Hard-Coded Barbarian Behavior Explained

Ozymandias

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Don't be put off by this YouTube video's title, "Constructing Logic Gates, Circuits, and Adders in Civilization 3 Using Barbarians."

"Logic gates" generally refers to the "hard-wired" logic structure on a computer chip. By analogy, it's also hard-coded behavior in a game like Civ3.

Indeed, you can just fast forward through this wonderful geek's explanation of using the game to construct logic gates, right through how he actually figured out how to use this type of analysis to directly demonstrate some mind-blowing complexities behind Barbarian behavior -


... Belatedly. this also made me understand why the source code for Civ 4 & 5 was released, but never, ever Civ 3: Civ 3 pre-dates the use of .dlls in programming. :wallbash:
 
Interesting video, Oz, thanks for posting. An accompaniment may be in order while watching.



Link to video.

... Belatedly. this also made me understand why the source code for Civ 4 & 5 was released, but never, ever Civ 3: Civ 3 pre-dates the use of .dlls in programming. :wallbash:

Don't beat yourself up too hard.
 
Yeah, but this can be mitigated somewhat, at the potential cost of performance (YMMV on that). Refresh your mind with this old dusty tome for reference :D
 
In Landmark one of the tools we had as players was a set of placeable objects to control npc behaviors (movement, reactions, etc.) One true genius used them to construct the virtual equivalent of the (post)WW2 era computers. Physical network of very complex sequences of switches with blinking lights to follow what's going on inside the Turing machine. Basically activate an entire area of NPCs, particle emitters, terrain deformations, etc. by the equivalent of flipping the light on as you come through the front door. Haven't looked at the video yet but sounds like he discusses something similar.
 
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