Realistic dialogue

And a longer while it’ll be if the AI bubble’s barriers finally collapse… Through it’s been years at this point since the bubble first formed. But everything has to come to an end one day…

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Well, I’m not against realistic dialogue, (actually it would be amazing if there was a ck3-like character interaction system) but integrating LLMs is completely unnecessary.

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Perhaps not everything needs to be forced into the perfect game for it to still stay “perfect”…
I do wonder just how much space would a dialogue system take up if it was made to it’s fullest, it could take up a considerable part of Thrive’s total filesize…

And then I’d need to keep uploading the files again and again when there are changes… This just doesn’t clearly work with any kind of workflow. Except if someone is such a novice programmer that they are totally unable to make the needed changes without AI help.

Which is why I will stick with just the AI autocomplete and occasionally trying to ask the AI to do a task that is very self-contained.

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Back to the thread topic discussion
In the aware-awakening transistion, how would the language (and with it, dialogues) start to form? Would it begin with some “signal types” being created which have defined meanings?

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Say I’m squabbling with another member of my species over food. We’re having a relatively long “conversation”, but communication is rudimentary enough that we’re just expressing the same idea over and over; “want food”, with an angry tone. How should this be represented? Should it be abstract (“The other member of your species demands the food”), or concrete (“The other member of your species says, “Give me the food!””)?

You can apply this to basically anything. I can imagine an abstract system would work well for representing the underlying communication complexity, but it would probably be overall more obtuse; block-based idea expression is cool but isn’t likely to appeal to… well, non-hobbyists. A concrete system would do poorly at representing real evolution of language, but it would also be easier to play with; there are some necessary breaks from reality, like the very unrealistic gameplay of the Microbe stage (compound clouds, the level of intelligence of the cells), and the FTL in later Space.

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I recall there were plans drafted once which’d make the reproduction compounds less important until they’d just give some bonuses, but oh well, time for that sort of changes is now long gone with the modern schelude.

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But that was actually done? Passive reproduction at its slowest is half the rate of growth if you were constantly full on phosphates and ammonia.

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Hmm, I guess some of these plans came into life then. Their more radical parts, however, seem to no longer have a chance of being added…