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AI Laws Refactor
#5
Hello all!

I decided this kind of change is super necessary, and I've started working on it.
Specifically, Mordent's law circuit idea and the post by grek quoted by marq above:
How about a more robust version of that?

The AI has slots for up to ten AI Law drive and a single AI name drive. At round start, 1-3 have read-only drives with the default laws, the name drive has the AI's name and blank writable drives in the rest of the slots. AI Law drives can be manually added and removed by using wirecutters on an unlocked AI to bring up a menu with the drive slots. Drives can be copied in Mechanics and inserted into the AI. Read-only law drives can have custom text written them once using a soldering iron, but after that they can't be altered further except by ion storms. Writable law drives can be edited by clicking them in hand, or using the AI upload. Rename writes to the Name drive. Reset clears all writable boards. Every other board prompts for a drive number to write to.

Advantages:
-If the AI gets an Ion Storm law, you have to go in and manually take it out and put in a new one.
-You can take the AI's laws out and put them back in backward, so that Law 1 is now Law 3 and vs versa. Whoops!
-Laws 1-3 are now player alterable. You could edit them to list the syndicate lawset, for example.
-Crafty traitors can put in laws that can't be changed from the upload.
-The AI can have more than one freeform law at a time.


It'll be pretty similar, except for one main difference: You'll be inserting these law modules into a rack, not into the actual AI.
The rack will be associated with AIs via powernet connection. All AIs on the same powernet as the rack will use the rack's laws.
This allows nefarious people to create their own law racks and AIs and have a secret rogue AI in a shed somewhere, while still allowing multiple AIs to share a lawset.


edit: re: cyborgs, see Mordent's #4 thing above

Notes I Have While Developing:
//renames handled via robitics control
//remove killswitches, list GPS coords of all AIs instead
//rework traitor items
//freeze/unfreeze law changes on robotics console but allow the AI to hack into it and unfreeze borgs
//the only way to set a borg to that law set is to input powernet id of law rack


Any other input? This'll be a big change, so feedback from the community is important!
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Messages In This Thread
AI Laws Refactor - by Mordent - 11-25-2016, 06:54 PM
RE: AI Laws Refactor - by Nnystyxx - 11-26-2016, 12:10 AM
RE: AI Laws Refactor - by Marquesas - 11-26-2016, 07:59 AM
RE: AI Laws Refactor - by Erev - 11-26-2016, 08:11 PM
RE: AI Laws Refactor - by ZeWaka - 05-12-2019, 09:10 PM
RE: AI Laws Refactor - by Zamujasa - 05-12-2019, 09:57 PM
RE: AI Laws Refactor - by ZeWaka - 05-12-2019, 10:29 PM
RE: AI Laws Refactor - by Joefesok - 05-12-2019, 10:02 PM
RE: AI Laws Refactor - by Zamujasa - 05-12-2019, 10:07 PM
RE: AI Laws Refactor - by NateTheSquid - 05-13-2019, 02:02 AM
RE: AI Laws Refactor - by ZeWaka - 05-13-2019, 08:14 AM
RE: AI Laws Refactor - by Wisecrack34 - 05-13-2019, 09:57 AM
RE: AI Laws Refactor - by Zamujasa - 05-13-2019, 08:54 PM
RE: AI Laws Refactor - by ZeWaka - 05-21-2019, 09:45 PM

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