Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4310839 times)

Offline Martin

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4155 on: March 05, 2017, 01:19:37 am »
Nope. Adroid would be easiy to tell under basic scrutiny. There would be many tell tales of its mechanical nature (surface texture, wrong smell, wrong heat distribution etc.) that would be extremely difficult to cover in the first place and stil adroind's nature woudl be easily revealed by superficial medical examination.

Offline khade

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4156 on: March 05, 2017, 01:29:14 am »
Any issues with the cloning of organs for perfect or near perfect transplants?  Unfortunately, that would probably still have a very long recovery time and Ubers officially will recover from anything that doesn't kill them outright, at least that's how I'm interpreting it.  Cloned blood would be the most useful stuff, at least for health, cloned meat and maybe fruit could maybe work, for manufacturing.

Is the weather idea at all reasonable?

And is the research upgrading idea workable?

Offline Juku121

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4157 on: March 05, 2017, 06:40:01 am »
Still, I consider Ghost in the Shell to be good sci-fi too, even though it assumes that digital memory control is possible - which is unscientific to my best knowledge.

I’m not a specialist, but there are apparently a number of scientists currently engaged in similar research (Blue Brain Project, for one). As a matter of fact, it has been less than a year since a group at the HRL Labs achieved some limited success with skill transfer. I’m not saying we’ll get mind uploads in a century, but it’s something that’s no longer restricted to just sci-fi, bad or good.

Offline Starving Poet

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4158 on: March 06, 2017, 02:42:34 pm »
Yes, but if the resulting product is supposed to pass as a human, that would be quite difficult. It'd be easier to just build an android (human-looking robot) and program it with some humanlike behaviours.

Well, yeah - unless we have dogs  ;)

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4159 on: March 06, 2017, 03:39:22 pm »
Probably closer to making functional clones/cyber copies then functional general AI. There is no way to effectively program morality and social value from a blank slate in IF, OR, AND logic. Far easier to modify/duplicate existing structures then rewrite a few million years of evolution from scratch.


Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4160 on: March 06, 2017, 06:28:59 pm »
But I never meant a self-conscious android. I meant a robot that can pass for a human long enough to hold a conversation or otherwise interact with people as needed - in other words, pass a face-to-face Turing test. that would be impossible with an actual new human (to our best knowledge anyway).

That skill transfer bit is interesting, and undoubtedly there is plenty of research in this area, but for now I am rather sceptical regarding its results. ;)

Offline legionof1

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4161 on: March 06, 2017, 07:00:56 pm »
Even limited use Turing test ai is surprisingly difficult to achieve. So much of social interaction is keyed into aspects the conscious mind never registers. Let alone knows how to explain on self examination. And alot of it is subjective to the individual. 

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4162 on: March 06, 2017, 07:07:42 pm »
Even limited use Turing test ai is surprisingly difficult to achieve. So much of social interaction is keyed into aspects the conscious mind never registers. Let alone knows how to explain on self examination. And alot of it is subjective to the individual.

Sure it's hard, both programming-wise and visually. But it's much more doable than spawning a fully functional clone, ready for battle. ;)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4163 on: March 06, 2017, 10:19:46 pm »
The fun thing about Turing test is, many actual humans fail it :)

Speaking of cloning tech, if you (being an advanced civilization) had a custom-grown brain and some method of rewiring it, designed for that exact model of clone (which might have well taken luck and decades of research), you could probably apply skillsets and directives to it, shortening the learning process to weeks or months. But at which point it is suddenly a magic brain rewrite, and at which point it's nothing more than refined teaching methods? :) Rewiring a brain that naturally happened would've been a far more difficult task, for sure. After all, let's not forget: brain doesn't have a 'static' state, like a book or a computer, with all data neatly coded down on some storage medium. Brain is a process.

Offline perekrylo

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4164 on: March 06, 2017, 11:03:19 pm »
Had some time playing this last update...
I'm just skipping mansions till better tech. Do want an option to turn mansion timer off. I actually liked those long, tedious dungeon crawling style missions.
Also I still cant swallow the 2nd turn weather discovery. Its just irrational even for a game.
Would've been much better if you simply saw it upon arrival.
The whatever weather is also rare. Couldve been better if it was more often, since now you sometimes forget it's even a thing.
Dunno if it's affected by mission location tho.
Also, what I thought of like 80% of geoscape is a way of reading bootypedia without pausing the game, that, if implemented, would be delicious. Tho I guess impossible, or it wouldve been already somewhere out there...
Great update overall, but those neg highlights. :*
« Last Edit: March 06, 2017, 11:05:34 pm by wendy_of_camelot »

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4165 on: March 06, 2017, 11:16:12 pm »
The whatever weather is also rare. Couldve been better if it was more often, since now you sometimes forget it's even a thing.

Not arguing with you or anything, but TBH I found this part a little amusing, since recently I heard complaints that every other mission has bad weather. :)
I guess perspective is really relative here.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4166 on: March 06, 2017, 11:18:58 pm »
Had some time playing this last update...
I'm just skipping mansions till better tech. Do want an option to turn mansion timer off. I actually liked those long, tedious dungeon crawling style missions.
Also I still cant swallow the 2nd turn weather discovery. Its just irrational even for a game.
Would've been much better if you simply saw it upon arrival.

1. Well I might add an alternate mansion for crawl lovers, but I'm sure as hell to get a lot of flak from crawl-haters :) I'd really love an alternate gothic tileset for that second Mansion :)
2. You CAN see weather upon arrival, by the background color.

Offline perekrylo

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4167 on: March 07, 2017, 01:54:00 am »
recently I heard complaints that every other mission has bad weather. :)
Ha! :D
2. You CAN see weather upon arrival, by the background color.
Something's wrong on my end then, since BG changes only after end turn1.
1. Well I might add an alternate mansion for crawl lovers, but I'm sure as hell to get a lot of flak from crawl-haters :) I'd really love an alternate gothic tileset for that second Mansion :)
This is awesome tots, the sole idea of goin thru huge level facing 9000 enemies goosebumps me.
And I'm by no means good at anything, nor I claim to be, BUT I think I can point out why this time limit is wrong.
When there was no time limit you had two options - chop chop em up or grab stuff and leave.
Now you only have one - grab stuff n leave. Till you reach high tech of course, yet I hope you can see what I see there.

I'm also totally pointing this out again:
a way of reading bootypedia without pausing the game
Is it even doable code-wise or somehow? Me being relatively new (hardcore blackbird) player, found myself spending quarter playtime in pedia sippin coffee figuring out how not to fork up. Having game time not stop would be a huge boost to immersion, overall enjoyability.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4168 on: March 07, 2017, 06:24:52 am »
I think the idea for the time to continue going during base maint., Pedia reading, interceptions and even missions, is good, but unlikely to get implemented due to massive code rewrite it'd require...

As for the mansions timer, yes, I did some railroading there, but you'd be surprised how many players engaged in that tedious grind out of greed, and kept complaining how they HAVE TO do this 'hateful' grind because of the money. The timer ends that problem.
« Last Edit: March 07, 2017, 04:19:50 pm by Dioxine »

Offline khade

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Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« Reply #4169 on: March 07, 2017, 08:37:39 am »
I'd like to suggest again allowing them to remove the timer with a dead end research topic.  That way it's entirely their own fault if they decide it's boring.