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Re: Orders Sat, 25 February 2012 00:04 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
Ok, I have added some conditional compilation code so that you can now compile in either the new command based orders or the old (depreciated) orders system. This can stay in until the new command based orders are able to generate turns for a full game. To use the new command base orders right click on the solution and select configuration manager. Then in the active solution configuration drop down select the USE_COMMAND_ORDERS configuration. If you do not want that one, then select Debug.


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Re: Orders Sat, 25 February 2012 02:38 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
It still needs some work before turn generation works properly...


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Re: Orders Sat, 25 February 2012 05:46 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
Can now generate turns and build ships.


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Re: Orders Sun, 26 February 2012 20:10 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
Finished the waypoint commands. You can now add/delete/edit waypoints with the new framework. I tested it as much as I could, and no errors on the unit tests, but if you guys catch something I missed let me know.

Will now move unto Production commands to get the game as playable as possible ASAP.

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Re: Orders Tue, 28 February 2012 03:36 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
Design commands are done. Adding/Deleting designs works, and the command also supports editing designs although there is no dialog option for that yet.

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Re: Orders Fri, 27 April 2012 17:21 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
I have been playing through a game vs the AI (in the orders build) and fixing crash bugs as I go so it is a little more stable now. I have finished scouting but I can not load cargo, which I suspect is not implemented (but I have not checked yet).

Once I can get it to play through I intend to make the orders build the default one. The Debug build is broken anyway at the moment due to other changes made. Hopefully I will get a chance to do that this afternoon/evening, but I have some study to get out of the way first.

If we can get the orders finished off and working (no priority 7 or higher issues) we may be able to do a release, which is long over due.



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Re: Orders Fri, 27 April 2012 18:42 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
Yes. Sadly (or fortunately Very Happy I got a new job recently which has taken some of my free time.

The cargo is not done yet. I'll work on it now along with splitting fleets.


[Updated on: Fri, 27 April 2012 18:42]

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Re: Orders Sat, 28 April 2012 21:58 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
Just to let you guys know I'm working on finishing the Orders.

Specifically i'm going to refactor the Waypoint tasks into individual classes akin to commands or production units, with a common WaypointTask interface.

This way we can hold data like specific cargo amounts and mine laying periods in a clean way.

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Re: Orders Sun, 29 April 2012 03:59 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
I started implementing a CargoOrder, just to see if could and get a feel for the orders system. It is not finished and I have not committed it, and I won't if you are going to do that. Doing it I was thinking that the order in which you apply fleet split/merge and cargo transfers is probably important.

I also noticed that the original implementation for cargo transfer was only really intended to handle the case of transferring between a star and a fleet. Some more work is required for it to handle fleet to fleet transfers. (Packets and scrap are probably a special kind of fleet that do not enter combat).

I have also noticed a few strange things happening with the production queue but have not had a chance to really look into them. Firstly the queue skips over items that can not be built rather than blocking, which is a nice feature but someone will complain it is not how Stars! works and needs to be an option. Secondly you can not have 500 factories in one stack. Thirdly if you have a queue like:

100 factories
100 mines
100 factories
100 mines
100 factories
100 mines

and then try to remove them all from the queue, when you close the queue some or all of the items reappear on the queue. I only noticed these in passing and they need to be investigated further to confirm if they happen consistently and when/why they happen.

Sorry for the confusing dump but I may not get another chance to note this stuff down for a few days as I am going away on course this week.



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Re: Orders Sun, 29 April 2012 13:11 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
Thanks, I'm going to look over those cases.

Regarding fleet/fleet cargo exchange, I'm working on the new waypoints to use a "Mappable target" parameter rather than a Star, so anything with a position can be a waypoint task target.

I'm having some difficulties implementing the actual waypoint execution as the interfaces needs to be in Nova/Common and the guts of them need to be in Nova/Server due to needing acces to ServerData, but Common can't reference Server. I'm trying things and slowly figuring out.

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Re: Orders Fri, 11 May 2012 21:41 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
I have made the new orders system the default build again as it is getting reasonably stable.

I am playing through a test game and have finished exploring, colonised all green systems and I am sending my bomber to the enemy home world.



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Re: Orders Sat, 12 May 2012 01:09 Go to previous message
Daniel is currently offline Daniel

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

Messages: 179
Registered: April 2006
Location: Nowra, Australia
Victory! Their star has been bombed to glass.


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