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Messages - MorleyDev

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286
General Discussion / Re: Not the WWIII thread (yet) (Ukraine)
« on: February 26, 2022, 01:31:39 pm »
There's reports of Russian soldiers running out of fuel and rations. Really sounds like Russia was expecting Ukraine to collapse and surrender like Afghan did to the Taliban. Makes you wonder how much their higher-ups bought into their own propoganda about Ukraine...

287
General Discussion / Re: Hitchhikers Guide to Planet Earth
« on: February 25, 2022, 05:31:08 pm »
"Move along, nothing of value to find here"

288
General Discussion / Re: Not the WWIII thread (yet) (Ukraine)
« on: February 25, 2022, 05:23:45 pm »
Russian state media has been portraying the Ukranian government as right wing extremists seeking to genocide all Russian speakers in the country for awhile now. Just ignoring like...that they have one of the smallest far right parties in Europe, have entire cities that speak Russian as a first language and are fine, and their president is of Jewish descent (which far right nazis are generally not fond of). It's almost like claiming Canada are Nazis wants to genocide the French. But since when did reality get in the way of power hungry dictators?

The question is how much has the Russian government highers ups started to drink their own coolaid. Especially with the pandemic, they've basically been isolated away with just the inner circle. That...doesn't breed healthy thinking. There's indications they legitimately thought the Ukrainian military would react like the Afghan military did when the USA pulled out, and so are in 'backup plan' mode now that they're facing serious resistance.

289
General Discussion / Re: Not the WWIII thread (yet) (Ukraine)
« on: February 25, 2022, 05:03:44 pm »
Finland and Sweden are already EU member states.
EU member states have an obligation to help each other when attacked.

Provisions on the Common Security and Defence Policy - article 42 (7) of the TFEU
Quote
7. If a Member State is the victim of armed aggression on its territory, the other Member States shall have towards it an obligation of aid and assistance by all the means in their power, in accordance with Article 51 of the United Nations Charter. This shall not prejudice the specific character of the security and defence policy of certain Member States.

So doing so would drag basically all of Europe in, which at that point *would* be WW3 so give the USA and UK no reason to stay out either.

There's a reason Putin wanted the EU to collapse beyond the economical.

290
General Discussion / Re: AmeriPol thread
« on: December 15, 2021, 07:20:43 pm »
With some people it's pretty much a given that expecting them to argue in good faith is a lost cause.

Well why don't we just ban all arguments then, if you're going to be like that!

Spoiler (click to show/hide)

291
General Discussion / Re: AmeriPol thread
« on: September 16, 2021, 12:14:34 pm »
For the in-house voting itself you do have to factor in the effect of the political ideologies on voting motivations as well.

A conservative right is supposed to emphasize a small federal government, as such it's going to be a more frequent occurrence amongst them for members to argue on whether a bill goes too far and so rebel and vote against it.

A liberal left is going to more often be in the situation where they don't think a bill goes far enough or a bill does enough to solve the issue, and in that situation you're going to get a lot more votes for the bill from those people because they'll adopt a "take what we can get for now but push for more later" mentality.

So for aid bills in particular you can expect the lefter ones will tend to have more public disagreements on policy but more consistent voting when it comes to the table, whilst the right will have more 'one-off rebels'.

292
General Discussion / Re: AmeriPol thread
« on: August 26, 2021, 12:02:59 pm »
Explosion at Kabul airport.

It seems ISK are the ones intelligence point to as behind it, who are a group that regard the Taliban as apostates, and it seems US Forces, Taliban forces and Civilians have all been injured and/or killed.

293
General Discussion / Re: Order of the Stick
« on: June 28, 2021, 10:33:55 am »
The beholder called them "mom", so I'm guessing it's one of those "created them from their own dreams and raised them" scenarios? Or from a friends dreams, but they 'raised' them?

Also a 'ooh totes evil creature by nature' like a beholder not being completely evil fits with OoTS style.

294
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 20, 2021, 07:23:45 pm »
Modern Stellaris has the benefit that, unlike other games, the things a faction has available to do don't really require them to pay attention to things outside of their fog of war anyway*, and the 'rules' it has to follow for decisions like Technology are 'responsive' to a deck draw or even roll rather than 'active' and so can be driven by the possible decisions being given 'weight' and then selected using that weight with some RNG. So the design is well suited for not needing to 'all-seeing cheat' by giving the AI different rules to play by than the player.

An example is how if you compare this to a game like Warcraft where the AI can in theory always attack the player or be attacked, the rules of Stellaris are such that they can only declare war on known factions. So unlike other games, it's not difficult for Stellaris' AI to not need to cheat in that regard since it has no need to look at that information about any undiscovered factions in the first place.

And most of the buff-based cheats beyond the blanked AI difficulty buff are reserved for Awakened Empires et al, their special government types are purposefully unbalanced even by Stellaris' deliberately unbalanced standards.

* Post-espionage they may be able to see your full borders after discovering you if they didn't update that part of the AI to handle, but that AI will send science ships to scan your planets before establishing contact suggest they don't consider your borders or at least don't consider them with regards to science ship order issuing. And tbh with updating the AI to handle not seeing your full borders post discovery, I don't think that knowledge would noticably alter any visible AI behaviour (since a ship going near your borders would still reveal them).

295
General Discussion / Re: AmeriPol thread
« on: June 20, 2021, 11:19:58 am »
Pretty sure most sensible countries do it so that if your employer requires you to work a bank holiday, they have to give you another holiday day to make up for it. So you just get to take it some other day.

But apparently in the USA ideas like "paid annual leave" are considered either a bonus or communism, instead of like...a basic right, like they're viewed as in every industrialised nation but the USA.

296
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 18, 2021, 07:53:27 pm »
Often when people talk about AI cheating they mean it can operate with information the player doesn't have. Take the classic RTS Warcraft, where the AI didn't have fog-of-war and always knew exactly where your units are. This is what is usually meant in game design when talking about a 'cheating AI', also called the "All-Seeing AI".

I think the Stellaris AI in that sense doesn't cheat. It is making decisions with the same kinds of information a player has about other empires etc (Not sure if that changed post-espionage, or if they also need intel to know relative fleet strength without Intel), and is pulling from a deck of science in the same way.

But it is 'cheating' in the sense that difficulty levels give it fixed percentage 'buffs' to production the player doesn't have on higher difficulties.

---

The talk about Admin Cap changes is interesting. They want to make it a resource to be managed, rather than a fixed penalty/limit you work around, so that it can:
a) Be technically simpler to work with (since it can use the same resource system as everything else).
b) Be usable by future features.

Admin cap as-is is currently a bit of a dead end, nowhere to go with it for future stuff, just adds extra technical burden to consider. Making it a resource empires consume as they grow would make it much easier for other systems to access.

They've previously spoken about wanting to add Institutions and Religion. I could see a system where Institutions use whatever resource replaces admin cap to produce resources and buffs, whilst unity gets used by religion. Materialists would get powerful institutions but not have access to or much weaker religion, whilst Spiritualists institutions are weaker but they get more from Religion.

297
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 18, 2021, 10:19:44 am »
I mean, there's mods like StarNet AI and StarTech AI that make the AI work pretty well, so it's not like Paradox couldn't easily take those mods as a basis and make the AI immediately human-competitive.

I think part of the issue and reason they can't just take what the mod does or contract out the mod developers is that mods like Starnet AI balance the AI so that it's competitive with humans who have played the game before even on the lowest difficulty that doesn't give the player buffs (player buffs risk teaching players bad habits, hence restricting them to the very lowest difficulty).

From a game design balance pov, the perspective they're taken for AI in Stellaris is balancing it to keep the game appealing to new players, so they'd ideally want an AI that on lower settings a new player can survive against, whilst is competitive on higher difficulties with more experienced players. Otherwise you risk players getting steamrolled when they don't know what they're doing and giving up rather than learning (think most people who try Dwarf Fortress).

The 'best' way to do that is completely AI behaviours for different difficulties, like Starnet-style being used for higher ones and 'current vanilla' for lower ones. That's a testing and maintenance nightmare though, which is why most games go the buff/debuff route for AI difficulties.

So it's definitely more complex than just "make AI good", because you can't make AI too good to always beat new players whilst also making AI good enough against older players. Hence the hack of giving a crapper AI buffs games use.

----

As for Planet/Sector AI, something they've expressed interest in before to reduce micromanagement is to let you create a 'template' for the different planet types it can follow. So you tell it what a Agri-World should look like, and it'll build each one up to look like that. The issue is just getting the time to design and test that, since it'd to be a UI/System able to take into account all the different sizes and modifiers a planet could have in some way.

298
That time limit from clients is going to be the killer that makes it impossible. You need extra resources, either in time to process tickets or in extra people, a person can't handle both that and take control of a legacy code base at the same time.

An approach I've found useful for taking control of legacy code is after you identify the areas of code needed to be change, wrap that section in unit tests first and use them to document the current functionality. You may need to tweak the codebase first to make it testable (extract the area of code into functions/classes or introduce a DI system for mocking dependencies, IDE tools to do that automatically are useful for this when available). Only after it's covered in tests do you then change or add tests to capture the new/change functionality, and then you alter the code to make the tests pass again.

You could take a 'dual' approach. Fix the issue for the client in the headache inducing way first, and then use the time between tickets to 'revert' that and do it the 'proper' way. Or split between two people, one handling the immediate fires and one who works on the same ticket with the 'long term' fix that takes control of that area of code.

However, when dealing with single monolithic systems you can hit a point where it's easier to break them up and 'rewrite in parts' (avoid the big bang rewrite when possible). Often a monolithic service could be broken into a series of microservices, with a facade API that sits on top of the same database as the original project to 'make pretty' the API calls that under-the-hood could be ugly/painful operations.

All of these require business buy-in and resources to work though. Legacy code is code that people are afraid to change. Fear is because of risks. The business needs to understand that the risk is currently high, and steps are needed to lower it or it'll be a poison on the business.

299
Pretty sure "a global federated democracy" is like...the opposite of divine rule by a khanate?

As technology develops and supply chains become more complicated, ever increasingly big regions by neccessity need to work with other regions and specialize their outputs to fulfil those supply chains. That's been the historic trend, I don't see why it wouldn't/isn't currently continuing to scale to countries as bigger regions.

And then you hit a point of scale where it becomes prudent to have a position whose main concern isn't the needs of individual regions only (and so puts those needs over other regions) but the overall system.

Maintaining each region adequately is still part of that decision making process, but it allows for oversight whose mental arithmetic doesn't seek to only maximize one area and for the decisions to be made that can only have an impact when made at a system-wide level.

A federated system allows each region a degree of autonomy, whilst still allowing a democratic process to hold accountable those who need to make the decisions for the overall system.

300
Except the argument isn't "peace is always best" but "What's a good balance of rights vs benefits  that can deliver on what I would view as the four goals: no wars, continued scientific development, increasing and guaranteeing human rights, and better living conditions". It's an optimization min/max problem at heart, and those things will require global infrastructure to keep them growing.

We all exchange liberty for peace all the time: It's generally agreed upon that citizens owning enriched uranium is a bad idea. It's about finding that optimal balance point of local governance vs global governance that delivers on those goals.

I wasn't saying that Roman rule was good, just giving an idea of how violent Europe has historically been that it gets measured in millenia (I had written a whole paragraph where I explained that the Pax Romana comparison isn't even true because of rebellions and rule at spear and all but decided it got lost too much in the weeds so removed it).

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