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Thursday, November 12, 2020

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Monday, November 9, 2020

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Monday, November 2, 2020

Importance of Water Softener in the House

Why Have A Water Softener?

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Saturday, October 31, 2020

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Sunday, October 25, 2020

What Is Water Softener

A water softener eliminates minerals that make water hardness, one of the most widely recognized water quality issues a mortgage holder experiences. Hard water devastates machines, leaves dingy cleanser filth across washrooms and kitchens, and dries out hair and skin. With over 85% of the United States depending on hard water for their cooking, cleaning, and washing, water softeners fill an essential need. A water softener spares you from supplanting rashly demolished water radiators, textured fixture heads, and a really long time of tidying up foamy buildup. Putting resources into a water softener spares you time, energy, and cash, and secures your home and your property.

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Thursday, October 22, 2020

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Monday, October 5, 2020

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Tuesday, September 22, 2020

Some Big Boys

Hello friends!

Here are the images of the larger monster-type miniatures I mentioned previously. I finally got around to loading the photos up on the computer and now sharing them with you all. All of these figures are Reaper Bones. The giants came with the Kickstarter; the worms I bought at MillenniumCon in November 2017.

Female Stone Giant

Rear view, Female Stone Giant

Male Stone Giant


Closeup of ivory plaque and boulder

Rear of Male Stone Giant

Classic Purple Worm

Rear of Purple Worm

Same worm, painted for Frostgrave as an Ice Worm

Rear of Ice Worm

Hill Giant
I am particularly happy with his skin tones.

Heck, I even painted in his eyes.

Monday, September 21, 2020

Exploring Monster Taming Mechanics In Final Fantasy XIII-2: Data Validation And Database Import

Continuing on with this miniseries of exploring the monster taming mechanics of Final Fantasy XIII-2, it's time to start building the database and populating it with the data that we collected from the short script that we wrote in the last article. The database will be part of a Ruby on Rails project, so we'll use the default SQLite3 development database. Before we can populate the database and start building the website around it, we need to make sure the data we parsed out of the FAQ is all okay with no typos or other corruption, meaning we need to validate our data. Once we do that, we can export it to a .csv file, start a new Rails project, and import the data into the database.


Validating a Collection of Data

Considering that we parsed out 164 monsters with dozens of properties each from the FAQ, we don't want to manually check all of that data to make sure every property that should be a number is a number and all property names are correctly spelled. That exercise would be way too tedious and error prone. This problem of validating the data sounds like it needs an extension to our script. Since we have the data in a list of hash tables, it should be fairly straightforward to create another hash table that can be used to validate each table in the list. The idea with this hash table is to have a set of valid properties as the keys in the table, and the values are regexes that should match each property value that they represent. These regexes will be more specific to each property, since those properties have already matched on the more general regexes that were used to collect the data in the first place. Additionally, every key in each monster hash should be in this template hash, and every template hash key should be in each monster hash. We could get even more detailed with our checks, but this validation should be enough to give us confidence in the data.

To get started, we'll build up the first couple entries in the template hash and write the validation loop. Once it's working, we can fill out the rest of the entries more easily. Here are the name and minimum base HP entries along with the validation loop:
PROPER_NAME_REGEX = /^\w[\w\s]*\w$/
NUMBER_REGEX = /^\d+(:?,\d{3})?$/

VALID_MONSTER = {
"Name" => PROPER_NAME_REGEX,
"Minimum Base HP" => NUMBER_REGEX
}

data.each do |monster|
VALID_MONSTER.each do |key, regex|
if monster.key?(key)
unless monster[key] =~ regex
puts "Monster #{monster["Name"]} has invalid property #{key}: #{monster[key]}."
end
else
puts "Monster #{monster["Name"]} has missing property #{key}."
end
end

monster.each do |key, value|
unless VALID_MONSTER.key?(key)
puts "Monster #{monster["Name"]} has extra property #{key}: #{value}."
end
end
end
This is a fair amount of code, so let's take it in parts. First, we define two regexes for a proper name and a number. The proper name regex is the same as part of our previous property value regex in that it matches on multiple words separated by whitespace, but it has two extra symbols at the beginning and end. The '^' at the beginning means that the next character in the pattern has to appear at the start of the string, and the '$' at the end means that the last character that matches has to be at the end of the string. Together, these symbols mean that the entire string needs to match the regex pattern.

The number regex is similar to the proper name regex, except that it matches on numbers instead of words. The (:?,\d{3}) group matches on a comma followed by three digits because the {3} pattern means that the previous character type, in this case a digit, must be repeated three times. This group is optional, so the regex will match on 1234 as well as 1,234. The number regex is also wrapped in a '^' and a '$' so that the entire string must match the pattern.

The next constant is simply the start of our monster template hash with "Name" and "Minimum Base HP" entries. What follows is the validation loop, and it is laid out about how it was described. First, we iterate through each monster in the data list that we have already populated with the monsters from the FAQ. Within each monster we iterate through every entry of the valid monster template. If the monster has the property we're looking at, we check if the property value matches the regex for that property. If it doesn't, we print out an error. If the property doesn't exist, we print out a different error. Then we iterate through every property of the monster, and if a property doesn't exist in the template, we print out another error.

If we run this script now, we end up with a ton of errors for extra properties because we haven't added those properties to the template, yet. However, from looking at the first few monster's outputs, it appears that the other checks are working, so we can start filling out the rest of our template. We can quickly add in the obvious properties, checking the script periodically to make sure we haven't gone astray. The mostly finished template looks like this:
PROPER_NAME_REGEX = /^\w.*[\w)!%]$/
NUMBER_REGEX = /^\d+(:?,\d{3})?$/
SMALL_NUMBER_REGEX = /^(\d\d?\d?|N\/A)$/
PERCENTAGE_REGEX = /^(\d\d?\d?%|N\/A)$/
LIST_REGEX = /^((:?All )?\w+(:?, (:?All )?\w+)*|N\/A)$/
FREE_TEXT_REGEX = /^\S+(?:\s\S+)*$/
TIME_REGEX = /^\d\d?:\d\d$/

VALID_MONSTER = {
"Name" => PROPER_NAME_REGEX,
"Role" => PROPER_NAME_REGEX,
"Location" => PROPER_NAME_REGEX,
"Location2" => PROPER_NAME_REGEX,
"Location3" => PROPER_NAME_REGEX,
"Max Level" => SMALL_NUMBER_REGEX,
"Speed" => SMALL_NUMBER_REGEX,
"Tame Rate" => PERCENTAGE_REGEX,
"Minimum Base HP" => NUMBER_REGEX,
"Maximum Base HP" => NUMBER_REGEX,
"Minimum Base Strength" => SMALL_NUMBER_REGEX,
"Maximum Base Strength" => SMALL_NUMBER_REGEX,
"Minimum Base Magic" => SMALL_NUMBER_REGEX,
"Maximum Base Magic" => SMALL_NUMBER_REGEX,
"Growth" => PROPER_NAME_REGEX,
"Immune" => LIST_REGEX,
"Resistant" => LIST_REGEX,
"Halved" => LIST_REGEX,
"Weak" => LIST_REGEX,
"Constellation" => PROPER_NAME_REGEX,
"Feral Link" => PROPER_NAME_REGEX,
"Description" => FREE_TEXT_REGEX,
"Type" => PROPER_NAME_REGEX,
"Effect" => FREE_TEXT_REGEX,
"Damage Modifier" => FREE_TEXT_REGEX,
"Charge Time" => TIME_REGEX,
"PS3 Combo" => FREE_TEXT_REGEX,
"Xbox 360 Combo" => FREE_TEXT_REGEX,
"Default Passive1" => PROPER_NAME_REGEX,
"Default Passive2" => PROPER_NAME_REGEX,
"Default Passive3" => PROPER_NAME_REGEX,
"Default Passive4" => PROPER_NAME_REGEX,
"Default Skill1" => PROPER_NAME_REGEX,
"Default Skill2" => PROPER_NAME_REGEX,
"Default Skill3" => PROPER_NAME_REGEX,
"Default Skill4" => PROPER_NAME_REGEX,
"Default Skill5" => PROPER_NAME_REGEX,
"Default Skill6" => PROPER_NAME_REGEX,
"Default Skill7" => PROPER_NAME_REGEX,
"Default Skill8" => PROPER_NAME_REGEX,
"Special Notes" => FREE_TEXT_REGEX,
}
Notice that the PROPER_NAME_REGEX pattern had to be relaxed to match on almost anything, as long as it starts with a letter and ends with a letter, ')', '!', or '%'. This compromise had to be made for skill names like "Strength +10%" or constellation names like "Flan (L)" or feral link names like "Items Please!" While these idiosyncrasies are annoying, the alternative is to make much more specific and complicated regexes. In most cases going to that extreme isn't worth it because the names that are being checked will be compared against names in other tables that we don't have, yet. Those data validation checks can be done later during data import when we have the other tables to check against. Waiting and comparing against other data reduces the risk that we introduce more errors from making the more complicated regexes, and we save time and effort as well.

The location property has an odd feature that makes it a bit difficult to handle. Some monsters appear in up to three different areas in the game, but it's only a handful of monsters that do this. Having multiple locations combined in the same property is less than ideal because we'll likely want to look up monsters by location in the database, and we'll want to index that field so each location value should be a unique name, not a list. Additionally, the FAQ puts each location on a separate line, but not prefixed with the "Location-----:" property name. This format causes problems for our script. To solve both problems at once, we can add "Location2" and "Location3" properties anywhere that a monster has a second or third location by directly editing the FAQ.

This template covers nearly all of the monster properties, except for the level skill and passive properties. We'll get to those properties in a second, but first we have another problem to fix. It turns out that the two location properties we added and the last three properties in the template don't always occur, so we have to modify our check on those properties slightly:
OPTIONAL_KEYS = [
"Location2",
"Location3",
"Default Passive1",
"Default Passive2",
"Default Passive3",
"Default Passive4",
"Default Skill1",
"Default Skill2",
"Default Skill3",
"Default Skill4",
"Default Skill5",
"Default Skill6",
"Default Skill7",
"Default Skill8",
"Special Notes"
]
# ...
elsif !OPTIONAL_KEYS.include? key
puts "Monster #{monster["Name"]} has missing property #{key}."
end
# ...
We simply change the else branch of the loop that checks that all properties in the template are in the monster data so that it's an elsif branch that only executes if the key is not one of those optional keys.

Now we're ready to tackle the level properties. What we don't want to do here is list every single level from 1 to 99 for both skill and passive properties. There has to be a better way! The easiest thing to do is add a check for if the key matches the pattern of "Lv. XX (Skill|Passive)" in the loop that checks if each monster property exists in the template, and accept it if the key matches and the value matches the PROPER_NAME_REGEX. This fix is shown in the following code:
LEVEL_PROP_REGEX = /^Lv\. \d\d (Skill|Passive)$/
# ...
monster.each do |key, value|
unless VALID_MONSTER.key?(key)
if key =~ LEVEL_PROP_REGEX
unless value =~ PROPER_NAME_REGEX
puts "Monster #{monster["Name"]} has invalid level property #{key}: #{value}."
end
else
puts "Monster #{monster["Name"]} has extra property #{key}: #{value}."
end
end
end
# ...
I tried to make the conditional logic as simple and self-explanatory as possible. I find that simpler is better when it comes to logic because it's easy to make mistakes and let erroneous edge cases through. If this logic was any more complicated, I would break it out into named functions to make the intent clearer still.

With this addition to the data validation checks, we've significantly reduced the list of errors from the script output, and we can actually see some real typos that were in the FAQ. The most common typo was using "Lvl." instead of "Lv." and there are other assorted typos to deal with. We don't want to change the regexes to accept these typos because then they'll appear in the database, and we don't want to add code to the script to fix various random typos because that's just tedious nonsense. It's best to fix the typos in the FAQ and rerun the script. It's not too bad a task for these few mistakes.

Exporting Monsters to a CSV File

Now that we have this nice data set of all of the monster properties we could ever want, we need to write it out to a .csv file so that we can then import it into the database. This is going to be some super complicated code. Are you ready? Here it goes:
require 'csv'
opts = {headers: data.reduce(&:merge).keys, write_headers: true}
CSV.open("monsters.csv", "wb", opts) do |csv|
data.each { |hash| csv << hash }
end
Honestly, Ruby is one of my favorite languages. Things that you would think are complicated can be accomplished with ease. Because we already structured our data in a csv-friendly way as an array of hashes, all we have to do is run through each hash and write it out through the CSV::Writer with the '<<' operator.

We need to take care to enumerate all of the header names that we want in the .csv file, and that happens in the options that are passed to CSV.open. Specifically, headers: data.reduce(&:merge).keys tells the CSV::Writer what the list of header names is, and the writer is smart enough to put blank entries in wherever a particular header name is missing in the hash that it is currently writing out to the file. The way that code works to generate a list of header names is pretty slick, too. We simply tell the data array to use the Hash#merge function to combine all of the hashes into one hash that contains all of the keys. Since we don't care about the values that got merged in the process, we simply grab the keys from this merged hash, and voila, we have our headers.

The .csv file that's generated from this script is a real beast, with 204 unique columns for our 164 monsters. Most of those columns are the sparsely populated level-specific skills and passive abilities. We'll have to find ways to deal with this sparsely populated matrix when using the database, but it should be much better than dealing with one or two fields of long lists of abilities. At least, that's what I've read in books on database design. I'm learning here, so we'll see how this goes in practice.

Importing Monsters Into a Database

This part isn't going to be quite as easy as exporting because we'll need to write a database schema, but it shouldn't be too bad. Before we get to that, we need to create a new Ruby on Rails project. I'll assume Ruby 2.5.0 or higher and Rails 6.0 are installed. If not, see the start of this Rails Getting Started guide to get that set up. We start a new Rails project by going to the directory where we want to create it and using this Rails command:
$ rails new ffxiii2_monster_taming
Rails generates the new project and a bunch of directories and files. Next, we descend into the new project and create a new model for monsters:
$ cd ffxiii2_monster_taming
$ rails generate model Monster name:string
In Rails model names are singular, hence "Monster" instead of "Monsters." We also include the first database attribute that will be a part of the migration that is generated with this command. We could list out all 204 attributes in the command along with their data types, but that would be terribly tedious. There's an easier way to get them into the migration, which starts out with this code to create the Monster table:
class CreateMonsters < ActiveRecord::Migration[6.0]
def change
create_table :monsters do |t|
t.string :name

t.timestamps
end
end
end
All we have to do is add the other 203 attributes along with their data types and we'll have a complete table ready to generate, but how do we do this efficiently? Conveniently, we already have a list of the attribute names as the header line in the monsters.csv file. We just have to copy that line into another file and do some search-and-replace operations on it to get the list into a form that can be used as the code in this migration file.

First, we'll want to make a couple changes in place so that the .csv header has the same names as the database attributes. This will make life easier when we import. All spaces should be replaced with underscores, and the periods in the "Lv." names should be removed. Finally, the whole line should be converted to lowercase to adhere to Rails conventions for attribute names. Once that's done, we can copy the header line to a new file, replace every comma with a newline character, and replace each beginning of a line with "      t.string " to add in the attribute types. They are almost all going to be strings, and it's simple to go back and change the few that are not to integers, floats, and times. I did this all in Vim, but any decent text editor should be up to the task. Now we have a complete migration file:
class CreateMonsters < ActiveRecord::Migration[6.0]
def change
create_table :monsters do |t|
t.string :name
t.string :role
t.string :location
t.string :location2
t.string :location3
t.integer :max_level
t.integer :speed
t.string :tame_rate
t.string :growth
t.string :immune
t.string :resistant
t.string :halved
t.string :weak
t.string :constellation
t.integer :minimum_base_hp
t.integer :maximum_base_hp
t.integer :minimum_base_strength
t.integer :maximum_base_strength
t.integer :minimum_base_magic
t.integer :maximum_base_magic
t.string :feral_link
t.string :description
t.string :monster_type
t.string :effect
t.float :damage_modifier
t.time :charge_time
t.string :ps3_combo
t.string :xbox_360_combo
t.string :default_passive1
t.string :default_passive2
t.string :default_passive3
t.string :default_passive4
t.string :default_skill1
t.string :default_skill2
t.string :default_skill3
t.string :default_skill4
t.string :default_skill5
t.string :default_skill6
t.string :default_skill7
t.string :default_skill8
t.string :special_notes
t.string :lv_02_passive
t.string :lv_02_skill
#...
# over a hundred more lv_xx attributes
#...
t.string :lv_99_passive
t.string :lv_99_skill

t.timestamps
end
end
end
Now, we can run this migration with the command:
$ rails db:migrate
And we have the beginnings of a monster table. We just need to populate it with our monsters. Rails 6.0 makes this task quite simple using a database seed file, and since we have the same names for the database attributes as the .csv file column headers, it's dead simple. In the lib/tasks/ directory, we can make a file called seed_monsters.rake with the following code:
require 'csv'

namespace :csv do

desc "Import Monster CSV Data"
task :import_monsters => :environment do

csv_file_path = 'db/monsters.csv'

CSV.foreach(csv_file_path, {headers: true}) do |row|
Model.create!(row.to_hash)
puts "#{row['name']} added!"
end
end
end
When we run this task, the code is going to loop through each line of the .csv file (that we make sure to put in db/monsters.csv), and create a monster in the database for each row in the file. We also print out the monster names so we can see it working. Then it's a simple matter of running this command:
$ rails db:seed
And we see all of the monster names printed out to the terminal, and the database is seeded with our 164 monsters.

We've accomplished a lot in this post with running some validation checks on the monster data, exporting it to a .csv file, creating a database table, and importing the monsters.csv file into that table. We still have plenty to do, creating and importing the other tables and relating the data between tables. That will be the goal for next time.

Tuesday, September 15, 2020

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Saturday, September 12, 2020

July Scrum Rnd2 - Madrak2 Vs. Baldur1


Last night I got my round two of the July Scrum league in vs. Jordan and he was kind enough to allow me to pause the clock between rounds to take a picture to write a detailed report.  I am extremely excited to be writing this match up because it was one of the best kinds of game: it swung wildly back and forth, with the game ending on Turn 7 with me at 40 seconds and Jordan at 30 seconds.  I'm very grateful to Jordan for the match and look forward to other matches in the future.

Jordan's Lists

Baldur1 Bones of Orboros
-Megalith
-Wold Guardian
-Woldwarden
-Woldwatcher
-Woldwyrd
-Woldwyrd

Stoneshaper
Stoneshaper
Stoneshaper
Blackclad Wayfarer
Sentry Stone & Mannikin
Shifting Stones
Celestial Fulcrum

Kaya2 - No Theme
-Laris
-Feral
-Gnarlhorn
-Warpwolf Stalker
-Argus
-Druid Wilder
Feralgeist
Lord fo the Feast
Reeves of Orboros (min)
Shifting Stones + Stone Keeper
Tharn Ravagers (min) + Chieftain

Matchup Analysis

So it's a Bones list and Kaya2 out of theme, my initial thoughts are "look at the stones on this guy!".  Trolls have always been a bit of a bad matchup for Circle in the game and it seems immediately obvious my drop is going to be Madrak2 and Jordan will be forced into Baldur1.  Simply put both of my lists can run over Kaya's list without breaking a sweat, particularly Grim2.  Conversely out of the two I'm probably better off with Madrak into Baldur.  This is exactly what happened, Jordan didn't even bring his Kaya list with him when he arrived to play our game.

For reference my Madrak2 list is:

Trollblood - Madrak2 Toughallo

Theme: Band of Heroes
3 / 3 Free Cards     74 / 75 Army

Madrak Ironhide, World Ender - WB: +28
-    Trollkin Runebearer - PC: 0
-    Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15)
-    Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 13)

Fell Caller Hero - PC: 0
Fell Caller Hero - PC: 0
Eilish Garrity, the Occultist - PC: 5

Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
-    Stone Scribe Elder - PC: 3
Trollkin Long Riders - Leader & 4 Grunts: 20
Trollkin Long Riders - Leader & 4 Grunts: 20
Kriel Warriors - Leader & 9 Grunts: 11

Our Scenario was The Pit 2.

Deployment


I wont the roll off to go first and Jordan picked his table side. Since we both had an extra 2" of deployment we were starting off really close to each other.

My Turn 1


I respected the output of the Woldwyrds to murder Longriders with Blood Fury on them, so I simply dump all my Fury onto the stone and run forward, keeping everything except one Long Rider under the aura and sing for no continuous effects.

Jordan Turn 1



Since I had zero chill, Jordan was forced to feat turn 1.  This sees him kill a Longrider from my left flank with a Woldwyrd, Fulcrum, and Woldwatcher finally finishing it off and creating a forest out of its corpse. On the right flank Jordan takes some Geomancy shots at my Longriders doing minimal damage, but he makes a mistake by running the Manikins to jam before taking his shots with the Woldwyrd.  He misses my Longrider and kills his Manikin furthest to my right.

Of note - I forgot to deploy Eilish and Jordan was kind enough to allow me to put him at the back of my lines, so I had him hide in a trench.

My Turn 2


After some careful measurements, I am able to get one Longrider over the wall and into the Woldwyrd on my right flank and one Longrider can engage it over the wall - all without entering Baldur's control area.  Madrak puts Bloodfury on the right most Longriders and then fills the stone, sitting on 1 after a Harmonious Exaltation. I was careful to stay more than 2" from the forest, respecting Baldur's assassination.

The Fellcaller gets puppet master from Eilish and then activates (after the stone!) and sprays off one of the Manikins to clear my charge lane, and then sings Pathfinder on the Longriders (they were out of Baldurs feat). Luckily I do no damage to my Longrider.

I'm able to kill the right Woldwyrd with the Long Riders and while I am able to get a single rider to the Sentry stone, it leaves it on one box.

On the left flank I call pathfinder to allow the Longriders to shift left and I'm able to just toe my Bomber into Baldur's forest to see through to the other side to kill a Shifting stone. Jordan shield guards the first shot, but the second shot is able to kill a stone and take teleportation off the table.

Jordan's Turn 2


Jordan decided that murdering Trolls was his fucking job and it was time to go to work. The left Woldwyrd shifts right and shoots two Longriders off the table thanks to them having an upkeep on them. The Blackclad gets hunters mark on the unit and then Megalith and a Woldwarden decide to kill the other riders, with more than enough fury to Earth Spikes and knock down the right Fell Caller, then kill my Runbearer, with his crit knocking down Madrak, my left Fell Caller, and a Kriel Warrior.

Jordan uses his still alive Sentry Stone to make a Manikin who then sprays down part of my Krielstone. He then runs and Jams up my stuff with shifting stones and the Woldguardian has the +2STR/ARM spell on it (which I forget about).

To top it off he's also able to kill two more Longriders from my left flank with his Fulcrum and the Watcher, scoring 1 point.

Overall, I'm astonished I'm still able to sit comfortably as I write this after the ass beating Jordan laid down here. Suffice it to say I didn't at all expect to lose nearly that much. On the plus side, Jordan was not able to kill my objective and score more than 1 VP.

My Turn 3


My initial plan was to have the Longriders and Fell Caller kill the Woldwarden, the Mauler kills Megalith, and then the Bomber kills the Woldguardian. Simple, right? Turns out this was less simple and more of a "I'll try to do too much and as a result accomplish nothing for $500, Alex."

Since my Runebearer was dead, I should have noticed my plan was utterly doomed to failure since I couldn't upkeep Blood Fury and so would need to cast it and then two Rage's to properly achieve my goals. I similarly couldn't actually charge the Woldguardian and so would need Madrak's feat to et into him, burning 1 attack off the Bomber. I also forgot the Guardian had the +2 ARM spell.

Madrak stupidly goes first, sacrificed movement to stand, feats, then throws his axe to kill the Manikin in the Longriders way.  I put Bloodfury on the riders, and then Rage on the Bomber.

My left Fell Caller sacrificed action to stand and then walks 5" and calls to stand up the other Fell Caller.  Eilish gives that Fell Caller puppet master (another mistake, it should have gone on the Mauler). The Stone activates for +1 STR, and then the right Fell Caller charges into the Warden, doing decent damage and not even needing the Puppet Master.

The Longriders charge and impact attack and I kill it between two impact attacks and one charge attack, they Reposition out of the Maulers way.

The Mauler is dice off 2 from Megalith since he didn't have Rage and I decide the extra attacks are better.  I charge in, missing my second initial and losing the chain attack. I proceed to roll a bunch of 5's for damage and leave all of Megaliths systems up.  The Bomber similarly fails to do too much to the Woldguardian, though he kills two Stones for my trouble due to Feat.

On the bright side my Kriel Warriors with near zero buffs on them decide to charge in and utterly annihilate the Woldwatcher.

If I wasn't hell bent on making mistakes I would have Jammed up the Woldguardian with 2-3 Kriel Warriors and used the Bomber to possibly kill the objective and if I had enough Kriel Warriors left maybe I score a point by killing the Woldwatcher anyway.  Rage and Puppet Master goes on the Mauler who would then murder Megalith and then I'm way ahead on the piece trade and at least tying scenario.

Jordan Turn 3


If you remember Turn 2, you'll know that Fucking Murdering Trolls is Jordan's job description.  Megalith gets +2 STR from a Stonekeeper and walks to be able to kill the Mauler and hopefully kill the Objective.  Luckily for me he has to focus everything on killing the Mauler and isn't able to kill the Objective.  I pulled the 5 Fury off the Mauler when it dies.

The Sentry Stone spawns a new Manikin who then kills my right Fell Caller. The Woldguardian gets an additional +2 STR from another Stonekeeper and trivially murders my Bomber.

The Woldwyrd starts gunning down Longriders, but isn't able to kill them all. In fact he's only able to force a Tough on one rider, who gets charged and killed by a Blackclad who then Battle Wizards to kill some more of my Kriel Stone.

The only area where Jordan didn't completely meet his Troll Murder Quota was with the Fulcrum who only killed a few Kriel Warriors.  The other bit of good news is that no one scores anything on Scenario this turn, so I'm only down 0-1.

My Turn 4


This turn I finally decided that Sticks and Stones have broken enough of my bones and the best way to make them never hurt me again is to annihilate them.

Madrak upkeeps Bloodfury on the single Longrider.  The Fell Caller activates and puts +2 MAT on the Krielstone unit.  The Stone spends a fury for +1 STR and then declares a Charge/Run to kill the goddamn Blackclad who sprayed them down.

The Longrider has similarly had enough of the shit out of the Woldwyrd and Sentry Stone. I charge the Woldwyrd and am able to get impact attacks on both the Woldwyrd and the Sentry Stone. The Sentry Stone dies and I miss the Woldwyrd with my impact.  I roll like goddamn FIRE on the charge attack and leave it on like two boxes. Madrak activates, casts Blood Fury on the Kriel Warriors.

The Kriel Warriors decide to continue to be bosses, two charge the Stonkeeper and CMA to get a hit and kill him.  The others charge into the Woldguardian, and then rip it to shreds. I'm able to redirect a charge attack into the Woldwyrd, I hit, and then take the last points off.  As such I score the center zone.  Score is now tied, 1-1.

Jordan's Turn 4


Here is where things start going bad for Jordan.  He's only able to kill a few of the Kriel Warriors, notably failing to clear the left zone and score due to dice keeping one contesting Warrior alive.

He is able to kill my objective and clear the right zone, scoring two VP's here. He also sacrifices a Stonekeeper to prevent me from scoring the center.  Score is now 3-1 for Jordan.

My Turn 5


Madrak gets his two free Fury from the dead beasts and upkeeps Blood Fury on the Kriel Warriors.  The Stone activates and sings for +1 STR and I move the one model to contest the left zone. He misses the Stone Shaper.

Eilish gives Madrak Puppet Master.  Madrak activates, aims, and boosts to hit the Shaper, killing him and clearing the center zone.  The Kriel Warriors charge into the Fulcrum and carve off damage. The Fell Caller charges in, and fails to kill. The Long Rider has to charge in and is finally able to kill the Fulcrum.  I made a mistake in forgetting to reposition the Long Rider and turn him to face Jordan's models coming into the center zone.

Clock is getting low. Score is now 3-2, sill in favor of Jordan.

Jordan Turn 5

I forgot to take a picture here, though what occurred should be apparent in the next picture.

Megalith moves up and kills the contesting Stone model in melee, then Geomancies and kills my Stone Scribe Elder and the last grunt in the Stone unit, leaving only the Bearer itself. Jordan puts a forest up to block LOS to Megalith who is now contesting the center zone.  Jordan scores my left zone and the score is now 4-2 in favor of Jordan.

My Turn 6


Madrak gets his two fury and upkeeps Blood Fury on the Kriel Warriors.  The Warriors and Fell Caller charge the objective and kill it, with the two Kriel Warriors who couldn't get in taking position to contest the center zone. Madrak and the Stone run to the right zone and I make a critical error, I leave Madrak within 2" of the forest, forgetting about Baldur's threat.

I position the Fell Caller just outside of Megalith's 9" threat.

Eilish decides to sacrifice himself for the cause and contests the left zone. 

I score two points, tying the game 4-4.

Jordan's Turn 6


Jordan decides to go for the assassination I dutifully gave him.  Megalith moves up and then misses Madrak with his Geomancy.  Baldur doesn't upkeep the forest, casts it on himself, then teleports to within 2" of Madrak.  He's got 4 Fury.

He boosts to hit Madrak (3 Fury left) and hits, but I sacrifice it to the Stone, who suffers the Weight of Stone effect, and then decides to pass his Tough check. Baldur buy's the attack on the stone and kills it (2 Fury left).  He buys on Madrak again (1 Fury left), misses, and then he decides to camp his last Fury.

I score on Jordan's turn, bringing the game 5-4 in favor of me.

My Turn 7


Given that I'm under two minutes on clock, I decided to avoid the assassination and just play it safe. Fell Caller gives +2 MAT to the Kriel Warriors who charge into Baldur, one hits doing 8 damage. More importantly they get within 3" of Madrak who runs away from Baldur, taking the free strike and then killing the Kriel Warrior because Grim Salvation lets you sacrifice even free strikes.  I run to the other corner of the zone thinking there's no way Baldur can get to me and that's game.

What I should have realized was that he could teleport to me again and that to cement the game I could just surround Madrak with Kriel Warriors to really make sure I can't die, but I just try to put them in the way.

Still, I score yet another VP for the left zone and bring the score to 6-4, thinking I've won the game. I clock back to Jordan with only 40 seconds left on my clock. I didn't even activate the Longrider.

Jordan's Turn 7


Jordan decides to pull yet another Surprise Motherfucker! He teleports Baldur to Madrak and I think I've lost the game. Baldur is down to 4 Fury for this assassination run.

He boosts to hit Madrak and hits (3 Fury left). He rolls a 5 for damage, Madrak takes 2.  Jordan proceeds to buy his next three attacks and after everything is said and done his damage rolls are so poor that Madrak is left with 10 health when Baldur is out of fury and only 30 seconds left on his clock.  Jordan does run to contest, leaving the score 6-4 and I win by scenario at the end of turn 7.

Conclusions

This game was insane! I managed to survive two assassination runs, and while that's normally not very surprising with Madrak2, in these situations it is very surprising.  Dice saved my ass when I made two mistakes that gave Jordan two assassination runs I didn't have to give him.  I also was able to recover from a critical set of mistakes on Turn 3 on my part and the late game idea of weapon master Kriel Warriors really came through.


Clock was extremely tight and was definitely forcing us to move very quickly so that's definitely a factor towards the end of the game where possibly better decisions could have been made. Still, I won this game through a series of critical dice rolls: Jordan failing to kill a contesting Kriel Warrior on Turn 4 was massive, and then my passing the tough check on my Stonebearer on  his Turn 6 assassination run ate through enough of his fury to keep me alive.

Overall it was an incredible game, the kind that really makes you appreciate Warmachine.  I look forward to playing Jordan again.

My conclusions going forward is to take notice of exactly how fucking good higher model count lists are in scenario. I remember that from the last Scrum in 2017 and it seems just as true today.  Looking forward and knowing that I want to play Convergence, primarily in Destruction Initiative, I'm going to start having the kinds of large attrition swings in my games if I can't mitigate my opponents.  The model count and unit buff on the late game Kriel Warriors really saved me here.  I'm going to need to keep that in mind as I move forward.

CoreCtrl Is A Libre Hardware Manager


A new tool named CoreCtrl aims to be the first friendly libre GUI application to customize CPU, GPU and other hardware settings for GNU/Linux. This is exciting news for all gaming enthusiasts and developers who seek a way to optimize hardware efficiency without having to go down and dirty into console commands or accessing the BIOS directly.

The developer Juan Palacios describes the app succinctly:

CoreCtrl is a Free and Open Source GNU/Linux application that allows you to control with ease your computer hardware using application profiles. It aims to be flexible, comfortable and accessible to regular users.

You can use it to automatically configure your system when a program is launched (works for Windows applications too). It doesn't matter what the program is, a game, a 3D modeling application, a video editor or... even a compiler! It offers you full hardware control per application.

Support-wise, only AMD GPUs seem to be on the list for now, but different vendor cards are planned for the future as well, according to the roadmap. CPU support is only basic at this point. While I haven't tested the application myself due to compiler errors, this seems to me as a very promising project to keep an eye on for the future.

The developer also has a Patreon page for all those wishing to contribute towards development.

Code license: GPLv3

Via GamingOnLinux

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Wednesday, September 9, 2020

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Friday, September 4, 2020

Download Call Of Duty Black Ops 4 For PS4

Download  Call of Duty Black Ops 4 For PS4



About This Game :
Call of Duty: Black Ops 4 (stylized as Call of Duty: Black Ops IIII) is an upcoming multiplayer first-person shooter developed by Treyarch and published by Activision. It is scheduled to be released worldwide on October 12, 2018, for Microsoft Windows, PlayStation 4 and Xbox One. It is a sequel to the 2015 game Call of Duty: Black Ops III and will be the fifth entry in the Black Ops subseries as well as the 15th main installment in the Call of Duty series overall.
Black Ops 4 is the first Call of Duty title without a traditional single-player campaign mode. Instead, it features the Solo Missions mode, which focuses on the backstories of the game's multiplayer characters, known as "Specialists". The missions take place between Black Ops II and III chronologically. Some of the Specialists also carried over from Black Ops III. The multiplayer mode is the first in the series to not feature automatic health regeneration and introduces both predictive recoil and a new ballistics system. The game includes three Zombies map on release day, four if a special edition of the game, or the Black Ops Pass, is purchased. The locations of the maps include the RMS Titanic, an arena in Ancient Rome, and Alcatraz Federal Penitentiary. The game also introduces a battle royale mode called Blackout, which features up to 100 players in each match. Many characters from this and other Black Ops titles can be used as the player's character model in this mode.








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