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Joined 1 year ago
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Cake day: July 25th, 2023

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  • Fair enough if combat isn’t as much your thing! I find the stories that are generated to be excellent, and there tends to be more combat than most similar games which is why I focused more on it.

    I was doing great up until ships kept crashing

    My usual approach here is to either bombard it with mortars, have a trader “accidentally” set it off, or if neither are available set up a lot of traps and sandbags and get ready for a battle. Make sure you always have plenty of cover, and for psychics especially destroy them sooner to minimise the effects. If they’re the newer style of mechanoid raid, you may need to get really close and throw a few explosives in there or otherwise be inside the area and have everyone attack at once.

    You can start building whenever you’re ready really, but definitely have a good defence set up before you start. For components I usually send a few people off with cattle to carry everything back from a friendly town (since traders can be somewhat sparse at times), and if you trade enough you may even be able to request reinforcements. I try to make sure everyone has the best armor and weapons I can afford/make - if you’ve got golden tiles but not much better than dusters, then a lot more deaths are likely. Even with the best gear, one of my characters was once killed by a lucky shot in the eye from a measly bow!

    If you’re more for the survival aspect then definitely feel free to keep it on lower difficulties (I often do at the start), and you can usually make do without much strategy as long as you have good gear, decent cover, and a medic on standby with the best meds you can afford. Turrets or other friendlies are often great distractions, and if they’re taking the bullets then none of your colonists are.

    Edit: I’d also add that learning from mistakes is great for all areas of life, if you can look at why you failed (not enough farms, too little meds, etc.) and learn from it then you’re going to do better the next time. Even if the general strategy stays the same, small changes can make a massive difference.


  • So a couple of tips I’ve learnt along the way: what makes a killbox work at all is managing how you can be attacked in the first place. If you can decide the battlefield and delay them as long as possible to be fully prepared, then you’re going to be a lot better off. Use traps everywhere, have more turrets than you do people, use artillery when you can, and give your enemy no cover to work with. It doesn’t have to be a killbox, but plenty of damage along the way and natural choke points can often defeat a raid before they can even score a hit.

    The main point of wealth is that it scales the size of an attack proportionally. People have the greatest weight for wealth, so make sure you can hold off a raid before recruiting 20 prisoners. I don’t usually worry too much about keeping wealth low, but you see harder raids if your wealth has outpaced your defence.

    The wiki also has plenty of solid strategies for defence if you’re stumped, and often working with the environment you’ve got can be much more fun than creating an artificial killbox (in my opinion anyway). Good defence is the basis for completing any of the quests I’ve found, so surviving long enough should absolutely help complete them.

    Edit: I’d 100% recommend the game to anyone who’s interested in a colony builder that’s got a decent focus on survival, I’ve seen many hilarious and really fun things happen with a story that comes simply from chance.


  • Mass effect and dragon age series from bioware are excellent, they’re a little involved but the story telling is incredible in both. While it has aged and may be depending on a love for star wars, their knights of the old republic series was also excellent.

    They’re really damn good at making a story that’s worth being part of, often one of my first recommendations aside from the last of us, outer wilds, and a couple of others I’ve seen here already.






  • I was curious if a robots.txt equivalent exists for AI training data, and there was some solid points here:

    If I go to your writing, I read it & learn from it. Your writing influences my future writing. We’ve been okay with this as long as it’s not a blatant forgery.

    If a computer goes to your writing, it reads it & learns from it. Your writing influences its future writing. It seems we are not okay with this, even if it isn’t blatant forgery.

    [AI at the moment is] different because the company is re-using your material to create a product they are going to sell. I’m not sure if I believe that is so different than a human employee doing the same thing.

    https://news.ycombinator.com/item?id=34324208

    I still think we should have the ability to opt out like we do with search engines and webcrawlers, but if the algorithm works ideally and learns but does not recycle content, is it truly any different from a factory of workers pumping out clones of popular series on Amazon? I honestly don’t know the answer to that.


  • I joined maybe 6 years ago, and there was a bit of shit talking and most posts had a troll answer hitting the most votes for some reason, but it was usually pretty good to scroll straight past and find some really insightful comments. There was a lot of good stuff around reddit, but slowly the absurb number of awards, NFT avatars, reposts, and ads every third post started to corrupt it. It was simple enough to switch to a third party app for quite a while, but the garbage slowly took over.

    Even if they hadn’t pulled 3rd party apps, it was getting pretty close a point where it wasn’t worth scrolling past the bullshit.