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Message System Thu, 15 April 2004 13:40 Go to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
The message system is kinda limited at the moment. How about being able to put the peoples e-mail addresses in the game. Maybe a race page with each race’s name and e-mail address, and if public player score is on, his rank. That would help a lot. Obviously each player can make his e-mail address available to whom he likes at what time he likes though it will take effect only after the turn has genned.

Another thing related to the message system, how about being able to share ship designs and enemy ship designs? Currently I have take a screenshot, open a jpg editor (Corel Draw in my case) resize it, export it, and e-mail the largish jpg to my ally. And what if there is 5 ship designs and 4 star base designs I want to share? Then I have to do the above 9 times!! Kinda gets boring after a while.

ForceUser



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: Message System Thu, 15 April 2004 13:52 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Don't know how much we will do with the message system - though I suspect we will be allowing much more text per message.

As to sharing ship design info - it's a thought. The easiest way is to have it as a right click option when an enemy design is open and then send is as a history file entry to the selected player with an appropriate message in the message system.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Message System Thu, 15 April 2004 17:51 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Sharing information like that would be nice. However it should not be absolute. IOW, you must be able to lie.



- LEit

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Re: Message System Thu, 15 April 2004 18:23 Go to previous messageGo to next message
Alien is currently offline Alien

 
Crewman 2nd Class

Messages: 18
Registered: March 2004
Location: Belgium
Why do it hard when it can be easy? Instead of giving a screenshot, just list components.
3xCPS,4xarms,1xneutr,6xBSC,gate, driver.
You won't see capacity directly unless you count, though you can design it yourself, or simply say 'My race doesn't have Arms, so i have no idea how good they are. Gotta research, and compare to the missiles we know how work in the meantime.' or 'What on Tsagigla'lal is a metamorph?', or ask your "ally" for stats, as their race are obviously more clued in on the base's/ship's abilities, having seen it in combat.
Transferring a design would likely take a whole turn too, which might make it too late.

Alien



---
Treehuggers united!

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Re: Message System Thu, 15 April 2004 20:44 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

It would be nice to have a way to pass messages such as this between players independantly of the server and 2 year round trip time. Some sort of message file would do it. Drag and drop would be nice...certainly a commandline option to 'integrate' the message file...menu, button etc

If you have design sending...the ability to edit the design (from the full list of components?) before you send it would certainly be needed imo

If you have such a system...some way of differentiating between actual observed parts and heresay parts...background colour? grey vs white etc

If no design sending...certainly the ability to edit the unknown designs and fill in what you've been told/figured out.

While you're at it...would be nice to have a clientside database you can fill in about the other races as you figure things out about them...

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Re: Message System Mon, 03 May 2004 17:16 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

I say you should add an option to send someone a tech level via the ingame message code. This'd make it easier since you wouldn't have to deal with the hassle of wolf/lamb, which adds absolutely nothing to the game.

Also, if you wanna be evil, give SS a small chance to intercept ingame communications between other players. Deal Furious

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Re: Message System Mon, 03 May 2004 17:21 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
I don't entirely agree with you Cayote. This makes Pregame alliances that more provitable and viable.

This option would just beg to be abused by pre game alliance cheaters.

ForceUser



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: Message System Mon, 03 May 2004 17:58 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Eh? How? You can set up a wolf-lamb system almost immediately in a preset alliance. Im team games I've been in, tech trade usually started about 2410 or so. Smile There's no reason why this would help preset alliances more than other alliances.

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Re: Message System Mon, 03 May 2004 18:07 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
There is no garuntee that pre game aliance members will start near each other so scrapping will not be viable in the start of the game. Wolf lamb needs some tech input and mineral/resourses when it may bee needed in the start of the game for factorys and mines and ships.

This means that one guy can concentrate in the beginning, soley on weapons say and the other guy (At the other side of the Galaxy) can research con and with 1000 ly between them thay can exchange tech?? For Free???? I don't think so...




"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: Message System Mon, 03 May 2004 18:09 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Sending tech with ingame message is quite bad idea.

For me such change takes away the whole feel of the trade in Stars!:

"Why you did not send me scrappers? Neutral "
"Sorry, forgot to build them last turn, Embarassed how many you need and where i send them?""
"15, to wammalamma"
"You do not have gate there? Did you set me friend? Rolling Eyes "
"Oops i had no free slots! Dead "
"Did you get the level? Surprised "
"Yes, got propulsion 12 now Smile can you build me propulsion 16 scrappers?"
"Sorry i cant build, i got NRSE Razz "
"We must hurry, I saw weapons 22 scrappers on Dugs HW Shocked "

All this gone and replaced with a lame checkbox in message sender? Confused
Anyone can send a message. How so trade adds nothing to the game? Maybe lets leave only that cool pop freightering in? Laughing

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Re: Message System Mon, 03 May 2004 22:13 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

-sigh- Whatever. I just think the current system of tech trade is inelegant and hardly plausible - after all, how many people in real life learn how to build things by blasting them to bits? besides, there's enough micromanagement in the game already.
If you have a better idea on how to streamline tech trades I'm all ears.

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Re: Message System Mon, 03 May 2004 23:25 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Usually you have to break something up to find out how it works. Wink

How lot of MM that wolf-lamb takes then? 15 clicks per turn?

How some intel of our world learn the tricks of some amd of our world without breaking their stuff up layer after layer? Its rather shortsighted to think they do not do it. They have special laboratories for things like that.

Lets check the case that traded are full technical documentations and mathematical specifications by e-mail. Say ... someone gave me spec for nubian. So why i got only from construction 4 to 5? Next turn they send me same spec and i get from 5 to 6? Its even more inelegant.

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Re: Message System Tue, 04 May 2004 03:14 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

The case of tech trade is simply a case of spending to send something. Fine, if you want that player A sends player B a nubian and player B has con 4 but now has con 26 then the cost of that nubian to Players A and B needs to be all 22 of the un-researched tech levels. The concept of being able to trade tech requires that resources are spent on the trade - either by population usage or ship construction. Granted, using pop drop is cheaper but, it's not always viable and, when used doesn't always provide the desired tech.

Sending tech 'by mail' doesn't cut it since no cost has been involved to either party. If Player A sends the info on how to build something new, Player B still can't realistically build that new tech without some type of investment in creating test systems, upgrading chemical labs etc. Therefore, there has to be a cost involved. Currently, the cost is on the senders side - that's fine, since in a given game tech is usually flowing 2 ways so each side is incurring cost overhead.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Message System Mon, 17 May 2004 23:32 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Also one of the crucial elements is the length of time it take to trade, in two ways:

1)Usually it takes several years to get a brand new tech from prototype to successful trade.

2) The maximum levels you can gain each year from trade is 1.

I think both of these are crucial to game balance (even if not necessarily all that realistic.) If tech could be immediately, instantly and cheaply then the power of alliances grows even more: As it stands the underdog empire/alliance still has a chance of maintaining tech balance against a larger alliance as coordination of tech gain between their opponents is slow.

I am certain that a more realistic system could, and should, be constructed, but it is important to maintain some sort of incurred cost, time delay, and limits on it's effectiveness.


[Updated on: Mon, 17 May 2004 23:34]

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Re: Message System Thu, 10 June 2004 14:06 Go to previous messageGo to next message
StarsBob is currently offline StarsBob

 
Crewman 2nd Class

Messages: 14
Registered: June 2004
Well, there could be a component you can put on a ship which would be a 'tech information' device. Maybe some sort of 3-D holographic information storage devise that can't be sent via whatever communications systems are in the universe, but must be carried to the other team. You can create one for any of the 6 techs, and each will cost more the higher tech it contains.

This will require the costs, travel time, etc. of the other race, but it can be assigned the 'give tech' waypoint task, which will give the other side tech (but destroy the ship in the process).

This would probably be something for v.2, not a v.1 of Freestars.

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Re: Message System Thu, 10 June 2004 21:42 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
This probably needs to be a FAQ...

There are several things I like about Stars! tech trading:

1) It has a cost
2) It takes time
3) It isn't guarenteed
4) It's possible to observe by other players
5) It's possible to disrupt by other players
6) There are some techs that are harder to exchange

Also, from a coding point of view: It uses the same thing that offensive tech trade uses.

And from a balance point of view, you can't stop allies from using the existing methods, so a new method would need to be better, but that would break one of the above facets.

Short version: I will not change the tech trade.



- LEit

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Re: Message System Thu, 10 June 2004 22:32 Go to previous messageGo to next message
Heinz89 is currently offline Heinz89

 
Crewman 2nd Class

Messages: 18
Registered: November 2002
Location: New Jersey, USA
No scrapping via mail....too easy. It can be so fun to mess up some kind of tech trading...w/l, pop drop or scrapper methods have multiple was of screwing up, plus enemies being able to mess with them.

Getting back to the messaging system.

One change I'd like to see is the ability to pick specific races for messages instead of just the option of everyone. Maybe a couple user-defined teams slots?

Another is the ability to click on planets names to see them. What do you usually do when you don't know where the hell Apple is? You go to view, then find and type the darn name in and voila! How to code it? Don't have the faintest idea.

Why does it always say "someone" swept your mines when the game knows damn well who the offending party is(are).

Why does the battle messages sometimes refer to a battle with a race when you just happened to fight over their planet with another race? Not too important, but I'm nitpicky.

Should be able to copy message without having to resize window.

Should be able to forward battle scenes. Might be a good way to send designs? Hell, we all like a good battle and don't always want to share passwords.

Combine the action messages "Large Freighter #157 has beamed 46200 Colonists to Nougut and completed it's assigned orders"

Combine multiple terraforming messages on same planet and then list end value since I always check it out anyway. I may be nuts too.

Silly suggestion: Change the message "Your mines have inflicted 1500 damage points, but you didn't manage to destroy any ships." to say "but you only managed to scratch the paint on their ships."

Silly suggestion #2: allow smilies.

Heinz



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Re: Message System Fri, 11 June 2004 00:16 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Heinz89 wrote on Thu, 10 June 2004 22:32

One change I'd like to see is the ability to pick specific races for messages instead of just the option of everyone. Maybe a couple user-defined teams slots?

Client issue, but I'm hoping they'll have a checkbox for each race.
Heinz89 wrote on Thu, 10 June 2004 22:32

Another is the ability to click on planets names to see them.

The messages from the server will have a message ID #, and a list of objects depending on the message. The objects can be a planet, fleet, player, string, number, or other relevant things. If the client wants to display the planet name and underline it and then when you click on the name, it it jumps to the world, that would be great.
Heinz89 wrote on Thu, 10 June 2004 22:32

Why does it always say "someone" swept your mines when the game knows damn well who the offending party is(are).

The server code that generates the message doesn't know if you'll be able to see the fleet by the time you get the message. That will probably remain, but you should be able to click on the mine field in the message and have it jump there, making it fairly clear who was sweeping.
Heinz89 wrote on Thu, 10 June 2004 22:32

Should be able to forward battle scenes. Might be a good way to send designs? Hell, we all like a good battle and don't always want to share passwords.

You could extract the battle information from the turn file. Hopefully the client will be able to import partial turn files from other players and do something with them. Note that after extracting the battle (or anything else) you could modify it before sending it on, this is to allow you to lie to people.
Heinz89 wrote on Thu, 10 June 2004 22:32

Combine the action messages "Large Freighter #157 has beamed 46200 Colonists to Nougut and completed it's assigned orders"

The client can look ahead through the messages and do this if it wants to. This would be nice.
Heinz89 wrote on Thu, 10 June 2004 22:32

Combine multiple terraforming messages on same planet and then list end value since I always check it out anyway. I may be nuts too.

Another nice thing the client could do. The server could send the old terraforming value, so you can see what you changed it from as well.



- LEit

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Re: Message System Fri, 11 June 2004 02:26 Go to previous messageGo to next message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
This all sounds good. LEit, let me know when you guys have a beginning message system in the files.


- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

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Re: Message System Mon, 14 June 2004 21:10 Go to previous messageGo to next message
Downsider is currently offline Downsider

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Derbyshire, England
LEit wrote on Fri, 11 June 2004 05:16

Heinz89 wrote on Thu, 10 June 2004 22:32

Why does it always say "someone" swept your mines when the game knows damn well who the offending party is(are).

The server code that generates the message doesn't know if you'll be able to see the fleet by the time you get the message. That will probably remain, but you should be able to click on the mine field in the message and have it jump there, making it fairly clear who was sweeping.


I would have thought this would be a client issue. The server sends information about what was swept and which fleet did it and the client would check to see if you can see that fleet. If you couldn't, then you would get the "someone" message.

[Mod edit: fixed quote]


[Updated on: Tue, 08 February 2005 03:21] by Moderator





"Violence is the last resort of the incompetent" - Salvor Hardin

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Re: Message System Mon, 14 June 2004 22:52 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Downsider wrote on Mon, 14 June 2004 18:10

LEit wrote on Fri, 11 June 2004 05:16

Heinz89 wrote on Thu, 10 June 2004 22:32

Why does it always say "someone" swept your mines when the game knows damn well who the offending party is(are).

The server code that generates the message doesn't know if you'll be able to see the fleet by the time you get the message. That will probably remain, but you should be able to click on the mine field in the message and have it jump there, making it fairly clear who was sweeping.


I would have thought this would be a client issue. The server sends information about what was swept and which fleet did it and the client would check to see if you can see that fleet. If you couldn't, then you would get the "someone" message.



That's the thing. In that case the client would have access to more data than it should (fleet numbers it might not be able to see). We can't have that. The client will only receive messages that race would know about. So they'll get the message about the minefield being swept, but it may or may not be associated with the fleet doing the sweeping. At this point, it looks like probably not.


[Updated on: Mon, 14 June 2004 22:52]




Jesus saves.
Allah forgives.
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Re: Message System Tue, 15 June 2004 19:14 Go to previous messageGo to next message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
Perhaps a generic message could be sent, as in this location swept your mines, and the client can look to "see" if there is a fleet or starbase there that can be seen by the current player. In reality, the .m* file should not have the fleet in the file if it can't be seen, right?


- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

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Re: Message System Wed, 16 June 2004 11:45 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Well, giving an absolute location would make cloaked sweeping much less effective.

However, the same problem seems to happen when a fleet hits your mine field, and it either tells you the fleet, or just the fleet # if you can't see it (or no longer exists). So, the same set of checks should be doable for sweeping, we'll have to see when we get there...



- LEit

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Re: Message System Thu, 17 June 2004 00:07 Go to previous messageGo to next message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
Is there some reason we can't go back over the messages and see if anything can be added or changed, after we generate all other game data?


- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

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Re: Message System Thu, 17 June 2004 00:25 Go to previous messageGo to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
There shouldn't be, but I'm not sure what you want to be looking for.


- LEit

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