spoofing i think). Question is how undetectable that eould be by easy anti cheat. Id have to do a bit more research on the anticheat.
Does anyone have experience with any of those methods? Is it even possible to run a bot headless? Id be glad for any advice.
Thanks in Advance
submitted by Odd-Hotel9359 to RunescapeBotting [link] [comments]


2024.05.18 16:14 Z_E_G_O_N Making a Carboard cosplay :)

Making a Carboard cosplay :)
I wanna make a cardboard cos of someone from Reg. (Duh) but idk who. Any suggestions? (Note: If you do suggest a character, I'd appreciate if you suggested an elevator npc, that isn't to complex. You don't have to suggest an elevator npc, but I'd like if the character was at least simple enough to make. Also, I'll add my teirlist in just so you guys can see my preference for the characters) /lh
submitted by Z_E_G_O_N to regretevator [link] [comments]


2024.05.18 16:01 Holiday-Loan2284 Bettering the Valley

I recently restarted my save file (moved from playstation to PC to play with my wife) and have been enjoying my time so much I've already out in over 200 hours into this save and have far surpassed my ps5 version.
But recently I've been thinking about ways to make the game more enjoyable or add longevity to it. I'm sure whatever I'm going to say has been said numerous times in this thread but I felt like I had to get it down somewhere or my brain would never shut up.
I'm no developer or anything so I have no idea how difficult or long it would take to implement the ideas I have and l'm sure they will probably never happen anyway but im curious on what everyone's thoughts are on these.
I'll do these in section breakdowns
Quests: Personally I think some of the villagers should have additional daily, weekly, or even monthly quests designed around them
An example would be goofy. Personally I enjoyed his little questline of taking photos around the village but why should thay have stopped with his final quest? New villagers are being added with decent frequency why wouldn't he want those added to a scrap book.
This could be a monthly quest to update goofys book with new photos. Since this is a photo questline give him an interesting reward like villager poses. Everytime we do hisnquest we unlock a unique pose with a villager when taking photos similar to the companions we have.
Villager activites:
Give me a reason to want to feed villagers that are already level 10 or a reason to give them their favorite gifts.
Give each npc a gacha like mechanic with items only they can give me if I give them all of their favorite gifts so I can hunt for each item and actually have a reason to give them a gift or feed them at remys.
Maybe each character has anywhere between 5-10 items, maybe an additional photo pose or just an emote, something they can uniquely give me so I interact with them more.
Additionally I hope they eventually open past level 10 friend ship so they have more internal quests unique to them and have additional rewards.
Give villagers more idle animations. I'm not sure if I just haven't noticed it but it seems like most of the newer villagers don't fish anymore which I find odd only the older villagers have a fishing animation. The only villager thay has such a new animation is Oswald with mining and I absolutely love when I see him doing that. It adds so much more life to the character vs. Just walking around aimlessly forever. At least Rapunzle paints but a lot of other characters don't do a whole lot of anything.
DLC related:
Give me a scramblecoin monthly game against players with moonstones as a reward at the end of the month similar to dreamsnaps or maybe give unique tokens thay do the same but they look different on the board. (Additionally let me play freely against friends that own the DLC)
While it might suck for those who don't own the DLC to not be able to participate it would reward those who do have it with an additional way to earn moonstones and incentive people who don't own it already to get it to participate for the rewards (which gives gameloft more money so it turns into a win-win)
Give me Wall-e garden, moana fish rack, and beast flower garden in eternity isle stocked with items FROM eternity isle for easier to obtain rewards. I don't even mind repaying to upgrade them like I originally did in the valley gives me something to spend my starcoins on.
Scrooge shop:
Seperate the one on eternity isle and the valley from each other that way people have 2 shops a day instead of 1. This would be additional incentive for people to purchase the DLC who haven't already if they get to buy additional items from a second shop each day.
END:
I think I'll stop here this post is already long enough lol. If no one ever reads this that's fine I just wanted to get it put of my head finally. For anyone who did actually read all this thank you! And I'd love to hear your ideas to make the valley better (outside of bug fixes. I think everyone agrees this game should have one massive update just dedicated to killing all bugs)
submitted by Holiday-Loan2284 to DreamlightValley [link] [comments]


2024.05.18 15:55 -Mythix_ /e animations ID (Roblox)

I’m trying to make an NPC dance in Roblox studio and I need the ID for the dance I want it to use, but the emotes (like /e dance2) don’t have an ID and aren’t shown on the marketplace. Does anyone know the IDs for them or do they have none?
submitted by -Mythix_ to ROBLOXStudio [link] [comments]


2024.05.18 12:18 crxwes Different pronouns for a Non player character

Hi! I've been searching for a couple of hours and I haven't found quite what I'm searching for, so I thought i'd ask in case any of you have any wisdom to inpart.
I'm searching for a way for a character to have different pronouns depending on which gender is chosen. Their gender already lock a sprite onto them, if that changes anything for the code. I haven't really found a way to make it work at the same time as the player character's pronoun choice (which comes after in the story, if that's of importance.)
The current menu I have for the PC is very simple but they are not referred to a lot, so it does the job. Unfortunately it doesn't work for the NPC. I used this (https://kermitsrenpytutorials.tumblr.com/post/179823154543/renpy-tutorial-letting-players-choose-pronouns#notes) person's method and when I callback to it, it simply tells me the pronoun is unbound but I'm not quite sure how to remediate that.
Thank you ☺
 menu: "She/her": $pronoun1 ="She" $pronoun2 = "Her" $pronoun3= "Her" "He/him": $pronoun1 = "He" $pronoun2 = "Him" $pronoun3 = "His" "They/them": $pronoun1 = "They" $pronoun2 = "Them" $pronoun3 = "Their" 
submitted by crxwes to RenPy [link] [comments]


2024.05.18 10:50 Rugshadow could we create sentient machines or AGI with a powerful evolution simulator?

Back in 2017 i had an idea regarding how we could create actual intelligent machines, which ive then been surprised to find isnt how any AI training systems work today, and I thought I'd share either because its a cool idea, or so that someone can explain to me why its not such a cool idea. Here are the step by step basic instructions on how to create sentient machines, which, as the title states, involves evolving it in a powerful evolution simulation:
So you start by creating a detailed physics simulation of an unpopulated Earth, like as detailed as it can possibly be. The simulation is huge, it runs on a massive supercomputer. The details of the simulation are sculpted and scrutinized by a staff of hundreds. This is obviously expensive, but entirely possible.
Populate the simulation with agents. These are just basic actors with the required programming to survive, mate, etc. We create animals like this, as well as artificial humans within the simulation who have various health stats, and can hunt, but also die or reprodice with one another to maintain their population. So it's a physics simulation, and an ecology simulation, but while the agent's reprogramming is as sophisticated as we can afford to make it, it's not AI in the modern sense. Basically just a video game NPC programmed to react in various ways to corresponding triggers.
Here's where things are different from a typical evolution simulator. Typically when I've seen an evolution simulator, there is a predetermined list of traits that randomize in some way to allow a creature to adapt to its environment (I.E., the fox and the bunny can be born with a physical trait such as a speed variable which is passed down from its parents and then randomly adds or subtracts a certain number). The method here is a little different. Within the simulation, there are the agents, whose physical attributes remain unaltered throughout the simulation. Each agent has an isolated "mind", meaning all of the agent's behavioural programming is seperate from the programming of the rest of the simulation. Within this mind, there are actual mutations in the form of randomly inserted letters, numbers, and/or words whenever an agent is "born". Often, this may do nothing. Often, it may be harmful to the agent. But once in a blue moon, a mutation will occur in the agent's programming which improves its "intelligence", and thus its chances of survival, and its reproductive capacity. This is evolution in a way that more closely mimics our own evolution, other than the fact that it is only the mind of the agent that evolves and not the body.
Now the process of inducing beneficial mutations is not so straightforward, and the methods can be diverse. For example, perhaps instead of totally random numbers and letters, we randomly insert words or strings of words from a dictionary, with the appearance of words that exist within the particular coding language being far more like to appear. This also brings up the question of which language to use? Perhaps if we are serious about AGI then we should build some language purposely from the ground up? In what ways could this increase the likelihood of positive mutations? Also then, aside from just increasing the likelihood of positive mutations, how do we decrease the likelihood of negative or benign mutations? Perhaps our method is that each agent's "birth" should see a mutation per every so many lines of code, but as each mutation is inserted, it is checked in some way to see if it breaks the code (this is far more likely than not, of course), and if it does then the program cancels the mutation and tries again until it doesnt break the code. Perhaps when agents pass on behavioural programming to their offspring, it includes some kind of memory of harmful mutations. Perhaps it may be useful to have 2 genders so offspring can have more "genetic diversity", as well as to further simulate conditions similar to our own. I can think of lot of methods and tricks to experiment with, but you get the idea. I think the only way to know which assortment of methods is most efficient would be by trying each and every one, and of course pioneering new methods.
Now simply speed up the simulation. Let's pretend for a moment that we have nearly unlimited computing power, because it's possible that soon enough we will. In a flash, we have evolved intelligence within this simulation. I believe that the degree to which this intelligence will be similar to us will be largely proportional to the accuracy of the simulation. The more we can create conditions similar to our own evolution, the more likely it is to evolve into what we have evolved to recognize as sentient intelligence. I predict that with enough accuracy, this method could give rise to such complex behaviours as appreciation of art, culture, tradition, and possibly even religion, as i believe these behaviors came about due to the survival advantage they provided to their respective social groups.
Because the body of the agent does not evolve over time, we could actually build a physical robot body and inhabit it with the "consciousness" of an agent extracted from the simulation. I believe that this kind of machine intelligence is actually very much alive and conscuous in the same degree as human beings, even though certainly consciousness remains very mysterious to us. This is a creature that evolved, like we did. It has a history, and ancestors, and was molded by an environment similar enough to ours that it might fit within our narrow definition of intelligence. Perhaps it likes music and art, and feels good when it's seen as useful and respected by its community, but feels bad when it does wrong or offends its social group. To wonder if such a creature truly experiences the universe in the conscious sense like I do sounds perfectly valid to me, but then i must also think such thoughts about my neighbor, whose true consciousness i also have no proof of.
Ill conclude with a few thoughts on the wider implications of this kind of intelligence, and what its existence could mean for us, if indeed it is alive. this intelligent machine is not here to replace someone at their job. why invent a sentient robot just for it to perform a task that a non-sentient robot could be much more satisfied with. this robot will replace us though, as a species. not because it will wipe us out, but because it is simply more robust. a race of intelligent machines could colonize the stars without any need to terraform a planet. if they did decide to terraform a planet, an individual robot could live long enough to see the fruits of all its labor by actually getting to live on the planet it terraformed. they are smarter and stronger. they could survive the vaccum of outer space. in fact, it seems to me that the obvious advantages for any species of developing artificial intelligence, as well as the potential robustness of the mechanical creature, could be viewed as evidence that our search for alien life should be predominantly focused on a search for mechanical life. for the ones that come from earth, well when they spread across the universe, theyll take our culture with them, everything from shakespeare to Peanuts cartoons. And of course i do not know this... but i even believe they would likely cherish us, and wish the best for us like an aging parent. maybe even care for us. A child of the human race.
I know this last bit seems fantastical, but I think these are not ridiculous considerations to make regarding what I see as the very possible reality of evolving consciousness in a computer simulation.
submitted by Rugshadow to ArtificialInteligence [link] [comments]


2024.05.18 07:07 Zrea1 Visual overload!

Just got into retail again for the first time since Shadowlands, and I'm overwhelmed, mostly visually.
I don't remember the amount of visual overload I see now. I figured out how to turn off NPC outlines, only to find they sparkled like they were waiting to be looted... Turned that off too (not sure what other effects I have to miss out on because of it...).
It's getting more manageable, but the last thing so far that's bugging the hell out of my is the cone attack indicators on the ground that the enemies have been you spawn in with an MoP remix character... How common are these cones?
I do like what SoD has been giving me, but am feeling some FOMO, not playing retail, so I'd really like to make it more manage for myself.
submitted by Zrea1 to wow [link] [comments]


2024.05.18 05:02 Ilosesoothersmaywin Is taking away player agency okay if it's done with a 1-shot meant to show 'what else is happening' in the main campaign?

So my players are playing through a campaign and are enjoying it. One of the 4 players is taking a break for 1 month due to life changes. We typically play weekly. While the one player is unable to play we are placing the main campaign on hold. But the remaining players still wish to play something.
So I'm thinking of creating a 1-shot with pre-made characters. They'll play through a quick game (1 or 2 sessions) with characters that already exist as NPCs from the main campaign. But because it will effect the main campaign story I'd need them to end their one shot in a specific place/way.
I'd like to have them participate in a battle that happened 'off camera' in the main story. Which means the out come of the battle is already decided. And a specific NPC that the party in the main campaign knows must get captured.
Does this type of forced ending remove to much player agency to be enjoyable? How can I make impactful decisions in this one shot mean something in the main campaign?
submitted by Ilosesoothersmaywin to DMAcademy [link] [comments]


2024.05.18 02:34 MrEcoXT434 24 / PC / EU but nightowl / looking for a genuine friendship

hey would you look at this tiny text floating above a gigantic essay about some stranger on the internet you've never met befo- oh you're still reading? well might aswell read the rest then
i'd love to make a new friend to play videogames with or just to chat with in general!
ironically, I somewhat dislike the concept of trying to force a friendship through platforms like this but I wanted to give it another shot anyways! I'm not looking for some boredom or loneliness filler. a true connection, a vibe. if we vibe we vibe, you know?
I've played videogames my entire life (lots of pokemon, cod, minecraft, skyrim, gta and stuff like that when I grew up) but nowadays I just play a lot of PUBG and like to try random games (which explains why I have 700 games on steam) I'm super open to trying out anything though (except league, you won't get me to do that chief. ). I also love VR gaming! haven't really found anything that captivates me enough though for a while now.
besides videogames I like music (I make my own too), art, design, technology, long walks in the woods, animals, space and lots of things. I'm into a super broad spectrum of things - I wish I had the time to get lost in all kinds of things. my dayjob is shooting and editing videos, photography, graphics design, marketing and stuff like that. I started using photoshop when I was 10 so I almost feel a bit like a cyborg when it comes to digital media.
I don't really have any preferences when it comes to making friends: if we vibe we vibe. I try to have as little expectations as possible, except you not being an NPC. I'm also way more active on discord or steam.
If any of this resonates, don't be shy to hit me up! I won't bite. yet. probably. hopefully?
submitted by MrEcoXT434 to GamerPals [link] [comments]


2024.05.17 23:47 uvm7 HOW TO setup your own Dracula training dojo (no mods headache)

So I've been playing on a Brutal Duo PvP server. Experience was great, all bosses were somewhat doable, but I had a problem with Dracula, which led me to writing this post. Here are the exact reasons:
See anything familliar? Than this guide is for you.

So we're aiming at preparing an environment to efficiently train defeating Dracula. Won't go into details on how to host a private game with brutal difficulty and all the spells and passives open - it's pretty instinctive given the game UI.
And here comes customization part.
1. Settings -> General -> check "Console Enabled" checkbox. Now it is accessible via tilda (~). 2. General commands:
3. Gearing up: give command is your go-to. Can be used for anything: gear, potions, heals, etc. Syntax is the following: give [how many] Example: give "[Name]Blood Rose Potion - Item_Consumable_HealingPotion_T02 - Guid: 429052660" 20
You would also need jewels. Without going into much details, here is the command: GenerateJewel 3 1 Example: GenerateJewel AB_Blood_BloodRite_AbilityGroup 3 1 Will give you desired jewel with 4 random maxed out stats. Repeat until you get what you require.
4. Blood - probably the most complicated part. Console commands can't let you generate blood you want. For that you need mods. OR:
  • Create yourself a killing button: Console.Bind l changehealthofclosesttomouse -1500 - point it to the npc , boom, it's dead. You may use any button instead of "L";
  • Now we need a skiptime bind: Console.Bind n addtime 12;
  • toggleobserve 2 to make yourself invisible for the npcs;
  • Teleport to the place with the most number of blood bearers you need. For example - cathedral for Scholar blood;
  • Point at the npcs, click the killing button, click skiptime button couple times - npc reappears. Repeat until you get necessary blood bearer;
  • toggleobserve 0 to make yourself normal again.
5. Training part. First we would need a healing bind: Console.Bind o changehealthofclosesttomouse 10000. This we can use for healing self and Dracula in order to not experience reset and long downtime.
Killing bind is good for skipping phases. Phase 1 can be skipped by putting him down to around 60% hp, phase 2 by eradicating his health entirely. Well, you get the point.

Concluding, we prepared a decent environment to fight Dracula. We can skip phases, reset the fight without downtime, give ourselves gear, consumables and blood we want. Without any interferences, distraction, etc.
As for myself - 3 days of training really helped me out. After that I was able to login onto the server, take down Dracula there, take a shard and become a huge target dummy for the whole server.
The rest is up to you. Good luck!
Edit: typos
submitted by uvm7 to vrising [link] [comments]


2024.05.17 22:53 AdventuresOfAKid What I wish NPCs could do...

What I wish NPCs could do to make the game even more immersive and progressing.
Leo: I just want to adopt him. The little guy doesn't have parents anymore. Yes he has Linus but he calls him "Uncle Linus" (and tbh I would also totally ask Linus to live on the farm with me but I know he's happier where he is now). I want to be his new parent. I'd show him how to farm crops, care for animals, I would build him a treehouse too. I just wish I could do more for him tbh.
And imo the kids you can have with your spouse kinda suck anyways, I would much rather just have Leo as my adopted kiddo.
Kent & Shane: I wish there was an option to hire villagers as farmhands, specifically Kent and Shane. Kent always says how he wishes he had more structure in his day, and what better way to do that than putting your hands to work on a farm? I could pay him really well too so Jodi isn't worried about grocery cost all the time. I think the contact with the farm animals would also be great for his PTSD (because animals are soothing) and crop work gives him some physical labour which he is probably used to from the military.
As for Shane, I hate seeing him just go to the Saloon even earlier (at 3pm!!! Like, dude??) now that he lost his job at JojaMart, because I also feel really guilty for it. I'd love to hire him on the farm. He could take care of the chickens specifically, or alternatively I wish he'd get hired at the Movie Theater or the Museum. Just something for him to do, to keep his mind off the booze.
School: I'd like for one of the community upgrades available at the Carpenter's Shop to be building a school. Yes the Museum is already pretty good, but still very limited. I want to build a school for the kiddos and get Penny an actual teaching degree. Hell I'd pay for that too if the option was available.
Dating/Marriage: It's just unrealistic that no new relationships form in Pelican Town. After you marry an NPC and stay married to them for, maybe 2 years, the other NPCs should start dating each other. I don't think marrying each other would even be an option since most of them would have to move out and there's not many places for new houses. But just dating could be interesting to see, that way if the player does get divorced and wants to marry someone else, the couple can still break up.
These are just some of my thoughts and ideas. Feel free to add on or discuss the ideas I had, I really want to see some more thoughts on this
submitted by AdventuresOfAKid to StardewValley [link] [comments]


2024.05.17 22:00 F_respecc This game can be very frustrating at times

And I'm not even talking about losing the 50/50 or unexpectedly getting a character that you don't like from building pity.
I'm talking about some of the quests that are very tedious and confusing.
For reference, I recently got back into playing after 2 long years (last I played was 2.2 when Inazuma wasn't even finished). After having finished the archon quest of Inazuma, I was tasked with going into The Chasm for an unexpected reunion (wonder who that could be).
Okay, I thought, a 20 minute adventure in and out, just that simple.
NO, THE GAME DOES NOT WANT IT TO BE THAT SIMPLE.
Having reached the place where the quest is, I've come to find out that The Chasm for SOME REASON is not opened.
There was no indicator of this within the Archon quest mind you, the next step was to "Go into The Chasm: Undeground Mines". My underleveled Keqing up and glided into the mouth of the thing only to discover some weird-ass seal covering it.
So I retraced my steps, wondering if I need to do something else to get the thing to open just so I can proceed with my Archon Quest. After a few minutes of back and forth between the NPC, I ended up searching for the solution.
IT TURNS OUT THE SOLUTION WAS ANOTHER QUEST. So literally this Archon Quest was locked behind a Story Quest, and the only way you could figure that out was if you talked to another quest giver far away from the Archon Quest guy.
Alright so be it, I proceeded, and this guy told me I need to break these 5 Bedrock Keys in order for the seal to be opened, all of which needed Geo characters. Thanks to my glorified shielder, Zhongli, the first Bedrock Key was not a problem.
The remaining ones, however, is an entirely different story.
The second one I went to was the one nearest to my position; lo and behold THERE WERE NO BEDROCK KEYS WHERE THE MAP INDICATOR WAS, just some Geo Resonance boulders. So I figured this must be connected, and attempted to do something with the boulders. I did this for a good 15 minutes before realizing that its pointless so I just proceeded to the other places, I thought I'd just come back to it later once the other 3 are done.
The third bedrock key was in a pit, and apparently you need to break the surrounding cages in descending order, otherwise they would just not break. I DID NOT KNOW THIS, there were no indicators of this, no dialogue that you need to break them starting from the top. So I wasted 10 minutes trying to figure out why the cages wont break so that the Bedrock Key can get demolished.
After having to search AGAIN, I managed to break my second bedrock key, and proceeded to the fourth one.
This bedrock key was as frustrating as the last one, because it involved you having to go on another quest with these millelith people who you mistook for treasure hoarders. So now you have to be their slave in order to not get sued.
After surmising that this was the second Story Quest within a Story quest within an Archon Quest, I just closed the game and will try to finish it later.
It's so frustrating how these quests are non-intuitive and the fact that for some of them you need to find a guide because the clues from the game are missing is just ruining the gameplay experience.
submitted by F_respecc to Genshin_Impact [link] [comments]


2024.05.17 20:55 xSueska Girlfriend searching for a RuneScape Pen & Paper Idea for my boyfriend and his friends

Hi there,
This is my first time asking anything on reddit, so I hope I'm doing the right thing by posting it here.
I just finished my first Dungeon Master campaign in a pen and paper game with some friends, set in Hogwarts. It was a lot of fun, and my boyfriend asked me if I wanted to do a campaign for him and two friends, since Rune Scape has released "RuneScape Kingdoms: The Roleplaying Game".
We bought the book and I understand the system, but I'm a bit lost for a good story.
So I was wondering if there is an area of RuneScape that is not well explored, or if there is a storyline that the player cannot normally play?
Are there any running jokes or easter eggs I can use?
Or does anyone have an idea for a setting in general , or maybe even played a campaign and can give me some inspiration?
I have never played RuneScape. I've watched some videos on Youtube and know a lot of useless stuff from my bf, but it's just too much to learn and if I start playing, my boyfriend will see it....
I'd appreciate any ideas! Thanks in advance! :)
submitted by xSueska to runescape [link] [comments]


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