And if it is, where such can be gained?
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I think you can slightly edit the exising ones, changing 500ec for the fusion core to 2000 and stuff right ?Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.
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Originally posted by Lazerus
I think you can slightly edit the exising ones, changing 500ec for the fusion core to 2000 and stuff right ?"We are living in the future, I'll tell you how I know, I read it in the paper, Fifteen years ago" - John Prine
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What really needs to happen is that Firaxis needs to release the source code for SMAX, so folks with an earnest desire to upgrade the game (and fix the bugs) can do so. I think it's safe to say that they've abandoned any idea of continuing to market or support the game. I'd be much more inclined to tolerate the horrible mess they made of CivIII if they would let me take a peek at the code for SMAC(X). Imagine what could be done if someone could write a GOOD AI, for example.
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Originally posted by CEO Aaron
What really needs to happen is that Firaxis needs to release the source code for SMAX, .... if they would let me take a peek at the code for SMAC(X)
I think they'd be just too much ASHAMED to disclose the cause of the innumerable bugs still in the code.
I think we'd find sections like
Code:if (1==2) then {dotherightthing;} else {some sorry piece of junk code; unrelated and undocumented; leftover from another function; and accidentally pasted here; nobody nose why; }
I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
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Originally posted by Uchuu-kun[SM42]
Well, if you can teach a matchbox to play tic-tac-toe...
Anyone know what I'm talking about here?
Tic-tac-toe should have a rather limited set of states, and thus manageable transitions.
Each matchbox should represent a single specific move (i.e. transition from a current state to the next possible one).
The number of matches inside each "move box" give the weight of that choice. When you make a move, you choose the box containing the most matches, of those branching from the current state, and leave it open.
At the end of each match, the open boxes record the chosen game path within its states-transitions tree.
If the matchboxes won, you reward each open box with an extra match. If they lost, you instead penalise the choices made, by removing a match per open box.
Actually, you don't *teach* the boxes "how" to play.
You just setup a system able to *learn* by itself, from trial & error and experience.
I think this sistem is just a wee tad hard to export to more complex games...I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
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