Visual Studio 2015 Portable [repack] < 2027 >
It introduced robust support for building apps for Windows, Android, and iOS from a single solution, particularly through integration with Apache Cordova and Xamarin .
It brought significant updates to C#, Visual Basic, C++, and TypeScript, including support for ES6 and ES7 features. System Requirements for Visual Studio 2015 Visual Studio 2015 Portable
Visual Studio 2015 was a landmark release that bridged the gap between desktop development and modern cloud/mobile ecosystems. It introduced robust support for building apps for
Powerful diagnostic tools like IntelliTrace and PerfTips allowed developers to monitor CPU and memory usage in real-time during debug sessions. Key Features of Visual Studio 2015 Even in
refers to a specialized, unofficial version of Microsoft's flagship Integrated Development Environment (IDE) that is modified to run directly from a USB drive or external storage without needing a standard installation on a host machine. While Microsoft does not officially release a "portable" edition of the full Visual Studio suite, third-party "repacked" versions have been popular among developers who need to code on the go or on restricted systems. Key Features of Visual Studio 2015
Even in a portable format, the software requires a Windows environment to function properly. Minimum Requirement Windows 7 SP1, 8, 8.1, or 10 Processor 1.6 GHz or faster RAM 1 GB (1.5 GB for virtual machines) Hard Disk Space 4 GB to 10 GB depending on installed components Video Card DirectX 9-capable with 1024 x 768 resolution Microsoft Learn Visual Studio 2015 System Requirements - Microsoft Learn
“The problem is that the game’s designers have made promises on which the AI programmers cannot deliver; the former have envisioned game systems that are simply beyond the capabilities of modern game AI.”
This is all about Civ 5 and its naval combat AI, right? I think they just didn’t assign enough programmers to the AI, not that this was a necessary consequence of any design choice. I mean, Civ 4 was more complicated and yet had more challenging AI.
Where does the quote from Tom Chick end and your writing begin? I can’t tell in my browser.
I heard so many people warn me about this parabola in Civ 5 that I actually never made it over the parabola myself. I had amazing amounts of fun every game, losing, struggling, etc, and then I read the forums and just stopped playing right then. I didn’t decide that I wasn’t going to like or play the game any more, but I just wasn’t excited any more. Even though every game I played was super fun.
“At first I don’t like it, so I’m at the bottom of the curve.”
For me it doesn’t look like a parabola. More like a period. At first I don’t like it, so I don’t waste my time on it and go and play something else. Period. =)
The AI can’t use nukes? NOW you tell me!
The example of land units temporarily morphing into naval units to save the hassle of building transports is undoubtedly a great ideas; however, there’s still plenty of room for problems. A great example would be Civ5. In the newest installment, once you research the correct technology, you can move land units into water tiles and viola! You got a land unit in a boat. Where they really messed up though was their feature of only allowing one unit per tile and the mechanic of a land unit losing all movement for the rest of its turn once it goes aquatic. So, imagine you are planning a large, amphibious invasion consisting of ten units (in Civ5, that’s a very large force). The logistics of such a large force work in two extreme ways (with shades of gray). You can place all ten units on a very large coast line, and all can enter ten different ocean tiles on the same turn — basically moving the line of land units into a line of naval units. Or, you can enter a single unit onto a single ocean tile for ten turns. Doing all ten at once makes your land units extremely vulnerable to enemy naval units. Doing them one at a time creates a self-imposed choke point.
Most players would probably do something like move three units at a time, but this is besides the point. My point is that Civ5 implemented a mechanic for the sake of convenience but a different mechanic made it almost as non-fun as building a fleet of transports.
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