In What Electronic Entertainment Have You Been Partaking #18: Reticulating Splines

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I continue plaguing humanity in Plague, Inc. I cannot seem to win with zombies. The disease is so easy to cure and those damnable Canadians take forever to infect.

When I'm not designing diseases, I've just been playing RDR2 for the nth time. I was trying to play an Arthur who kills chiefly with hatchets and poison arrows, but it's hard to do that in epic gunfights when I'm only allowed to carry 8 poison arrows at a go. Maybe I can mix it up with fire-arrows...
 
I'm still trying to set up my new laptop.
I'm connected to the internet. :)
Firefox was getting testy, so I switched over to Vivaldi. :cool:
I set up Steam, but my library is empty. :sad: I'm waiting for a reply from Help.
I set up LibraOffice & worked some on my current story. :smug:
I've bookmarked CNN, a local news network, Youtube, Writers of the Future Contest & CFC.
I found my password for CFC. :D
I'm still wrestling with email. :mad:
 
1UPT sliding puzzle unit movement micromanagement

I'm convinced that it's only the Civ franchise that screws this up. I've played a few other 4x games that do 1UPT and it worked out just fine and wasn't nearly as frustrating to manage as it is in Civ.
 
I am participating in Mafia Universe's ‘Olympics’ which consists of one wacky event after another.

It's flash games time!

The dreaded helicopter game has been inflicted on me.
How do you propose he does that? Don't start whining about the problems without offering solutions :nono:
But you upvoted my post!
 
I'm still trying to set up my new laptop.
I'm connected to the internet. :)
Firefox was getting testy, so I switched over to Vivaldi. :cool:
I set up Steam, but my library is empty. :sad: I'm waiting for a reply from Help.
I set up LibraOffice & worked some on my current story. :smug:
I've bookmarked CNN, a local news network, Youtube, Writers of the Future Contest & CFC.
I found my password for CFC. :D
I'm still wrestling with email. :mad:

What You gonna do .... play (on this) Bad Boy ? You know ... before they come for You :mischief:

Spoiler :
 
YAAAAY!!! Finally beat Far Cry!

On Easy. Probably.
So of course, that meant I almost immediately got an itch to test my l337 skillz (har har) at a higher — or at least, known — difficulty.

So I set the middle difficulty ("Challenging"), and restarted from the beginning, over-writing my previous checkpoint-saves. And now I've run through the first 4 missions with (what feels like) a lot less trouble than I remember having on my first run. Sure, I still got Carver killed quite often, but generally more by bad luck than bad judgement. Shoutout also due here to YouTuber "Major Slack", for his Realistic walkthrough of the entire game — albeit at v.1.1 (I'm using the GOG-version, which is patched to v.1.4). Only 61 x ~10-minute vids, watch them all today!

Which suggests that either I must have somehow managed to git gud playing on Easy, or my first run-through was on a higher difficulty than I'd assumed. That said, next up is the "Research" mission, where I'll meet Trigens for the first time... :hide:
 
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Wednesday, 22nd July 2o2o

Shantae on Nintendo 3DS





Shantae is a female half-Genie (half human?) hero in a traditional platform game format that originally ran on Gameboy Color; full of charm & humor reminiscence of other platform games such as Earthworm Jim but not quite as zany or difficult.

KagKMJQ.gif
Xp2rGeU.gif


Shantae can whip her long, fabulous lavender hair to swat annoying sea raiders and all the while dancing as if no one is watching.

LPLk71Q.jpg


Would you believe this original Gameboy Color game cartridge has been known to fetch bids as high as $400 USD online at e-Bay?

That's how desperately sought after Shantae is and bizarre considering one can easily find this rare title on Nintendo's eShop under Virtual Console.

6IQ5bi8.png


Only played this curious game for a short while and already know who's the real star of the show in this pirate adventure; Shantae's nemesis the swashbuckling lady-pirate, Risky Boots, Queen of the Seven Seas, that's who!

Highly recommended for players who like to dance to the beat, whip it good & take a leap of faith with this Gameboy Color classic.
 
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Playing GTA V. The Online integration is annoying, as well as being hostage to Rockstar's server availability.

However, I have to admit, it's a lot of fun. I was worried that it was going to be gimmicky or "not GTA," because of what I've seen with their business practices in recent years. But it's a good game. The heist system is cool, and more involvement with business ownership is nice.

Sadly enough, I find the radio stations disappointing. Not because the music is bad, but it's just... not new to me. I liked the music from Vice City and especially San Andreas because most of it was new. I hadn't heard the songs before, and thus they established a certain nostalgic attachment inside me. With GTA V's radio stations, I find myself already knowing most of the songs from the stations I like, so they're good, but not memorably so.

I thought the character switching was going to be a bad feature, but it's actually well implemented. The only annoying part about it is that they constantly change clothes between sequences, and I hate having to go to their home just to put them back into the "right" outfit. Also, I wish they had more hairstyles to choose from.

Lastly, I like being able to carry multiple kinds of the same weapon. It annoyed me in previous GTAs that you couldn't. But I wish you could remove the weapons you won't ever use. I have like five different pistols and I have to constantly open up the weapons wheel to switch to the one I use.
 
Speaking of GTA, I think that one of the reasons why the game feels like a drag at parts is how ridiculous the separation between cutscenes and gameplay gets. Officer Tenpenny starts the game by blackmailing me with supposed fake proof that I killed a police officer. However, I actually get attacked by police and kill a couple dozen in an early mission, then shoot down a police helicopter with a rocket launcher, and I'm not even given a wanted star. Also the police chase me through Catalina's house, with three freshly dug, highly visible graves there, and there's no investigation. Pfft.
Plus the in-story railroading! CJ is told to engage in some completely ridiculous scheme to steal worthless crap or kill a random drug dealer, rightly points out how stupid the situation is, and suddenly, upon being called a buster, goes along with anything.

Still, as I said earlier, once I got out of the telegraphed early part where some folks are revealed to be traitors and now that I've made Catalina go away it's getting interesting.
 
I set up Steam, but my library is empty. :sad: I'm waiting for a reply from Help.

Steam recently updated their launcher with new features
Your game library is still there but it wont display until you go into the sidebar and set them to be visible or to display custom game libraries.
 
Sadly enough, I find the radio stations disappointing. Not because the music is bad, but it's just... not new to me. I liked the music from Vice City and especially San Andreas because most of it was new. I hadn't heard the songs before, and thus they established a certain nostalgic attachment inside me. With GTA V's radio stations, I find myself already knowing most of the songs from the stations I like, so they're good, but not memorably so.

Funny you mention this, I actually got put on a couple of new tracks from the radio stations in GTA IV - specifically, "Got It Made" by Special Ed and "The Edge" by David McCallum.
 
Wednesday, 22nd July 2o2o

Shantae on Nintendo 3DS





Shantae is a female half-Genie (half human?) hero in a traditional platform game format that originally ran on Gameboy Color; full of charm & humor reminiscence of other platform games such as Earthworm Jim but not quite as zany or difficult.

KagKMJQ.gif
Xp2rGeU.gif


Shantae can whip her long, fabulous lavender hair to swat annoying sea raiders and all the while dancing as if no one is watching.

LPLk71Q.jpg


Would you believe this original Gameboy Color game cartridge has been known to fetch bids as high as $400 USD online at e-Bay?

That's how desperately sought after Shantae is and bizarre considering one can easily find this rare title on Nintendo's eShop under Virtual Console.

6IQ5bi8.png


Only played this curious game for a short while and already know who's the real star of the show in this pirate adventure; Shantae's nemesis the swashbuckling lady-pirate, Risky Boots, Queen of the Seven Seas, that's who!

Highly recommended for players who like to dance to the beat, whip it good & take a leap of faith with this Gameboy Color classic.
Amusing that the sprite has an easily detectable booty jiggle as she dances :p
 
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Amusing that the sprite has an easily detectable booty jiggle as she dances :p



She's got a lot of jiggle in this game. I mean, a lot! :yup:

B6dhw2Y.gif


On the surface, the game appears as a typical platform(er), however, what I believe made this classic CAPCOM game popular other than the clever animation style, great character design, setting, art direction, music, color palette, et cetera is the suggestive themes underlying its gameplay.
 
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hjUKKIN.png


:think:
 
After having migrated my Minecraft server to Realms, I repurposed the RPi it was originally running on to now be the map and backup server, pulling daily auto backups from Realms and updating the map.

Spoiler Home base :
upload_2020-7-27_8-54-0.png


Spoiler Our bases (purple) and outposts (red) :
upload_2020-7-27_8-55-32.png


Spoiler Settlements in the western highlands :
upload_2020-7-27_9-2-45.png


We are currently constructing a canal from the southern ocean to the great swamp so we can eventually go by boat from our home base to the sea.
 
The Long Dark, survival mode: I finished mapping Timberwolf Mountain. It's a much smaller map than Unpleasant Valley, but it's tougher to move around on (and I [tooled] around for a while hunting that moose) so it took me about the same amount of time, 36 days. Looking at the overview map, there's no obvious route to take from here. Coastal Highway leads to Crumbling Highway and Desolation Point; Carter Dam leads to Mystery Lake leads to Forlorn Muskeg and Milton. I guess I'm slightly more sick of Coastal Highway than I am of Mystery Lake, so Mystery Lake it is. I'm leaving so much gear on T'wolf Mtn, I almost feel guilty. I could have stayed there a long time, but with nothing left to do I didn't see the point.

Stalker difficulty could definitely support 2-person play. There's more than enough gear. I've barely started, and I've already got multiples of everything and am leaving a trail of abandoned supplies everywhere I go.

I realized that the clothing you can sew together from animal hides isn't really worth it, given its weight, unless maybe you're in a seriously long game, which I don't expect to be. Even so, on Stalker there's plenty of clothing and cloth to repair it for, I'd suspect, years. So really, I don't know if the crafted clothing has any value unless you're in a long Interloper game, and how many people even do that? I feel like the crafted items need some kind of rebalancing. The crafted bow and its arrows are the only craftable item that seems well-tuned. As presently constituted, crafted knives and axes are only used in Interloper games, and the clothing is only worth it in very specific circumstances. I'm not exactly sure what I'd change, but for all the time I've spent playing this game in Survival Mode, mostly at Stalker, I've never once crafted a knife or an axe, and I've only ever crafted a hat and a pair of gloves because I was bored and wanted to see how the crafting system worked. That can't be 'working as intended', can it?

---

In other news, I saw somewhere that somebody made a Minecraft mod that lets you build a PC inside the game and then play Doom on it. :lol:
 
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Stacks are really only good for troop movement. For a proper war and attack posture, you have to split your stack up into little stacks with specialized units. I like to think of them as little armies or battalions if you will. Each small stack has a specialization and purpose. Some for pillaging, some for bombardment, some for city attacks, etc. It requires some planning and forethought. Playing with just one big stack is boring, and like you say, leads to a victory being applied to the biggest stack. In addition, splitting your stacks allows you to attack against counters. Attacking pikemen with horsemen is kind of silly, because pikemen have the advantage, but hitting the pikemen with musketmen and leaving your horses to attack siege weapons is a much better idea (IMHO). Annnddd, the AI is not able to effectively counter a specialized stack or two (sometimes). I have faced larger stacks than I have had and won by using unorthodox methods like this. (Even though I am the Princess of sub optimal play.)

In contrast, you have a slider puzzle... No strategy there. Just a traffic jam.
I thought that stacks in Civ IV would automatically defend with the strongest unit, which meant a combined-unit-type stack would automatically put a pikemen against an attacking horseman, if the stack had a pikemen in it?

Anyways, in VI you definitely do want to maneuver such that you've got type-bonus units facing the enemy. The temptation is to just send units out willy-nilly but you have a lot more success when you have defensive units at the front of your column, ranged units at the rear and mounted units running the sides. Ultimately, I don't mind the slider puzzle because it adds some strategy depth to the game that really isn't there with stacks IMO.
The sliding puzzle is what argues against it, which is why, back when Civ5 was against to come out, I said that the solution was to have tile unit caps. Alas, nobody heard me.
They sort of have that in VI though as you can now combine 2 or 3 units into armies on one tile, and also non-combat units can share tiles with combat units.


Military Engineers can build roads, but each road takes a build charge, so you can't build many which is frustrating. Later they can also build railroads, which don't require build charges, but DO require resources, so eh.

Districts also auto-generate roads underneath them, so a tight-knit empire has little need to worry about building roads.
I did not know this!

My major frustration with VI right now is that you can't tell the AI to stop proselytizing in your lands. I only have the vanilla game so maybe they fixed this with the expansions.


The Last of Us Part II
Spoiler :
So it turns out there actually is a character that is transgender, but it is not the buff woman (who is actually female) that the manchildren have hated on.


I thought that I had beaten the game, only to get pulled into yet another major segment. I'm kind of annoyed to be honest, the criticism that this game is too long is valid. The gameplay is split between two nemesis characters that you alternate between, so some of the redundancy/backtracking in the story is actually welcomed as the characters effectively play cat and mouse for a bit. However, there are entire segments of the game that are superfluous to the overall story and only serve to pad it out and add length without driving the narrative forward. The first game was long, but it was relentlessly narrow in scope with a tight narrative that moved purposefully toward the conclusion.

The structure of this game with opposing nemesis characters means almost by definition that the narrative cannot be very tight as the goal - either nemesis to find and kill the other - is continuously shifting as they react to one another; whereas in the first game the goal of getting Ellie to a medical center was a constant, fixed point that you worked toward. That's fine and dandy but they did not need to pad the story out to the extent that they did. As I said, some segments truly feel redundant and back-tracky, with the death of several major characters along the way that were predictable and therefore cheap.

On predictability - the game also relies fairly heavily on the jump scare to the point where I have consistently been able to predict them such that they lose their surprise. They also use the jump scares as a way to force the narrative along at key points (again, in a predictable manner) and it's kind of lazy story telling to be honest. Like when I am able to guess that walking through the door in front of me will result in my character getting captured or a major sidekick getting killed, the use of the jump scare/door grab loses its luster as an effective narrative element. But they do it over and over again as if they couldn't get enough of it.

And perhaps because of all the padding, the level layout is much less thought out than it was in the first game. This is a stealth game at heart and they did put thought into giving you hideaway spots and alternate routes to travel around and avoid or stealthily strangle your enemies. However, the overall level crafting is much less focused than in the last game and while they certainly give you options to get around within a level, overall the choices are much less meaningful as you will inevitably be forced into open combat as the game continuously throws hidden enemies at you which spoil your cover and ability to maneuver. In the first game, it was very rare that new enemies would enter a level unexpectedly, without detection and without a way to avoid them. In this game, new unseen enemies constantly enter the levels from vectors which make it really hard to plan around.

Part of this is due to my own personal failings - I know all of the maps in the first game like the back of my hand so I can always prepare for the walk-on enemies. This game is new and so I don't know the routes of the walk-on enemies or all the cover places. Still, the game is exceedingly frustrating in the way it just flat-out makes the enemies invisible before you commit to entering a new area. This is meant to add tension as you're always walking into traps or sticky situations but in reality it just adds frustration because you lose your ability to plan and strategize. Seriously, I've been on the other side of an open door and been unable to detect enemies that are right there on the other side until I walk through it, simply because the game wanted to scare me or force me into an open confrontation.

Hopefully my opinion on this will change on my next play through as I learn the maps better but as of right now I've basically given up on trying to play this as a stealth game and instead run right into open battle with my upgraded weapons and approach the game more like a cover shooter than a stealth game.


All that said, I am still enjoying the game quite a lot and there have been some truly touching moments. I just wish they have put more effort into focusing the story and the maps rather than dragging everything out. I've gone from feeling this game was superior to the first in every way to feeling it's the lesser of the two if only because of how protracted and padded it feels.

Also they took the music in a much more conventional direction (read: they dropped the theramins) and the game is worse for it. I did not realize how much the music from the first game set the tone and provided an emotional center for the game until it went away.
 
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In the Sims 2, it's hilarious when a Sim begins to give birth and another Sim rushes over....not to cheer on the birth, but to mop up the puddle that appeared at the pregnant Sim's feet when their water broke.

Even better: This happened out in the snow. Because apparently outdoors on a winter night is the perfect place to give birth.
 
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