April 8, 2003, 14:49
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#1
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Chieftain
Local Time: 01:20
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Israel
Posts: 51
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Is it possible to make new council proposals?
And if it is, where such can be gained?
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Vitaly Belman
ICQ: 1912453
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April 8, 2003, 15:15
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#2
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Emperor
Local Time: 20:20
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 4,783
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i believe not
(though i hope i'm wrong. "TKG has conviened the planetary council. Agenda: Everyone launch their PBs against Miriam" )
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April 8, 2003, 17:03
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#3
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Warlord
Local Time: 09:20
Local Date: November 2, 2010
Join Date: Feb 2002
Location: The mechanical dragon
Posts: 164
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No, unless you do biiig changes to the SMAC/SMAX program itself.
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April 8, 2003, 17:09
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#4
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King
Local Time: 00:20
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Empires were built by dictators, not democracies.
Posts: 2,869
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I think you can slightly edit the exising ones, changing 500ec for the fusion core to 2000 and stuff right ?
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April 8, 2003, 19:21
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#5
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Prince
Local Time: 17:20
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 811
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Quote:
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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 ?
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No, I think all the proposals are hard-coded. The text under the "#PROPOSALS" heading is merely descriptive. You can change the "+500" to "+2000" but it will still result in 500 for every faction. There's no other setting for it, as far as I know.
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April 8, 2003, 23:34
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#6
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Chieftain
Local Time: 17:20
Local Date: November 1, 2010
Join Date: May 2002
Posts: 67
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You can add text to the "Disable" one. No idea what it does, or even if it does anything.
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April 9, 2003, 04:01
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#7
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King
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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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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April 9, 2003, 04:17
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#8
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Chieftain
Local Time: 17:20
Local Date: November 1, 2010
Join Date: May 2002
Posts: 67
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Well, if you can teach a matchbox to play tic-tac-toe...
Anyone know what I'm talking about here?
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April 9, 2003, 05:32
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#9
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Warlord
Local Time: 09:20
Local Date: November 2, 2010
Join Date: Feb 2002
Location: The mechanical dragon
Posts: 164
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I taught a matchbox to play dead once.
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April 9, 2003, 08:30
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#10
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King
Local Time: 01:20
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,082
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Quote:
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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)
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I think that will never happen, and not because of commercial/copyright reasons (and these are not negligible themselves, see the huge running widespread misunderstanding about abandonware).
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:
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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;
} |
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I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
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April 9, 2003, 08:41
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#11
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King
Local Time: 01:20
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,082
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Quote:
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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?
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I think you need a SET of matchboxes for that...
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...
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I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
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April 9, 2003, 08:47
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#12
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Chieftain
Local Time: 17:20
Local Date: November 1, 2010
Join Date: May 2002
Posts: 67
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CALL GREGORY
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April 10, 2003, 21:31
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#13
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Emperor
Local Time: 09:20
Local Date: November 2, 2010
Join Date: Jul 2001
Location: You can be me when I'm gone
Posts: 3,640
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I think you can add things in the disabled slots, but they'll have no effect.
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