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Leaning Pro-Digitization

This bizarro weekend was mostly more Stellaris and game development.

Stellaris managed to fish me in after all, as my lizardy Lokkens finally broke out of their borders by switching their war doctrine to allow offensive wars.  Fighting in Stellaris may not have the tactical implications I like, but there is a bit of a game involved in herding enemy forces down their starlanes in such a way as to prevent them from sneaking around and re-taking areas you've occupied.  The AI is quite good at sneaking around, the snakes. 

The Lokken also broke out of their fleshy confines, completing the synth ascension perk, much to the horror of spiritualists through the galaxy.  Would you upload your brain to a robot body?  You would if you're a Lokken Mechanist.
Eventually, I won a Federation victory, as an empire that was sitting on the other side of the galaxy finally decided to stop being a wallflower and join up.  Considering I was the one that forced this Federation into existence with copious resource donations to cold feet, I can consider that Federation victory to be primarily my own.  

In any case, judging by the respective scores of pops, research, and planets on the victory screen, I'd say the default AI takes things easy on the player.  I absolutely rocked them.  The game was won before the mid-game crisis even had a chance to manifest, though there was a warning that the militant isolationist Fallen Empire was about to go on the warpath.  We probably could have taken them.

I have started a new game using a recent Paradox Sale to get the Synthetic Dawn pack, and then made a proper Gestalt consciousness machine race that is very heavily leaning towards the ability to build through enhanced mineral collection and building cost reduction.  So far, they're absolutely steamrolling.  It seems that it is possible to make empires that are easy mode, which suggests it might be more fun to play a race which suffers limitations.
With the looming release of Skyrim VR, I decided to shell out for a third Oculus sensor in order to properly set something resembling roomscale up.  This old do it yourself article about the easiest way to do it turned out to be some rather golden advice on how some simple medium-sized 3M hook would be adequate for the job.  Having tried the result, I have to confess that my room size is a little too small for proper roomscale VR, but having a third sensor does improve tracking immensely.

I'm as ready as I'll ever be for a bit of virtual Dovakiinage.  However, I am noticing that we've got some of the usual Bethesda balance fudging at work.  Something that bothers me is the fact that you can basically swing your melee weapons as fast as you can swing a motion controller, and I'd bet that those swings have no damage adjustment for how you swing them, instead probably just using the standard damage formula.  What that means is that you should be able to puree foes with game-breakingly fast chopping motions.  It's not like the balance wasn't screwed anyway, but I think what I will probably do is go pure magic (again) in order to restrict my offensive effectiveness to the contents of my mana bar.  This should mesh well with my preference towards teleporting movement.
Meanwhile, week one of my game development progress on Narn has been more slowgoing than I planned.  I managed to get basic character generation up, a tilemap generated to the instructions of a fussy storyteller AI who only knows how to make green stone boxy rooms, and had an inordinate amount of difficulty adjusting the camera to where I wanted but succeeded right at the end of the bizarro weekend.  But the goal was to get an iterable game loop up, and I was too distracted with my high concept content generation engine to make that happen.  Here's hoping next week goes better.
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