[-] sandriver@lemmy.blahaj.zone 6 points 11 months ago

Happened twice, both to my #1 games. Tried Chrono Trigger as a kid and didn't like it, then came back and played it as a young adult and was like... damn... this is an actual treasure.

In 2015 I tried FFXI due to the XIV crossover event, and I could not get past the eccentric and clunky UI and the pacing of the combat. I tried again a couple of years later and committed to finishing all the stories. It became my new #1 and I think genuinely one of the best games ever made, in terms of revealing and pushing the artistic potential of online games, and games in general. Actual masterpiece and a massive innovation, and unlike Chrono Trigger I think the lessons are going to be a lot harder to learn and replicate.

[-] sandriver@lemmy.blahaj.zone 4 points 11 months ago

this is the entire cycle that keeps undergrad computer science going

[-] sandriver@lemmy.blahaj.zone 12 points 11 months ago

I get the feeling that "Techdirt" may be a bit biased.

[-] sandriver@lemmy.blahaj.zone 4 points 11 months ago

nano for editing config files, emacs if I'm writing code... kwrite or joplin if I need a scratch pad or to share notes between devices respectively

[-] sandriver@lemmy.blahaj.zone 1 points 1 year ago

If you start working towards it, I believe a Living Ship can be obtained in a week at the fastest. They're not great for S-rank ships, but they do have massive inventories and are very cheap to run. Meanwhile, if you save up, grab the first Exotic you like, since they're essentially the baseline "high average" you measure every other ship against. Interceptors can be acquired for "free" by locating one and doing a short fetch quest.

Also, once you're deep into the game and can afford to class-up a ship, finding any C-class ship and upclassing it makes it the best ship, so hang on to anything you like the look of. Credits also become trivial once you can make agricultural operations and break open depots, which opens up the process of buying and scrapping Vy'keen fighters for nanites and inventory expansions.

Mechanical spoilers for ideas on saving up for your first Exotic:

spoilerThere's a few money makers you have access to early. Salvaging crashed Haulers in 3* economy Gek systems is extremely fast and will get you an Exotic in no time, but salvaging ships anywhere will work well. Raiding Supply Depots and crafting the loot up into higher-value trade goods is a moderate all-rounder farm. Setting up an agricultural project in a base is also good, either use it to support crafting or just grow cash crops directly. Finally if you want to venture into civilisation space, there are player farms around; ones specialising in illegal goods are a decent way of getting initial funds.

[-] sandriver@lemmy.blahaj.zone 2 points 1 year ago

Probably what people would call an "MMO-lite". Everything is instanced for 1-4-32 players depending on the activity. There are dungeon crawls you can do for really useful loot that do facilitate multiplayer, and the Expeditions and probably civilised space tend to be really populated. I can't speak for Euclid because I'm off in Budullangr.

[-] sandriver@lemmy.blahaj.zone 1 points 1 year ago

It really is the adventure galaxy. I'm always delighted when I find a new Spore world, personally! Hex and Bladed are close seconds. Overall though the "Dead"-type Weirds are great too, I especially like the Contour fauna.

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Budullangr roll call! (lemmy.blahaj.zone)

Any other Buds here? Finally made it over a few days ago and it's everything I'd hoped it would be. Weird worlds galore!

[-] sandriver@lemmy.blahaj.zone 4 points 1 year ago* (last edited 1 year ago)

Yeah, I only learned this by chance because of a builder in my Civ!

Planets actually have two kinds of pole. The magnetic poles at ±90 latitude on your scanner, and the geographic poles with short to no nights, which have to be found through trial and error.

There's also a method using trigonometry that I'm going to have to sit down and learn.

The reason this works is because planets have no rotation about their axis. The time of day is completely determined by their orbit about the sun. That way the sun is always shining on the equator and you can make a more educated guess about where the poles are.

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Not the geomagnetic poles, the geographic ones!

Poles are nice for base-building. They have perpetual twilight, so you're always enjoying nice sunset/sunrise lighting. The polar region is defined by the sun never lowering beneath the horizon, which gives you quite a large area to tune your desired lighting, for example darker or brighter noon or midnight.

First up, we want to narrow our search for the fine tuning method I'll share later.

The easiest way is to fly out into space in such a way that you can get the system's star(s) into view of the planet. Drawing a straight line from the star to the day/night boundary on the planet so that they're roughly perpendicular will tell you where the equator is. Then you want to point your ship to the top or bottom of the planet and fly down.

Now we can do the fine tuning method. You want to be close enough to the planet that you have time of day in your camera controls. Set the time to noon and start flying in the direction of the shadows (i.e. away from the sun). There are two cues that tell you you're in the polar region: either the sun is visible at midnight, or the shadows will move dramatically whenever you sample your position with the camera method. The main cue telling you you're getting closer to the pole is that the sun is lower to the ground at noon.

The final layer of fine tuning is determining how bright you want your nights to be. Set the time to midnight and fly away from the sun for darker nights and brighter days. If you want more balance, hop on the Pilgrim and start following the sun until it's around midnight and the sun is at the height you want.

Happy base building!

sandriver

joined 1 year ago