What a cool idea. Getting the event evaluation function working right is gonna be reeeeeal tough though.
Vulcannis
Prolog is a logic programming language, not functional. It's pretty far from cutting edge now days, but still useful in it's domain. It's aged better than C/C++, IMO. I doubt it would be any use for the AI in galciv though... it's generally easier to turn a strategy into say C code than a series of logic statements, at least for any game more complicated than tic tac toe. I'm always amused at the differences in opinion about programming b
I'm not sure about the requirements for memory fragmentation. The symptoms seemed to match the problems we're seeing, though, and the changes to how the shipcfg files were read in seemed like a likely candidate. I thnk that we will need to do profiles even with these changes to see what is using all the memory, because GalCiv2 do
Originally, all of the buffers started out as 1 kb and whenever the buffers needed to increase in size, they would allocate their current size + 1 kb and copy the data from the old buffer to the new buffer, then deallocate the old buffer. Ouch, O(n^2). I hope you guys are now growing buffers by a fact
While I agree with many of the ideas presented in this thread, ultimately I'll take a balanced, complicated game right now over a a simpler game that may at one point become balanced again. The real keys for me are: ease of use, then transparency. Though I myself prefer fuzzy, complicated computations, in order to not be a chore I need a quick way of determining whether it's worth doing something. When I'm trying to decide if it's worth sp
I've been working my way up the difficulty scale (currently one away from Intelligent), and one thing I've noticed is that the "Stop embarrassing yourself...," "we know what you're doing..." messages (the ones complaining about parking ships & transports beside their planets) from races are far too innacurate. More to the point I have yet to get one that is accurate at all. It really sucks taking diplomatic hits for nothing. <img src="smiles/Mad.gif