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As far as I understand the circles are 500 kilometers across, based on Chernobyl's iodine fallout so if every reactor would have a maximum credible accident at the same time.

So if there ever drop the bombs because war never changes and someone has the great idea to target nuclear reactors Wyoming is suddenly growing in popularity.


Bethesda should just as a joke make a Fallout 4 based in Rock Springs, Wyoming where everything carries on like it ever did.:lol:
 
So if there ever drop the bombs because war never changes and someone has the great idea to target nuclear reactors Wyoming is suddenly growing in popularity.


Bethesda should just as a joke make a Fallout 4 based in Rock Springs, Wyoming where everything carries on like it ever did.:lol:

...unless someone drops a couple of bombs in the middle of Wyoming to make the picture complete.
 
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As far as I understand the circles are 500 kilometers across, based on Chernobyl's iodine fallout so if every reactor would have a maximum credible accident at the same time.

Speaking of Chernobyl, WHO has been monitoring the population closely for evidence of long term effects of the disaster. Apart from those who died in the blast or acute radiation, the total number of deaths is 9. (source)
The thyroid cancer spike could probably have been avoided by giving younger people iodine, but that would have blown the cover-up.

The only other effect reported was increased number of mental issues and alcoholism, most likely a result of the scaremongering about predicted death toll from the fallout. I read somewhere that alcoholism went up by 80%.
 
Just got my tax reports back. Looks like my mother won the bet how much it will be.
 
I'm not sure that a procedurally generated narrative is possible without human-equivalent AI. And at that point, it's not procedural generation anymore, it's a person writing a game.

That's defining procedurally a bit narrow, I think. Procedural generators follow the code to randomly produce elements, the basic characteristics of which are pre-defined and only their attributes and assembly are controlled by the generator itself (even if the element is only defined as a mathematical algorithm as for example terrain generation, it's still pre-defined).

Everyone that knows his hollywood can see that at least procedural storywriting on the lower level of the guild of scriptwriters should be possible without an AI, simply by pre-defining enough elements and giving them attributes with a sensible range that influence each other (codifying a thousand entries from TV_tropes should suffice for basic hollywood diversity if you stick to one genre, I think).

Now, actual narration would be a bit more difficult. Genuinly good narration I would consider practicaly impossible to pull off, but functional narration should still be possible with a large enough set of pre-defined elements (read: parts of sentences, logically connected to the above set of story elements).

It's pretty much enough sad stories around me IRL to use computer games for getting the same experience. I'd rather blow up few sectoids instead

Well, there's certainly enough sad stories to go around where I live, but an inconsequential sad story can still be enjoyable at times. I do agree on prefering to blow up sectoids, though. The trouble is, everytime I do that my squad gets eaten by crysalids sooner or later, which is even more depressing than playing dear esther, because it's actually less inconsequential... :shifty:
 
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Well, there's certainly enough sad stories to go around where I live, but an inconsequential sad story can still be enjoyable at times. I do agree on prefering to blow up sectoids, though. The trouble is, everytime I do that my squad gets eaten by crysalids sooner or later, which is even more depressing than playing dear esther, because it's actually less inconsequential... :shifty:

:lol::lol::lol: I know what you mean perfectly well. After a few dosens of attempts to NOT feed cryssalids I have finally swallowed my pride and switched to Normal difficulty from Classic which I tried so hard all this time. Now, my lead sniper takes mutons out with a single shot of his plasma sniper rifle, and other guys are eating cryssalids for lunch.
Damn, can't find my comfort difficulty, because Normal is too easy and Classic is much harder than classic XCOM has ever been (maybe they meant XCOM: Terror From The Deep by Classic, I dunno). And I definitely don't like Enemy Within - although fighting with EXALT humans adds some fun, the Meld thing pushes the gameplay out of range of believability. And I can't understand why implants are called genetic modifications. And why rip soldiers apart to construct battle robots out of them? They never warned me the 'modification' will be of this kind of scale; I feel pity for these 'volunteers' :cry:
 
Do you notice anything about this War Thunder screenshot?

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ERMAGHERD you don't do fly in the cockpit ! I mean, erhm ...

What do I see? One of your teammates got a nice nickname, that's for sure :lol:

Oh and while I'm at it: add me to Steam/ingame and buzz me when you want to fly if you want ;) (same nickname everywhere for me)
 
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