infectant
Multicellular
Spreading throughout your body...
Posts: 44
|
Post by infectant on Apr 12, 2016 13:27:44 GMT
Alright, so, I know the Tech Editor isn't very well defined, being the last one that will be introduced, so here's a general question: Will we have behaviour programming like we will for creatures and microbes?
|
|
|
Post by lowry on Apr 12, 2016 16:46:13 GMT
Alright, so, I know the Tech Editor isn't very well defined, being the last one that will be introduced, so here's a general question: Will we have behaviour programming like we will for creatures and microbes? No offense, but I suggest you look about the forums some more, as we've already discussed this on some scale. Yes there will be a behaviour editor of some description, although I don't believe all of it has been finalised. Plus, this really should've gone in the Multicellular or Aware stages.
|
|
The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
|
Post by The_Wayward_Admiral on Apr 12, 2016 16:47:38 GMT
lowry I think he's referring to a behavior editor for the citizens of a civilization. In which case I offer the following: at this time, the behavior on a micro level within your empire is probably too computationally expensive to have the player code in, but culture and such can be guided by the player. Perhaps by the time society and other stages roll around computers will be able to handle such awesome micro-scale mechanics Edit: I realize this response is about as helpful as a bucket of leeches, and for that I apologize. It's simply a problem with too many variables in technology development and developer action. Edit 2: I said this, but didn't explain why it's computationally expensive. Once the player is dealing with strategy mode and such, there will be a lot of species members on screen as well as higher level mechanics operating, so for each member to be going about a dynamic routine will require a lot of memory allocation.
|
|
|
Post by Captain McDerp on Apr 12, 2016 17:13:25 GMT
lowry I think he's referring to a behavior editor for the citizens of a civilization. In which case I offer the following: at this time, the behavior on a micro level within your empire is probably too computationally expensive to have the player code in, but culture and such can be guided by the player. Perhaps by the time society and other stages roll around computers will be able to handle such awesome micro-scale mechanics Edit: I realize this response is about as helpful as a bucket of leeches, and for that I apologize. It's simply a problem with too many variables in technology development and developer action. Edit 2: I said this, but didn't explain why it's computationally expensive. Once the player is dealing with strategy mode and such, there will be a lot of species members on screen as well as higher level mechanics operating, so for each member to be going about a dynamic routine will require a lot of memory allocation. I think he's just talking about programming tech object AI in a basic manner. For example, a combat drone you have built should attack enemies while a builder robot should stay inside cities and build buildings.
|
|
|
Post by lowry on Apr 12, 2016 17:45:42 GMT
lowry I think he's referring to a behavior editor for the citizens of a civilization. In which case I offer the following: at this time, the behavior on a micro level within your empire is probably too computationally expensive to have the player code in, but culture and such can be guided by the player. Perhaps by the time society and other stages roll around computers will be able to handle such awesome micro-scale mechanics Edit: I realize this response is about as helpful as a bucket of leeches, and for that I apologize. It's simply a problem with too many variables in technology development and developer action. Edit 2: I said this, but didn't explain why it's computationally expensive. Once the player is dealing with strategy mode and such, there will be a lot of species members on screen as well as higher level mechanics operating, so for each member to be going about a dynamic routine will require a lot of memory allocation. Apologies! Realise that now!
|
|