Home » Stars! Clones, Extensions, Modding » FreeStars » Shipsets
Re: Shipsets |
Wed, 13 September 2006 19:01 |
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Quote: | Fine, zip together and PM to me? I just started to write a race wizard so i can put yours in as default ones.
Yes. Actually there are even 16x16 versions used on original Battle VCR. But i would leave shrinking them up to player too on case of custom flag. I have noticed that automatic shrinking algorithms often give quite mediocre results.
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So... would you want the 16x16 copies too, or is just 32x32 fine? AFAIK pretty much everyone these days has enough resolution that 32x32 will still be awfully tiny. If you want 64x64 or larger just in case, lemme know so I can make those first and either shrink 'em down or make smaller copies.
It'll take a while, I'm pretty busy these days.
[Updated on: Wed, 13 September 2006 19:02] Report message to a moderator
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Re: Shipsets |
Sat, 30 September 2006 18:33 |
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16 decent looking 64x64 icons sent in now. More to come later. I think there should be at least 32 available for more choice.
Edit: Just sent in 8 more. I'm starting to get the hang of this.
[Updated on: Sun, 01 October 2006 04:33] Report message to a moderator
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Re: Shipsets |
Thu, 05 October 2006 11:32 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Kotk wrote on Thu, 05 October 2006 16:07 | Hehe, i try to tell how i see it. You confuse "race wizard" (part of UI) with "rw points calc" (an algorithm)?
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Sorry, can't help you with UI... I got just the algorithms (plus an HTML form to enter values). But I can guarantee the algorithms work, at least for every race design ConstB, LEit and myself managed to throw at them.
Quote: | 2) LibFS is mostly LEits implementation. Actually its fascinating how LEit has managed to write so lot of server code basically in blind, with only command line level UI.
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As far as I understand Freestars, that was the idea, wasn't it? Write a client-independent Server.
Quote: | 3) FreeStars::Race::GetAdvantagePoints in LibFS is LEit's refactoring of ConstB algorithm. Main work is done to use freestars data types and structures.
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Perhaps *too* much use of complex freestars data types and structures? If you managed to be slow where even Javascript runs reasonably fast, then you need to streamline things.
Quote: | There are at least 3 different "freestars clients" in sourceforge, but none of these clients does anything.
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Yep, I noticed. Glad someone's taken the bold step of setting things turning...
Quote: | Release is more or less already. So i turn my attention back to ship and starbase designer now.
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Good news all around. Can't wait to see how your Designer assigns combat ratings, tho.
So many Stars, so few Missiles!
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Re: Shipsets |
Thu, 05 October 2006 12:56 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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m.a@stars wrote on Thu, 05 October 2006 18:32 | But I can guarantee the algorithms work, at least for every race design ConstB, LEit and myself managed to throw at them.
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Very likely. Like i said currently only NAS does not seem to work for SS, JOAT and PP, and probable reason is that LEit has cashed something somewhere and Race::ResetDefaults does not reset it.
Occurs it like that:
I check NAS for standard humanoid and get 133 instead 120.
I save and reload race and i get correct 120.
I uncheck NAS (for reloaded race) and get 11 instead of 25.
Quote: | As far as I understand Freestars, that was the idea, wasn't it? Write a client-independent Server.
| Why?
"FreeStars is a project to create an easily modifiable clone of the 4X turn-based strategy game Stars!."
So emphasis is on "easily modifiable". To achieve it there are further subgoals:
Use cross-platform tools/libraries.
Implement most game rules/constants configureable.
Implement Client and Server independent from each other.
Quote: | Perhaps *too* much use of complex freestars data types and structures? If you managed to be slow where even Javascript runs reasonably fast, then you need to streamline things.
| ConstB code uses
#define HABCOUNT 3
LibFS uses something like ...
#define HABCOUNT FreeStars::Rules::GetConstant("HabCount",3)
Quite a difference indeed.
Quote: | Good news all around. Can't wait to see how your Designer assigns combat ratings, tho.
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Huh... what rating? Unless LEit has it already implemented it is probabply published dozen times. I am working on LOT MORE interesting things like hiding/showing and disabling/enabling, filling/cleaning controls and panes there.
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Re: Shipsets |
Thu, 05 October 2006 18:59 |
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You could make rating more reflective of the ship's actual battle effectiveness, eg, in pseudo-code:
For each weapon slot:
if beam:
rating += number of beams in slot * beam damage * 1.1^(number of capacitors)
if torpedo:
rating += number of torpedoes in slot * damage * computer-adjusted accuracy
if capital missile:
rating*=1.5
rating += (total armor dp + total shield dp *1.5)*(1+jamming%/2+deflect%/2)
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Re: Shipsets |
Fri, 06 October 2006 03:56 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Kotk wrote on Thu, 05 October 2006 18:56 | Very likely. Like i said currently only NAS does not seem to work for SS, JOAT and PP, and probable reason is that LEit has cashed something somewhere and Race::ResetDefaults does not reset it.
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Sounds likely, yeah. So it's a problem *outside* of the actual algorithm.
Quote: | So emphasis is on "easily modifiable". To achieve it there are further subgoals:
Use cross-platform tools/libraries.
Implement most game rules/constants configureable.
Implement Client and Server independent from each other.
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Yep, that was the subgoal I had in mind.
Quote: | LibFS uses something like ...
#define HABCOUNT FreeStars::Rules::GetConstant("HabCount",3)
Quite a difference indeed.
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Not the end of the world, unless you use that beast inside a loop.
Quote: | Huh... what rating? Unless LEit has it already implemented it is probabply published dozen times.
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Perhaps you're right. My memory isn't what it was. Still, since it seems "rating" has little or no bearing on actual combat (IOW, it's not used for anything, except perhaps the AI) I've always wondered about better, more usable "ratings" if the original one was not useful.
Quote: | I am working on LOT MORE interesting things like hiding/showing and disabling/enabling, filling/cleaning controls and panes there.
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Yeah, sure. To you the joys of GUI programming, I'll stick with ugly algorithms.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Re: Shipsets |
Fri, 06 October 2006 07:26 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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m.a@stars wrote on Fri, 06 October 2006 10:56 | Not the end of the world, unless you use that beast inside a loop.
| Everyhing that you think about stars like a constant ... is made variable and configurable in FreeStars.
Such "constants" are searched from a map with a string as search key. FreeStars::Rules::GetConstant("HabCount",3) i gave as example was meant about general ideology (possibly its even not actual definition in LibFS). If such thing occurs slow can be easily replaced with FreeStars::Rules::GetHabCount() or something.
Quote: | Still, since it seems "rating" has little or no bearing on actual combat (IOW, it's not used for anything, except perhaps the AI) I've always wondered about better, more usable "ratings" if the original one was not useful.
| For what you want to use rating? Ratings are always used for "Showing" and "Classifying". Original rating is shown and used for warship classifying capital ship (rating>=2000) or escort ship (rating<2000). Thats it. Any better ideas? Quote: | Yeah, sure. To you the joys of GUI programming, I'll stick with ugly algorithms.
| Hmm, what algorithms? Name unpublished algorithm?
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Re: Shipsets |
Sat, 07 October 2006 18:34 |
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When making the UI, just think about the things you do most often and make those easiest to access. It's OK with me if the UI is different from Stars! as long as it's logical and quick to use. KB shortcuts are very nice, but spacially intuitive layouts help too.
Perhaps consider putting the map in the middle with a planet pane on one side and a fleet pane on the other (so you can see both at once) - panes can be collapsible to the edge of the screen to reveal more of the map. Also, the map could have some of the fun tools like XB has... perhaps a "force projection" display that puts a 100ly bright hollow circle around each planet with a gate and a dim one around planets without gates, or something like that. Or a better population view where planets project a big hollow circle around themselves proportional to population so territory density is easy to see. And a similar view for total resources and for defensive coverage... maybe allow these sort of filters to stack onto each other. Also, a similar display for fleets - the fleets each get a circle around them with size proportional to the fleet's mass (less cargo, of course). Then combining pop density with fleet density you can see strong and weak points in defensive coverage...
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Re: Shipsets |
Sun, 08 October 2006 06:50 |
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There could be an option to have separate windows for each screen.... why not?
I wish I was helping with coding, now...
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