Highest Rated Comments


FourNominalCents517 karma

That red logo on the survivor's certificate? Doctors without borders. Want free care in the U.S.? Go get your degree and start "Doctors within American Borders."

FourNominalCents63 karma

They'd have my five dollars. It's pretty silly to go overseas to find poor people who need help when they're always available within half a state.

FourNominalCents23 karma

Did you consider yourself bound by the Geneva Convention?

FourNominalCents10 karma

A police officer in a bulletproof vest is somewhat bullet-resistant. An officer in an armored vehicle is, barring some freak occurrence, bulletproof. One you do as a precaution against the occasional crackhead with a gun. The other is done when you assume you WILL be shot at. This indicates a significant perspective change: the police are, tactically speaking, considering protestors an armed enemy by default instead of merely unpredictable. Riot shields + full body armor is the same deal, and it's why both armored vehicles and full riot gear are considered rather blatant symptoms of opression.

FourNominalCents6 karma

This may be asking questions you can't answer, but please answer as far as you're allowed. I'd like to hear about about the "problem" of CKII simulation and your solution. How many AIs/characters are active at a time in a typical game? Are they all aware of each other, or is that where the "too far away to interact with that character in that way" limit comes from? How many attributes are there to a typical character, and how are they stored? How do you track relationships between characters from a data structures perspective? What kind of resources does simulation consume, and can you tell me about that optimization?

--A dude who's looking to understand the scope of setting up a similar-ish simulation for a significantly different end use case.

Edit/PS: Is there some kind of GDC presentation or blog post where I can read about this kind of thing from you guys? Also, how big of a problem was simulation stability, (with respect to someone or some bot winning it all too quickly (or maybe ever. IDK. I'm not that good at the game or patient.),) what were all the mechanisms you used to counter instability, and how difficult was it to achieve your intended level of stability?