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
Vulcannis
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