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When running a play application from IntelliJ, VM parameters and environment variables greyed out in run configuration when 'Use sbt shell' checked. How can I pass an env variable to the sbt task, other then unchecking the 'run as sbt task' checkbox or setting the env variable globally on the machine? [![](https://i.stack.imgur.com/XOZyB.png)](https://i.stack.imgur.com/XOZyB.png)
2019/05/02
[ "https://Stackoverflow.com/questions/55948072", "https://Stackoverflow.com", "https://Stackoverflow.com/users/991045/" ]
Been there. Use .env file and add plugin: <https://github.com/mefellows/sbt-dotenv> to your project. Working for me great.
I think you just needed to disable using the SBT Shell and it would've allowed you to set ENV\_VARS. Not exactly sure why is that.
354,689
When I go to "Report player" while in STW there is an option that says "AFK". When I try this Battle Royale that option is unavailable. Is AFKing bannable in Battle ROyale?
2019/07/18
[ "https://gaming.stackexchange.com/questions/354689", "https://gaming.stackexchange.com", "https://gaming.stackexchange.com/users/234751/" ]
Ban reasons always depend on what the developer deem ban-worthy. Most times something is ban-worthy if it disrupts other players in their gaming experience. In the case of Fortnite, you don't influence other players gaming experience if you go AFK. Thereofre that is the most likely reason it is not reportable/bannable.
If you do not use **any** inputs for about 2-3 mins, the game will auto matically take you back to the lobby. This ensures that AFK players cannot cause any problems and cannot disrupt anyone else's gaming experience for long, meaning it is probably not bannable because you can't actually do it for long in the first place.
374
Start-ups and organizations with limited budgets that are security conscious are often encouraged to deploy intrusion detection stacks. Given that ***prevention will always fail***, intrusion detection stacks are often vital to learn why defenses failed. I am a fan of the following intrusion stack covering the app layer, system layer, and network layer: > > system: [OSSEC](http://www.ossec.net/) > > application: [ModSecurity](http://www.modsecurity.org/projects/modsecurity/apache/) > > network: [FlowMatrix](http://www.akmalabs.com/flowmatrix.php) (i cheated, this one is not FOSS, but it's free!) > > > What are your favorite intrusion (FOSS or free) stacks?
2010/11/16
[ "https://security.stackexchange.com/questions/374", "https://security.stackexchange.com", "https://security.stackexchange.com/users/22/" ]
* <http://www.owasp.org/index.php/The_ESAPI_Web_Application_Firewall_%28ESAPI_WAF%29> * <http://www.owasp.org/index.php/OWASP_AppSensor_Project> * <http://qosient.com/argus/> * <http://ourmon.sourceforge.net>
The Bro IDS <http://www.bro-ids.org/> which has been funded by the National Science Foundation's Strategic Technologies for the Internet program, DOE, DEC, and other research groups. It has it's own event-driven system and can also import Snort rules for added signature based detection.
374
Start-ups and organizations with limited budgets that are security conscious are often encouraged to deploy intrusion detection stacks. Given that ***prevention will always fail***, intrusion detection stacks are often vital to learn why defenses failed. I am a fan of the following intrusion stack covering the app layer, system layer, and network layer: > > system: [OSSEC](http://www.ossec.net/) > > application: [ModSecurity](http://www.modsecurity.org/projects/modsecurity/apache/) > > network: [FlowMatrix](http://www.akmalabs.com/flowmatrix.php) (i cheated, this one is not FOSS, but it's free!) > > > What are your favorite intrusion (FOSS or free) stacks?
2010/11/16
[ "https://security.stackexchange.com/questions/374", "https://security.stackexchange.com", "https://security.stackexchange.com/users/22/" ]
* <http://www.owasp.org/index.php/The_ESAPI_Web_Application_Firewall_%28ESAPI_WAF%29> * <http://www.owasp.org/index.php/OWASP_AppSensor_Project> * <http://qosient.com/argus/> * <http://ourmon.sourceforge.net>
Snort is an excellent IDS with a long track record. I have deployed slightly over a dozen sensors at my organization, and am continually adding more to the mix. Snort's biggest downfall is the fact that current versions are single-threaded, though that will be changing with the upcoming version 3 release. Combined with the [Emerging Threats](http://www.emergingthreats.net/) rules, I have been extremely impressed with the product. The full platform consists of: * [Snort](http://www.snort.org/) * [Puppet](http://www.puppetlabs.com/) (for system management and rule dissimination) * [Oinkmaster](http://oinkmaster.sourceforge.net/) (for rule updates and management) * [Cobbler](https://fedorahosted.org/cobbler/) (for provisioning) * RedHat All logging is aggregated using RSA enVision, though Splunk should it handle it fine.
374
Start-ups and organizations with limited budgets that are security conscious are often encouraged to deploy intrusion detection stacks. Given that ***prevention will always fail***, intrusion detection stacks are often vital to learn why defenses failed. I am a fan of the following intrusion stack covering the app layer, system layer, and network layer: > > system: [OSSEC](http://www.ossec.net/) > > application: [ModSecurity](http://www.modsecurity.org/projects/modsecurity/apache/) > > network: [FlowMatrix](http://www.akmalabs.com/flowmatrix.php) (i cheated, this one is not FOSS, but it's free!) > > > What are your favorite intrusion (FOSS or free) stacks?
2010/11/16
[ "https://security.stackexchange.com/questions/374", "https://security.stackexchange.com", "https://security.stackexchange.com/users/22/" ]
Snort is an excellent IDS with a long track record. I have deployed slightly over a dozen sensors at my organization, and am continually adding more to the mix. Snort's biggest downfall is the fact that current versions are single-threaded, though that will be changing with the upcoming version 3 release. Combined with the [Emerging Threats](http://www.emergingthreats.net/) rules, I have been extremely impressed with the product. The full platform consists of: * [Snort](http://www.snort.org/) * [Puppet](http://www.puppetlabs.com/) (for system management and rule dissimination) * [Oinkmaster](http://oinkmaster.sourceforge.net/) (for rule updates and management) * [Cobbler](https://fedorahosted.org/cobbler/) (for provisioning) * RedHat All logging is aggregated using RSA enVision, though Splunk should it handle it fine.
The Bro IDS <http://www.bro-ids.org/> which has been funded by the National Science Foundation's Strategic Technologies for the Internet program, DOE, DEC, and other research groups. It has it's own event-driven system and can also import Snort rules for added signature based detection.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
In a series circuit, the current in each component of the series will be the same. This is true no matter what the component may be: resistor, capacitor, inductor, diode, battery, etc.
The current is the same when charging or discharging. The problem is if one cell is discharged faster its polarity reverses and it gets damaged. If in charge one gets charges faster it can overheat or explode when it's lithium.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
In a series circuit, the current in each component of the series will be the same. This is true no matter what the component may be: resistor, capacitor, inductor, diode, battery, etc.
> > I was wondering... if the same is possible for one supply to provide more or less current than another series supply > > > No, the current through them would be the same... and it would be less than the current that can be provided by the "weakest" supply when working alone. The reason for this is that each power supply has some internal resistance... and when they are connected in series, their internal resistances are summed.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
In a series circuit, the current in each component of the series will be the same. This is true no matter what the component may be: resistor, capacitor, inductor, diode, battery, etc.
Assuming no other connection between the batteries, no. This would be a violation of Kirchoff's Current Law. Imagine a node between the batteries. All the current entering the node must leave the node.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
In a series circuit, the current in each component of the series will be the same. This is true no matter what the component may be: resistor, capacitor, inductor, diode, battery, etc.
I think the key part is the BMS system you mentioned. I believe it refers to charging control circuits that have circuitry to monitor individual cells or sets of cells, and circuitry capable of shunting charging current 'around' cells that are reaching full charge before others. As such, this arrangement is NOT strictly in series, as the additional circuitry provides parallel current paths on each cell (or set of cells). I see this typically when I open Li-ion battery packs. I don't believe they do any shunting during the discharge cycle (but I could be wrong). Technically, everyone else stating that if just the batteries alone are connected in series (no balancing circuitry) that the current is the same in all, are also correct.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
In a series circuit, the current in each component of the series will be the same. This is true no matter what the component may be: resistor, capacitor, inductor, diode, battery, etc.
The current (charge/discharge) for true series cells will be the same. The BMS is not truly series under charging, since it has to deal with how effective each cell is converting the charge back into the chemical structure storing it. Small variations in how the reactions (wanted & unwanted) are propagating through the cell structure leads to variation in charge storage rate. Since overcharge can lead to deterioration of the cell capacity, the BMS divides the battery to cells and charges each independently, hence the need to separately monito each one.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
I think the key part is the BMS system you mentioned. I believe it refers to charging control circuits that have circuitry to monitor individual cells or sets of cells, and circuitry capable of shunting charging current 'around' cells that are reaching full charge before others. As such, this arrangement is NOT strictly in series, as the additional circuitry provides parallel current paths on each cell (or set of cells). I see this typically when I open Li-ion battery packs. I don't believe they do any shunting during the discharge cycle (but I could be wrong). Technically, everyone else stating that if just the batteries alone are connected in series (no balancing circuitry) that the current is the same in all, are also correct.
The current is the same when charging or discharging. The problem is if one cell is discharged faster its polarity reverses and it gets damaged. If in charge one gets charges faster it can overheat or explode when it's lithium.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
I think the key part is the BMS system you mentioned. I believe it refers to charging control circuits that have circuitry to monitor individual cells or sets of cells, and circuitry capable of shunting charging current 'around' cells that are reaching full charge before others. As such, this arrangement is NOT strictly in series, as the additional circuitry provides parallel current paths on each cell (or set of cells). I see this typically when I open Li-ion battery packs. I don't believe they do any shunting during the discharge cycle (but I could be wrong). Technically, everyone else stating that if just the batteries alone are connected in series (no balancing circuitry) that the current is the same in all, are also correct.
> > I was wondering... if the same is possible for one supply to provide more or less current than another series supply > > > No, the current through them would be the same... and it would be less than the current that can be provided by the "weakest" supply when working alone. The reason for this is that each power supply has some internal resistance... and when they are connected in series, their internal resistances are summed.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
I think the key part is the BMS system you mentioned. I believe it refers to charging control circuits that have circuitry to monitor individual cells or sets of cells, and circuitry capable of shunting charging current 'around' cells that are reaching full charge before others. As such, this arrangement is NOT strictly in series, as the additional circuitry provides parallel current paths on each cell (or set of cells). I see this typically when I open Li-ion battery packs. I don't believe they do any shunting during the discharge cycle (but I could be wrong). Technically, everyone else stating that if just the batteries alone are connected in series (no balancing circuitry) that the current is the same in all, are also correct.
Assuming no other connection between the batteries, no. This would be a violation of Kirchoff's Current Law. Imagine a node between the batteries. All the current entering the node must leave the node.
523,419
I know current through series elements is always the same. I was wondering if the same is true for series supplies (batteries) or if it is possible for one supply to provide more or less current than another series supply. I ask because a project for a BMS system states a specific requirement for per-cell current measurement and this got me confused that maybe there is something I don't know.
2020/09/26
[ "https://electronics.stackexchange.com/questions/523419", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/211994/" ]
I think the key part is the BMS system you mentioned. I believe it refers to charging control circuits that have circuitry to monitor individual cells or sets of cells, and circuitry capable of shunting charging current 'around' cells that are reaching full charge before others. As such, this arrangement is NOT strictly in series, as the additional circuitry provides parallel current paths on each cell (or set of cells). I see this typically when I open Li-ion battery packs. I don't believe they do any shunting during the discharge cycle (but I could be wrong). Technically, everyone else stating that if just the batteries alone are connected in series (no balancing circuitry) that the current is the same in all, are also correct.
The current (charge/discharge) for true series cells will be the same. The BMS is not truly series under charging, since it has to deal with how effective each cell is converting the charge back into the chemical structure storing it. Small variations in how the reactions (wanted & unwanted) are propagating through the cell structure leads to variation in charge storage rate. Since overcharge can lead to deterioration of the cell capacity, the BMS divides the battery to cells and charges each independently, hence the need to separately monito each one.
31,538
I have a question I created on stackoverflow.com which was migrated to superuser.com, the question was answered on superuser.com but still remains in my questions tab in SO, how do I remove/hide these? I've now created this as a [Feature request](https://meta.stackexchange.com/questions/31552/could-we-have-questions-grouped-into-status-unanswered-closed-migrated).
2009/12/02
[ "https://meta.stackexchange.com/questions/31538", "https://meta.stackexchange.com", "https://meta.stackexchange.com/users/133650/" ]
You don't. Migrated questions remain yours on the original site until they are deleted. The question becomes a place-holder for Google Searches and for duplicate question closures. It is still a question asked by you and therefore it is not disassociated from your account. These migrations stubs will be automatically removed after 30 days, but as mentioned by [Jeff](https://meta.stackexchange.com/questions/31538/how-do-i-remove-a-migrated-question/31545#31545) you can also flag it for moderator attention and it will be deleted.
You can flag the question for moderator attention if you really want it deleted, and a moderator can do it for you.
252,471
The following is an extract from *Frankenstein* by Mary Shelley. Is the "had not been" correct? Should it have been "would not have been"? > > "A human being in perfection ought always to preserve a calm and peaceful mind, and never to allow passion to a transitory desire to disturb his tranquility. I do not think that the pursuit of knowledge is an exception to this rule If the study to which you apply yourself has a tendency to weaken your affections, and to destroy your taste for those simply pleasures in which no alloy can possibly mix, then that study is certainly unlawful, that is to say, not befitting the human mind. If this rule were always observed; if no man allowed any pursuit whatsoever to interfere with the tranquility of his domestic affections, Greece **had not been** enslaved; Caesar would have spared his country; America would have been discovered more gradually; and the empires of Mexico and Peru **had not been** destroyed." > > >
2020/06/30
[ "https://ell.stackexchange.com/questions/252471", "https://ell.stackexchange.com", "https://ell.stackexchange.com/users/3865/" ]
This seems to be an archaic form of the subjunctive; the sentence is introduced with *if*, indicating an irrealis condition. I found a paper by [Éva Kovács](https://linguistlist.org/people/personal/get-personal-page2.cfm?PersonID=133003) in the *Eger Journal of English Studies* IX (2009) 79–90, "[On the Development of the Subjunctive from Early Modern English to Present-Day English](http://anglisztika.uni-eger.hu/public/uploads/kovacs-2009_556de3d354440.pdf)," which asserts the following: > > As for the past subjunctive, it is used in apodoses (main clauses) of unreal conditionals, which is highly literary and was already a rather pompous archaism by the early nineteenth century and *would be* would be normal (Denison 1998:163): > > > > > > > > > (21) But it were better not to anticipate the comments to be made. (1948 TLS 23 (10 Jan)) > > > > > > > > > > > The past perfect subjunctive is used similarly, which is illustrated by the following example, in which *had been* stands for *would have been* in Present-Day English: > > > > > > > (22) It *had been* easy for me to gain a temporary effect by a mirage of baseless opinion; (1871–2 George Eliot, Middlemarch 201) > > > > > > > > >
We need to remember that, despite her undoubted intelligence and acquaintance with well educated and eloquent people, the author had little or no formal education, and her prose style suffers as a result. Here she is using "had" to indicate a subjunctive, a statement contrary to fact or belief. The form is still used with an inversion > > Had I known ... > > > but is, at least in the US, old fashioned. And it is obviously used commonly without inversion and with a preceding "if" > > If I had known ... > > > But I must admit that I have never seen anything like this concatenation of verb forms. The meaning is > > If all observed the rule that we permit nothing to disturb our domestic affections, then Greece would not have been enslaved, Caesar would have spared his country, and America would have been discovered more gradually, thereby preventing the destruction of the empires (civilizations?) of Mexico and Peru. > > > The above is still a long, convoluted sentence, but it is comprehensible. (Whether you find it persuasive is a different issue.)
10,640,836
According to the R 'Memory-limits' documentation, it isn't possible to allocate a vector of length longer than 2^31-1. This is because the integer used as an index can only use 31 bits (one bit for the sign). But on a 64-bit system, I should be able to allocate longer vectors. Why does R impose this same max length on 64-bit systems? Is there a way to circumvent the limit?
2012/05/17
[ "https://Stackoverflow.com/questions/10640836", "https://Stackoverflow.com", "https://Stackoverflow.com/users/1401630/" ]
If you're willing to work with the development version of R, you can have **experimental** support for this feature. From <http://stat.ethz.ch/R-manual/R-devel/doc/html/NEWS.html> : > > LONG VECTORS > > > There are the beginnings of support for vectors longer than > 2^31 - 1 elements on 64-bit platforms. This applies to raw, logical, integer, > double, complex and character vectors, as well as lists. (Elements of > character vectors remain limited to 2^31 - 1 bytes.) > > > All aspects are currently experimental. > > > What can be done with such vectors is currently somewhat limited, > and most operations will return the error ‘long vectors not supported > yet’. They can be serialized and unserialized, coercion, identical() > and object.size() work and means can be computed. Their lengths can be > get and set by xlength(): calling length() on a long vector will throw > an error. > > > Most aspects of indexing are available. Generally double-valued > indices can be used to access elements beyond 2^31 - 1. > > > See the link for more details. I haven't experimented with this at all myself, so I can't comment on whether it is practically useful yet or not. If you go to <http://developer.r-project.org/R_svnlog_2011> (and <http://developer.r-project.org/R_svnlog_2012>) and search for "long vectors" you can get a sense of the work that is going on.
Here are some more details that will complement Ben's answer. The limitations seem to be inherited from the lower level programming languages used to build R, especially (apparently) the FORTRAN code. So, obviously, transitioning R so that it can take full advantage of 64-bit addressing systems is going to be a major project. From the [R-admin manual](http://cran.r-project.org/doc/manuals/R-admin.html#Choosing-between-32_002d-and-64_002dbit-builds): > > Even on 64-bit builds of R there are limits on the size of R objects (see help("Memory-limits"), some of which stem from the use of 32-bit integers (especially in FORTRAN code). On all builds of R, the maximum length (number of elements) of a vector is 2^31-1, about 2 billion, and on 64-bit builds the size of a block of memory allocated is limited to 2^34-1 bytes (8GB). It is anticipated these will be raised eventually\* but the need for 8GB objects is (when this was written in 2011) exceptional. > > > (There's also a wry footnote in the manual, where I've put a `*`, noting that "this comment has been in the manual since 2005". :)
13,022
I've read in various places that the average college student IQ is about 115, and the various estimations of IQ by college major reached by converting SAT to IQ all use 115 as the starting point for college students. However, the most recent source for this number is The Bell Curve, which was in the early 1990s. It is also just about the only source of the last 40+ years. Can anyone provide a more recent documentation of the average IQ of college students? (that isn't just a reference to an older study)
2016/01/09
[ "https://cogsci.stackexchange.com/questions/13022", "https://cogsci.stackexchange.com", "https://cogsci.stackexchange.com/users/10351/" ]
If you search for "IQ students" on google scholar since 2012 you will find plenty of literature. However, the problem will be that there are many different "standardised intelligence tests", and not all of them call themselves "IQ". You might want to restrict your search to a specific test like the Wechsler Adult Intelligence Scale which is one of the most used. The norms for such tests are published, organised into age/socioeconomic groups, so that may be the "original" source. For Wechsler the citation is: Wechsler, D. (2008). Wechsler adult intelligence scale-fourth. San Antonio: Pearson. For a recent other example, this paper used this scale with 42 college students and found a mean of 105 which they (reasonably) conclude is "close to national norms": <http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3389807/> You don't specify, but I am assuming you are talking about average US college students. Since you are interested in the relationship between IQ and SATs, this recent paper might also be of interest, although it focuses on grade 8 students: <http://pss.sagepub.com/content/25/3/736.full>
<https://www.researchgate.net/publication/232514979_The_IQ_of_the_average_college_student> I found this article that seems to answer your question in the abstract. I didn't bother to sign up and read the whole thing though.
13,022
I've read in various places that the average college student IQ is about 115, and the various estimations of IQ by college major reached by converting SAT to IQ all use 115 as the starting point for college students. However, the most recent source for this number is The Bell Curve, which was in the early 1990s. It is also just about the only source of the last 40+ years. Can anyone provide a more recent documentation of the average IQ of college students? (that isn't just a reference to an older study)
2016/01/09
[ "https://cogsci.stackexchange.com/questions/13022", "https://cogsci.stackexchange.com", "https://cogsci.stackexchange.com/users/10351/" ]
Ok I finally found the official demographic norming data from the WAIS-IV on page 104 of this book: "WAIS-IV Clinical Use and Interpretation: Scientist-Practitioner Perspectives" You can see a preview of this book at <http://tinyurl.com/z3vr44e>. The answer to my question is: **Some college: 102.28 College graduates: 110.77**
<https://www.researchgate.net/publication/232514979_The_IQ_of_the_average_college_student> I found this article that seems to answer your question in the abstract. I didn't bother to sign up and read the whole thing though.
13,022
I've read in various places that the average college student IQ is about 115, and the various estimations of IQ by college major reached by converting SAT to IQ all use 115 as the starting point for college students. However, the most recent source for this number is The Bell Curve, which was in the early 1990s. It is also just about the only source of the last 40+ years. Can anyone provide a more recent documentation of the average IQ of college students? (that isn't just a reference to an older study)
2016/01/09
[ "https://cogsci.stackexchange.com/questions/13022", "https://cogsci.stackexchange.com", "https://cogsci.stackexchange.com/users/10351/" ]
Ok I finally found the official demographic norming data from the WAIS-IV on page 104 of this book: "WAIS-IV Clinical Use and Interpretation: Scientist-Practitioner Perspectives" You can see a preview of this book at <http://tinyurl.com/z3vr44e>. The answer to my question is: **Some college: 102.28 College graduates: 110.77**
If you search for "IQ students" on google scholar since 2012 you will find plenty of literature. However, the problem will be that there are many different "standardised intelligence tests", and not all of them call themselves "IQ". You might want to restrict your search to a specific test like the Wechsler Adult Intelligence Scale which is one of the most used. The norms for such tests are published, organised into age/socioeconomic groups, so that may be the "original" source. For Wechsler the citation is: Wechsler, D. (2008). Wechsler adult intelligence scale-fourth. San Antonio: Pearson. For a recent other example, this paper used this scale with 42 college students and found a mean of 105 which they (reasonably) conclude is "close to national norms": <http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3389807/> You don't specify, but I am assuming you are talking about average US college students. Since you are interested in the relationship between IQ and SATs, this recent paper might also be of interest, although it focuses on grade 8 students: <http://pss.sagepub.com/content/25/3/736.full>
7,878,939
I am sending out a nightly email through rules scheduler, when I manually execute it sends out one email as it should, however when it runs on the schedule it sends me 10 duplicate emails. I've looked all over and can't seem to find any solution to the problem. Thanks in advance for any suggestions
2011/10/24
[ "https://Stackoverflow.com/questions/7878939", "https://Stackoverflow.com", "https://Stackoverflow.com/users/1011293/" ]
Use Job scheduler module. In this module you first insert the data in job\_schedule and create a queue for each schedule . when crons run it start executing each queue and send mails then it delete its entry from the job\_scheduler table. hence it will not send same mail again and again to the same person.. There is proper documentation in job\_scheduler module in drupal7. Just go through it.
This sounds like a bug in the Rules module; it has its quirks. I see you have reported this issue in the Rules issue queue: <http://drupal.org/node/1314916>, which is what I was first going to suggest. So now I know your issue is for Rules 7.x-2.x dev integration with Views 7... both of which have more than a few bugs. I strongly suspect this issue has as much to do with Views as with Rules. (The 10x repetition seems unlikely to be a coincidence since 10 is a default value for results-per-page in Views, etc) When you report an issue, it's helpful to include all pertinent information (Drupal version, steps to replicate, what's written to the log, etc). I'd personally suggest seeing if you can replicate your issue in a clean installation of Drupal with just the modules necessary to run your test. If you can replicate it that way, it's easier to provide enough information for the developers to identify the issue and resolve it. (e.g. use Devel generate to create some nodes and dummy users, then create a very simple view, e.g. just titles of the five most recent nodes, and use that view as the source for your email content. Does it send 5 copies? You may need to configure a localhost mail server to test this.
126,245
I want to know how many schematics there are in total in the game for Fallout new vegas as I am not sure how many weapons there are. if its at all possible could someone tell me the location of these schematics or link me to a page im on a personal errand to get all the constructible weapons in the game.
2013/08/02
[ "https://gaming.stackexchange.com/questions/126245", "https://gaming.stackexchange.com", "https://gaming.stackexchange.com/users/50371/" ]
Fallout New Vegas doesn't really have a whole lot of *weapon* crafting, unless you're into Explosives and want to make bombs. In fact, without DLC, there's exactly **one** craftable weapon that isn't a bomb or mine - [the Dog Tag Fist](http://fallout.wikia.com/wiki/Dog_tag_fist), which you can make with a Repair skill of 30. The schematic can be had from Private Halford at Camp Guardian. If you have *Dead Money*, you can do a few upgrades to the **Cosmic Knife**, turning it into the [Cosmic Knife Clean](http://fallout.wikia.com/wiki/Cosmic_knife_clean) or it's [Super Heated variant](http://fallout.wikia.com/wiki/Cosmic_knife_super-heated), or a [Knife Spear](http://fallout.wikia.com/wiki/Knife_spear), which also has a [Clean version](http://fallout.wikia.com/wiki/Knife_spear_clean). You'll need the Repair skill to make these, with 50 being the highest number required, but you don't need any special schematic. With *Old World Blues* installed, the only craftable gun in the game becomes available, [FIDO](http://fallout.wikia.com/wiki/FIDO) is little more than an upgrade to the K-9000 Cyberdog Gun, and is one of the only two weapons for which you'll need a schematic. It's found in the kennel at the X-8 Research center. You'll also need a Guns skill of 75 Finally, *Lonesome Road* adds the [Fist of Rawr](http://fallout.wikia.com/wiki/Fist_of_Rawr). You'll get the schematic automatically when picking up the component parts after killing Rawr, and crafting this powerful fist weapon requires an Unarmed skill of 75. As for bombs - very few need schematics. Most just need a high Explosives skill, and, in many cases, the **Mad Bomber** perk and the *Gun Runner's Arsenal* DLC. [You can view the full list of craftable items here.](http://fallout.wikia.com/wiki/Fallout:_New_Vegas_crafting) In general, crafting in NV is much more geared towards chems, healing items, food, ammunition, and other consumables than it was in FO3. There are few, if any craftable 'durable goods' of any worth.
There are no "true" schematics in FNV that create weapons,you need certain skills to attain these schematics through console commands[PC] or use wild wasteland[all]to get named weapons unique like the Alien blaster,found North of the horowitz farmstead at the northern end of the game/road to jakobstown,North of NV,just look to the right at the intersected roads to the barn in the sand,North is the Flying anomaly[wild wasteland] or a merc camp[hostile] with the ycs/186 gausse rifle.
1,716,814
I have exported emails from outlook which is using IMAP protocal with size of 8GB, when i am trying to import the back up file in other PC, i am getting the synchronization error with error code 800CCC15-0-0-430. Please refer the following image to view the error message. Please help me to solve the error. [Error Code](https://i.stack.imgur.com/bffl6.jpg) I also sharing the documentation from microsoft to backup the emails [Back up your email](https://support.microsoft.com/en-us/office/back-up-your-email-e5845b0b-1aeb-424f-924c-aa1c33b18833)
2022/04/18
[ "https://superuser.com/questions/1716814", "https://superuser.com", "https://superuser.com/users/1050782/" ]
**Summary:** ***Issue*:** When importing the back up file in other PC, i am getting the synchronization error with error code 800CCC15-0-0-430. ***Solution:*** I have created Gmail account and enabled IMAP and it worked.
Have you done any specific operations before the issue occur? Such as creating subfolders in Inbox? If so, please move subfolders outside the Inbox folder and import again to check if there're any differences. In addition, I found a similar thread as your issue mentioned that it may be affected by the root folder path in Advanced settings, please refer to YukiSun-MSFT's answer in this [thread](https://docs.microsoft.com/en-us/answers/questions/74113/outlook-error-synchronizing-folder-800ccc0e-0-0-43.html#:%7E:text=YukiSun%2DMSFT%20answered%20%E2%80%A2%20Aug%2024%202020%20at%201%3A58%20PM%20%7C%20Scotter60%20commented%20%E2%80%A2%20Aug%2028%202021%20at%2011%3A14%20AM).
16,242
In March 2017, the Dutch Prime Minister [Mark Rutte](https://en.wikipedia.org/wiki/Mark_Rutte) declared that the Turkish minister [Mevlüt Çavuşoğlu](https://en.wikipedia.org/wiki/Mevl%C3%BCt_%C3%87avu%C5%9Fo%C4%9Flu) was [not](http://nos.nl/artikel/2161220-rutte-wil-turkse-campagnebijeenkomst-tegenhouden.html) [welcome](http://nos.nl/artikel/2162155-rutte-turkse-minister-ook-na-verkiezingen-niet-welkom.html) to campaign among eligible Turkish voters in The Netherlands for a yes vote in the [Turkish constitutional referendum, 2017](https://en.wikipedia.org/wiki/Turkish_constitutional_referendum,_2017). Earlier, a planned rally in Germany had been cancelled and he spoke [from the Hamburg consulate balcony instead](http://www.taz.de/Deutsch-tuerkische-Beziehungen/!5390574/). Why were Netherlands and Germany (home to many Turkish citizens) keen to prevent Çavuşoğlu from campaigning in favour of a yes vote in the Turkish referendum? Arguably, this referendum is a domestic Turkish responsibility, Turkish nationals living abroad have a right to participate in the elections. There was no fuss when [Macron campaigned among French voters in London](https://www.ft.com/content/6fecf850-f85b-11e6-9516-2d969e0d3b65) for the [French presidential election](https://en.wikipedia.org/wiki/French_presidential_election,_2017). Was it because Çavuşoğlu is a minister and Macron is not? Why the controversy?
2017/03/09
[ "https://politics.stackexchange.com/questions/16242", "https://politics.stackexchange.com", "https://politics.stackexchange.com/users/130/" ]
To make a blunt comparison: you wouldn't want a North-Korean official campaigning for Kim Jong-un in your country, would you? Erdoğan is not Kim Jong-un, but his government in widely seen as as having authoritarian tendencies, especially after the failed coup attempt last year. To make matters worse, the specific referendum Çavuşoğlus wants to campaign for is seen as further increasing the authoritarian power of Erdoğan's government. In addition to that, there is some context specific to the status of Turkish citizens in the Netherlands. The integration of Turkish citizens – or rather, the lack thereof – in Dutch society is something that has drawn criticism in the last few years from various parties, both left and right. The double nationality is sometimes seen as an indication or symbol for the lack of integration. This has caused controversy several times before; for example the appointment of Nebahat Albayrak (who holds both the Dutch and Turkish nationality) to the cabinet in 2010. I suspect the entire affair would be significantly less controversial if the conflict would be with another country (like, say, Belarus). Lastly, the elections in a week increase the attention even more; especially since the current prime minister (Rutte) is competing with Wilders/PVV, who has been very vocal about the topic for many years. --- I'm not that familiar with the German situation, but from what I've read it's essentially the same as the Dutch.
The rally in Germany was officially canceled because of [fire safety concerns](http://www.zeit.de/politik/ausland/2017-03/mevlut-cavusoglu-hamburg-tuerkischer-aussenminister-auftritt-absage), not for political reasons. That being said, there are currently at least [three issues](http://www.faz.net/aktuell/politik/ausland/cavusoglu-gabriel-treffen-sich-nach-yuecel-verhaftung-14914454.html): * The referendum is seen as another move towards a more authoritarian regime. * Election campaigns by foreign nationals about divisive issues are not welcome in general. * Turkey is currently keeping a German journalist in prison for trumped up terrorism charges. Cem Özdemir [summarized](http://www.zeit.de/politik/ausland/2017-03/mevluet-cavusoglu-hamburg-rede-deutschland-tuerkei) the first two points by saying that he feels ill when thinking about Turkish government officials advertising the demise of Turkish democracy in Germany. But while those are considered issues, [Merkel confirmed](https://www.bundesregierung.de/Content/DE/Artikel/2017/03/2017-03-06-deutsch-tuerkisches-verhaeltnis.html) that election campaigns by foreign nationals are legal and that she is hoping for a good relationship between Germany and Turkey.
71,921
I need a list of the central points (centroid) for all countries: China: lat/long (coordinates of the most central point in China) France: lat/long (coordinates of the most central point in France) etc...
2013/09/19
[ "https://gis.stackexchange.com/questions/71921", "https://gis.stackexchange.com", "https://gis.stackexchange.com/users/19876/" ]
Frank Donnelly provides a [CSV file of country centroids](http://gothos.info/2009/02/centroids-for-countries/) that's based on data taken from the GeoNames Server, but hand curated by Frank. The data was last updated in February 2012. --- May 2018 The former source isn't available anymore, here is a newer one, with lots of infos on the countries (incl. Centroids), and possibility to download the data in several formats. <https://worldmap.harvard.edu/data/geonode:country_centroids_az8> There's also a similar question over at Stackoverflow: [Need a list of all countries in the world, with a longitude and latitude coordinate](https://stackoverflow.com/questions/2702309/need-a-list-of-all-countries-in-the-world-with-a-longitude-and-latitude-coordin), which includes a couple of approaches for generating such a list from other data sources.
Since many of the urls in the previous answers are outdated here's a list that google provides: <https://developers.google.com/public-data/docs/canonical/countries_csv>
71,921
I need a list of the central points (centroid) for all countries: China: lat/long (coordinates of the most central point in China) France: lat/long (coordinates of the most central point in France) etc...
2013/09/19
[ "https://gis.stackexchange.com/questions/71921", "https://gis.stackexchange.com", "https://gis.stackexchange.com/users/19876/" ]
Frank Donnelly provides a [CSV file of country centroids](http://gothos.info/2009/02/centroids-for-countries/) that's based on data taken from the GeoNames Server, but hand curated by Frank. The data was last updated in February 2012. --- May 2018 The former source isn't available anymore, here is a newer one, with lots of infos on the countries (incl. Centroids), and possibility to download the data in several formats. <https://worldmap.harvard.edu/data/geonode:country_centroids_az8> There's also a similar question over at Stackoverflow: [Need a list of all countries in the world, with a longitude and latitude coordinate](https://stackoverflow.com/questions/2702309/need-a-list-of-all-countries-in-the-world-with-a-longitude-and-latitude-coordin), which includes a couple of approaches for generating such a list from other data sources.
Here is an open data site that hosts the center point data in several formats: [World Countries Centroids](https://github.com/gavinr/world-countries-centroids) (direct links: [CSV](https://cdn.jsdelivr.net/gh/gavinr/world-countries-centroids@v1/dist/countries.csv) | [GeoJSON](https://cdn.jsdelivr.net/gh/gavinr/world-countries-centroids@v1/dist/countries.geojson)) [![enter image description here](https://i.stack.imgur.com/ndrWS.png)](https://i.stack.imgur.com/ndrWS.png)
71,921
I need a list of the central points (centroid) for all countries: China: lat/long (coordinates of the most central point in China) France: lat/long (coordinates of the most central point in France) etc...
2013/09/19
[ "https://gis.stackexchange.com/questions/71921", "https://gis.stackexchange.com", "https://gis.stackexchange.com/users/19876/" ]
Since many of the urls in the previous answers are outdated here's a list that google provides: <https://developers.google.com/public-data/docs/canonical/countries_csv>
Here is an open data site that hosts the center point data in several formats: [World Countries Centroids](https://github.com/gavinr/world-countries-centroids) (direct links: [CSV](https://cdn.jsdelivr.net/gh/gavinr/world-countries-centroids@v1/dist/countries.csv) | [GeoJSON](https://cdn.jsdelivr.net/gh/gavinr/world-countries-centroids@v1/dist/countries.geojson)) [![enter image description here](https://i.stack.imgur.com/ndrWS.png)](https://i.stack.imgur.com/ndrWS.png)
50,415
It is clear from Big Internet Search Engine that not all knowledge is considered wisdom but, can some knowledge be foolish? > > "Wisdom cannot be imparted. Wisdom that a wise man attempts to impart always sounds like foolishness to someone else ... Knowledge can be communicated, but not wisdom." -Hermann Hesse, German novelist, poet, and painter > > > Other fields outside of philosophy [have something to say on wisdom](https://www.psychologytoday.com/us/blog/evolution-the-self/201204/the-wisest-quotes-wisdom) but, what does philosophy say about knowledge being foolish? > > "Wisdom is the right use of knowledge. To know is not to be wise. Many men know a great deal, and are all the greater fools for it. There is no fool so great a fool as a knowing fool. But to know how to use knowledge is to have wisdom." ~ Charles H. Spurgeon > > >
2018/04/02
[ "https://philosophy.stackexchange.com/questions/50415", "https://philosophy.stackexchange.com", "https://philosophy.stackexchange.com/users/31768/" ]
It says a great deal. Take for instance Platos criticism of writing in the *Phaedrus*: > > If men learn this it will implant forgetfulness in the soul because they will rely on that which is written calling things to remembrence that which no longer lies within themselves, but by means of external marks. > > > This goes even more so today when the Net & social media is prevalent. Vargas Lhosa has also written about this in his book, *Notes on Culture*. It's also satirised in EM Forsters short story, *The Machine Stops*. Knowledge is not knowledge until it is implanted within the soul and able to be called forth for right action at the right time.
'Not all knowledge is wisdom' ▻ WISDOM AND KNOWLEDGE ARE CATEGORICALLY DIFFERENT By this I mean that, as I understand 'wisdom' and as I think it is generally understood, wisdom is a synthesis or combination of intelligence and sound judgement. There is no direct link with knowledge. I'd accept that sound judgement depends to some extent on knowledge; you can hardly make a sound judgement except accidentally about something of which you have no or only superficial knowledge. But this suggests a kind of causal dependence; knowledge is among the necessary conditions for sound judgement. But that doesn't make for a conceptual link between them. It doesn't make wisdom a variety of knowledge or knowledge a variety of wisdom. Knowledge and wisdom are different kinds of thing, hence my description of them as categorically different. ▻ KNOWLEDGE NOT SUFFICIENT FOR WISDOM If knowledge is causally necessary for sound judgement, which is a part of wisdom, it is certainly not sufficient. No matter how many justified, true beliefs one has about a subject, or however one defines propositional knowledge, no amount of such knowledge will of itself yield sound judgement. I may have world-class knowledge about the international banking and investment scene and yet have no reliable sense of what stock to buy or which pension scheme to invest in. ▻ WISDOM IS MORE VARIANT THAN KNOWLEDGE If I have medical degree or a master's in particle physics, I will be counted as knowledgeable about the relevant matters 'from China to Peru' (to purloin Dr Johnson's phrase). Wisdom by contrast is dependent, or more dependent, on social framework or context. What counts as, and is, sound judgement in political manoeuvring is not the same in Russia as in India or in India as in the USA. ▻ THE DUAL NATURE OF WISDOM Just as sound judgement is not identical with knowledge, though it causally depends on knowledge, so intelligence, the other component of wisdom, is not identical with knowledge. If I have an IQ of 120 or 140, does either figure tell you what or how much I know ? IQ tests aside, there are 'incredibly bright' people who not only do not have sound judgement but also do not know much either. Take an intensely intelligent slum-child in Victorian England : high intelligence, but no education, illiterate and with virtually no knowledge.
122,390
In my Google Slide, I have linked to a chart from a Google Sheet, and I want it to have a transparent background. In my Google Sheet, on the chart, I have the background set to "None", which makes the chart transparent in Google Sheet. However, this transparent background property does not transfer to the chart in Google Slides. Is there any way to work around this, or is there another way to make the chart transparent in Google Slides?
2018/11/21
[ "https://webapps.stackexchange.com/questions/122390", "https://webapps.stackexchange.com", "https://webapps.stackexchange.com/users/208237/" ]
What you can do is set the background color to None which gives you a fully transparent background.
I had the same question, and found some Google's Product Forums that this is not possible: <https://productforums.google.com/forum/#!msg/sites/IIr76F7R2sM/KlAw1lCMDQAJ> For a workaround I'm making the background color of the chart the same as the slide.
55,485,837
I was using Keras' CNN to classify MNIST dataset. I found that using different batch-sizes gave different accuracies. Why is it so? [Using Batch-size 1000](https://i.stack.imgur.com/Ad4oO.png) (Acc = 0.97600) [Using Batch-size 10](https://i.stack.imgur.com/CRLd3.png) (Acc = 0.97599) Although, the difference is very small, why is there even a difference? **EDIT - I have found that the difference is only because of precision issues and they are in fact equal.**
2019/04/03
[ "https://Stackoverflow.com/questions/55485837", "https://Stackoverflow.com", "https://Stackoverflow.com/users/7364466/" ]
That is because of the Mini-batch gradient descent effect during training process. You can find good explanation [Here](https://machinelearningmastery.com/gentle-introduction-mini-batch-gradient-descent-configure-batch-size/) that I mention some notes from that link here: > > Batch size is a slider on the learning process. > > > 1. Small values give a learning process that converges quickly at the > cost of noise in the training process. > 2. Large values give a learning > process that converges slowly with accurate estimates of the error > gradient. > > > and also one important note from that link is : > > The presented results confirm that using small batch sizes achieves the **best training stability** and generalization performance, for a > given computational cost, across a wide range of experiments. In all > cases the best results have been obtained with batch sizes m = 32 or > smaller > > > Which is the result of [**this paper**](https://arxiv.org/abs/1804.07612). **EDIT** I should mention two more points Here: 1. because of the **inherent randomness in machine learning algorithms** concept, generally you should not expect machine learning algorithms (like Deep learning algorithms) to have same results on different runs. You can find more details [Here](https://machinelearningmastery.com/randomness-in-machine-learning/). 2. On the other hand both of your results are too close and somehow they are equal. So in your case we can say that the batch size has no effect on your network results based on the reported results.
This is not connected to Keras. The batch size, together with the learning rate, are critical hyper-parameters for training neural networks with mini-batch stochastic gradient descent (SGD), which entirely affect the learning dynamics and thus the accuracy, the learning speed, etc. In a nutshell, SGD optimizes the weights of a neural network by iteratively updating them towards the (negative) direction of the gradient of the loss. In mini-batch SGD, the gradient is estimated at each iteration on a subset of the training data. It is a noisy estimation, which helps regularize the model and therefore the size of the batch matters a lot. Besides, the learning rate determines how much the weights are updated at each iteration. Finally, although this may not be obvious, the learning rate and the batch size are related to each other. [[paper]](https://arxiv.org/abs/1711.04623)
55,485,837
I was using Keras' CNN to classify MNIST dataset. I found that using different batch-sizes gave different accuracies. Why is it so? [Using Batch-size 1000](https://i.stack.imgur.com/Ad4oO.png) (Acc = 0.97600) [Using Batch-size 10](https://i.stack.imgur.com/CRLd3.png) (Acc = 0.97599) Although, the difference is very small, why is there even a difference? **EDIT - I have found that the difference is only because of precision issues and they are in fact equal.**
2019/04/03
[ "https://Stackoverflow.com/questions/55485837", "https://Stackoverflow.com", "https://Stackoverflow.com/users/7364466/" ]
That is because of the Mini-batch gradient descent effect during training process. You can find good explanation [Here](https://machinelearningmastery.com/gentle-introduction-mini-batch-gradient-descent-configure-batch-size/) that I mention some notes from that link here: > > Batch size is a slider on the learning process. > > > 1. Small values give a learning process that converges quickly at the > cost of noise in the training process. > 2. Large values give a learning > process that converges slowly with accurate estimates of the error > gradient. > > > and also one important note from that link is : > > The presented results confirm that using small batch sizes achieves the **best training stability** and generalization performance, for a > given computational cost, across a wide range of experiments. In all > cases the best results have been obtained with batch sizes m = 32 or > smaller > > > Which is the result of [**this paper**](https://arxiv.org/abs/1804.07612). **EDIT** I should mention two more points Here: 1. because of the **inherent randomness in machine learning algorithms** concept, generally you should not expect machine learning algorithms (like Deep learning algorithms) to have same results on different runs. You can find more details [Here](https://machinelearningmastery.com/randomness-in-machine-learning/). 2. On the other hand both of your results are too close and somehow they are equal. So in your case we can say that the batch size has no effect on your network results based on the reported results.
I want to add two points: 1) When use special treatments, it is possible to achieve similar performance for a very large batch size while speeding-up the training process tremendously. For example, [*Accurate, Large Minibatch SGD:Training ImageNet in 1 Hour*](https://arxiv.org/pdf/1706.02677.pdf) 2) Regarding your MNIST example, I really don't suggest you to over-read these numbers. Because the difference is so subtle that it could be caused by noise. I bet if you try models saved on a different epoch, you will see a different result.
55,485,837
I was using Keras' CNN to classify MNIST dataset. I found that using different batch-sizes gave different accuracies. Why is it so? [Using Batch-size 1000](https://i.stack.imgur.com/Ad4oO.png) (Acc = 0.97600) [Using Batch-size 10](https://i.stack.imgur.com/CRLd3.png) (Acc = 0.97599) Although, the difference is very small, why is there even a difference? **EDIT - I have found that the difference is only because of precision issues and they are in fact equal.**
2019/04/03
[ "https://Stackoverflow.com/questions/55485837", "https://Stackoverflow.com", "https://Stackoverflow.com/users/7364466/" ]
This is not connected to Keras. The batch size, together with the learning rate, are critical hyper-parameters for training neural networks with mini-batch stochastic gradient descent (SGD), which entirely affect the learning dynamics and thus the accuracy, the learning speed, etc. In a nutshell, SGD optimizes the weights of a neural network by iteratively updating them towards the (negative) direction of the gradient of the loss. In mini-batch SGD, the gradient is estimated at each iteration on a subset of the training data. It is a noisy estimation, which helps regularize the model and therefore the size of the batch matters a lot. Besides, the learning rate determines how much the weights are updated at each iteration. Finally, although this may not be obvious, the learning rate and the batch size are related to each other. [[paper]](https://arxiv.org/abs/1711.04623)
I want to add two points: 1) When use special treatments, it is possible to achieve similar performance for a very large batch size while speeding-up the training process tremendously. For example, [*Accurate, Large Minibatch SGD:Training ImageNet in 1 Hour*](https://arxiv.org/pdf/1706.02677.pdf) 2) Regarding your MNIST example, I really don't suggest you to over-read these numbers. Because the difference is so subtle that it could be caused by noise. I bet if you try models saved on a different epoch, you will see a different result.
208,429
I've got a BlackBerry Storm running OS 5.0 and I'm looking to control it from my Windows (and/or Mac) as the screen button it broken! I only plan to use this for development until we buy another device but I was wondering if it was possible to do this and if so, does anyone have any links :) The control can be over the wire, I don't want to restrict it to Bluetooth or VNC but will do if it's the only way of doing it. Thanks
2010/11/08
[ "https://superuser.com/questions/208429", "https://superuser.com", "https://superuser.com/users/32045/" ]
It is somewhat costly, but you could check out Impatica viaDock. I downloaded the demo and it works fine.
It does not seem you can control your BlackBerry from your computer. BlackBerry useful sites- downloads are free. Main BlackBerry download site: <http://www.blackberrydownload.net/> BlackBerry Help Doc's: <http://docs.blackberry.com/en/smartphone_users/deliverables/17860/BlackBerry_Desktop_Software-User_Guide--1236316-0725104952-001-6.0.0-US.pdf>
208,429
I've got a BlackBerry Storm running OS 5.0 and I'm looking to control it from my Windows (and/or Mac) as the screen button it broken! I only plan to use this for development until we buy another device but I was wondering if it was possible to do this and if so, does anyone have any links :) The control can be over the wire, I don't want to restrict it to Bluetooth or VNC but will do if it's the only way of doing it. Thanks
2010/11/08
[ "https://superuser.com/questions/208429", "https://superuser.com", "https://superuser.com/users/32045/" ]
It is somewhat costly, but you could check out Impatica viaDock. I downloaded the demo and it works fine.
Try SOTI Pocket Controller-Pro for BlackBerry which will work via USB and WiFi. You will also see your device skin which is very cool. Link to the product is on www.soti.net Let me know if you have any issues getting the product.
59,585
Does food in the Druid form change size with you? Let's say you transform into an Allosaurus, and eat an entire deer, when you transform back would your stomach explode from having a deer in it, or would it shrink with my form? If I ate part of a crumb as a fly, would I be full when I transform back to my normal form?
2015/04/15
[ "https://rpg.stackexchange.com/questions/59585", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/21781/" ]
**Ask your DM** This is not covered by any rule in the PHB or DMG. The only rule that comes a little close to this would be equipment, but that doesn't sufficiently cover it. Personally, I would rule that the food in your stomach is part of you, and it would change size with you, but it is not covered by any current rules, and is therefore up to your DM.
Since the transformation can be considered magical, I believe your stomach size changes in percentages. For example: when you eat an entire deer when transformed into an Allosaurus, you are 100% full. When you transform back into your human self, you're still 100% full. Your stomach can then be compared to Hermiones handbag (Harry Potter) or Nakors rucksack (Riftwar Cycle). But as wax eagle suggests, this is all pure speculation.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Dairy Farming ============= [![enter image description here](https://i.stack.imgur.com/S5csK.jpg)](https://i.stack.imgur.com/S5csK.jpg) Your game has the players be skeletons. Skeletons are made of bones. Bones need calcium. Calcium comes from milk which comes from cows. > > I want to add a farming mechanic > > > You want farms in your game. Dairy Farms are the way to go. In fact don't bother with the crystals. Just have a dairy farm. > > Claiming a ~~crystal~~ Dairy Farm is essentially how the player claims territory (of the area surrounding the ~~crystal~~ Dairy Farm). The energy of the ~~crystal~~ Dairy Farm protects the players land. > > > The cows are well trained and weigh nearly a tonne each. They have a bajillion hitpoints and chase off any intruders. This is meant to be silly. Similar to the cucoos in Zelda: [![enter image description here](https://i.stack.imgur.com/ms4dz.gif)](https://i.stack.imgur.com/ms4dz.gif) The cows are not supposed to be killed. So expect this to become a Skullborn speedrun category. If you don't like the idea of aggressive cows, or think it will confuse the players, then instead use an aggressive bull. > > . . . as well as powers furnaces for smelting ores and more. . . . The only thing I can think of is that there is something like the Bio Mass burner. . . > > > Have you ever seen a cow? They are known for their ability to produce copious amounts of ~~faeces~~ fuel. Look here. [![enter image description here](https://i.stack.imgur.com/1uWHB.jpg)](https://i.stack.imgur.com/1uWHB.jpg) Leave these bad boys in the sun for a few days and they dry into a hard pellet to power the furnace. Stack them up to dry faster: [![enter image description here](https://i.stack.imgur.com/iGg7D.jpg)](https://i.stack.imgur.com/iGg7D.jpg) > > player can log in every day and farm a bit to keep their ~~crystal~~ Dairy Farm claimed. > > > The basic daily quest is to collect new cow pats from the ground and arrange them in a heap. You could have a stacking minigame. Kids still like to stack things, right? I know I sure do. Expect a thriving metagame about the optimal way to collect and stack poo. Pick up the pat too soon and it breaks in half and you need to make two trips to the pile. Pats on the outside dry faster. Should the pile be arranged to rotate them? One big pile or several small ones? From there you can make the management as deep as you want. Do you have to milk your own cows? Maybe you can hire someone to do it for you? How much do you pay them? What about cheese making? What about the weather, seasons, breeding, eating all the grass, different types of animals. The list is endless. That sounds amazing. . . . When did you say the game is coming out?
Mycorrhizal networks: <https://en.m.wikipedia.org/wiki/Mycorrhizal_network> A feature from real life that has seen more use in sci-fi in recent years such as the electrical network in Avatar and the mycelial network in "Star Trek: Discover how to write please". Mycorrhizal networks let plants and trees give nutrients to their surroundings, which probably helps young plants get nutrients and grow in the early stages. The fungus involved can take some of the nutrients for itself, rewarding all participants. Some trees have abused this network to pump toxins for other plants into the ground, clearing a space for itself. The network would be used to feed and power the crystal. The player would farm plants that give specifics to the crystal while trying to keep the farmland clear of plants that either produce little or actively kill off nearby plants. You could perhaps even expand this with some meat-eating plants like oversized pitcher plants and add farm animals/traps to the mix, each contributing their own unique nutrients and energy.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Tiberium crystals ================= In the CnC Tiberium universe we can see a crystal that has some similarities. A quick talk about Tiberium crystals and what parts you can take from it. A Tiberium crystal is green. It grows quickly by itself, but upon contact with living organisms it tries to mutate them to spread itself further. To grow it pulls resources from it's environment. From organic material to trace metals and other useful stuff. This process has a nuclear effect, making them dangerous over a distance. It is poorly understood why they are nuclear or how they pull materials towards and into themselves. They are a valuable yet dangerous resource, as they can be used for incredible power as well as usable materials. Your crystals are still nuclear, but don't need to be dangerous anymore. It can be powered for long times by sucking materials from the environment, using nuclear energy for efficient energy production. This can be done by offerings to add abundant energy. This energy can be harvested. The crystal might also grow, storing energy in the crystal lattice. That means you can harvest some of this young, newly formed crystal full with energy. To prevent too much power you can have the newer crystal that is harvested not fully realised, making it useful as a battery, but not an infinite resource (yet). This sets up a lot of flexibility for your game. The nuclear power is easily accepted as a long term, powerful energy source. You can add many types and colours to differentiate them. As they pull energy from it's surroundings you can give it energy by just placing stuff near or against it. This can be specific offerings like elemental remains. If you want some crystals can grow. These new crystal parts can still have wildly varying properties, allowing the inhabitants of your world to take parts of the crystals into your world and use them for different effects.
Mycorrhizal networks: <https://en.m.wikipedia.org/wiki/Mycorrhizal_network> A feature from real life that has seen more use in sci-fi in recent years such as the electrical network in Avatar and the mycelial network in "Star Trek: Discover how to write please". Mycorrhizal networks let plants and trees give nutrients to their surroundings, which probably helps young plants get nutrients and grow in the early stages. The fungus involved can take some of the nutrients for itself, rewarding all participants. Some trees have abused this network to pump toxins for other plants into the ground, clearing a space for itself. The network would be used to feed and power the crystal. The player would farm plants that give specifics to the crystal while trying to keep the farmland clear of plants that either produce little or actively kill off nearby plants. You could perhaps even expand this with some meat-eating plants like oversized pitcher plants and add farm animals/traps to the mix, each contributing their own unique nutrients and energy.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Offerings: ========== Your energy is derived from chaos beings, so it's a hair's breath from magic. So how about agricultural products being an offering to elemental beings? All entropy leads to greater powers of chaos beings. The dissolution or burning of offerings fuels a chaos being that then returns part of the derived power to the crystal. Or the beings that created the crystals feed off of life energy (elemental chaos life being the best), and by offering freshly picked plants (life), the crystals are powered. Elder Tree Saplings: ==================== As for a crop to plant, how about elder tree saplings? The goblins got their power from there, and perhaps obtaining the elder tree energy was the point of the invasion. This does, admittedly, have a sort of "[Invid Flower of Life](https://robotech.fandom.com/wiki/Flower_of_Life)" feel, but that isn't entirely a bad thing. Since the crystal is feeding off of the trees, they will wither and die if not regularly watered, fertilized, and kept free of weeds. The saplings could even be compelled to intertwine their roots to the crystal. This also provides a connection to the crystal "claiming" the land. Perhaps this is what the invading aliens intended to do to the planet all along, gradually creating a network of crystals controlling more and more of the land...
Mycorrhizal networks: <https://en.m.wikipedia.org/wiki/Mycorrhizal_network> A feature from real life that has seen more use in sci-fi in recent years such as the electrical network in Avatar and the mycelial network in "Star Trek: Discover how to write please". Mycorrhizal networks let plants and trees give nutrients to their surroundings, which probably helps young plants get nutrients and grow in the early stages. The fungus involved can take some of the nutrients for itself, rewarding all participants. Some trees have abused this network to pump toxins for other plants into the ground, clearing a space for itself. The network would be used to feed and power the crystal. The player would farm plants that give specifics to the crystal while trying to keep the farmland clear of plants that either produce little or actively kill off nearby plants. You could perhaps even expand this with some meat-eating plants like oversized pitcher plants and add farm animals/traps to the mix, each contributing their own unique nutrients and energy.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Tiberium crystals ================= In the CnC Tiberium universe we can see a crystal that has some similarities. A quick talk about Tiberium crystals and what parts you can take from it. A Tiberium crystal is green. It grows quickly by itself, but upon contact with living organisms it tries to mutate them to spread itself further. To grow it pulls resources from it's environment. From organic material to trace metals and other useful stuff. This process has a nuclear effect, making them dangerous over a distance. It is poorly understood why they are nuclear or how they pull materials towards and into themselves. They are a valuable yet dangerous resource, as they can be used for incredible power as well as usable materials. Your crystals are still nuclear, but don't need to be dangerous anymore. It can be powered for long times by sucking materials from the environment, using nuclear energy for efficient energy production. This can be done by offerings to add abundant energy. This energy can be harvested. The crystal might also grow, storing energy in the crystal lattice. That means you can harvest some of this young, newly formed crystal full with energy. To prevent too much power you can have the newer crystal that is harvested not fully realised, making it useful as a battery, but not an infinite resource (yet). This sets up a lot of flexibility for your game. The nuclear power is easily accepted as a long term, powerful energy source. You can add many types and colours to differentiate them. As they pull energy from it's surroundings you can give it energy by just placing stuff near or against it. This can be specific offerings like elemental remains. If you want some crystals can grow. These new crystal parts can still have wildly varying properties, allowing the inhabitants of your world to take parts of the crystals into your world and use them for different effects.
Biomass burner or bioconverter to energy is not a bad idea. Plants do not only have desired parts, depending on the plant, they also have leaves, roots, stems, etc... which can be used to convert to life energy to harness the power of the crystals. Thus the harvest will not be used for energy, but the byproduct. It could also be the act of harvesting (killing) the plants that releases the energy. You could simply state crystals require life energy to release their power to justify the need to collect life energy, either through elementals or through (lots of) plants.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Earth spirit ------------ The planet is a magical entity, and its hackles are up because some damn fool detonated a kind of nuclear crystal bomb recently. For its own safety, the Earth spirit has made the natural environment become hostile to the activity of intelligent creatures -- *all* intelligent creatures. The hostility will continue until the Earth spirit is confident that the troublemakers -- whoever they may be -- are gone. These crystals render a zone safe for intelligent creatures by emitting magical energy with the same flavor/signature as the planet's own natural energy, effectively disguising everyone inside the zone such that the Earth spirit thinks the area is inhabited only by the planet's own flora. The obvious, best, and indeed *only* practically accessible source of such energy is the planet's own flora. Of course, no individual plant emits/leaks enough energy to be useful at the scale that's needed, so it must be collected from many plants, and then released in a controlled fashion to provide steady, even coverage. The crystal that secures the zone is both the container and the emitter. Because it is man-made by belligerents in an active conflict, it has been designed to only protect one faction, by blending the flavor/signature of that species' energy with that of the planet's energy. When a different faction seizes a zone, they reconfigure the crystal emitter to match their energy. ### Sources Different plants can have different energy yields. My suggestion would be that plants which evolved earlier in the planet's history should provide more energy per unit time, because the Earth spirit is most familiar with those. This would also dovetail with the extremely common gaming trope that "ancient" stuff is epic while contemporary stuff is low-value. Along the same thinking, any individual plant which is itself very old (e.g. [Methuselah](https://en.wikipedia.org/wiki/Methuselah_(tree))) could also provide more energy, because the Earth spirit has been friends with that individual for a long time. You might do something similar for extremely old *intelligent creatures*, particularly mystics, shamans, and other practitioners of earth magic or worship, because they have effectively been actively cultivating the trust of the Earth spirit. If they don't produce energy, they might at least have special personal immunity from the otherwise hostile natural environment.
Mycorrhizal networks: <https://en.m.wikipedia.org/wiki/Mycorrhizal_network> A feature from real life that has seen more use in sci-fi in recent years such as the electrical network in Avatar and the mycelial network in "Star Trek: Discover how to write please". Mycorrhizal networks let plants and trees give nutrients to their surroundings, which probably helps young plants get nutrients and grow in the early stages. The fungus involved can take some of the nutrients for itself, rewarding all participants. Some trees have abused this network to pump toxins for other plants into the ground, clearing a space for itself. The network would be used to feed and power the crystal. The player would farm plants that give specifics to the crystal while trying to keep the farmland clear of plants that either produce little or actively kill off nearby plants. You could perhaps even expand this with some meat-eating plants like oversized pitcher plants and add farm animals/traps to the mix, each contributing their own unique nutrients and energy.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
**[Propolis](https://en.wikipedia.org/wiki/Propolis)**. (AKA. Bee glue.) You say the crystals shattered, and were imbued with the essence of Elder, the element of chaos. They need to be re-balanced. Bees collect nectar and pollen from all the flowering plants, much of agriculture relies on the action of bees to perpetuate crops from season to season through fertilisation. The bigger the farm, the more variety of flowering plants, the greater the number of bees, the more bee-glue. One nifty thing that propolis does, is it dampens harmful vibrations within the hive, preventing structural failure. The greater the variety of plants that contribute their essence to the creation of the bee-glue, the more the elements come back into balance and the chaotic effect of Elder is dampened down. There's a [free-version of Culpepper's Herbal](https://www.academia.edu/35015013/Nicholas_Culpepers_Complete_Herbal_pdf), with much folk-lore about all plant types, magical significance etc..
Biomass burner or bioconverter to energy is not a bad idea. Plants do not only have desired parts, depending on the plant, they also have leaves, roots, stems, etc... which can be used to convert to life energy to harness the power of the crystals. Thus the harvest will not be used for energy, but the byproduct. It could also be the act of harvesting (killing) the plants that releases the energy. You could simply state crystals require life energy to release their power to justify the need to collect life energy, either through elementals or through (lots of) plants.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Offerings: ========== Your energy is derived from chaos beings, so it's a hair's breath from magic. So how about agricultural products being an offering to elemental beings? All entropy leads to greater powers of chaos beings. The dissolution or burning of offerings fuels a chaos being that then returns part of the derived power to the crystal. Or the beings that created the crystals feed off of life energy (elemental chaos life being the best), and by offering freshly picked plants (life), the crystals are powered. Elder Tree Saplings: ==================== As for a crop to plant, how about elder tree saplings? The goblins got their power from there, and perhaps obtaining the elder tree energy was the point of the invasion. This does, admittedly, have a sort of "[Invid Flower of Life](https://robotech.fandom.com/wiki/Flower_of_Life)" feel, but that isn't entirely a bad thing. Since the crystal is feeding off of the trees, they will wither and die if not regularly watered, fertilized, and kept free of weeds. The saplings could even be compelled to intertwine their roots to the crystal. This also provides a connection to the crystal "claiming" the land. Perhaps this is what the invading aliens intended to do to the planet all along, gradually creating a network of crystals controlling more and more of the land...
Tiberium crystals ================= In the CnC Tiberium universe we can see a crystal that has some similarities. A quick talk about Tiberium crystals and what parts you can take from it. A Tiberium crystal is green. It grows quickly by itself, but upon contact with living organisms it tries to mutate them to spread itself further. To grow it pulls resources from it's environment. From organic material to trace metals and other useful stuff. This process has a nuclear effect, making them dangerous over a distance. It is poorly understood why they are nuclear or how they pull materials towards and into themselves. They are a valuable yet dangerous resource, as they can be used for incredible power as well as usable materials. Your crystals are still nuclear, but don't need to be dangerous anymore. It can be powered for long times by sucking materials from the environment, using nuclear energy for efficient energy production. This can be done by offerings to add abundant energy. This energy can be harvested. The crystal might also grow, storing energy in the crystal lattice. That means you can harvest some of this young, newly formed crystal full with energy. To prevent too much power you can have the newer crystal that is harvested not fully realised, making it useful as a battery, but not an infinite resource (yet). This sets up a lot of flexibility for your game. The nuclear power is easily accepted as a long term, powerful energy source. You can add many types and colours to differentiate them. As they pull energy from it's surroundings you can give it energy by just placing stuff near or against it. This can be specific offerings like elemental remains. If you want some crystals can grow. These new crystal parts can still have wildly varying properties, allowing the inhabitants of your world to take parts of the crystals into your world and use them for different effects.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
**[Propolis](https://en.wikipedia.org/wiki/Propolis)**. (AKA. Bee glue.) You say the crystals shattered, and were imbued with the essence of Elder, the element of chaos. They need to be re-balanced. Bees collect nectar and pollen from all the flowering plants, much of agriculture relies on the action of bees to perpetuate crops from season to season through fertilisation. The bigger the farm, the more variety of flowering plants, the greater the number of bees, the more bee-glue. One nifty thing that propolis does, is it dampens harmful vibrations within the hive, preventing structural failure. The greater the variety of plants that contribute their essence to the creation of the bee-glue, the more the elements come back into balance and the chaotic effect of Elder is dampened down. There's a [free-version of Culpepper's Herbal](https://www.academia.edu/35015013/Nicholas_Culpepers_Complete_Herbal_pdf), with much folk-lore about all plant types, magical significance etc..
Mycorrhizal networks: <https://en.m.wikipedia.org/wiki/Mycorrhizal_network> A feature from real life that has seen more use in sci-fi in recent years such as the electrical network in Avatar and the mycelial network in "Star Trek: Discover how to write please". Mycorrhizal networks let plants and trees give nutrients to their surroundings, which probably helps young plants get nutrients and grow in the early stages. The fungus involved can take some of the nutrients for itself, rewarding all participants. Some trees have abused this network to pump toxins for other plants into the ground, clearing a space for itself. The network would be used to feed and power the crystal. The player would farm plants that give specifics to the crystal while trying to keep the farmland clear of plants that either produce little or actively kill off nearby plants. You could perhaps even expand this with some meat-eating plants like oversized pitcher plants and add farm animals/traps to the mix, each contributing their own unique nutrients and energy.
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Offerings: ========== Your energy is derived from chaos beings, so it's a hair's breath from magic. So how about agricultural products being an offering to elemental beings? All entropy leads to greater powers of chaos beings. The dissolution or burning of offerings fuels a chaos being that then returns part of the derived power to the crystal. Or the beings that created the crystals feed off of life energy (elemental chaos life being the best), and by offering freshly picked plants (life), the crystals are powered. Elder Tree Saplings: ==================== As for a crop to plant, how about elder tree saplings? The goblins got their power from there, and perhaps obtaining the elder tree energy was the point of the invasion. This does, admittedly, have a sort of "[Invid Flower of Life](https://robotech.fandom.com/wiki/Flower_of_Life)" feel, but that isn't entirely a bad thing. Since the crystal is feeding off of the trees, they will wither and die if not regularly watered, fertilized, and kept free of weeds. The saplings could even be compelled to intertwine their roots to the crystal. This also provides a connection to the crystal "claiming" the land. Perhaps this is what the invading aliens intended to do to the planet all along, gradually creating a network of crystals controlling more and more of the land...
Dairy Farming ============= [![enter image description here](https://i.stack.imgur.com/S5csK.jpg)](https://i.stack.imgur.com/S5csK.jpg) Your game has the players be skeletons. Skeletons are made of bones. Bones need calcium. Calcium comes from milk which comes from cows. > > I want to add a farming mechanic > > > You want farms in your game. Dairy Farms are the way to go. In fact don't bother with the crystals. Just have a dairy farm. > > Claiming a ~~crystal~~ Dairy Farm is essentially how the player claims territory (of the area surrounding the ~~crystal~~ Dairy Farm). The energy of the ~~crystal~~ Dairy Farm protects the players land. > > > The cows are well trained and weigh nearly a tonne each. They have a bajillion hitpoints and chase off any intruders. This is meant to be silly. Similar to the cucoos in Zelda: [![enter image description here](https://i.stack.imgur.com/ms4dz.gif)](https://i.stack.imgur.com/ms4dz.gif) The cows are not supposed to be killed. So expect this to become a Skullborn speedrun category. If you don't like the idea of aggressive cows, or think it will confuse the players, then instead use an aggressive bull. > > . . . as well as powers furnaces for smelting ores and more. . . . The only thing I can think of is that there is something like the Bio Mass burner. . . > > > Have you ever seen a cow? They are known for their ability to produce copious amounts of ~~faeces~~ fuel. Look here. [![enter image description here](https://i.stack.imgur.com/1uWHB.jpg)](https://i.stack.imgur.com/1uWHB.jpg) Leave these bad boys in the sun for a few days and they dry into a hard pellet to power the furnace. Stack them up to dry faster: [![enter image description here](https://i.stack.imgur.com/iGg7D.jpg)](https://i.stack.imgur.com/iGg7D.jpg) > > player can log in every day and farm a bit to keep their ~~crystal~~ Dairy Farm claimed. > > > The basic daily quest is to collect new cow pats from the ground and arrange them in a heap. You could have a stacking minigame. Kids still like to stack things, right? I know I sure do. Expect a thriving metagame about the optimal way to collect and stack poo. Pick up the pat too soon and it breaks in half and you need to make two trips to the pile. Pats on the outside dry faster. Should the pile be arranged to rotate them? One big pile or several small ones? From there you can make the management as deep as you want. Do you have to milk your own cows? Maybe you can hire someone to do it for you? How much do you pay them? What about cheese making? What about the weather, seasons, breeding, eating all the grass, different types of animals. The list is endless. That sounds amazing. . . . When did you say the game is coming out?
229,960
This is for the video game I'm developing called [Skullborn](https://www.skullborn.net/). In this game there are large crystals that have energy that the player can harness. Claiming a crystal is essentially how the player claims territory (of the area surrounding the crystal). The energy of the crystal protects the players land as well as powers furnaces for smelting ores and more. However the player must add energy to the crystal in order to keep it claimed as theirs. (If you have ever played Rust it's similar to a Tool Cupboard) Players can get energy by defeating elemental creatures but I want to add a farming mechanic that also allows players to give their crystal energy. So that the player can log in every day and farm a bit to keep their crystal claimed. I'm not sure how this should work though. The only thing I can think of is that there is something like the [Bio Mass burner from Satisfactory](https://satisfactory.fandom.com/wiki/Biomass_Burner#:%7E:text=The%20Biomass%20Burner%20is%20a,Biofuel%20for%20higher%20fuel%20efficiency.) but I don't love that solution because it seems kinda dumb/wasteful/and doesn't fit the theme of the game. Here is the rough idea I have for the lore/story if you are curious: > > There were magical goblins with elemental powers. Then aliens invaded > with technology and weapons powered by crystals. There was a huge war > in between them. Then the aliens dropped a nuclear crystal on the > goblins elder tree (the source of their powers). Which caused a huge > explosion. The explosion scattered crystal shards all over the world > that were imbued with the chaotic elemental energy of the elder tree. The explosion also > disintegrated the flesh off of everyone's bodies, leaving nothing but > the skeletons and their souls were left to wander the earth searching > for a body to call home again. > > > One major thing to note is that there is "technology" but it's very mystical/magical and all powered by the crystals. So visually think of the technology from [Breath of the Wild](https://www.google.com/search?q=breath%20of%20the%20wild%20motorcycle&tbm=isch&ved=2ahUKEwjI6o_eot33AhUgqWoFHXgFBQIQ2-cCegQIABAA&oq=breath%20of%20the%20wild%20moto&gs_lcp=CgNpbWcQARgAMgQIIxAnMgUIABCABDIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgYIABAFEB4yBggAEAgQHjIGCAAQCBAeMgQIABAeMgYIABAFEB46CAgAEIAEELEDUPMKWLsOYPoUaABwAHgAgAE2iAHuAZIBATWYAQCgAQGqAQtnd3Mtd2l6LWltZ8ABAQ&sclient=img&ei=nbl-YoioIKDSqtsP-IqUEA&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933#imgrc=n6hUIahBnHL-uM) or the [Dranei from World of Warcraft](https://www.google.com/search?q=draenei%20ships&rlz=1C1ONGR_enUS933US933&sxsrf=ALiCzsYhR-6_FG-gmA-3TAaSdEK9Jb-B6A:1652472281786&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjxlu36ot33AhVvomoFHdahBAgQ_AUoAXoECAEQAw&biw=1536&bih=763&dpr=1.25) or the [Protoss from Star Craft](https://www.google.com/search?q=protoss%20buildings&tbm=isch&ved=2ahUKEwi70cCLo933AhWGnGoFHblyAxIQ2-cCegQIABAA&oq=protoss%20buildings&gs_lcp=CgNpbWcQAzIFCAAQgAQyBggAEAUQHjIGCAAQBRAeMgQIABAYMgQIABAYOgQIIxAnOgQIABBDUOIBWP8LYJoNaABwAHgAgAE4iAGcBJIBAjExmAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=_Ll-YrvjKoa5qtsPueWNkAE&bih=763&biw=1536&rlz=1C1ONGR_enUS933US933)
2022/05/13
[ "https://worldbuilding.stackexchange.com/questions/229960", "https://worldbuilding.stackexchange.com", "https://worldbuilding.stackexchange.com/users/96153/" ]
Offerings: ========== Your energy is derived from chaos beings, so it's a hair's breath from magic. So how about agricultural products being an offering to elemental beings? All entropy leads to greater powers of chaos beings. The dissolution or burning of offerings fuels a chaos being that then returns part of the derived power to the crystal. Or the beings that created the crystals feed off of life energy (elemental chaos life being the best), and by offering freshly picked plants (life), the crystals are powered. Elder Tree Saplings: ==================== As for a crop to plant, how about elder tree saplings? The goblins got their power from there, and perhaps obtaining the elder tree energy was the point of the invasion. This does, admittedly, have a sort of "[Invid Flower of Life](https://robotech.fandom.com/wiki/Flower_of_Life)" feel, but that isn't entirely a bad thing. Since the crystal is feeding off of the trees, they will wither and die if not regularly watered, fertilized, and kept free of weeds. The saplings could even be compelled to intertwine their roots to the crystal. This also provides a connection to the crystal "claiming" the land. Perhaps this is what the invading aliens intended to do to the planet all along, gradually creating a network of crystals controlling more and more of the land...
Earth spirit ------------ The planet is a magical entity, and its hackles are up because some damn fool detonated a kind of nuclear crystal bomb recently. For its own safety, the Earth spirit has made the natural environment become hostile to the activity of intelligent creatures -- *all* intelligent creatures. The hostility will continue until the Earth spirit is confident that the troublemakers -- whoever they may be -- are gone. These crystals render a zone safe for intelligent creatures by emitting magical energy with the same flavor/signature as the planet's own natural energy, effectively disguising everyone inside the zone such that the Earth spirit thinks the area is inhabited only by the planet's own flora. The obvious, best, and indeed *only* practically accessible source of such energy is the planet's own flora. Of course, no individual plant emits/leaks enough energy to be useful at the scale that's needed, so it must be collected from many plants, and then released in a controlled fashion to provide steady, even coverage. The crystal that secures the zone is both the container and the emitter. Because it is man-made by belligerents in an active conflict, it has been designed to only protect one faction, by blending the flavor/signature of that species' energy with that of the planet's energy. When a different faction seizes a zone, they reconfigure the crystal emitter to match their energy. ### Sources Different plants can have different energy yields. My suggestion would be that plants which evolved earlier in the planet's history should provide more energy per unit time, because the Earth spirit is most familiar with those. This would also dovetail with the extremely common gaming trope that "ancient" stuff is epic while contemporary stuff is low-value. Along the same thinking, any individual plant which is itself very old (e.g. [Methuselah](https://en.wikipedia.org/wiki/Methuselah_(tree))) could also provide more energy, because the Earth spirit has been friends with that individual for a long time. You might do something similar for extremely old *intelligent creatures*, particularly mystics, shamans, and other practitioners of earth magic or worship, because they have effectively been actively cultivating the trust of the Earth spirit. If they don't produce energy, they might at least have special personal immunity from the otherwise hostile natural environment.
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I was asking on a forum if it could be a good idea to create spatial indexes on subsets of a table when your application display on map only those subsets and never the entire table. I was asking this question because I though that as the subsets do not have the same extents of the whole table, maybe it would be faster to display the subsets with their own spatial indexes. **The answer I received was that spatial indexes do not affect display time but only used for spatial queries such union or intersect. Is it true???** My experience with GIS and database is when a table has no spatial index, the display on map is much slower. I always thought that on display the table was queried to show the features that intersect the current map window extent, so the features outside are not loaded for nothing. Is it really how it works? This is a kind of spatial query no? What is the truth? Is it a good idea to create spatial indexes on subsets?
2013/05/30
[ "https://gis.stackexchange.com/questions/62294", "https://gis.stackexchange.com", "https://gis.stackexchange.com/users/14426/" ]
For displaying purposes it is always good to use a spatial index. It will improve speed of both rendering and spatial queries. However, if you plan to update large quantities of objects, it might be wise to remove the spatial index during the update. Otherwise the update process will become significantly slower, because with every update the spatial index needs to be updated as well. After updating you can add a spatial index again.
On large databases or a database with may changes it can be very important to have spatial indexes in place and updated regularly. (Keeping it simple here) For example for Oracle Spatial indexing capabilities into the Oracle database engine is a key feature of the Spatial product. **A spatial index, like any other index, provides a mechanism to limit searches**, but in this case based on spatial criteria such as intersection and containment. A spatial index is required to: * Find objects within an indexed data space that overlap a given point or area-of-interest (window query) * Find pairs of objects from within two indexed data spaces that spatially interact with each other (spatial join) Spatial Indexing with Oracle 11.2g <http://docs.oracle.com/cd/E11882_01/appdev.112/e11830/sdo_index_query.htm>
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TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
> > He doesn't want me to run the NPCs either. > > > There's no basis in the rules to allow this. NPC's cannot be run by the player; that's actually the definition of an NPC. As DM you need to assert control of the NPC's actions; only if the PC dies might you consider letting him run the NPC in lieu of generating a new character. You should absolutely allow the player to attempt to recruit NPC's, and I would allow him to succeed if he can (a) provide sufficient in-game incentives (e.g. share of treasure, opportunity to accomplish NPC goals) and (b) convincingly role-play the recruitment. He's probably not going to succeed in making a higher-level NPC be his underling. In the old-school style of play, it's implied that the only way to beat difficult encounters is to have NPC henchmen. This doesn't lead to game imbalance, provided you run the henchmen to act in their own self-interest. Employ a morale mechanic such as described here <http://cyclopeatron.blogspot.com/2011/01/henchman-morale-in-od.html> * henchmen will desert if they fail their morale check * henchmen make morale checks when put in danger, when other party members desert or die, etc. * morale check modifiers may apply depending on how the player treats his henchmen Getting your throat cut in your sleep by a disgruntled henchman is not unheard of.
**Say Yes** Although at first, I thought *"There is no way you should let him run the NPC."* I took a step back and thought when there would be a time to do so. As mentioned by others, larger combat may require additional time and having a player run the NPC be used in combat by a player can save you a lot of time. Some of my early GMs had another player run the NPC. This has the added bonus that it engages other players in the interaction, instead of just hearing "Bob" talk to himself... He gave the other player a quick rundown of his goals and let him play. **BUT** I have been guilty of doing things like that myself. A lot. NPCs will work for you for pay. The more the player abuses them (sends them first in the dungeon) the more they need to pay. Upfront. With payment contracts signed before local authorities. Under penalty of perjury. With additional fines. And does he really want the goblin to join the party? REALLY? Have the goblin run with some of their stuff while they are in a fight. Soon the rest of the party will dissuade him from having everyone be friends and joining. Yep I learned quickly that you need to get rid of kobolds and goblins without mercy, or they bite you in the rear later. They do not make friends. They do not hold their words. **If he invest nothing, he gets no control** Others already mentioned the Leadership feat from 3.x, and the ability to create/summon minions/critters. Those things require a character investment to obtain these abilities. If a player invests and spends advances/ feats/ levels, then he should be able to control such a character. **You are still the GM** The NPC is always under your control, even if you can delegate this authority from time to time. You are always free to veto or refuse an action from the NPC. In the end, you must decide what is most fun for *ALL* involved (remember that you the GM are also a player and that if you do not enjoy running, you will not spend your valuable time putting together a Skyrim lookalike for one person).
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TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
> > He doesn't want me to run the NPCs either. > > > There's no basis in the rules to allow this. NPC's cannot be run by the player; that's actually the definition of an NPC. As DM you need to assert control of the NPC's actions; only if the PC dies might you consider letting him run the NPC in lieu of generating a new character. You should absolutely allow the player to attempt to recruit NPC's, and I would allow him to succeed if he can (a) provide sufficient in-game incentives (e.g. share of treasure, opportunity to accomplish NPC goals) and (b) convincingly role-play the recruitment. He's probably not going to succeed in making a higher-level NPC be his underling. In the old-school style of play, it's implied that the only way to beat difficult encounters is to have NPC henchmen. This doesn't lead to game imbalance, provided you run the henchmen to act in their own self-interest. Employ a morale mechanic such as described here <http://cyclopeatron.blogspot.com/2011/01/henchman-morale-in-od.html> * henchmen will desert if they fail their morale check * henchmen make morale checks when put in danger, when other party members desert or die, etc. * morale check modifiers may apply depending on how the player treats his henchmen Getting your throat cut in your sleep by a disgruntled henchman is not unheard of.
You should say no. All NPC's should be controlled by the DM, otherwise they'd be a PC. In game this can be handled by: "You don't find any/they cost too much." OR "Try as you might, most of the local hired hands feel inadequate given the power you possess." By it's definition, a Non-Player Character (NPC) is a character that is not controlled by a Player. The term you could use may be **henchmen**, **hirelings**, or **retainers**, but I'm not aware of the rules surrounding retianers. The definition of NPC can be found in the [Wikipedia Article](https://en.wikipedia.org/wiki/Non-player_character) which includes a reference to the source document, but any player manual for any game will have a definition of an NPC. An online dictionary definition of non-player character states the same for video games but it would generally apply to all games: [NPC definition at Oxford Learners Dictionary](http://www.oxfordlearnersdictionaries.com/definition/english/non-player-character). This discussion of hirelings, retainers, and henchmen illustrate how the term is used inconsistently between some editions of (A)D&D and possible solutions on how to handle their use: [Hirelings-and-Henchmen-how-it-goes](https://forum.rpg.net/showthread.php?679493-Basic-D-amp-D-Hirelings-and-Henchmen-how-it-goes). Finally, this [Gaming Stack Exchange Article](https://gaming.stackexchange.com/questions/155747/what-is-the-difference-between-non-player-characters-npcs-and-bots-in-video-ga) also discusses NPC's from a video game point of view with references to it's origin and use in table-top gaming.
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
As stated by others, explain to him that this game will be a different experience from Skyrim - you think he will enjoy it, but that is for him to decide. In particular, he needs to understand that NPCs do not exist for his benefit - they have their own agendas. "He likes to have others get their hands dirty for him." "He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness"" Explain to him that he is welcome to have ONE of these two things, but it is unrealistic to expect to have BOTH. He can certainly HIRE lots of NPC's and use them instead of endangering himself, but they will not respect him - they are working for pay. OR he can attempt to recruit followers who actually revere him - but they are unlikely to do so if he hangs back and does not risk himself on their behalf the way they are doing for him. Tell him that you want him to enjoy the game, but he needs to think about which ONE of these two things he derives the most enjoyment from - within this genre, he doesn't get to have both.
Take control of the NPC from him. Make sure he's aware of the rule. You as the DM reserve that right. Tell him that he can take in as many NPC's as he wants but he *must* let *you* control them. Why do this? In the midst of heated battles when your friend is very vulnerable, suddenly go, "NPC X has been colluding with NPC Y about how they hate player X, they decide to use this moment to turn on player X and run away with his gold and [important object belonging to whole party]". Watch him lose his shit. Tell him that's just how it is. Not only that but if it works, now the *everyone* hates him and will stop him from recruiting NPC's whenever he feels like it. It will not stop the habit, but will *curb* it, just as you want. Which means he'll be more cautious recruiting and try to more by himself \*and \* wont stop having fun either. Win-Win
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
There is opportunity cost to having NPCs around. ------------------------------------------------ If an NPC provides meaningful assistance in a fight, they take a portion of the XP that fight awards. This generally stops most people from having tag-a-longs "help" in a fight. Rarely are other party members willing to give up loot and experience because you have a specific concept in mind for your character. **DMG page 92:** > > Any NPC that accompanies the adventurers acts as a party member and earns a full share of experience points. When determining the difficulty of a combat encounter (see chapter 3), make sure to include all NPC party members. > > > NPCs with any reasonable intelligence (and a life) will also incur lifestyle expenses that they will expect to be handled in some way by their "employer". Since you are running LMoP, there is a really good sidebar about this on **page 11** in the Starter Set rule book titled "NPC Party Members".
You should say no. All NPC's should be controlled by the DM, otherwise they'd be a PC. In game this can be handled by: "You don't find any/they cost too much." OR "Try as you might, most of the local hired hands feel inadequate given the power you possess." By it's definition, a Non-Player Character (NPC) is a character that is not controlled by a Player. The term you could use may be **henchmen**, **hirelings**, or **retainers**, but I'm not aware of the rules surrounding retianers. The definition of NPC can be found in the [Wikipedia Article](https://en.wikipedia.org/wiki/Non-player_character) which includes a reference to the source document, but any player manual for any game will have a definition of an NPC. An online dictionary definition of non-player character states the same for video games but it would generally apply to all games: [NPC definition at Oxford Learners Dictionary](http://www.oxfordlearnersdictionaries.com/definition/english/non-player-character). This discussion of hirelings, retainers, and henchmen illustrate how the term is used inconsistently between some editions of (A)D&D and possible solutions on how to handle their use: [Hirelings-and-Henchmen-how-it-goes](https://forum.rpg.net/showthread.php?679493-Basic-D-amp-D-Hirelings-and-Henchmen-how-it-goes). Finally, this [Gaming Stack Exchange Article](https://gaming.stackexchange.com/questions/155747/what-is-the-difference-between-non-player-characters-npcs-and-bots-in-video-ga) also discusses NPC's from a video game point of view with references to it's origin and use in table-top gaming.
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
You have a few options here... Before I go into these...as always 'talk to your player and let him know what your concerns are' is always the best first step. First, bear in mind that you can deny a Persuade attempt if it is impossible. Dice only hit the table for non-trivial, but possible attempts at using a skill. For example, if a player says they wish to roll Athletics to pick up the castle, you can simply bypass the dice roll and tell said player it doesn't work. So, if he is trying to convince an NPC to ally with him, and that NPC wouldn't do it in a million years, just tell him his attempts fail, without setting a DC. This doesn't just apply to an enemy...if you are trying to convince a town guard to quit his steady job and go adventuring with you (where he'll probably die), he might be impossible to persuade. Second, NPCs have a cost associated with using them. They absorb a full share of the XP (DMG p93). They may either demand a share of any and all treasure the party acquires, or you will need to pay for their living expenses, plus some sort of salary. Third, NPCs may not be reliable. They aren't robots with dependable behaviors and boundless loyalty (like they would be in Skyrim). They are people with personalities and a sense of self preservation...and they may very well not be as brave as an Adventurer. He might tell the NPC goblin to go charge a dragon, and the goblin tells him to go lick a Sea Hag. Or he might lead the goblin into an attack against enemies...and the goblin capitalizes on an opportunity to get back at the Adventurer for killing his entire clan and stab him in the back. In the face of something scary...start making morale checks for the NPC to see if they break and run. Adventurers are *really weird.* Normal people don't face down a dragon without flinching. The above can be handled using the optional rules for Morale and Loyalty (pages 273 and 93 in the DMG respectively). Fourth, NPCs may not be competent. Adventurers are extraordinary individuals by nature. NPCs may fall asleep on watch, they may not cooperate with the party's combat tactics, and so on. In short...treat the NPCs like actual fully fledged characters who are not the uber-competent specialists that Adventurers are. They have lives, wants, and needs. They aren't like Skyrim Followers who exist to be a tool of your will. You might be able to talk a goblin into fighting for you....but he might still hate your guts and decide to poison your waterskin when you aren't looking. Or turn on you the moment it looks like he might be able to ally with the others. Or you might talk a town guard into coming and helping...but the moment you ask him to go attack a castle full of monsters...he's just like "Look, I like you and all...and you're paying me well...but I've got a wife and kids at home. You can't pay me enough to risk widowing my wife. I'm going back to my guard post." Also of note: The DM Runs All NPCs unless they explicitly give permission to a player to run one. He can't tell you otherwise, that's your call. Not his. He can give orders to the NPCs...but it's up to you whether or not they obey those orders. A Player controls their character, and their character alone unless the DM specifically grants them control over someone or something else.
There is opportunity cost to having NPCs around. ------------------------------------------------ If an NPC provides meaningful assistance in a fight, they take a portion of the XP that fight awards. This generally stops most people from having tag-a-longs "help" in a fight. Rarely are other party members willing to give up loot and experience because you have a specific concept in mind for your character. **DMG page 92:** > > Any NPC that accompanies the adventurers acts as a party member and earns a full share of experience points. When determining the difficulty of a combat encounter (see chapter 3), make sure to include all NPC party members. > > > NPCs with any reasonable intelligence (and a life) will also incur lifestyle expenses that they will expect to be handled in some way by their "employer". Since you are running LMoP, there is a really good sidebar about this on **page 11** in the Starter Set rule book titled "NPC Party Members".
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
You have a few options here... Before I go into these...as always 'talk to your player and let him know what your concerns are' is always the best first step. First, bear in mind that you can deny a Persuade attempt if it is impossible. Dice only hit the table for non-trivial, but possible attempts at using a skill. For example, if a player says they wish to roll Athletics to pick up the castle, you can simply bypass the dice roll and tell said player it doesn't work. So, if he is trying to convince an NPC to ally with him, and that NPC wouldn't do it in a million years, just tell him his attempts fail, without setting a DC. This doesn't just apply to an enemy...if you are trying to convince a town guard to quit his steady job and go adventuring with you (where he'll probably die), he might be impossible to persuade. Second, NPCs have a cost associated with using them. They absorb a full share of the XP (DMG p93). They may either demand a share of any and all treasure the party acquires, or you will need to pay for their living expenses, plus some sort of salary. Third, NPCs may not be reliable. They aren't robots with dependable behaviors and boundless loyalty (like they would be in Skyrim). They are people with personalities and a sense of self preservation...and they may very well not be as brave as an Adventurer. He might tell the NPC goblin to go charge a dragon, and the goblin tells him to go lick a Sea Hag. Or he might lead the goblin into an attack against enemies...and the goblin capitalizes on an opportunity to get back at the Adventurer for killing his entire clan and stab him in the back. In the face of something scary...start making morale checks for the NPC to see if they break and run. Adventurers are *really weird.* Normal people don't face down a dragon without flinching. The above can be handled using the optional rules for Morale and Loyalty (pages 273 and 93 in the DMG respectively). Fourth, NPCs may not be competent. Adventurers are extraordinary individuals by nature. NPCs may fall asleep on watch, they may not cooperate with the party's combat tactics, and so on. In short...treat the NPCs like actual fully fledged characters who are not the uber-competent specialists that Adventurers are. They have lives, wants, and needs. They aren't like Skyrim Followers who exist to be a tool of your will. You might be able to talk a goblin into fighting for you....but he might still hate your guts and decide to poison your waterskin when you aren't looking. Or turn on you the moment it looks like he might be able to ally with the others. Or you might talk a town guard into coming and helping...but the moment you ask him to go attack a castle full of monsters...he's just like "Look, I like you and all...and you're paying me well...but I've got a wife and kids at home. You can't pay me enough to risk widowing my wife. I'm going back to my guard post." Also of note: The DM Runs All NPCs unless they explicitly give permission to a player to run one. He can't tell you otherwise, that's your call. Not his. He can give orders to the NPCs...but it's up to you whether or not they obey those orders. A Player controls their character, and their character alone unless the DM specifically grants them control over someone or something else.
Depends on the content you have available and whether this is fun / manageable. If you are using a module that won't scale well to large groups, you'd have to retool a lot of things. Reading through my 1st edition reprints, a lot of the rules (that are fairly vague) seem to point to huge vs huge group combat. If you are really up for the challenge / interested, you could take a look at some of those, but I really think 5e dropped a lot of those vague mechanics because they are fairly unwieldy (weapon reach etc) and bog down the roleplaying with large combats that the players are a small percentage of. Also, I advise against letting a single player effectively "multi-box" by having direct control over this large group of NPCs, this would probably make things boring for the rest of the players, unless you give each player a "cohort" etc (also mentioned a lot in 1e but not in 5e).
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
You have a few options here... Before I go into these...as always 'talk to your player and let him know what your concerns are' is always the best first step. First, bear in mind that you can deny a Persuade attempt if it is impossible. Dice only hit the table for non-trivial, but possible attempts at using a skill. For example, if a player says they wish to roll Athletics to pick up the castle, you can simply bypass the dice roll and tell said player it doesn't work. So, if he is trying to convince an NPC to ally with him, and that NPC wouldn't do it in a million years, just tell him his attempts fail, without setting a DC. This doesn't just apply to an enemy...if you are trying to convince a town guard to quit his steady job and go adventuring with you (where he'll probably die), he might be impossible to persuade. Second, NPCs have a cost associated with using them. They absorb a full share of the XP (DMG p93). They may either demand a share of any and all treasure the party acquires, or you will need to pay for their living expenses, plus some sort of salary. Third, NPCs may not be reliable. They aren't robots with dependable behaviors and boundless loyalty (like they would be in Skyrim). They are people with personalities and a sense of self preservation...and they may very well not be as brave as an Adventurer. He might tell the NPC goblin to go charge a dragon, and the goblin tells him to go lick a Sea Hag. Or he might lead the goblin into an attack against enemies...and the goblin capitalizes on an opportunity to get back at the Adventurer for killing his entire clan and stab him in the back. In the face of something scary...start making morale checks for the NPC to see if they break and run. Adventurers are *really weird.* Normal people don't face down a dragon without flinching. The above can be handled using the optional rules for Morale and Loyalty (pages 273 and 93 in the DMG respectively). Fourth, NPCs may not be competent. Adventurers are extraordinary individuals by nature. NPCs may fall asleep on watch, they may not cooperate with the party's combat tactics, and so on. In short...treat the NPCs like actual fully fledged characters who are not the uber-competent specialists that Adventurers are. They have lives, wants, and needs. They aren't like Skyrim Followers who exist to be a tool of your will. You might be able to talk a goblin into fighting for you....but he might still hate your guts and decide to poison your waterskin when you aren't looking. Or turn on you the moment it looks like he might be able to ally with the others. Or you might talk a town guard into coming and helping...but the moment you ask him to go attack a castle full of monsters...he's just like "Look, I like you and all...and you're paying me well...but I've got a wife and kids at home. You can't pay me enough to risk widowing my wife. I'm going back to my guard post." Also of note: The DM Runs All NPCs unless they explicitly give permission to a player to run one. He can't tell you otherwise, that's your call. Not his. He can give orders to the NPCs...but it's up to you whether or not they obey those orders. A Player controls their character, and their character alone unless the DM specifically grants them control over someone or something else.
You've gotten lots of great answers here and plenty of options to work with, so I just have a couple of things to throw into the mix. NPCs are ultimately under the DM's control - even if you cede that control in combat or for a little while during an adventure. If you pay someone very little for their work, they must be inexperienced, right? So cheap hirelings will be ineffective and have high casualty rates. The village/town where they got recruited will know who went out and didn't come back. This will affect who else will hire on. If you do a job and become experienced, you expect to get compensated better, right? So wage inflation just got real! These hirelings know the whole story of how the bandit camp got cleared out, and they will be telling their version of the story down at the tavern too. Maybe their version is not as impressive as the hero's and people think less of the PCs. Maybe their version is *more* impressive than the hero's and the party attracts attention that's over their head. Lastly, some successful hirelings might decide that adventuring is awesome, once you cut out the middleman! They leave the group and start taking jobs that the PCs might have wanted. Talk about lost XP! The party doesn't get any XP or treasure from a job they didn't go on at all. And just for fun, here's a supercut of the ultimate hireling: Bronn from Game of Thrones. If only one or two of your NPCs are like this, your game will be uproarious fun! <https://www.youtube.com/watch?v=vTLYV4aMX4M>
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
You have a few options here... Before I go into these...as always 'talk to your player and let him know what your concerns are' is always the best first step. First, bear in mind that you can deny a Persuade attempt if it is impossible. Dice only hit the table for non-trivial, but possible attempts at using a skill. For example, if a player says they wish to roll Athletics to pick up the castle, you can simply bypass the dice roll and tell said player it doesn't work. So, if he is trying to convince an NPC to ally with him, and that NPC wouldn't do it in a million years, just tell him his attempts fail, without setting a DC. This doesn't just apply to an enemy...if you are trying to convince a town guard to quit his steady job and go adventuring with you (where he'll probably die), he might be impossible to persuade. Second, NPCs have a cost associated with using them. They absorb a full share of the XP (DMG p93). They may either demand a share of any and all treasure the party acquires, or you will need to pay for their living expenses, plus some sort of salary. Third, NPCs may not be reliable. They aren't robots with dependable behaviors and boundless loyalty (like they would be in Skyrim). They are people with personalities and a sense of self preservation...and they may very well not be as brave as an Adventurer. He might tell the NPC goblin to go charge a dragon, and the goblin tells him to go lick a Sea Hag. Or he might lead the goblin into an attack against enemies...and the goblin capitalizes on an opportunity to get back at the Adventurer for killing his entire clan and stab him in the back. In the face of something scary...start making morale checks for the NPC to see if they break and run. Adventurers are *really weird.* Normal people don't face down a dragon without flinching. The above can be handled using the optional rules for Morale and Loyalty (pages 273 and 93 in the DMG respectively). Fourth, NPCs may not be competent. Adventurers are extraordinary individuals by nature. NPCs may fall asleep on watch, they may not cooperate with the party's combat tactics, and so on. In short...treat the NPCs like actual fully fledged characters who are not the uber-competent specialists that Adventurers are. They have lives, wants, and needs. They aren't like Skyrim Followers who exist to be a tool of your will. You might be able to talk a goblin into fighting for you....but he might still hate your guts and decide to poison your waterskin when you aren't looking. Or turn on you the moment it looks like he might be able to ally with the others. Or you might talk a town guard into coming and helping...but the moment you ask him to go attack a castle full of monsters...he's just like "Look, I like you and all...and you're paying me well...but I've got a wife and kids at home. You can't pay me enough to risk widowing my wife. I'm going back to my guard post." Also of note: The DM Runs All NPCs unless they explicitly give permission to a player to run one. He can't tell you otherwise, that's your call. Not his. He can give orders to the NPCs...but it's up to you whether or not they obey those orders. A Player controls their character, and their character alone unless the DM specifically grants them control over someone or something else.
1. Don't let the Player control the NPC. (By definition, it's a NON-Player Character) 2. **Let the PC experience Management and Team Dynamics.** A good team works well together, puts the team ahead of themselves, and understands each others limitations and abilities. (E.g., you know Gandalf is always late for things, so you better plan accordingly, you can trust Frodo to do *the right thing*) 3. **Give the NPCs human flaws**. This is a way to enrich #2 above. The PC is now in a *management* role. It's a whole different kind of task, an potentially a fun one. Maybe the NPCs are greedy, or don't want to fess up to mistakes, or exaggerate their abilities ("*sure I can cover our retreat, I've got the best spells*"), but then they run away when it's time to act).
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
As stated by others, explain to him that this game will be a different experience from Skyrim - you think he will enjoy it, but that is for him to decide. In particular, he needs to understand that NPCs do not exist for his benefit - they have their own agendas. "He likes to have others get their hands dirty for him." "He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness"" Explain to him that he is welcome to have ONE of these two things, but it is unrealistic to expect to have BOTH. He can certainly HIRE lots of NPC's and use them instead of endangering himself, but they will not respect him - they are working for pay. OR he can attempt to recruit followers who actually revere him - but they are unlikely to do so if he hangs back and does not risk himself on their behalf the way they are doing for him. Tell him that you want him to enjoy the game, but he needs to think about which ONE of these two things he derives the most enjoyment from - within this genre, he doesn't get to have both.
There's actually a Leadership Feat in 3.5 D&D that has specific rules concerning this. And there are rules because you do want to prevent it from being abused. 5 might not have these rules, but I would seriously think about converting them. Lots of the answers here have been good ones. Like the fact that NPC stands for Non Player Character. He doesn't get to play other characters. NPC's have their own agenda. He doesn't get to play them because it is up to you, as the GM to determine that agenda. This is not just about his fun, this is about balancing gameplay, fairness, and making sure everyone, not just him has a good time. The XP leach AND Treasure division will, in fact, lead to other players policing this FOR you. He does NOT get to dictate what percentage of treasure they will be happy with. They WILL notice if they are taking most of the risk and getting very little benefit for it. These are people, not straight minions. Leadership, as a feat, does allow for this, but it also limits what you can do. You might also want to keep track of what he does in an encounter. If he doesn't fight at all, congratulations to him, he's now a BYSTANDER. Somebody watching a fight doesn't get XP for it. Sorry. Even if they are shouting directions to their minions. I know that you want to make sure everyone is happy in the game, but this person is going to do that at the expense of the story, game play flow, other players, and you. Show no weakness. Simply decide, lay out what the rules are, and then stick to them, cheerfully. If he's upset, well, that's going to happen. You actually will never have a good game if you make rulings that make this particular person happy all the time. He might argue that other people are free to do as he has done. You can say that you have no desire to run a game where each player can potentially sprout 3 other characters in their control, and that by setting the precedent, every turn will take FOREVER if anyone else opts to do that, and you simply don't want to open that door without restrictions! TLDR: * NPCs must COST the party something. * NPCs must have their own agenda. * NPC stands for NON PLAYER CHARACTER. He doesn't get to play 2 or 3 or half a dozen. * The player doesn't care about other people or the game, so you have to.
98,242
TL;DR: I have a player who wants to recruit lots of NPCs to avoid putting his own character in danger and to grab more spotlight for himself. I'm concerned about how this will affect challenge balance and the amount of fun the other players have. He doesn't want me to run the NPCs either. --- I recently started running Lost Mine of Phandelver as a new DM with a group new to tabletop RPGs. One of the players is a long time friend of mine but he decided he wanted to try to recruit a goblin into the party temporarily. It was the last one of a group that they killed and I responded that they could try to persuade the goblin into fighting for them. He rolled real well and now the goblin follows them. Naturally it will most likely die or something else will happen that will make it no longer part of the party but, when I was talking to the player after the game, he went on that he would just try to recruit another creature or NPC they encounter and if he failed he would just keep trying with other creatures/NPCs. Now for background I know that he enjoys playing games with a sort of overpowered sense. He likes to play god a little as well as have others get their hands dirty for him. (Example: In Skyrim he uses mods to have tons of followers that fight for him) He doesn't care for a challenge that has real consequence. He prefers simulated challenge (he also uses mods to keep followers from dying so he can still have a challenge of a difficult encounter but it will never end in complete failure.) He has told me that he prefers this style of play and it doesn't take away at all from the "fun" or enjoyment of the story and gameplay. He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness". So my question is how should I handle him wanting to constantly recruit non PCs into the party. I don't mind the occasional NPC tagging along if the NPC's goals can be met by doing so... but I don't really like the idea of constantly having him persuading non PCs into the party to fight for him, especially if he does it to give him a sense of control over the party and take the spotlight as a leader all the time. I'm also worried a little bit about balancing and if the other two players will get annoyed with this. They seemed fine with this one instance but what if later down the line they grow tired of the concept and it steals from them trying to enjoy the game. When I confronted him one on one about it and he told me his future plans I tried to gently let him know that I really wouldn't be comfortable with this being a regular thing and stating that as a new DM I'm not 100% sure how to balance and make sure the other players don't feel left out or over shadowed by his play style. Let's just say he grew rather upset of me ruining his fun. We never came to a conclusion and I'm not sure if I should just let him do what he wants and just keep losing and gaining followers in the party or should I be firm about this and say it can't continue to happen more than the occasional NPC doing it for the NPCs own reasons or if I should create a permanent NPC follower. One of the problems is it can't even be a NPC I control as a DM, he wants to control it. I'm new to DMing and this is the first problem I've run into where I'm not really sure how to rule on it (and I've been very liberal with the "Yes you can try to do that" attitude) I would really appreciate any advice.
2017/04/17
[ "https://rpg.stackexchange.com/questions/98242", "https://rpg.stackexchange.com", "https://rpg.stackexchange.com/users/35327/" ]
There is opportunity cost to having NPCs around. ------------------------------------------------ If an NPC provides meaningful assistance in a fight, they take a portion of the XP that fight awards. This generally stops most people from having tag-a-longs "help" in a fight. Rarely are other party members willing to give up loot and experience because you have a specific concept in mind for your character. **DMG page 92:** > > Any NPC that accompanies the adventurers acts as a party member and earns a full share of experience points. When determining the difficulty of a combat encounter (see chapter 3), make sure to include all NPC party members. > > > NPCs with any reasonable intelligence (and a life) will also incur lifestyle expenses that they will expect to be handled in some way by their "employer". Since you are running LMoP, there is a really good sidebar about this on **page 11** in the Starter Set rule book titled "NPC Party Members".
As stated by others, explain to him that this game will be a different experience from Skyrim - you think he will enjoy it, but that is for him to decide. In particular, he needs to understand that NPCs do not exist for his benefit - they have their own agendas. "He likes to have others get their hands dirty for him." "He likes to take the spotlight and appear as a cool or respected or even idolized by others that may look up to his "greatness"" Explain to him that he is welcome to have ONE of these two things, but it is unrealistic to expect to have BOTH. He can certainly HIRE lots of NPC's and use them instead of endangering himself, but they will not respect him - they are working for pay. OR he can attempt to recruit followers who actually revere him - but they are unlikely to do so if he hangs back and does not risk himself on their behalf the way they are doing for him. Tell him that you want him to enjoy the game, but he needs to think about which ONE of these two things he derives the most enjoyment from - within this genre, he doesn't get to have both.
2,803,763
In Volume I of [Fundamentals of Mathematics](https://mitpress.mit.edu/books/fundamentals-mathematics-volume-1), Edited by H. Behnke, F. Bachmann, K. Fladt, W. Süss and H. Kunle, it is stated that **"[T]he function sign '+' is a two-place predicate"**. To me, a predicate is a statement which takes one or more arguments (subjects) and evaluates to either true or false. The authors have been careful not to restrict the discussion to so-called "classical logic". So, perhaps there is some alternate mathematical universe in which "1+1" has a truth value. But I know of none. I don't believe the authors give a concrete definition of the term *predicate*, so I'm kind of at a loss for a means of assessing the validity or reliability of this assertion. The principal author of the chapter in question is [Hans Hermes](https://en.wikipedia.org/wiki/Hans_Hermes), so I am not wont to blithely dismiss its content. **Is it generally accepted that a function symbol such as "+" is a predicate?** --- Edit to add: in computer programming "1+1" often does have a truth value. Namely "true". But in that context "0+0" is false.
2018/06/01
[ "https://math.stackexchange.com/questions/2803763", "https://math.stackexchange.com", "https://math.stackexchange.com/users/342834/" ]
You are right; it is not usual to call + a predicate. Either the book you're quoting is using very nonstandard terminology, or it's a typo.
Suppose that + is a predicate. Then it takes two truth values and returns a truth value (note that I didn't say true or false, I'm NOT assuming conventional two-valued logic). Now, the context consists of conventional arithmetic, so let's suppose the natural numbers instead of the integers (the integers end up worse to try to make '+' into a predicate). It sounds reasonable to me to say that 0 could represent the most false proposition. But, since there does not exist a greatest natural number, every single instance of +(x, y) yields a truth value which is less than some other truth value. Consequently, there is no greatest truth value. That wholly flies in the face of conventional multi-valued and infinite-valued logic where there exists a greatest truth value, and at least sometimes or maybe always it gets supposed there exists a greatest truth value in classical logic also. So, at the very least, I don't see how someone could plausibly maintain '+' as a predicate. It either leads to a paradox of there not existing a greatest truth value and there existing a greatest truth value, or it needs such a radical concept of logic that it seems difficult to see how it could work.
18,316,808
Microsoft Dynamics CRM 2011 On premise. According to <http://mostlymscrm.blogspot.co.uk/2012/07/understanding-createdon-and.html> overriddencreatedon can be set when creating a new record to override the default value for createdon. I am using Simego Data Synchronisation Studio to create some records in CRM and when I set the value of overriddencreatedon to one date time value, the UTC date time when the record was created is used instead.
2013/08/19
[ "https://Stackoverflow.com/questions/18316808", "https://Stackoverflow.com", "https://Stackoverflow.com/users/127434/" ]
From Simego support: "When you set a value in overriddencreatedon the createdon field will receive this new value but overriddencreatedon will receive the datetime the record was actually created."
The overridecreatedon field is used in all of the display fields/forms in the user interface so the user can understand the original created date. This is useful when the data comes from another systems or processes and you want the users to see the original date. In the underlying createdon field will always be the date time that the entity was created. Manually changing the createdon field in the SQL CRM is not advised as it can interfere with auditing, workflows and other internal processes.
193,647
In an Agile development process usually the main focus is on User stories, but sometimes a single requirement may span several user stories. For example, the client may request a search page for all users in a forum, and there are several actions that can occur on each user such as ban user, delete user, reset Password, etc. We may divide this feature into at least 4 user stories: 1. Search for users 2. Ban user 3. Delete user 4. Reset password How would the user interface designer implement such a user interface? Should he/she work on the first user story and then start incrementing more features to the UI? However, I think the final UI will be messed up! If he decides to work on the whole feature (search + actions), what if the actions where of low priority and would be implemented several iterations after the search functionality was done?
2013/04/02
[ "https://softwareengineering.stackexchange.com/questions/193647", "https://softwareengineering.stackexchange.com", "https://softwareengineering.stackexchange.com/users/50440/" ]
Take it iteratively. You're working directly with the users, right? So it should never really be a mess. First do the search page. You and the users should keep in mind that they'll want to be able to do actions on the results. Do the users like it? OK, you've got your search. Now add the "Change Password" (or whatever is next in priority). Oops, we need to change the search page a little--well, change is often part of the game. Do the users like it like the results? Good. Now add the next item, and the next... The agile approach says you always have feedback right away, so you should be good. That said, there's no real reason why you might not be able to attack 2 of these stories in the same iteration (adding delete user AND ban user). The key is to always be working with the customer to make sure it's right. You're often (always?) going to end up with users thinking of something else they want to do from that search screen after your original "design" is done and implemented. So, you'll end up modifying it *at some point* anyway. Just approach the whole thing with that expectation and you should be good.
The first user story can be the design of the whole interface -- they don't have to design just one piece of it. It is the design as a whole that adds business value. That being said, I see at least two distinct features here: the ability to search for users, and the ability to perform a function on one or more users. The designer could tackle each of those searately if that makes more sense. Remember: the goal is to deliver quality software, it's not to blindly follow some methodology. Ask yourself whether breaking the design up into pieces helps or hinders that goal. There are no scrum police, only happy or dissatisfied customers.
193,647
In an Agile development process usually the main focus is on User stories, but sometimes a single requirement may span several user stories. For example, the client may request a search page for all users in a forum, and there are several actions that can occur on each user such as ban user, delete user, reset Password, etc. We may divide this feature into at least 4 user stories: 1. Search for users 2. Ban user 3. Delete user 4. Reset password How would the user interface designer implement such a user interface? Should he/she work on the first user story and then start incrementing more features to the UI? However, I think the final UI will be messed up! If he decides to work on the whole feature (search + actions), what if the actions where of low priority and would be implemented several iterations after the search functionality was done?
2013/04/02
[ "https://softwareengineering.stackexchange.com/questions/193647", "https://softwareengineering.stackexchange.com", "https://softwareengineering.stackexchange.com/users/50440/" ]
Take it iteratively. You're working directly with the users, right? So it should never really be a mess. First do the search page. You and the users should keep in mind that they'll want to be able to do actions on the results. Do the users like it? OK, you've got your search. Now add the "Change Password" (or whatever is next in priority). Oops, we need to change the search page a little--well, change is often part of the game. Do the users like it like the results? Good. Now add the next item, and the next... The agile approach says you always have feedback right away, so you should be good. That said, there's no real reason why you might not be able to attack 2 of these stories in the same iteration (adding delete user AND ban user). The key is to always be working with the customer to make sure it's right. You're often (always?) going to end up with users thinking of something else they want to do from that search screen after your original "design" is done and implemented. So, you'll end up modifying it *at some point* anyway. Just approach the whole thing with that expectation and you should be good.
I feel like I say this a lot. Agile does not mean you need to put blinders on to ignore the future and design yourselves into a corner. Agile is about how you *deliver* functionality, and has very little to do with how you *design* functionality. In other words, it's okay to look as far into the future as you want when creating your design, as long as it doesn't postpone the delivery of functionality in the short term. What that means in your specific example is that you go ahead and design the user interface such that it will be easy to add actions later. However, if working on getting the actions design right would delay delivery of basic user search by an iteration, it's better to do a design without actions first, assuming a search without any actions has value to the customer. The question to ask yourself is, "Is this design work delaying my first delivery?" Most of the time, the answer will be no. You have to do a design anyway, all you're changing is some design criteria.
193,647
In an Agile development process usually the main focus is on User stories, but sometimes a single requirement may span several user stories. For example, the client may request a search page for all users in a forum, and there are several actions that can occur on each user such as ban user, delete user, reset Password, etc. We may divide this feature into at least 4 user stories: 1. Search for users 2. Ban user 3. Delete user 4. Reset password How would the user interface designer implement such a user interface? Should he/she work on the first user story and then start incrementing more features to the UI? However, I think the final UI will be messed up! If he decides to work on the whole feature (search + actions), what if the actions where of low priority and would be implemented several iterations after the search functionality was done?
2013/04/02
[ "https://softwareengineering.stackexchange.com/questions/193647", "https://softwareengineering.stackexchange.com", "https://softwareengineering.stackexchange.com/users/50440/" ]
Take it iteratively. You're working directly with the users, right? So it should never really be a mess. First do the search page. You and the users should keep in mind that they'll want to be able to do actions on the results. Do the users like it? OK, you've got your search. Now add the "Change Password" (or whatever is next in priority). Oops, we need to change the search page a little--well, change is often part of the game. Do the users like it like the results? Good. Now add the next item, and the next... The agile approach says you always have feedback right away, so you should be good. That said, there's no real reason why you might not be able to attack 2 of these stories in the same iteration (adding delete user AND ban user). The key is to always be working with the customer to make sure it's right. You're often (always?) going to end up with users thinking of something else they want to do from that search screen after your original "design" is done and implemented. So, you'll end up modifying it *at some point* anyway. Just approach the whole thing with that expectation and you should be good.
I had an opportunity to intern at an Agile/Extreme programming factory. They were using story-cards to drive the iterative development process. Each story-card drove an implementation or change. The key was user interaction. How can one successfully design an interface meant for a user without interacting with a user of the software? A possible scenario is to begin with user interaction to decide what the user wants first. Then, iteratively, design the UI based upon increasing feedback, user priority, and what the user must have. The user stories are there to drive how the user would interact, at what level, and in what manner. But they are only approximations until interacting with the user. If there are a multitude of users that would all desire something specific, then a small survey of people may be in order to define some baseline for the UI.
193,647
In an Agile development process usually the main focus is on User stories, but sometimes a single requirement may span several user stories. For example, the client may request a search page for all users in a forum, and there are several actions that can occur on each user such as ban user, delete user, reset Password, etc. We may divide this feature into at least 4 user stories: 1. Search for users 2. Ban user 3. Delete user 4. Reset password How would the user interface designer implement such a user interface? Should he/she work on the first user story and then start incrementing more features to the UI? However, I think the final UI will be messed up! If he decides to work on the whole feature (search + actions), what if the actions where of low priority and would be implemented several iterations after the search functionality was done?
2013/04/02
[ "https://softwareengineering.stackexchange.com/questions/193647", "https://softwareengineering.stackexchange.com", "https://softwareengineering.stackexchange.com/users/50440/" ]
I feel like I say this a lot. Agile does not mean you need to put blinders on to ignore the future and design yourselves into a corner. Agile is about how you *deliver* functionality, and has very little to do with how you *design* functionality. In other words, it's okay to look as far into the future as you want when creating your design, as long as it doesn't postpone the delivery of functionality in the short term. What that means in your specific example is that you go ahead and design the user interface such that it will be easy to add actions later. However, if working on getting the actions design right would delay delivery of basic user search by an iteration, it's better to do a design without actions first, assuming a search without any actions has value to the customer. The question to ask yourself is, "Is this design work delaying my first delivery?" Most of the time, the answer will be no. You have to do a design anyway, all you're changing is some design criteria.
The first user story can be the design of the whole interface -- they don't have to design just one piece of it. It is the design as a whole that adds business value. That being said, I see at least two distinct features here: the ability to search for users, and the ability to perform a function on one or more users. The designer could tackle each of those searately if that makes more sense. Remember: the goal is to deliver quality software, it's not to blindly follow some methodology. Ask yourself whether breaking the design up into pieces helps or hinders that goal. There are no scrum police, only happy or dissatisfied customers.
193,647
In an Agile development process usually the main focus is on User stories, but sometimes a single requirement may span several user stories. For example, the client may request a search page for all users in a forum, and there are several actions that can occur on each user such as ban user, delete user, reset Password, etc. We may divide this feature into at least 4 user stories: 1. Search for users 2. Ban user 3. Delete user 4. Reset password How would the user interface designer implement such a user interface? Should he/she work on the first user story and then start incrementing more features to the UI? However, I think the final UI will be messed up! If he decides to work on the whole feature (search + actions), what if the actions where of low priority and would be implemented several iterations after the search functionality was done?
2013/04/02
[ "https://softwareengineering.stackexchange.com/questions/193647", "https://softwareengineering.stackexchange.com", "https://softwareengineering.stackexchange.com/users/50440/" ]
I feel like I say this a lot. Agile does not mean you need to put blinders on to ignore the future and design yourselves into a corner. Agile is about how you *deliver* functionality, and has very little to do with how you *design* functionality. In other words, it's okay to look as far into the future as you want when creating your design, as long as it doesn't postpone the delivery of functionality in the short term. What that means in your specific example is that you go ahead and design the user interface such that it will be easy to add actions later. However, if working on getting the actions design right would delay delivery of basic user search by an iteration, it's better to do a design without actions first, assuming a search without any actions has value to the customer. The question to ask yourself is, "Is this design work delaying my first delivery?" Most of the time, the answer will be no. You have to do a design anyway, all you're changing is some design criteria.
I had an opportunity to intern at an Agile/Extreme programming factory. They were using story-cards to drive the iterative development process. Each story-card drove an implementation or change. The key was user interaction. How can one successfully design an interface meant for a user without interacting with a user of the software? A possible scenario is to begin with user interaction to decide what the user wants first. Then, iteratively, design the UI based upon increasing feedback, user priority, and what the user must have. The user stories are there to drive how the user would interact, at what level, and in what manner. But they are only approximations until interacting with the user. If there are a multitude of users that would all desire something specific, then a small survey of people may be in order to define some baseline for the UI.
16,680,594
Short question: I wish to be able to show only text ads using admob on some cases programmatically. Is it possible? or is it completely random?
2013/05/21
[ "https://Stackoverflow.com/questions/16680594", "https://Stackoverflow.com", "https://Stackoverflow.com/users/878126/" ]
Yes! Just follow these steps: 1. Login to your admob account 2. Select "Manage Settings" for your ad 3. Select "Ad filters" 4. Select "Category / Type Settings" 5. Disable "Image Ads" at the bottom of the page
I don't believe this is possible. Why do you want to only show text ads, to reduce download usage?
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
The prisoners we chanting "Deshi Basara", which is Arabic for "He Rises".[ref](http://answers.yahoo.com/question/index?qid=20120725165308AAGoNAN)
As you can hear [around 1:04 in the trailer](http://www.youtube.com/watch?v=GokKUqLcvD8&feature=player_embedded#t=64s), the chant is: > > Deshi deshi basara basara > > > The film-makers [used UJAM](http://www.ujam.com/campaigns/darkknightrises) to solicit hundreds of tracks from fans to make what you hear in the movie. The phonetic transliteration they put there was: > > Deh-Shay Deh-Shay Bah-Sah-Rah! > > > It is reportedly Moroccan Arabic, and it's translated as "he rises" or "rise up" ([cite](http://hollywoodite.com/deshi-basara-dark-knight-rises-chant)) -- although tvtropes.com says it literally [means "come quickly"](https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/TheDarkKnightRises). [Here's a bit from an interview with Hans Zimmer](http://www.flicksandbits.com/2012/07/25/hans-zimmer-speaks-on-the-deshi-basara-chant-in-the-dark-knight-rises/28983/) about the chant. Wikipedia has it [written as](http://en.wikipedia.org/wiki/The_Dark_Knight_Rises_(soundtrack)#Chant) تيجي بسرعة, which Google Translate pronounces approximately right and translates as Arabic for [Teghi quickly](http://translate.google.com/#auto/en/%D8%AA%D9%8A%D8%AC%D9%8A%20%D8%A8%D8%B3%D8%B1%D8%B9%D8%A9) (that first word is just a transliteration, but an alternate translation of the first word is "flies").
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
The prisoners we chanting "Deshi Basara", which is Arabic for "He Rises".[ref](http://answers.yahoo.com/question/index?qid=20120725165308AAGoNAN)
on wikipedia, it says the phrase they used in arabic was 'teejee b'sur3a', so they came a long way to end up with 'deshi basara'. yes, it does mean 'come quickly', which is a bit silly really. it isn't necessarily moroccan arabic, anyone would understand that phrase, except the chant used in the movie sounds nothing like it
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
The prisoners we chanting "Deshi Basara", which is Arabic for "He Rises".[ref](http://answers.yahoo.com/question/index?qid=20120725165308AAGoNAN)
deshi basara is actually tiji bsoraa meaning 'come quickly' and not 'he rises' despite all your research. It really is quite elementary, the writers of the movie didn't do their due diligence.
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
As you can hear [around 1:04 in the trailer](http://www.youtube.com/watch?v=GokKUqLcvD8&feature=player_embedded#t=64s), the chant is: > > Deshi deshi basara basara > > > The film-makers [used UJAM](http://www.ujam.com/campaigns/darkknightrises) to solicit hundreds of tracks from fans to make what you hear in the movie. The phonetic transliteration they put there was: > > Deh-Shay Deh-Shay Bah-Sah-Rah! > > > It is reportedly Moroccan Arabic, and it's translated as "he rises" or "rise up" ([cite](http://hollywoodite.com/deshi-basara-dark-knight-rises-chant)) -- although tvtropes.com says it literally [means "come quickly"](https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/TheDarkKnightRises). [Here's a bit from an interview with Hans Zimmer](http://www.flicksandbits.com/2012/07/25/hans-zimmer-speaks-on-the-deshi-basara-chant-in-the-dark-knight-rises/28983/) about the chant. Wikipedia has it [written as](http://en.wikipedia.org/wiki/The_Dark_Knight_Rises_(soundtrack)#Chant) تيجي بسرعة, which Google Translate pronounces approximately right and translates as Arabic for [Teghi quickly](http://translate.google.com/#auto/en/%D8%AA%D9%8A%D8%AC%D9%8A%20%D8%A8%D8%B3%D8%B1%D8%B9%D8%A9) (that first word is just a transliteration, but an alternate translation of the first word is "flies").
on wikipedia, it says the phrase they used in arabic was 'teejee b'sur3a', so they came a long way to end up with 'deshi basara'. yes, it does mean 'come quickly', which is a bit silly really. it isn't necessarily moroccan arabic, anyone would understand that phrase, except the chant used in the movie sounds nothing like it
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
As you can hear [around 1:04 in the trailer](http://www.youtube.com/watch?v=GokKUqLcvD8&feature=player_embedded#t=64s), the chant is: > > Deshi deshi basara basara > > > The film-makers [used UJAM](http://www.ujam.com/campaigns/darkknightrises) to solicit hundreds of tracks from fans to make what you hear in the movie. The phonetic transliteration they put there was: > > Deh-Shay Deh-Shay Bah-Sah-Rah! > > > It is reportedly Moroccan Arabic, and it's translated as "he rises" or "rise up" ([cite](http://hollywoodite.com/deshi-basara-dark-knight-rises-chant)) -- although tvtropes.com says it literally [means "come quickly"](https://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/TheDarkKnightRises). [Here's a bit from an interview with Hans Zimmer](http://www.flicksandbits.com/2012/07/25/hans-zimmer-speaks-on-the-deshi-basara-chant-in-the-dark-knight-rises/28983/) about the chant. Wikipedia has it [written as](http://en.wikipedia.org/wiki/The_Dark_Knight_Rises_(soundtrack)#Chant) تيجي بسرعة, which Google Translate pronounces approximately right and translates as Arabic for [Teghi quickly](http://translate.google.com/#auto/en/%D8%AA%D9%8A%D8%AC%D9%8A%20%D8%A8%D8%B3%D8%B1%D8%B9%D8%A9) (that first word is just a transliteration, but an alternate translation of the first word is "flies").
deshi basara is actually tiji bsoraa meaning 'come quickly' and not 'he rises' despite all your research. It really is quite elementary, the writers of the movie didn't do their due diligence.
21,275
As the title says, what were the words that the people in the prison chanted when anyone attempted to climb out of it? What language was it in?
2012/07/30
[ "https://scifi.stackexchange.com/questions/21275", "https://scifi.stackexchange.com", "https://scifi.stackexchange.com/users/2288/" ]
on wikipedia, it says the phrase they used in arabic was 'teejee b'sur3a', so they came a long way to end up with 'deshi basara'. yes, it does mean 'come quickly', which is a bit silly really. it isn't necessarily moroccan arabic, anyone would understand that phrase, except the chant used in the movie sounds nothing like it
deshi basara is actually tiji bsoraa meaning 'come quickly' and not 'he rises' despite all your research. It really is quite elementary, the writers of the movie didn't do their due diligence.
136,415
I have a Furnace connected to my AE network using an ME Interface. This interface contains the maximum amount of Encoded Patterns it can hold. If I wanted to introduce additional patterns for my furnace to craft would I need to make a second Furnace and a second ME Interface or could I simply make only a second Interface and attach it to the first?
2013/10/20
[ "https://gaming.stackexchange.com/questions/136415", "https://gaming.stackexchange.com", "https://gaming.stackexchange.com/users/15095/" ]
no but you can use a vanilla hopper that has multiple interfaces pushing stuff into it and funnels it down to the furnace you can even stack them
You can't stack them to the same furnace. Even if you could, the setting would not be optimized as having multiple furnaces for different recipe would help paralleling the cooking. Since you need, in all the case, need a new interface, the cost of any furnace should not really be a problem (unless you are dealing with multi-block structure).
55,889
As per title, I read -- in a very uninformed way -- of these traditions, among many others, in regards to March, 25th: > > A) it would be the date of the creation of the world > > > B) it would be the date of the creation of Adam and Eve > > > C) it would be the date of the original sin > > > "A" seems to me, that it conflates with the other ones. That prompted me to look more carefully into this. That's why I'm asking what did people use to say, possibly when and where, to get a better idea.
2017/03/18
[ "https://christianity.stackexchange.com/questions/55889", "https://christianity.stackexchange.com", "https://christianity.stackexchange.com/users/33698/" ]
To get a better understanding of this, one must realize that in the Middle Ages people more willingly accepted tradition as being true. Pious traditions or legends were told from [time immemorial](https://en.wikipedia.org/wiki/Time_immemorial) were simply believed. It seems that the number one source of your pious legends comes from the [Golden Legend](https://en.wikipedia.org/wiki/Golden_Legend) by [Blessed Jacobus de Voragine](https://en.wikipedia.org/wiki/Jacobus_de_Voragine) (1230-1298). > > Blessed Jacobus de Varagine or Voragine (Italian: Giacomo da Varazze, Jacopo da Varazze; c. 1230 – July 13 or July 16, 1298) was an Italian chronicler and archbishop of Genoa. He was the author, or more accurately the compiler, of **Legenda Aurea**, the Golden Legend, a collection of the legendary lives of the greater saints of the medieval church that was one of the most popular religious works of the Middle Ages. - [Wikipedia](https://en.wikipedia.org/wiki/Jacobus_de_Voragine) > > > March 25 according to the **Golden Legend** is rich in symbolism: > > According to this legend, the [Creation](http://biblehub.com/genesis/1-26.htm) of Adam, the [Fall](http://biblehub.com/genesis/3-23.htm) of Adam, the [murder](http://biblehub.com/genesis/4-8.htm) of Abel, Melchisedech's [offering](http://biblehub.com/genesis/14-18.htm) of bread and wine, Abraham's near [sacrifice](http://biblehub.com/genesis/22-10.htm) of Isaac, the [Annunciation](http://biblehub.com/luke/1-38.htm) to Mary and Conception of Christ, the [decapitation](http://biblehub.com/mark/6-25.htm) of John the Baptist, the [Crucifixion](http://biblehub.com/niv/john/19.htm) of Christ, [James' killing and Peter's escape](http://biblehub.com/niv/acts/12.htm) **all occurred on March 25th**. - [Davidlol](https://christianity.stackexchange.com/a/47184/25495) > > > Please feel free to peruse the entire Golden Legend when and if you have the time to do so from the Medieval Sourcebook: [The Golden Legend (Aurea Legenda) Compiled by Jacobus de Voragine, 1275 Englished by William Caxton, 1483.](http://sourcebooks.fordham.edu/basis/goldenlegend/index.asp) Some [“Historical” Dates in Medieval Liturgical Calendars](http://www.jfrankhenderson.com/pdf/HistoricalDatesMedievalLiturgical.pdf) from England may be of interest to you even though some of these dates are not the same, but are relatively close. For example, the Creation of Adam was on March 23. > > He also notes the dating of the creation to 25 March as well: > > > The symbolism attached to the Julian date of the spring equinox was not limited to the Passion or Resurrection of Jesus. The Alexandrian monk Annianos, for instance, dated the creation of the world and the incarnation (or conception) of Christ on 25 March as well. The vernal equinox was associated with the creation as early as the third century, but opinions differed on the day of the week of the creation on which 25 March had to be placed: some preferred the first day (Sunday), when God separated light from darkness, others decided in favour of the fourth day (Wednesday), on which God created the so-called luminaries, i.e., the sun, the moon and the stars. ... > > > The idea that Jesus was born (or conceived) and crucified on the same calendar day, and thus lived a perfect number of years, is first attested in the Easter table of Hippolytus of Rome (AD 222). - [“Historical” Dates in Medieval Liturgical Calendars](http://www.jfrankhenderson.com/pdf/HistoricalDatesMedievalLiturgical.pdf) > > >
Up until the first Passover in Egypt, the Jewish first month was Tishri, being about September. That was considered the creation of the earth and Adam/Eve. > > 2. this month [Nisan] shall be unto you the beginning of months--the first not only in order but in estimation. It had formerly been the seventh according to the reckoning of the civil year, which began in September, and continued unchanged, but it was thenceforth to stand first in the national religious year which began in March, April. [Jamieson](https://www.blueletterbible.org/Comm/jfb/Exd/Exd_012.cfm?a=62002) > > > See also [this.](https://therefinersfire.org/two_new_years.htm) So, one would search in vain for an answer to the OP.
55,889
As per title, I read -- in a very uninformed way -- of these traditions, among many others, in regards to March, 25th: > > A) it would be the date of the creation of the world > > > B) it would be the date of the creation of Adam and Eve > > > C) it would be the date of the original sin > > > "A" seems to me, that it conflates with the other ones. That prompted me to look more carefully into this. That's why I'm asking what did people use to say, possibly when and where, to get a better idea.
2017/03/18
[ "https://christianity.stackexchange.com/questions/55889", "https://christianity.stackexchange.com", "https://christianity.stackexchange.com/users/33698/" ]
Hippolytus's Easter table has ΠΑΘΟϹ ΧϹ (the passion of Christ) on a day on which the 14th of the Paschal moon falls on Friday, March 25th. The computist of AD 243 says that the world was created on March 25th, and that Jesus was born on Wednesday, March 28th, the same day that the sun and moon were created. (*De Pascha Computus* 4). But he says the crucifixion was on Friday, April 9th. (*De Pascha Computus* 9). In a list of vigils observed by the church of Tours, Gregory of Tours includes a vigil of "the Resurrection of Jesus Christ our Lord, 27 March, in St. Martin's Church". (*History of the Franks* 10.31). The resurrection on March 27 presupposes a crucifixion on March 25. March 25 was chosen for the creation of the world because it was the old Roman date for the equinox. The computist of AD 243 is explicit that the world was created at the equinox: > > [Scripture] openly shows that this is the first day and its following night, between which the Maker of all divided irreproachably and **equally.** (*De Pascha Computus* 3). > > > The doctrine of creation at the equinox was held also by those who considered the equinox to fall on some other date. A homily of AD 387, formerly attributed to John Chrysostom, states: > > For it is fitting that creation should be before all future time, and that when day and night first came into being, their extent should be defined equally. Then afterward, from motion, inequality should arise. > > > This homilist considers the date of the crucifixion to be March 25th, but March 25th for him is "after the equinox". The Venerable Bede also considered the creation to have happened at the time of the Spring equinox. For Bede, the world was first created on March 18. The sun and moon were created on March 21, the equinox. > > Not until the fourth morning did the sun, rising from the midpoint of the east...inaugurate the equinox....The moon, on the other hand, was full at sunset, for the Creator, who is justice itself, would never make something in an imperfect state. It appeared...in the mid-point of the east, and stood in the fourth degree of Libra where the autumn equinox is fixed. (*De Temporum Ratione* 6). > > > But he acknowledges that "some have claimed that the first day of the world was on the 8th calends of April [March 25]" (*De Temporum Ratione* 6).
Up until the first Passover in Egypt, the Jewish first month was Tishri, being about September. That was considered the creation of the earth and Adam/Eve. > > 2. this month [Nisan] shall be unto you the beginning of months--the first not only in order but in estimation. It had formerly been the seventh according to the reckoning of the civil year, which began in September, and continued unchanged, but it was thenceforth to stand first in the national religious year which began in March, April. [Jamieson](https://www.blueletterbible.org/Comm/jfb/Exd/Exd_012.cfm?a=62002) > > > See also [this.](https://therefinersfire.org/two_new_years.htm) So, one would search in vain for an answer to the OP.
108,669
I have been searching for answers and some suggestions doesn't seem to work. I can connect to WiFi but I am not able to use it, (Facebook, Play store, Etc.) because the WiFi icon seem to turn into gray. What will I do??
2015/05/07
[ "https://android.stackexchange.com/questions/108669", "https://android.stackexchange.com", "https://android.stackexchange.com/users/107700/" ]
This, at least for me, happens when my device connects to Wi-Fi, but with wrong parameters. I fix this by entering the Wi-Fi settings, choosing "Static IP" instead of "DHCP", and then editing the network parameters manually, like this: ***These settings may be different on your router, so check that if it isn't working.*** * IP adress: 192.168.1.xx (replace xx with any number, avoid 2, 3 or 4, because there may be devices already connected with that adress) * Gateway: 192.168.1.1 * Prefix lenght: 24 * DNS1: 8.8.8.8 * DNS2:8.8.4.4
When you get internet access from wifi hotspot.That gray WiFi icon automatically turns to blue color.
9,897
> > His aunt and uncle hadn't been able to think of anything else to do > with him, but before they'd left, Uncle Vernon had taken Harry aside. > >    "I'm warning you," he had said, putting his > large purple face right up close to Harry's, "I'm warning you now, boy > -- any funny business, anything at all -- and you'll be in that cupboard from now until Christmas." >    "I'm not > going to do anything," said Harry, "honestly.. >    > > But Uncle Vernon didn't believe him. No one ever did. > > > > It seems like to infinitival phrase is the semantic subject, and *it* is the dummy-it. Or to infinitival seems like the complement for the previous *worth being with Dudley and Piers*, saying its reason. When I select the latter it’s not easy what do I have to refer to for *it* - that's why I upload quite a lot contents. How do I understand the construction?
2013/09/06
[ "https://ell.stackexchange.com/questions/9897", "https://ell.stackexchange.com", "https://ell.stackexchange.com/users/504/" ]
It could refer to either a person or a shop, but probably a person. However, nearly all barbers work in barber shops. So, in effect, the person is going to go to a barber (person) who works in a barber shop (place) that is located downtown.
Well the dictionary indicates a *barber* is a person, not a shop. Should I infer that you doubt the definition in dictionary? The term for the place is "barber shop" or "barber's shop". But yes, the implicit meaning is that he goes to a barber shop; this is accentuated by the lack of otherwise specification and by the presence of the article "a". In the same way, when you say "I go to the dentist" usually means I go to the dentist's office.
4,394
I am 23 years old, my height is 5'8" and weight is 56kg. I have been going to the gym for the last two months. my target is to gain muscle and weight. After doing some initial routine (without weight) for 15 days, my instructor gave me a weight training schedule that covers 3 days of training (covering major parts of the body). I have been maintaining that for the last 1.5 months. I added milk, eggs and JUVO (raw meal) to my diet. I'm also trying to get more food during my regular meal. I go to gym 4 days a week at morning, my stomach is empty at that time. After workout I eat breakfast milk, egg etc. Unfortunately, I found that my weight didn't increase as I expected. It increased only around 5-1.5 kg. I can feel that my strength has increased (discovered it while taking weight), but I think that the shape of my figure is like before except that my biceps size increased a bit. I do 10-15 reps per set every exercise and also try to push myself to lift more weight. While reading some of the suggestions for gaining muscle found that 8 reps per set is best and 10-12 reps/set for people who want to gain strength rather than muscle. Are my routine and eating habits enough to shape myself and to gain some real muscle and weight?
2011/10/30
[ "https://fitness.stackexchange.com/questions/4394", "https://fitness.stackexchange.com", "https://fitness.stackexchange.com/users/-1/" ]
I know your situation very well. I'm 24 yrs old, height 5'11", and 2 months ago my weight was 63kg. Today it's 72kg, with zero fat gain. So I gained about 1kg of muscle per week. Before that I've tried gaining muscle many times, and failed just like you. People told me to simply be patient, but they were wrong. I went to the gym **2 times** a week, for **30-45 minutes** at a time. I'm still skinny, but not quite as much. So what did I do? * I've learned that "trying to eat more" is simply not enough. It seems tiresome, but you actually have to calculate how many calories you get, and perhaps even how much protein, carbs and fat, and then start to tune it. Personally, I had to eat **double** what I'd normally eat to start gaining. If you notice you're gaining fat, do some HIIT (high-intensity interval training) in addition to the lifting. Don't do cardio. * If you simply don't have enough appetite to eat what you should eat, you're probably not working out intensely enough. Working out will stimulate your appetite. * The best thing I've ever done in terms of nutrition is get a weight gainer. Specifically, I recommend Weider Mega Mass 4000, one or two portions per day for the likes of us. That way, I'm consuming a total of 3500 calories. * This is more controversial, but I've experienced that fewer reps lead to higher gains. Even as few as 4-6 reps per set, but with very heavy weight obviously. Make sure that you actually work your muscles to exhaustion, do not just stimulate but overstimulate them. Also, slower movements lead to more gains than faster movements. * In any case, your muscles should be sore the next day. Not necessarily burning like hell, but still sore. If you don't feel anything, you're doing it wrong. * Track your weight every morning (before breakfast) in an Excel sheet so you know whether or not you're on the right track. * Finally, I recommend exercises that work out large muscle groups, such as pullups, squats, deadlifts, bench presses, as opposed to exercises which focus on individual muscles. You simply get more bang for your buck that way.
Without knowing caloric intake, output, etc. it's difficult to say. To gain weight, you must consume more than you burn. Realistically, you're likely to gain anywhere from .5-1.5lb/month (~.25-.75kg/month) depending on a huge number of factors--I'd say you're right in that range. It takes time, patience, and consistency--hang in there!
4,394
I am 23 years old, my height is 5'8" and weight is 56kg. I have been going to the gym for the last two months. my target is to gain muscle and weight. After doing some initial routine (without weight) for 15 days, my instructor gave me a weight training schedule that covers 3 days of training (covering major parts of the body). I have been maintaining that for the last 1.5 months. I added milk, eggs and JUVO (raw meal) to my diet. I'm also trying to get more food during my regular meal. I go to gym 4 days a week at morning, my stomach is empty at that time. After workout I eat breakfast milk, egg etc. Unfortunately, I found that my weight didn't increase as I expected. It increased only around 5-1.5 kg. I can feel that my strength has increased (discovered it while taking weight), but I think that the shape of my figure is like before except that my biceps size increased a bit. I do 10-15 reps per set every exercise and also try to push myself to lift more weight. While reading some of the suggestions for gaining muscle found that 8 reps per set is best and 10-12 reps/set for people who want to gain strength rather than muscle. Are my routine and eating habits enough to shape myself and to gain some real muscle and weight?
2011/10/30
[ "https://fitness.stackexchange.com/questions/4394", "https://fitness.stackexchange.com", "https://fitness.stackexchange.com/users/-1/" ]
Without knowing caloric intake, output, etc. it's difficult to say. To gain weight, you must consume more than you burn. Realistically, you're likely to gain anywhere from .5-1.5lb/month (~.25-.75kg/month) depending on a huge number of factors--I'd say you're right in that range. It takes time, patience, and consistency--hang in there!
A lot has been said here. I wll add just a few thoughts: 1) You should be getting 100 grams of protein spread out during the day. 2) Your last rep of each exercise should push the muscle to failure. If you can do another rep, do it. 3) Think long term. If you wind up adding 1 kg per month for a year, you will have done a tremendous body transformation. Think long term.
4,394
I am 23 years old, my height is 5'8" and weight is 56kg. I have been going to the gym for the last two months. my target is to gain muscle and weight. After doing some initial routine (without weight) for 15 days, my instructor gave me a weight training schedule that covers 3 days of training (covering major parts of the body). I have been maintaining that for the last 1.5 months. I added milk, eggs and JUVO (raw meal) to my diet. I'm also trying to get more food during my regular meal. I go to gym 4 days a week at morning, my stomach is empty at that time. After workout I eat breakfast milk, egg etc. Unfortunately, I found that my weight didn't increase as I expected. It increased only around 5-1.5 kg. I can feel that my strength has increased (discovered it while taking weight), but I think that the shape of my figure is like before except that my biceps size increased a bit. I do 10-15 reps per set every exercise and also try to push myself to lift more weight. While reading some of the suggestions for gaining muscle found that 8 reps per set is best and 10-12 reps/set for people who want to gain strength rather than muscle. Are my routine and eating habits enough to shape myself and to gain some real muscle and weight?
2011/10/30
[ "https://fitness.stackexchange.com/questions/4394", "https://fitness.stackexchange.com", "https://fitness.stackexchange.com/users/-1/" ]
I know your situation very well. I'm 24 yrs old, height 5'11", and 2 months ago my weight was 63kg. Today it's 72kg, with zero fat gain. So I gained about 1kg of muscle per week. Before that I've tried gaining muscle many times, and failed just like you. People told me to simply be patient, but they were wrong. I went to the gym **2 times** a week, for **30-45 minutes** at a time. I'm still skinny, but not quite as much. So what did I do? * I've learned that "trying to eat more" is simply not enough. It seems tiresome, but you actually have to calculate how many calories you get, and perhaps even how much protein, carbs and fat, and then start to tune it. Personally, I had to eat **double** what I'd normally eat to start gaining. If you notice you're gaining fat, do some HIIT (high-intensity interval training) in addition to the lifting. Don't do cardio. * If you simply don't have enough appetite to eat what you should eat, you're probably not working out intensely enough. Working out will stimulate your appetite. * The best thing I've ever done in terms of nutrition is get a weight gainer. Specifically, I recommend Weider Mega Mass 4000, one or two portions per day for the likes of us. That way, I'm consuming a total of 3500 calories. * This is more controversial, but I've experienced that fewer reps lead to higher gains. Even as few as 4-6 reps per set, but with very heavy weight obviously. Make sure that you actually work your muscles to exhaustion, do not just stimulate but overstimulate them. Also, slower movements lead to more gains than faster movements. * In any case, your muscles should be sore the next day. Not necessarily burning like hell, but still sore. If you don't feel anything, you're doing it wrong. * Track your weight every morning (before breakfast) in an Excel sheet so you know whether or not you're on the right track. * Finally, I recommend exercises that work out large muscle groups, such as pullups, squats, deadlifts, bench presses, as opposed to exercises which focus on individual muscles. You simply get more bang for your buck that way.
A lot has been said here. I wll add just a few thoughts: 1) You should be getting 100 grams of protein spread out during the day. 2) Your last rep of each exercise should push the muscle to failure. If you can do another rep, do it. 3) Think long term. If you wind up adding 1 kg per month for a year, you will have done a tremendous body transformation. Think long term.
103,470
I'm attempting to design a system with 2 CAN transceivers, a High speed and Low speed that use the same CANH and CANL lines, like so: ![enter image description here](https://i.stack.imgur.com/p2TVa.png) I was planning on using 4 MOSFETs or 4 Relays connected to the CANH and CANL lines of each transceiver and having the PIC control the MOSFETs or Relays to disconnect one transceiver and leave the other connected. However, I believe that CAN is sensitive with its termination resistance and adding additional components may be harmful to the signal. What would be a good way to control which transceiver is connected?
2014/03/19
[ "https://electronics.stackexchange.com/questions/103470", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/16948/" ]
You'll see smoke I reckon. Think of a transformer with an AC voltage applied to both primary and secondary windings - unless this is totally matching the turns ratio there'll be a lot of smoke. Imagine a synchronous motor run like an induction motor - you can easily do this by shorting the rotor slip rings. When first powered, the motor generates tons of torque because the induction into the rotor is 50Hz and this generates a field that causes the motor to start to turn. As it turns the "slip frequency" gets less and less until it is a few Hz - it reaches equilibrium somewhere close to (but below) synchronous speed. If you held the rotor fixed mechanically so it couldn't turn, the rotor induction would be massive and at 50Hz - this is what your question is asking - it would burn.
If the AC frequency applied to rotor and stator windings is the same, the motor will consume some energy and turn it into heat. The result depends on the windings' cooling, resistance and applied voltage. If the frequencies are different, the syncronous motor will turn into a double-feed synchronous machine, and it will be stable rotating at two frequencies: f1-f2 and f1+f2 (where f1 and f2 are stator and rotor AC frequency).
103,470
I'm attempting to design a system with 2 CAN transceivers, a High speed and Low speed that use the same CANH and CANL lines, like so: ![enter image description here](https://i.stack.imgur.com/p2TVa.png) I was planning on using 4 MOSFETs or 4 Relays connected to the CANH and CANL lines of each transceiver and having the PIC control the MOSFETs or Relays to disconnect one transceiver and leave the other connected. However, I believe that CAN is sensitive with its termination resistance and adding additional components may be harmful to the signal. What would be a good way to control which transceiver is connected?
2014/03/19
[ "https://electronics.stackexchange.com/questions/103470", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/16948/" ]
You'll see smoke I reckon. Think of a transformer with an AC voltage applied to both primary and secondary windings - unless this is totally matching the turns ratio there'll be a lot of smoke. Imagine a synchronous motor run like an induction motor - you can easily do this by shorting the rotor slip rings. When first powered, the motor generates tons of torque because the induction into the rotor is 50Hz and this generates a field that causes the motor to start to turn. As it turns the "slip frequency" gets less and less until it is a few Hz - it reaches equilibrium somewhere close to (but below) synchronous speed. If you held the rotor fixed mechanically so it couldn't turn, the rotor induction would be massive and at 50Hz - this is what your question is asking - it would burn.
A doubly-fed machine requires a poly-phase rotor, while the rotor on a synchronous machine is typically only wound on one axis (they are effectively single-phase). In order to achieve a frequency difference, it is necessary to have a revolving magnetic flux on both the rotor and stator, but the flux can only decrease to 0 and reverse on the rotor unless it is wound in both the q and d axis (meaning that it is poly-phase). In short, a normal synchronous machine can't be used as a doubly-fed induction machine. To answer the original question, it is entirely possible to apply AC on both the rotor and the stator of a synchronous machine, as long as the current flowing in the coils doesn't exceed the coil rating, but there is no benefit to doing so. Providing an AC current to the field would cause it to reverse poles at the exciting frequency, potentially causing instability during ordinary operation, but providing no benefit or aid for starting. That said, it would be very difficult to apply 50 or 60Hz AC to the rotor on a synchronous machine. The inductance of the rotor on such a machine is typically on the order of 1 H or greater (depending on the size of the motor), so the impedance to drive at 50Hz would be about 300 Ohms while the impedance at 60Hz would be about 377 Ohms. This means that driving at 377 VAC at 60Hz would result in about 1A of AC current on the rotor. Rotor currents for a synchronous machine with a 1H rotor inductance would tend to run closer to 10ADC, so the impressed AC would make very little difference.
103,470
I'm attempting to design a system with 2 CAN transceivers, a High speed and Low speed that use the same CANH and CANL lines, like so: ![enter image description here](https://i.stack.imgur.com/p2TVa.png) I was planning on using 4 MOSFETs or 4 Relays connected to the CANH and CANL lines of each transceiver and having the PIC control the MOSFETs or Relays to disconnect one transceiver and leave the other connected. However, I believe that CAN is sensitive with its termination resistance and adding additional components may be harmful to the signal. What would be a good way to control which transceiver is connected?
2014/03/19
[ "https://electronics.stackexchange.com/questions/103470", "https://electronics.stackexchange.com", "https://electronics.stackexchange.com/users/16948/" ]
You'll see smoke I reckon. Think of a transformer with an AC voltage applied to both primary and secondary windings - unless this is totally matching the turns ratio there'll be a lot of smoke. Imagine a synchronous motor run like an induction motor - you can easily do this by shorting the rotor slip rings. When first powered, the motor generates tons of torque because the induction into the rotor is 50Hz and this generates a field that causes the motor to start to turn. As it turns the "slip frequency" gets less and less until it is a few Hz - it reaches equilibrium somewhere close to (but below) synchronous speed. If you held the rotor fixed mechanically so it couldn't turn, the rotor induction would be massive and at 50Hz - this is what your question is asking - it would burn.
About 2009, TECO informed me they could use VFD start on synchronous motor, but had to change excitation to ac. The project didn't get funded so it never went any further.
13,790
Tibetan texts that belong to the genre of *tenets* (doctrinal classification) usually claim that the Cittamatra school refutes external existence. These texts further claim that Cittamatrin posit that *'the apprehended object and the apprehending consciousness are empty of being different substances'*. They say that, according to Cittamatrin, the apprehending consciousness and the object it apprehends both arise simultaneously from a seed that was left in the mind-basis-of-all (alaya-vijñana), and that, given so, the object is not a cause of the consciousness apprehending it (as opposed to what Vaïbashikas and Sautrantika posit). Jetsün Chökyi Gyaltsen writes: > > An illustration of the selflessness of phenomena is, for example, the > emptiness that is a form and the valid cognizer apprehending that form > being empty of being different substances. > > > It is difficult for me to conceive, and to admit, that Cittamatrin refute external existence altogether. It would mean they refute that one is born from a mother and a father, and so forth. Moreover, I doubt Tibetan scholars who claim that 'Cittamatrin refute external existence' because they have an agenda. Tibetan scholars often simplify (if not even caricature) their opponent's positions (in this case, Cittamatrin). So, not sticking to Tibetan literature only, my idea was to seek whether Cittamatrin actually refute external existence by reading works written by proponents of the Cittamatra school. Let us consider Suzuki, in *Studies in the Lankavatara* (p. 114). He writes: > > As indeed the idealistic Mahayana does not admit the > existence of an external world, whatever qualities we ordinarily think > as belonging to the latter are creations or constructions of our own > mind. > > > Suzuki seems to say *"Cittamatra refute external existence"*, but **he does not do so explicitly**. He says "they do not admit the existence of an external world" but this does not necessarily amount to "refuting the existence of external world". As far as I know, he could be saying "We can not know anything but the aspects our consciousness takes. We can not see beyond our perceptions. We can not know for sure whether our perceptions are perceptions of something external. So, let us not bother with thinking of an external world - be it to refute its existence or claim its existence - and let us stick with what we know: that the eye-consciousness seeing blue takes the aspect of blue, and that we know nothing else." --- Thus, the question is: Do Cittamatra / Yogacara **explicitly** refute the existence of an external world? Or do they simply "not admit, not take into acount" the existence of an external world? References are welcome.
2016/01/21
[ "https://buddhism.stackexchange.com/questions/13790", "https://buddhism.stackexchange.com", "https://buddhism.stackexchange.com/users/6994/" ]
According to Kagyu understanding, Yogacara's position isn't metaphysical, it is methodological. It's not that the external world does not exist, it is that our experience of the world is 100% always represented by organs and/or mind, there is no experience outside of that, so practically speaking mind-made experience is "all we have"\* Which is why trying to figure out how exactly the experience is generated and mastering the practical skills for working with mind and experience is of key importance in Yogacara (comparing to the earlier Buddhism's focus on discipline/ethics and the Madhyamika's focus on philosophy). > > Yogacarins put so much emphasis on the mind because they are concerned with > practice. Some people have thought they were saying that everything is in your > mind. Some of these people were influenced by certain Western philosophies. -- *Traleg Kyabgon Rinpoche* > > > Generally speaking Kaguypas seem to prefer to stay away from philosophical discussions and focus on practice, which makes sense given their self-identification as "the practice lineage": > > We are not concerned about whether or not a chair exists. That's > secondary. Why spend so much time arguing about whether or not a chair exists, > instead of learning how we experience and relate to the chair, and what sort of > experience we've got? -- *Traleg Kyabgon Rinpoche* > > > --- \*Using the modern language we could say, reality is an interpretation we make, there is no reality to be experienced outside of an interpretation. In other words, there is no absolute truth separate from the conventional truth.
I think Cittamatra texts do explicitly refute it. Vasubhandu's Twenty Stanzas and autocommentary is a text that gives logical arguments against the presence of an external world. The very begining of this text reads: > > "The three realms are consciousness only" of the Mahayana is > established through the scriptural expression, "the three realms are > mind only." "Mind," "thought," "consciousness," and "perception" > (uijñapti) are different names. Here, "mind" and "thought" are lumped > together with mental activities (caitta). "Only" excludes objects of > perception (artha) that are external to consciousness, not associates > of consciousness. When internal consciousness is born, it appears > resembling external objects of perception, I but in the same way that > one with diseased eyesight sees nonexistent hairs, flies, etc. Here > there is not the slightest aspect of reality. > > > and the text goes on to refute various objections to the nonexistence of external objects. Also, in his autocommentary on the Thirty Verses he writes: > > If there is nothing at all but consciousness and no external condi- > tions at all, from what are the many imaginations born? The Verses > say, > > > From the consciousness that is all seeds Transformation [occurs] in > such - and -such ways. Due to the power of mutual influence, That- and > -that imagination is born. (18) > > > Even though internal consciousness exists, still, there are no > external conditions, so what is the basis for the continuity of birth > and death among sentient beings? The Verses say, > > > The habit energy of various actions Together with the habit energy of > the two graspings, When prior retribution is exhausted, Subsequently > produce other retribution. (19) > > > Asanga's Mahayana-Samgraha is probably another good place to look but I haven't read that text yet so I'm not sure if it is explicit.
13,790
Tibetan texts that belong to the genre of *tenets* (doctrinal classification) usually claim that the Cittamatra school refutes external existence. These texts further claim that Cittamatrin posit that *'the apprehended object and the apprehending consciousness are empty of being different substances'*. They say that, according to Cittamatrin, the apprehending consciousness and the object it apprehends both arise simultaneously from a seed that was left in the mind-basis-of-all (alaya-vijñana), and that, given so, the object is not a cause of the consciousness apprehending it (as opposed to what Vaïbashikas and Sautrantika posit). Jetsün Chökyi Gyaltsen writes: > > An illustration of the selflessness of phenomena is, for example, the > emptiness that is a form and the valid cognizer apprehending that form > being empty of being different substances. > > > It is difficult for me to conceive, and to admit, that Cittamatrin refute external existence altogether. It would mean they refute that one is born from a mother and a father, and so forth. Moreover, I doubt Tibetan scholars who claim that 'Cittamatrin refute external existence' because they have an agenda. Tibetan scholars often simplify (if not even caricature) their opponent's positions (in this case, Cittamatrin). So, not sticking to Tibetan literature only, my idea was to seek whether Cittamatrin actually refute external existence by reading works written by proponents of the Cittamatra school. Let us consider Suzuki, in *Studies in the Lankavatara* (p. 114). He writes: > > As indeed the idealistic Mahayana does not admit the > existence of an external world, whatever qualities we ordinarily think > as belonging to the latter are creations or constructions of our own > mind. > > > Suzuki seems to say *"Cittamatra refute external existence"*, but **he does not do so explicitly**. He says "they do not admit the existence of an external world" but this does not necessarily amount to "refuting the existence of external world". As far as I know, he could be saying "We can not know anything but the aspects our consciousness takes. We can not see beyond our perceptions. We can not know for sure whether our perceptions are perceptions of something external. So, let us not bother with thinking of an external world - be it to refute its existence or claim its existence - and let us stick with what we know: that the eye-consciousness seeing blue takes the aspect of blue, and that we know nothing else." --- Thus, the question is: Do Cittamatra / Yogacara **explicitly** refute the existence of an external world? Or do they simply "not admit, not take into acount" the existence of an external world? References are welcome.
2016/01/21
[ "https://buddhism.stackexchange.com/questions/13790", "https://buddhism.stackexchange.com", "https://buddhism.stackexchange.com/users/6994/" ]
According to Kagyu understanding, Yogacara's position isn't metaphysical, it is methodological. It's not that the external world does not exist, it is that our experience of the world is 100% always represented by organs and/or mind, there is no experience outside of that, so practically speaking mind-made experience is "all we have"\* Which is why trying to figure out how exactly the experience is generated and mastering the practical skills for working with mind and experience is of key importance in Yogacara (comparing to the earlier Buddhism's focus on discipline/ethics and the Madhyamika's focus on philosophy). > > Yogacarins put so much emphasis on the mind because they are concerned with > practice. Some people have thought they were saying that everything is in your > mind. Some of these people were influenced by certain Western philosophies. -- *Traleg Kyabgon Rinpoche* > > > Generally speaking Kaguypas seem to prefer to stay away from philosophical discussions and focus on practice, which makes sense given their self-identification as "the practice lineage": > > We are not concerned about whether or not a chair exists. That's > secondary. Why spend so much time arguing about whether or not a chair exists, > instead of learning how we experience and relate to the chair, and what sort of > experience we've got? -- *Traleg Kyabgon Rinpoche* > > > --- \*Using the modern language we could say, reality is an interpretation we make, there is no reality to be experienced outside of an interpretation. In other words, there is no absolute truth separate from the conventional truth.
No. Nothing exists as we perceive it. We are seeing through eyes, hearing through ears, never experiential: or first hand. So essentially the world does not exist as we think it does, so is that non-existent or different?
13,790
Tibetan texts that belong to the genre of *tenets* (doctrinal classification) usually claim that the Cittamatra school refutes external existence. These texts further claim that Cittamatrin posit that *'the apprehended object and the apprehending consciousness are empty of being different substances'*. They say that, according to Cittamatrin, the apprehending consciousness and the object it apprehends both arise simultaneously from a seed that was left in the mind-basis-of-all (alaya-vijñana), and that, given so, the object is not a cause of the consciousness apprehending it (as opposed to what Vaïbashikas and Sautrantika posit). Jetsün Chökyi Gyaltsen writes: > > An illustration of the selflessness of phenomena is, for example, the > emptiness that is a form and the valid cognizer apprehending that form > being empty of being different substances. > > > It is difficult for me to conceive, and to admit, that Cittamatrin refute external existence altogether. It would mean they refute that one is born from a mother and a father, and so forth. Moreover, I doubt Tibetan scholars who claim that 'Cittamatrin refute external existence' because they have an agenda. Tibetan scholars often simplify (if not even caricature) their opponent's positions (in this case, Cittamatrin). So, not sticking to Tibetan literature only, my idea was to seek whether Cittamatrin actually refute external existence by reading works written by proponents of the Cittamatra school. Let us consider Suzuki, in *Studies in the Lankavatara* (p. 114). He writes: > > As indeed the idealistic Mahayana does not admit the > existence of an external world, whatever qualities we ordinarily think > as belonging to the latter are creations or constructions of our own > mind. > > > Suzuki seems to say *"Cittamatra refute external existence"*, but **he does not do so explicitly**. He says "they do not admit the existence of an external world" but this does not necessarily amount to "refuting the existence of external world". As far as I know, he could be saying "We can not know anything but the aspects our consciousness takes. We can not see beyond our perceptions. We can not know for sure whether our perceptions are perceptions of something external. So, let us not bother with thinking of an external world - be it to refute its existence or claim its existence - and let us stick with what we know: that the eye-consciousness seeing blue takes the aspect of blue, and that we know nothing else." --- Thus, the question is: Do Cittamatra / Yogacara **explicitly** refute the existence of an external world? Or do they simply "not admit, not take into acount" the existence of an external world? References are welcome.
2016/01/21
[ "https://buddhism.stackexchange.com/questions/13790", "https://buddhism.stackexchange.com", "https://buddhism.stackexchange.com/users/6994/" ]
I think Cittamatra texts do explicitly refute it. Vasubhandu's Twenty Stanzas and autocommentary is a text that gives logical arguments against the presence of an external world. The very begining of this text reads: > > "The three realms are consciousness only" of the Mahayana is > established through the scriptural expression, "the three realms are > mind only." "Mind," "thought," "consciousness," and "perception" > (uijñapti) are different names. Here, "mind" and "thought" are lumped > together with mental activities (caitta). "Only" excludes objects of > perception (artha) that are external to consciousness, not associates > of consciousness. When internal consciousness is born, it appears > resembling external objects of perception, I but in the same way that > one with diseased eyesight sees nonexistent hairs, flies, etc. Here > there is not the slightest aspect of reality. > > > and the text goes on to refute various objections to the nonexistence of external objects. Also, in his autocommentary on the Thirty Verses he writes: > > If there is nothing at all but consciousness and no external condi- > tions at all, from what are the many imaginations born? The Verses > say, > > > From the consciousness that is all seeds Transformation [occurs] in > such - and -such ways. Due to the power of mutual influence, That- and > -that imagination is born. (18) > > > Even though internal consciousness exists, still, there are no > external conditions, so what is the basis for the continuity of birth > and death among sentient beings? The Verses say, > > > The habit energy of various actions Together with the habit energy of > the two graspings, When prior retribution is exhausted, Subsequently > produce other retribution. (19) > > > Asanga's Mahayana-Samgraha is probably another good place to look but I haven't read that text yet so I'm not sure if it is explicit.
No. Nothing exists as we perceive it. We are seeing through eyes, hearing through ears, never experiential: or first hand. So essentially the world does not exist as we think it does, so is that non-existent or different?
4,300
Whenever I have a one hour window to play, I try this game, and it tends to take more like 2 hours. So far, I find the negotiating really entertaining - so I'm not sure if I want to go crazy trying to enforce time constraints on play. The box says a game takes 45 minutes. Does that hold true for anyone? Are there things you do that speed up the game that don't feel heavy handed?
2011/08/01
[ "https://boardgames.stackexchange.com/questions/4300", "https://boardgames.stackexchange.com", "https://boardgames.stackexchange.com/users/762/" ]
I've never had it take more than an hour, even with 6 people. Odds are you guys are analyzing the trades too much. There's a variant I always play with that I think improves the game immensely, and that's **play with everyone's hand face-up in front of them**. This makes it easy to see who has what, so you won't have to ask 'does anyone have a blue bean?' because you can just look around the table and see for yourself. If anything, this actually adds more strategy to the game as you can use what other players have more to your advantage: "Normally this wouldn't be a good trade, but since you're going to have to plant that next turn and prematurely harvest one of your valuable fields why don't you do it anyway?" If you still find this doesn't speed things up, you can try one of these variants to adjust when the end of the game arrives: 1. Have everyone draw one more card per turn, 4 instead of 3 in a 3-5 player game and 5 instead of 4 in a 6-7 player game. This is probably the least intrusive as just gives you more trading options. 2. Only go through the deck 2 times instead of 3. This will make for a shorter game, but IMHO it's a little less interesting. 3. Put a timer on 45 minutes and stop at the end of the players turn when it goes off. This should only be an absolute last resort, but it will make people play a bit faster since they know that they only have a limited amount of time. Of course, you'll have to be careful people don't purposely waste time to deny their left-hand opponent that last turn he needs to plant his cocoa been before time runs out...
One obvious route would be to run through the deck only twice instead of three times. It's probably not ideal, but it would keep your games down to a manageable length of time while people get to grips with the trading aspect. I do think, as I said in my comment, that 2 hours is an excessive amount of time for a game of Bohnanza to take, and I suspect that as you get a bit more comfortable with how it works, trading options/decisions will become more obvious, and you'll definitely get it down to below an hour. (If you can't, then identify the biggest slowcoaches and just refuse to trade with them unless they speed up their play!)
4,300
Whenever I have a one hour window to play, I try this game, and it tends to take more like 2 hours. So far, I find the negotiating really entertaining - so I'm not sure if I want to go crazy trying to enforce time constraints on play. The box says a game takes 45 minutes. Does that hold true for anyone? Are there things you do that speed up the game that don't feel heavy handed?
2011/08/01
[ "https://boardgames.stackexchange.com/questions/4300", "https://boardgames.stackexchange.com", "https://boardgames.stackexchange.com/users/762/" ]
I've never had it take more than an hour, even with 6 people. Odds are you guys are analyzing the trades too much. There's a variant I always play with that I think improves the game immensely, and that's **play with everyone's hand face-up in front of them**. This makes it easy to see who has what, so you won't have to ask 'does anyone have a blue bean?' because you can just look around the table and see for yourself. If anything, this actually adds more strategy to the game as you can use what other players have more to your advantage: "Normally this wouldn't be a good trade, but since you're going to have to plant that next turn and prematurely harvest one of your valuable fields why don't you do it anyway?" If you still find this doesn't speed things up, you can try one of these variants to adjust when the end of the game arrives: 1. Have everyone draw one more card per turn, 4 instead of 3 in a 3-5 player game and 5 instead of 4 in a 6-7 player game. This is probably the least intrusive as just gives you more trading options. 2. Only go through the deck 2 times instead of 3. This will make for a shorter game, but IMHO it's a little less interesting. 3. Put a timer on 45 minutes and stop at the end of the players turn when it goes off. This should only be an absolute last resort, but it will make people play a bit faster since they know that they only have a limited amount of time. Of course, you'll have to be careful people don't purposely waste time to deny their left-hand opponent that last turn he needs to plant his cocoa been before time runs out...
A drastic variant would be to make the last two phases of a turn simultaneous after a whole round of everyone doing the first couple. So: * Player A plants 1, turns up 2 trades * Player B plants 2, turns up 2 trades * Player C plants 1, turns up 2 trades * Everyone trades at once until all beans have been traded or planted. * Everyone draws three cards * Resume with the next 1st player (1st player rotates) However, in general, I agree with the other advice that simply more experience should hasten the game.
4,300
Whenever I have a one hour window to play, I try this game, and it tends to take more like 2 hours. So far, I find the negotiating really entertaining - so I'm not sure if I want to go crazy trying to enforce time constraints on play. The box says a game takes 45 minutes. Does that hold true for anyone? Are there things you do that speed up the game that don't feel heavy handed?
2011/08/01
[ "https://boardgames.stackexchange.com/questions/4300", "https://boardgames.stackexchange.com", "https://boardgames.stackexchange.com/users/762/" ]
I've never had it take more than an hour, even with 6 people. Odds are you guys are analyzing the trades too much. There's a variant I always play with that I think improves the game immensely, and that's **play with everyone's hand face-up in front of them**. This makes it easy to see who has what, so you won't have to ask 'does anyone have a blue bean?' because you can just look around the table and see for yourself. If anything, this actually adds more strategy to the game as you can use what other players have more to your advantage: "Normally this wouldn't be a good trade, but since you're going to have to plant that next turn and prematurely harvest one of your valuable fields why don't you do it anyway?" If you still find this doesn't speed things up, you can try one of these variants to adjust when the end of the game arrives: 1. Have everyone draw one more card per turn, 4 instead of 3 in a 3-5 player game and 5 instead of 4 in a 6-7 player game. This is probably the least intrusive as just gives you more trading options. 2. Only go through the deck 2 times instead of 3. This will make for a shorter game, but IMHO it's a little less interesting. 3. Put a timer on 45 minutes and stop at the end of the players turn when it goes off. This should only be an absolute last resort, but it will make people play a bit faster since they know that they only have a limited amount of time. Of course, you'll have to be careful people don't purposely waste time to deny their left-hand opponent that last turn he needs to plant his cocoa been before time runs out...
People often forget the rule that *non-active players may not trade amongst themselves* which could slow down the game.
4,300
Whenever I have a one hour window to play, I try this game, and it tends to take more like 2 hours. So far, I find the negotiating really entertaining - so I'm not sure if I want to go crazy trying to enforce time constraints on play. The box says a game takes 45 minutes. Does that hold true for anyone? Are there things you do that speed up the game that don't feel heavy handed?
2011/08/01
[ "https://boardgames.stackexchange.com/questions/4300", "https://boardgames.stackexchange.com", "https://boardgames.stackexchange.com/users/762/" ]
I've never had it take more than an hour, even with 6 people. Odds are you guys are analyzing the trades too much. There's a variant I always play with that I think improves the game immensely, and that's **play with everyone's hand face-up in front of them**. This makes it easy to see who has what, so you won't have to ask 'does anyone have a blue bean?' because you can just look around the table and see for yourself. If anything, this actually adds more strategy to the game as you can use what other players have more to your advantage: "Normally this wouldn't be a good trade, but since you're going to have to plant that next turn and prematurely harvest one of your valuable fields why don't you do it anyway?" If you still find this doesn't speed things up, you can try one of these variants to adjust when the end of the game arrives: 1. Have everyone draw one more card per turn, 4 instead of 3 in a 3-5 player game and 5 instead of 4 in a 6-7 player game. This is probably the least intrusive as just gives you more trading options. 2. Only go through the deck 2 times instead of 3. This will make for a shorter game, but IMHO it's a little less interesting. 3. Put a timer on 45 minutes and stop at the end of the players turn when it goes off. This should only be an absolute last resort, but it will make people play a bit faster since they know that they only have a limited amount of time. Of course, you'll have to be careful people don't purposely waste time to deny their left-hand opponent that last turn he needs to plant his cocoa been before time runs out...
(tldnr: use a timer when trading) I will assume 6 players, so all cards are used. There are 151 cards in the deck. 30 are dealt out at the start leaving us with 121. Each turn 5 cards are draw, meaning before the first reshuffle there will be 24 turns. You can't use simple math to show how long the other 2 reshuffles will take, but in my experience the last 2 put together are about as long as the first. So now all that we need to do is use a timer and give players 1 min to trade. 48 turns at most a min but often less+ some book keeping and shuffling, comes out to about a 45 min game.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
Answer 1: Unfortunately, no. The [license](http://www.microsoft.com/Security_essentials/eula.aspx) specifically states in the first bullet point in section 1 > > You may install and use any number of copies of the software on your devices in your household for use by people who reside there or for use in your home-based small business. > > > Answer 2: It sounds good to me, though I haven't looked at any lab comparisons yet. I have started recommending it to co-workers for their home computers -- it's a lot better than nothing!
1. Yes 2. Depends on your definition of 'adequate'. It does real-time scanning and auto-updates, and is reportedly very good on not reporting false positives. For 200-300 desktops you might want something with more centralised control over rollouts and so on.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
You can install MSE on whatever computers you want, as long as it meets the minimum requirements. However, it does not work with any Windows Server flavors. MSE seems good enough for me; all the reviews I have read have given it nothing but praise. The disadvantage of MSE is that you have no centralized management of the antivirus, like you'd have with [Forefront Client Security](http://www.microsoft.com/forefront/clientsecurity/). With such a large number of PCs it might be a problem.
About point 2, MSE is just a scanner, it has no prevention feature against zero-days malware and exploits which are the most prevalent threats.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
1. Yes 2. Depends on your definition of 'adequate'. It does real-time scanning and auto-updates, and is reportedly very good on not reporting false positives. For 200-300 desktops you might want something with more centralised control over rollouts and so on.
About point 2, MSE is just a scanner, it has no prevention feature against zero-days malware and exploits which are the most prevalent threats.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
In addition to the other answers given her, just a small remark: From benchmarks that I've seen MSE seems to give a very good level of protection, almost as good as any other anti-virus product on the market. Apparently you need have no fears on that account.
Just to address question #2 - I have been running MSE with religious updates and was infected last week with a GDI vulnerability attack that nearly forced a total wipe. I'm re-evaluating the whole thing.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
"Microsoft Security Essentials is NOT supported for businesses of any kind. Not only that, but it is licensed for consumer use only, and carries similar license wording to Office Home & Student. Commercial or for-profit institutions must pay for the software. AVG and Avast have similar licensing." I will ask MSFT if he is right. For now, all I can say is the person who sent is a MS partner and usually has good info to pass along... MJ Source: <http://talkback.zdnet.com/5208-12558-0.html?forumID=1&threadID=69120&messageID=1320939>
You can install MSE on whatever computers you want, as long as it meets the minimum requirements. However, it does not work with any Windows Server flavors. MSE seems good enough for me; all the reviews I have read have given it nothing but praise. The disadvantage of MSE is that you have no centralized management of the antivirus, like you'd have with [Forefront Client Security](http://www.microsoft.com/forefront/clientsecurity/). With such a large number of PCs it might be a problem.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
Just to address question #2 - I have been running MSE with religious updates and was infected last week with a GDI vulnerability attack that nearly forced a total wipe. I'm re-evaluating the whole thing.
About point 2, MSE is just a scanner, it has no prevention feature against zero-days malware and exploits which are the most prevalent threats.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
Answer 1: Unfortunately, no. The [license](http://www.microsoft.com/Security_essentials/eula.aspx) specifically states in the first bullet point in section 1 > > You may install and use any number of copies of the software on your devices in your household for use by people who reside there or for use in your home-based small business. > > > Answer 2: It sounds good to me, though I haven't looked at any lab comparisons yet. I have started recommending it to co-workers for their home computers -- it's a lot better than nothing!
Just to address question #2 - I have been running MSE with religious updates and was infected last week with a GDI vulnerability attack that nearly forced a total wipe. I'm re-evaluating the whole thing.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
"Microsoft Security Essentials is NOT supported for businesses of any kind. Not only that, but it is licensed for consumer use only, and carries similar license wording to Office Home & Student. Commercial or for-profit institutions must pay for the software. AVG and Avast have similar licensing." I will ask MSFT if he is right. For now, all I can say is the person who sent is a MS partner and usually has good info to pass along... MJ Source: <http://talkback.zdnet.com/5208-12558-0.html?forumID=1&threadID=69120&messageID=1320939>
About point 2, MSE is just a scanner, it has no prevention feature against zero-days malware and exploits which are the most prevalent threats.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
In addition to the other answers given her, just a small remark: From benchmarks that I've seen MSE seems to give a very good level of protection, almost as good as any other anti-virus product on the market. Apparently you need have no fears on that account.
1. Yes 2. Depends on your definition of 'adequate'. It does real-time scanning and auto-updates, and is reportedly very good on not reporting false positives. For 200-300 desktops you might want something with more centralised control over rollouts and so on.
52,663
This is 2 questions really - 1. Am I allowed to install Microsoft Security Essentials 1.0 in a business of 200 - 300 users? 2. Is Microsoft Security Essentials 1.0 adequate protection (real-time scanning, updates etc)?
2009/10/08
[ "https://superuser.com/questions/52663", "https://superuser.com", "https://superuser.com/users/9694/" ]
Answer 1: Unfortunately, no. The [license](http://www.microsoft.com/Security_essentials/eula.aspx) specifically states in the first bullet point in section 1 > > You may install and use any number of copies of the software on your devices in your household for use by people who reside there or for use in your home-based small business. > > > Answer 2: It sounds good to me, though I haven't looked at any lab comparisons yet. I have started recommending it to co-workers for their home computers -- it's a lot better than nothing!
About point 2, MSE is just a scanner, it has no prevention feature against zero-days malware and exploits which are the most prevalent threats.
45,838
I like to recreate effect like in this video with Animation Nodes addon : <https://www.youtube.com/watch?v=dIHOJTrzsK4> I don't for now care about whole process, because I know what I need to do. The real thing is, that I don't know how to get animated trail from object which will have armature. So yeah, We need to do something the same as in video. I know that this animation/duplication over time is possible in AN, but I just don't know how. I need some help on this one. Hope You can guide Me.
2016/01/28
[ "https://blender.stackexchange.com/questions/45838", "https://blender.stackexchange.com", "https://blender.stackexchange.com/users/21308/" ]
The 3d instance trails can be done in more than 1 way in Animation Nodes. *First, please note that the example video is actually using 2d footage with alpha (green screen) and basically stacks the img/frames on top of each other. The impression of 3d is just like those Dragon paintings that are allover the net. There is some 3d as the water or such, but that is not the essence of it* To do this with 3d objects, in Animation Nodes I detail in the video 2 cases: * a very **simple motion/transform**. this is very easy, just need to read the values for every frame, given a keyframed motion. * a more **complex animation with armature/bones**. here there are several solutions, but I prefer using Actions/ NLA strips cause they leave the most computation to Blender and not to python (way slower). just instancing and tweaking a limit to those nla strips it also includes variants for all frames / offset frames and some indication for further using cycles or scaling effects etc. AN Motion instance trails 1: <https://youtu.be/q9unQC3PTcI> --- Note: For the 2d effect, you need to stamp the images on top of each other. That can be most efficiently done in Blender using Dynamic Paint, and just stamp the frames with an obj on another. The settings are not quite easy, as you may not want blur or antialias or so, but that is another topic, another q. Even for your own 3d rendering that should just work, maybe with some extra 3d eff on top, in editing..
There are generally three different trail effects in that video. As o.g. demostrated, it is doable by using Animation Nodes anyway. Actually o.g. provided an excellent answer, here I just bring it a bit more specific. Inspired by o.g., the first trail effect can be mimicked by creating an outline mesh around the deformed object, which is driven by the same armature: [![enter image description here](https://i.stack.imgur.com/LUlZO.gif)](https://i.stack.imgur.com/LUlZO.gif) [![](https://blend-exchange.giantcowfilms.com/embedImage.png?bid=947)](https://blend-exchange.giantcowfilms.com/b/947/)
68,653
just to put this question into perspective, the car I'm talking about is a 2007 Alfa Romeo 159 1.9l jtdm turbodiesel. So, I was driving it and I needed a bit of life out of the engine, so to get the turbo to kick in I revved the engine to around 3500 rpm before shifting into 2nd and 3rd gear (I was merging into the highway). That's when my brother scolded me, saying to never high rev (remember, 3500 rpm max) a diesel engine in 1st and 2nd gear, even if it's in temperature. I say it's bonkers, and you can "high" rev a diesel in low gears as much as you can in high gears. Otherwise, how can you get the turbo to kick in when launching? Who would be right here? If you have any sources for your answer that would be great, so I can show my brother proof of whether he's right or wrong.
2019/07/05
[ "https://mechanics.stackexchange.com/questions/68653", "https://mechanics.stackexchange.com", "https://mechanics.stackexchange.com/users/24918/" ]
There are actually two types of sliding calipers. Fist-style calipers are two piece calipers with one part providing the squeezing force and the other holding the caliper in place (and the pads). The second is a floating caliper. Typically there are large pieces of metal that are permanently attached to the spindle/suspension. You mount the pads on these and then the caliper on top. For reference, 1993-1997 Camaros had floating calipers. 1998 on up had fist-style calipers (as did corvettes).
A fixed caliper has two pistons, one on each side of the brake disk. The piston and pad on each side work independently. A fist caliper only has a piston on one side. The whole caliper assembly slides in a housing to equalize the pressure on both brake pads. See [here](https://pagid.com/wp-content/uploads/2017/06/Caliper-types.pdf) for cross section drawings. The drawing shows how it looks similar to a person's fist squeezing the pads on each side of the disk. A fist caliper and a floating caliper both work exactly the same way. The only difference is the detail of how the caliper is supported. It can slide in a slot, or slide on mounting pins or bushes.