Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! Clones, Extensions, Modding » Stars! Nova - Development » What next?
What next? Sun, 26 June 2011 15:45 Go to next message
Musmuris

 
Master Chief Petty Officer
Stars! Nova developer
Stars! Nova developer

Messages: 96
Registered: June 2011
So what next to work on? Any major areas still lacking?

Possible ideas:

1. Split/Merge fleets - the manage fleets dialog doesn't seem too functional right now, and we need a split/merge. One issue with split is assigning Fleet IDs so that may need to wait till we've cleared thatup
2. Starting stuff - I saw a lot of commented out code for different racial traits, and humanoids should get more starting ships I think?
3. That starbase thing that blocks production on startup?
4. Cleansing Intel files so they only have the necessary (though is Aeglos doing this?)
5. <Your vote here>


Report message to a moderator

Re: What next? Sun, 26 June 2011 16:31 Go to previous messageGo to next message
Daniel is currently offline Daniel

 
Chief Warrant Officer 3
Stars! Nova developer
Stars! Nova developer

Messages: 179
Registered: April 2006
Location: Nowra, Australia
Musmuris, it would be good if you worked on the split merge fleet dialog. You are good with .Net dialogs and that is a major area of functionality that is missing. Not being able to merge fleets makes it hard to manage fleets properly. A related issue is that when a system builds 10 scouts it builds ten fleets of one scout rather than one fleet of 10 scouts. I know they are seperate issues but it would be great if they were both solved at the same time.




Have fun.

Report message to a moderator

Re: What next? Sun, 26 June 2011 16:54 Go to previous messageGo to next message
Musmuris

 
Master Chief Petty Officer
Stars! Nova developer
Stars! Nova developer

Messages: 96
Registered: June 2011
Ok,I'm on it.


Like I say that will mean I'll have to sort out the FleetId issue.

Fleet's produced by the server just get a monotonically increasing fleet number (which is an int now). Fleets also have the Key which is Owner / fleetId.

To me having 2 things seems silly and it sounds like we want string keys so I my thoughts are to FleetID the same string (which is a good way to catch where it is used) and Key can then just return that. Then Server created fleets can just use a number, and client created fleets can use Owner + "/c" + fleetNumber.

The reasoning to have separate ones is a client may split fleets but not submit a turn during which the server makes more in production so we can't just have one number that both use Sad

[The above all subject to change as I get into the code. Note that this should affect changing Owner to be a different thing in the future per other discussion]

Report message to a moderator

Re: What next? Sun, 26 June 2011 23:04 Go to previous messageGo to next message
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
Stars! Nova developer
Stars! Nova developer

Messages: 142
Registered: May 2011
Location: Chile
Weren't we going to use int IDs instead of strings?

Report message to a moderator

Re: What next? Mon, 27 June 2011 03:23 Go to previous messageGo to next message
Musmuris

 
Master Chief Petty Officer
Stars! Nova developer
Stars! Nova developer

Messages: 96
Registered: June 2011
Aeglos wrote on Sun, 26 June 2011 23:04

Weren't we going to use int IDs instead of strings?


Lol - I thought we'd decided the other way! I'm happy to go with strings.

Report message to a moderator

Re: What next? Mon, 27 June 2011 05:21 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

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

Messages: 437
Registered: November 2002
Location: New Brunswick, Canada
Can we keep discussions around Keys and ID all in this thread so we do not lose the final decision later on.

As of June 26th I think the decision was to store the keys/IDs as integers but to record ownership using a string of combined keys/IDs (key.key or ID.ID). Check the thread mentioned above to make and post your own interpretations of what was decided. Wink



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

Report message to a moderator

Re: What next? Mon, 27 June 2011 05:53 Go to previous messageGo to next message
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
Stars! Nova developer
Stars! Nova developer

Messages: 142
Registered: May 2011
Location: Chile
I replied over there.

To bring this back to topic, the race designer is still only partially functional. Maash was taking a look at it, but he is MIA right now. If he hasn't returned by the time the big refactoring is done, i'll take a look at it. The plan was to port the Java designer, which is a port of the C++ designer, which was extracted from the Stars! source by the FreeStars team.

Report message to a moderator

Re: What next? Tue, 28 June 2011 05:00 Go to previous messageGo to next message
pilotpirx is currently offline pilotpirx

 
Crewman 3rd Class
Stars! Nova developer
Stars! Nova developer

Messages: 4
Registered: June 2011
Just my 2c why there isn't load task on waypoint?

Report message to a moderator

Re: What next? Tue, 28 June 2011 16:31 Go to previous messageGo to next message
Daniel is currently offline Daniel

 
Chief Warrant Officer 3
Stars! Nova developer
Stars! Nova developer

Messages: 179
Registered: April 2006
Location: Nowra, Australia
pilotpirx wrote on Tue, 28 June 2011 19:00

Just my 2c why there isn't load task on waypoint?


There is a lot of work required on waypoint tasks. The current functionality is probably enough for a playable game, so this is not our highest priority. However the current tasks are organised differently and only implement a subset of the functionality compared to Stars! Waypoint tasks is an area where there is an oportunity to improve on the Stars! interface without making changes to how the guts of the game works. The Stars! zip orders are quite limited. You can not load more than 4000kT of one mineral and you can not tell a transport to consider what its next waypoint needs.



Have fun.

Report message to a moderator

Re: What next? Sat, 02 July 2011 16:19 Go to previous message
Musmuris

 
Master Chief Petty Officer
Stars! Nova developer
Stars! Nova developer

Messages: 96
Registered: June 2011
Musmuris wrote on Sun, 26 June 2011 16:54

Ok,I'm on it.
Like I say that will mean I'll have to sort out the FleetId issue.

blah blah blah....



Sorry - been a bit busy this week. Decided I really need to know how the new changes work before messing with IDs, so instead I'll get on the manage fleets dialog as I think we've worked out that perhaps we don't need separate client/server IDs after all.

Report message to a moderator

Previous Topic: TestHarness
Next Topic: Can't produce new designs?
Goto Forum:
  


Current Time: Thu Mar 28 16:13:05 EDT 2024