Gemini 3.8's favorite words for historical fantasy

I've been liking Gem3.8 quite a lot, and it's interesting how unique it is as a writer. It suffers from repetition as any model does, but it definitely has its own "proprietary repetitions" or "Geminisms" that I find fun.

- Meat (a wound)

- Timber (a woods)

- Grease (Gemini loves making their dark fantasy worlds greasy)

- Scree (loose, rocky slopes on a hillside. Gemini loves walking through the scree during travel).

There are more that I can't quite think of right now, but I will say that 3.8 flash has the most sophisticated vocabulary for a pre-19th century RP of any model I've used thus far. It's actually pretty neat when it throws words like Aiguillette at me.

Obviously some words are used across any model like "chill" or "venom" or "steel", but I've never seen Claude or models that lean into Claudisms (GLM) use those particular Geminisms on their own.

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u/yunkbunk — 11 days ago

SSHIP Economy/Build Guide?

Hey folks, playing SSHIP from SS 6.4. I've started several campaigns to get the feel and I love it, however I'm curious as to how veterans manage their building/economy in the early game.

I know the basics (keep a savings, delete some starting units, find good spot for merchant) but what else should I actually be doing?

When should I be building and what should I be building? Is it better to prioritize money over growth early on so I can afford to constantly build? Should I be prioritizing upgrading farmland right away, or should I instead be trying to build other stuff first and save the 20-turn constructions until later?

I'm sure it's faction-dependent, so let's take France and Sicily as the two nations I'd like to focus on.

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u/yunkbunk — 1 month ago

I hate the Helldivers 2 Community

I hate this game and I hate the community for ruining it. I also hate the community for being a hotbed of some of the dumbest takes on PVE game design imaginable.

Helldivers 2 was actually fun and interesting once upon a time, and had very neat emergent gameplay mechanics that forced players to make interesting moment-to-moment tactical choices to succeed.

The community bitched that the game was too hard, and so several patches were released that basically removed the friction from the game overnight. The heaviest enemy types in the game (at the time) could now be one-shot by infantry support weapons (when previously teamwork or interesting use of air support was required), enemy accuracy and tracking was heavily reduced, and many interesting side-objectives that once offered challenging emergent gameplay scenarios were made trivial by new weapon additions and insane player powercreep.

The community's arguments ranged from stupid to ignorant and I've seen them try to infest communities of games I actually still enjoy playing. Some examples were:

  • "Back of the box feature says 'spread democracy with overpowered weapons'"

(It also says "work as a team to overcome impossible odds")

  • "The game didn't get easier, you just got better"

(The 60-day patches *literally* catapulted player power into the moon. It was an overnight change: having fun one day, incredibly bored the next day.)

  • "It's a PvE game, balance doesn't matter, just have fun"

(Thought-terminating argument, but regardless: I get my enjoyment from trying to overcome obstacles, not from being handed my victories every single time.)

  • "Just don't bring X weapon/strat" OR "just bring the worst gear in the game for the given front"

(Teammates exist - this is a co-op shooter -and player power is so vast that one player bringing just one or two of the best items makes the game significantly easier for everyone. It's also not that hard and very boring to bring items that are obviously shit on any given front)

  • "Just play solo"

(Yeah, I have. But this is a cooperative hordeshooter game. You're argument is literally 'ignore a fundamental element of the game if you want to have fun.')

And then you had all of the dumbshit enemy balance suggestions people had.

  • "Buffing enemy health and damage is bad and boring game design. They should increase enemy density, add new enemies, and 'make the AI smarter'."

(Every single one of those suggestions carries a literal physical cost on hardware and pushes the game engine to its limits. You cannot just infinitely scale enemy density, enemy types and enemy behavior without eventually encountering performance or stability issues.)

(Further, it's actually ass when enemies are so weak and so easy to kill that they don't ever get the chance to actually attack you, or they maybe get a single attack off. Enemies actually need to be able to survive long enough to complete the action they were designed to do, otherwise there's hardly a point in having them in the game.)

Long story short: folks! Helldivers 2 is dogshit and so are all the subreddits. I hate this game. I hate that I played this game before it became a completely frictionless experience because I know I will never experience that game again.

BONUS COMPLAINT (also very stupid):

  • "X weapon should do more damage because it's not realistic otherwise."

(Realism is not the objective of 99% of games, and sorry: if this game were pursuing "realism", the enemies should be able to shoot your hellpods out of the sky, and the lasers and infantry rockets some enemies use should be killing players in two hits maximum.)

u/yunkbunk — 2 months ago

mods for rise of the empire?

I've been looking and I haven't been able to find anything that really hits at what I'm looking for. Is there a mod for the Rise of the Empire campaign that retools the units/weapons/mechanics across the whole campaign?

I'm thinking of that one great Galactic Conquest mod I used to have (totally forgot what it's called) that, among many other things, placed Super Battledroids in the "Elite" category and replaced the basic droid unit with a B1 Battledroid. But instead of Galactic Conquest, it replaces units (etc) for the Rise of the Empire campaign.

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u/yunkbunk — 2 months ago

Mimo Dark Fantasy prompts?

Hey folks. Trying to find a prompt that will make Mimo meaner. I want Mimo to fucking kill me (if it is in Mino's interests to do so). I want it to be mean and oppressive.

I want it to center the drama around social dynamics — class, standing, ethnicity, etc. I want Mimo to present a dark-fantasy world that discriminates against me on the basis of my accent.

I don't want it to be a fucking stupid murder and abuse hobo like Gemini, but I want it to possess the ability to murder and abuse me without significant chat manipulation.

Any pointers? Any good prompts? Thanks!

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u/yunkbunk — 3 months ago

How is Soji nowadays?

I migrated away a little while ago, but I haven't been as satisfied with other models, which often write brilliantly but also tend to make the victories and feel-good moments in the Dark Fantasy genre I enjoy quite a bit easier.

Soji at its peak moments was my absolute favorite model; how's it going now that it's a DSV4 fine tune?

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u/yunkbunk — 3 months ago

Is it possible, or has anyone tried, to run a slow Epirus campaign? I really enjoy the population Submod because though I play a load of strategy and grand strategy titles, I've never much liked pursuing a mega-blob too early on, especially when that means eliminating a lot of the factions that I find interesting to have in the world. It's why I quit my first Epirus campaign around turn 20 or 30, because it's just.. underwhelming to kill Rome so early when they are literally the "main character" of the setting, and it's why I've always been peeved that, without the Submod, Rome will often just steamroll through Africa in the first fifty turns.

So has anyone tried running an Epirus campaign where maybe they take Megale Hellas and try to limit their expansion (at least early on) into Sikelia and Italia?

I would imagine it would be very difficult, and peacing out with Rome or Carthage would be challenging, but I feel like the Pop Submod makes it not-impossible the way it'd be if you were constantly facing unlimited Roman and Carthaginian armies.

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u/yunkbunk — 5 months ago