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Messages - AngleWyrm

There's quite a bit of science to economics, taught in classes that range from home economics to college courses that introduce advanced concepts. I'd like to see some of that knowledge applied to video games.

For example, we know that charging more makes less purchases happen, and charging less makes more purchases happen. So there's a balance point where we can get the maximum amount of money traded.

Imagine we charge between free and $6 for a thing. Consumers respond by buying an amount of things according to how cheap they are. Otherwise they get what they need somewhere else, or do without. In this example, at the end of each day we can sell about five things for a dollar or one thing for five dollars.

So we see that selling our thing for $3 dollars gets the most money flowing, $9 dollars/day. Left of center the price is too low; we sell many but it doesn't add up. Right of center the price is too high; we get a lot for each one, but we don't sell enough of them to match the middle.
Help / Re: XPath Patching
November 01, 2017, 04:04:54 AM
Quote from: larSyn on September 22, 2017, 02:38:55 PM
My question is, is it better to release the patch as a separate download, or can it be left in my main mod?

Let's say a player with several dozen mods finds this one and would like to try it.
  • Option one: Download mod and try it
  • Option two: Download several disconnected pieces or else problems
Additionally, it becomes a maintenance headache when the various pieces go through version updates.

So my vote is for a single mod download that contains all it's compatibility patch features.
General Discussion / Re: Research Time
October 23, 2017, 12:16:53 AM

Quote from: Daimonin on October 22, 2017, 10:24:05 PM
So, anyone else feel the same and have suggestions on a decent research penalty to play with? Also, how much will low research fuck over the colony when raiders come 4 years in and just working on machining?

You've noticed a timeline, mentioning raiders at 4 years.

What technology would make up an acceptible set to have available at that four-year point? Decide on a set of techs, and then add up the research points that it takes to get them.

The goal is then to accumulate that amount of research points at 4 years.
Releases / Re: [A16] More Monstergirls
October 10, 2017, 03:34:00 AM

Quote from: junchan on October 08, 2017, 10:54:11 PM
Sorry for the lack of work on this mod in the last couple of months, but basically, depression and lack of interest/motivation to do anything creative has overtaken me.  I hereby relinquish the rights that Wagon was kind enough to bestow upon me to whoever might want them.  Sorry folks.

What seemed like a life-draining experience was the result of an illusion, trying to fit into someone else's shoes with a claim of equality. If that is a drive, then surely others look at your shoes and commit the same folly.

Typically the work of many gets lumped together by the outside viewer and then an unbalanced comparison is made to a self. So here's a question: What is the work of that self? Is it not also a lumping together of the many experiences and works seen?

For the sake of proper order of things, because intellectual property rights can't be altered after release: Could you please release a new version that has the new permissions? It doesn't even have to be different in any way beyond a unique release along with an answer the questions
  • permissions to create derivative works
  • permissions to share/upload/modpack
Quote from: SpaceDorf on October 08, 2017, 08:20:04 PM

  • Include unit of measure with every variable; it will help you think
  • Avoid using percentages whenever possible, because they don't play well together. AKA unforseen consequences
  • Anything that can be adjusted should be a count of something, ie a linear variable. Non-linear models are for examining an aggregate; manipulation belongs to the ground level sub-components generally referred to as contributing factors.

One the one hand
Speed of 10 miles/hour is twice as fast as 5 miles/hour, and acceleration of 10 miles/hour2 doubles speed twice as fast as 5 miles/hour2. These examples are already reaching the edges of usable comprehension.  The units of measure are an identical size across their range, and perform according to basic arithmetic wherever they are used.

And on the other
Compare that to a system where level is a different number of xp at each tier. More expensive mobs are then thrown into the mix when it is later discovered that killing 300,000 sewer rats just isn't gonna do the do, and also begging the question of why the size changed for both in the first place. Shortly thereafter it is discovered the number of relatively high level mobs encountered has to be carefully balanced to the tier-level or else the character will either immediately jump up a tier or stall out.

The RNG takes a back seat and xp-based leveling is reduced to farming timed spawn points. The games generated by that system become scripted and episodic. The process eventually devolves into just handing out the necessary xp in end-boss/quest missions, putting the lie to leveling up with random creature xp.

What's really going on
What is really going on is deceleration of level-ups per xp, which has it's most direct unit of measure as levels/xp2
Quote from: wwWraith on June 18, 2017, 03:09:24 PM
Imho the Inspiring dream event deserves a some buff. It seems to be rather rare actually, and 200 xp is like nothing.
That's what happens when tiers and levels are designed with a non-linear cost; the dev/modder doesn't recognize that there's a difference between buying a second tank and buying a 100th tank. The counter to the obsessive manufacture of non-linear growth functions is to express buffs as a percentage of level xp.

For example, make the buff 1/20th of what is needed to gain a level, no matter what level. This would have to be done as a patch, because anyone who designed an exponential cost function will pretend they invented the concept, and refuse to alter the formula. It's like a religious imperative to them.
Off-Topic / Re: Help with thesis - game modding
October 01, 2017, 03:36:18 PM
Quote from: ziame on September 30, 2017, 07:16:07 AM
Do you use game mods? (not focusing only on rimworld)
If you do, what would be the three(maximum) most important factors that have you using them?
Yes, for every game that provides the opportunity

  • Quality of Life improvements to game play
  • Reduction of nerfs & trolls through competitive offerings
  • Better content by way of a larger population of implemented ideas
Thanks for the update!
Time to go hunting wabbits

Mods / Re: [mod request] Auto "No Drugs"
September 30, 2017, 03:27:23 PM
I've also noticed that some who join the colony don't use the default drug policy.
Releases / Re: [A17] Psychology (2017-9-12)
September 29, 2017, 02:01:28 PM
Conspicuously absent is a presentation of more accurate statistics.
Releases / Re: [A17] Psychology (2017-9-12)
September 29, 2017, 01:45:00 PM

The website GiantsInThePlayground (host to Order of the Stick comic) did a reader survey and this distribution curve was the result.
Releases / Re: [A17/A16] Stack XXL
September 27, 2017, 10:46:35 PM

Quote from: Kalre on September 27, 2017, 08:23:03 PM
This will sound lazy, but has anyone spent time thinking of a "balanced" yet helpfull configuration for this mod ? Like realistic configuration haha. Every single one i came to think of ends up being not balanced rofl
The question looks like how much stuff should stack into a tile, which can be restated as how much of the map should be dedicated to storage.

People differ on their motivations towards accumulation & collecting, so it seems unlikely to me that one answer would suit everyone. Maybe I want to see an enormous treasure vault on my map, or maybe I want only one large stack of every kind of thing, or maybe I want just enough storage buffer near every consumer of goods to maintain their rate of consumption.

Ideas / Re: IDEA: genemods
September 27, 2017, 10:14:48 PM
Also see Mechanite Augmentation mod
clicking the link "log in to download" results in

QuoteAn Error Has Occurred!
You are not allowed to access this section

possibly related, a message at the bottom of the first post reads
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Releases / Re: [A17] Psychology (2017-9-12)
September 27, 2017, 06:53:38 PM
Quote from: Hadley on September 27, 2017, 04:16:45 PM
Can somebody tell me what the Kinsey Settings mean? I have it on Default but I feel I get too many Gays.

Quote from: wikipediaThe Kinsey scale, also called the Heterosexual–Homosexual Rating Scale, is used in research to describe a person's sexual orientation based on their experience or response at a given time. The scale typically ranges from 0, meaning exclusively heterosexual, to 6, meaning exclusively homosexual.

Rating    Description
0    Exclusively heterosexual
1    Predominantly heterosexual, only incidentally homosexual
2    Predominantly heterosexual, but more than incidentally homosexual
3    Equally heterosexual and homosexual
4    Predominantly homosexual, but more than incidentally heterosexual
5    Predominantly homosexual, only incidentally heterosexual
6    Exclusively homosexual
X    No socio-sexual contacts or reactions