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Idea: Automating MM Sun, 08 October 2006 17:00 Go to next message
Coyote is currently offline Coyote

 
Lt. Commander

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What are some things we could add to take a little burden off of the micromanagement load? Whip What part of MM annoys you the most and could be streamlined with some kind of script or extra pane?


I may not be involved in the coding (I can't commit myself to weeks of work for no pay when my day job Yuck barely pays anything as it is) but I'm trying to help... Angel


[Updated on: Sun, 08 October 2006 17:04]

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Re: Idea: Automating MM Mon, 09 October 2006 00:46 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

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Coyote wrote on Sun, 08 October 2006 16:00

What are some things we could add to take a little burden off of the micromanagement load?


More orders to the Transport Task List.

1. Ability to load pop from a planet, specified by percentage. Meaning, pick up any amount of pop over this % of planetary Capacity. So you can quickly automate breeder planets without needing to worry about manually messing with the actual amount.

2. The reverse. Drop pop on this planet up to this % of Planatary Cap. Range should be up to 300%, at least, for IS.

3. Pull the stupid &%(#))%$ caps off the current transport orders. Currently the max you can automate is 4000kt.

4. Same as #1, kinda, but for minerals via kt amount to leave on planet. Move the rest. And the reverse. This would be great for shuffling mins from planets with a high min conc.

5. Ability to add SB's in the default production Q. Please!

6. The Ability to change the default Q, and it changes on every planet that has the default Q setup.

7. A hot key macro like "CNTRL ALT R" to redesignate all routes end points to a specific planet. This could have a nice logic check too, for larger universes. The logic would look at the end point planet, to see if it has a route, and if so, leave it alone. Only routes that end on a planet with no route order would be changed. In this way, routing chains for long distance multi jumps would not be messed up.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Idea: Automating MM Mon, 09 October 2006 06:57 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mlaub wrote on Mon, 09 October 2006 06:46

5. Ability to add SB's in the default production Q. Please!


Starbases and Ships, too, I would guess? Wink Some care would need to be taken with potential blocking builds, but otherwise... Cool


Quote:

6. The Ability to change the default Q, and it changes on every planet that has the default Q setup.


With a toggle, as the current behavior is also useful. Rolling Eyes

Quote:

7. A hot key macro like "CNTRL ALT R" to redesignate all routes end points to a specific planet. This could have a nice logic check too, for larger universes. The logic would look at the end point planet, to see if it has a route, and if so, leave it alone. Only routes that end on a planet with no route order would be changed. In this way, routing chains for long distance multi jumps would not be messed up.


You lost me there. Confused It sounds intriguing, but can you explain it a bit more? Rolling Eyes

And now some of my own:

8. A "list closest planets with surplus of selected mineral/pop" button, for min/pop balancing tasks. Whip Current "surface mins" and "minconcs" views aren't nearly enough, as both need to be taken into account, or rather, "mining ratio" needs to be taken into account. Very Happy

8b. Alternatively, just add the "mining ratio" and "pop cap" views, plus the ability to select which ranges are actually displayed, such as "only 33% pop cap and above shown", or only "less than 15kT/yr Germ AND more than 300kT/yr Germ shown" (for balancing purposes)... Cool

9. On the same vein: a "only planets with stargates" view. Perhaps a "only planets with routes" view. Perhaps a "find planets which route to ****" dialog... Ideally, allow for customisable / flexible views so that every would-be-emperor can define / tweak their own. Cool



So many Stars, so few Missiles!

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Re: Idea: Automating MM Mon, 09 October 2006 12:17 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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m.a@stars wrote on Mon, 09 October 2006 05:57

mlaub wrote on Mon, 09 October 2006 06:46

5. Ability to add SB's in the default production Q. Please!


Starbases and Ships, too, I would guess? Wink Some care would need to be taken with potential blocking builds, but otherwise... Cool


Yep, but I didn't want to shoot for the moon. Laughing
Quote:


Quote:

7. A hot key macro like "CNTRL ALT R" to redesignate all routes end points to a specific planet. This could have a nice logic check too, for larger universes. The logic would look at the end point planet, to see if it has a route, and if so, leave it alone. Only routes that end on a planet with no route order would be changed. In this way, routing chains for long distance multi jumps would not be messed up.


You lost me there. Confused It sounds intriguing, but can you explain it a bit more? Rolling Eyes


Have you ever played in a huge or large game? The "route" button is very useful in those large games. You click on the button and select a planet. All new builds have "route" in there move orders, and go to the target planet via the route button. You use this to automate all new builds to go to planet X. This is useful for the obvious reason that you don't need to go change every ships orders to get them to move to a planet.

ON the new turn, you just go to the "end of the routes" hit select all warships and merge. Bang, you have your new warfleet, and you spent almost no time past the setup of the routes.

Ok, now picture that you are at war with several races, and you have divided your empire into 4 routing "cells". Each "cell" has x number of planets routing all their ships to planet y. Planet y has route orders to send ships to planet z. You usually do this anyway for planets that are farther than a 1 year gating jump to the rest of the empire. You don't want to change the outlying planetary routes to planet y, or planet y's route to planet z.

The logic I spoke of is easily checked, I'd imagine, since planet z has no route orders. Or, at least it shouldn't. Heck, even if it does, it is *1* planetary change, not 100. It is the end of the line for all the routes in the empire.

So, I'm saying, it would be nice to be able to press "CNTRL ALT R" to readjust all the routes to planet z, to a new planet, without touching 60+ planetetary route orders. Infact, it would be nice to do it the realtime strategy way, and desiginate the "cells" as "CNTRL ALT 1" "CNTRL ALT 2" "CNTRL ALT 3" etc...but I am not sure if that is feasable.

In a perfect world, you could use "box select" to select a group of planets, press "CNTRL ALT 1" to set those planets as "group 1" press "CNTRL 1" to select group 1, press the route button, and target a planet to route all new builds from those planets to a target planet...Ofc, now I am dreaming... Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Idea: Automating MM Mon, 09 October 2006 12:22 Go to previous messageGo to next message
Kotk

 
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Messages: 1227
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mlaub wrote on Mon, 09 October 2006 06:46

5. Ability to add SB's in the default production Q. Please!

Actually i see no reason why there cannot currently be non-blocking autobuild orders like:
Potato Bug ...... Up to 8
Non blocking autobuild orders are safe to add into default que ... autobuild ships may be even added to planets without base (like autobuild packets to planet without driver). Wink

Already built orbital autobuild is grey, so are orbital downgrades. If orbital is destroyed... then orbitals go green/blue again (unless AR of course) Wink

Only thing i am no sure is what to do with same hull orbitals ... there. Some way for player to order same hull designs what is upgrade of what? New idea Then client can detect ... two orbitals whose upgrade order with each other is not defined are not allowed to be simultaneously in same que as autobuild orders. Rolling Eyes

m_a_stars wrote on Mon, 09 October 2006 13:57


8. A "list closest planets with surplus of selected mineral/pop" button, for min/pop balancing tasks.
Is say 200ly close enough to be among "closest", also your definition of "surplus" is rather hard to grasp ... since lot of crap needed to be "taken into account". Laughing
Quote:

8b. Alternatively, just add the "mining ratio"
Doable.
Quote:

and "pop cap" views,
What is the diff with "Planet Value View"?
Quote:

plus the ability to select which ranges are actually displayed,
Define "not displayed". Wink I start to see why you dont like to write UI... requirements for UI from your pen ... are damn dark and mute. Wink
Quote:

allow for customisable / flexible views so that every would-be-emperor can define / tweak their own. Cool
Have you evaluated MS Access as option? Maybe you should. It got views in it ... but i am unsure are they customizable enough. Confused Hit over head Yelling 2 Guns Dead Yuck Whip Can you be somewhat less dreamy and more specific and detailed? Otherwise it sounds like marketing crap. Puke, hurl, vomit, gag

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Re: Idea: Automating MM Mon, 09 October 2006 17:40 Go to previous messageGo to next message
Staz is currently offline Staz

 
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1. Sort planets in descending order of minmum mineral mining rate, so you can see what planets are still pumping out all 3 minerals in late game.

2. Assign a "pop hold" level (25%, 33%, 50%, 100%) to each planet, and allow the planet report to sort by surplus population.

3. "Balance minerals" orders for freighters. Load minerals if higher min conc than the planet you are going to, drop them if lower than the planet you have come from. With repeat orders shuttling between 2 planets would work a treat.

4. Ability to designate a fleet in orbit of one of your planets as a "home" fleet, and have newly built ships added to the home fleet automatically.

5. Map viewing showing how long it has been since each planet was last scanned, from bright green (data is current) to dark red (never scanned).

6. Ability to queue research properly, rather than just current and next field. I'd like to put con-4, prop-2, con-5, weap-5 in the "research queue" and leave it for a few turns. Eventually you'd get a "you are about to complete your research queue" message.

7. A "boost" order for ships. Follows another fleet for 1 year (or maybe configurable, eg "boost for 3 turns"), transfers almost all fuel to that fleet and then return to starting point as fast as possible on the remaining fuel.

8. Is it possible to make a useable "patrol" order?

9. "Upgrade base design" order; finds all planets with base design X and adds based design Y to the top of the queue.

10. Planet names on map with population threshold, eg. show planet names where population >= 500k.

11. Fastest travel option; get to destination as fast as possible with available fuel, including changing speed mid-journey if appropriate.

That ought to be enough for now Laughing

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Re: Idea: Automating MM Mon, 09 October 2006 21:32 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Good stuff! Thumbsup 2

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Re: Idea: Automating MM Mon, 09 October 2006 22:52 Go to previous messageGo to next message
Kotk

 
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Staz wrote on Tue, 10 October 2006 00:40


3. "Balance minerals" orders for freighters. Load minerals if higher min conc than the planet you are going to, drop them if lower than the planet you have come from. With repeat orders shuttling between 2 planets would work a treat.

Can you describe how it goes when you have freighter with "Balance minerals" order circling on 4 planets? Wink
Quote:

4. Ability to designate a fleet in orbit of one of your planets as a "home" fleet, and have newly built ships added to the home fleet automatically.
So ... "collect built ships" orders to that home fleet? What to do if there are multiple such fleets?
Quote:

8. Is it possible to make a useable "patrol" order?
Umm? I have also thought about it. Most features that are possible to describe ... are possible to implement. Wink However ... i cant think out what it should do.
Quote:

9. "Upgrade base design" order; finds all planets with base design X and adds based design Y to the top of the queue.
Planets can be sorted by orbital. So actually what you want is to be able to select multiple planets there and affect their all ques? Or how?
Quote:

That ought to be enough for now Laughing
Its always good idea to collect good ideas. Very Happy

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Re: Idea: Automating MM Mon, 09 October 2006 23:43 Go to previous messageGo to next message
gible

 
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Registered: November 2002
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Re: various useful filter on the map...custom filter buttons would be the way to go...just need masses of filter options...including a set of magic formula options
(I would set it so the unselected top level items are unaffected(or any trees without any checks at all) (not shown in my example)
eg To show only:
scout based chaff visible with my own scanners,BCs visible with my own or my ally's scanners,Yellow planets with a value of at least -10 AND less than 5 years of stockpiled minerals, wormholes with 500ly of earth, all of my own minefeild and my enemies speedtrap minefields...
(silly filter but what the hell...)


[*]-Ships
    [ ]-Scouts
        [ ] Formula []
    [*]-Warships
        [*]-Chaff
           [ ] Formula [Hull=Scout AND visible=own scanners]
        [*]-Misc Ships
            [ ]+Armed Pvt
            [ ]+DDs
            [ ]+CCs
            [*]-BCs
                [*] Formula [visible=own scanners OR visible=ally scanners]
            [ ]+BBs
            [ ]+DNs
            [ ]+Armed Nubians
            [ ] Formula []
        [ ]+Capital Ships
        [ ] Formula []
    [ ]-Utility
        [ ]+Miner
        [ ]+Fuel Transport
        [ ]+Colony
        [ ]+Freighter
        [ ] Formula []
    [ ]+Bomber
    [ ] Formula []
[*]-Planets
    [ ]-Green
    [*]-Yellow
        [*]-Own
            [*]Formula[Value>-10 AND (Any surface min/Mine rate)<5]
        [ ]+Enemy
        [ ]+Ally
        [ ]+Unowned
        [ ]Formula[]
    [ ]+Red
    [ ] Formula []
[*]-Features
    [*]-Wormholes
        [*]Formula=[distance(end point,planet(Earth))<500]
    [*]-Minefields
        [*]+Own
        [*]-Enemy
            [ ]+Standard
            [ ]+Heavy
            [*]+Speed Trap
            [ ] Formula []
        [ ]+Ally
        [ ]+Unknown owner
        [ ] Formula []
    [ ] Formula []
[ ] Formula []



if you wanted to get really funky you could make they code for the tree independant of the data, and use the data properties for the steps adding a formula option at the end of each. allowing funky stuff like:
[*]-Features
    [*]-Wormholes
        [*]Formula=[distance(end point,planet(Earth))<500]
    [*]-Minefields
        [*]+Own
        [*]-Enemy
            [ ]+Standard
            [ ]+Heavy
            [*]+Speed Trap
            [ ] Formula []
        [ ]+Ally
        [ ]+Unknown owner
        [ ]-Standard
            [ ]+Own
            [ ]+Enemy
            [ ]+Ally
            [ ]+Unknown owner
            [ ] Formula []
        [ ]+Heavy
        [*]+Speed Trap
        [ ] Formula []
    [ ] Formula []


[Updated on: Mon, 09 October 2006 23:50]

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Re: Idea: Automating MM Tue, 10 October 2006 02:18 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Tue, 10 October 2006 04:52

Can you describe how it goes when you have freighter with "Balance minerals" order circling on 4 planets? Wink

WP-0 load/unload task: calculate average for every mineral on the surface of planets this fleets visits. Load/unload fleet to that average. Thumbs Up Wink

BR, Iztok


[Updated on: Tue, 10 October 2006 02:19]

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Re: Idea: Automating MM Tue, 10 October 2006 04:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mlaub wrote on Mon, 09 October 2006 18:17

So, I'm saying, it would be nice to be able to press "CNTRL ALT R" to readjust all the routes to planet z, to a new planet, without touching 60+ planetetary route orders. Infact, it would be nice to do it the realtime strategy way, and desiginate the "cells" as "CNTRL ALT 1" "CNTRL ALT 2" "CNTRL ALT 3" etc...but I am not sure if that is feasable.

In a perfect world, you could use "box select" to select a group of planets, press "CNTRL ALT 1" to set those planets as "group 1" press "CNTRL 1" to select group 1, press the route button, and target a planet to route all new builds from those planets to a target planet...Ofc, now I am dreaming... :)¡


Oh! Rolling Eyes Now I understand! Cool "For all planets, Search 'route to A' and Replace by 'route to B'"! Yes, indeed! Very Happy

I remember last time I had to do it by hand, in a huge-dense team game... Even sorting planets by "routing dest" didn't completely eliminate the drudgery... Razz


[Updated on: Tue, 10 October 2006 04:24]




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Re: Idea: Automating MM Tue, 10 October 2006 04:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Mon, 09 October 2006 18:22

Only thing i am no sure is what to do with same hull orbitals ...


Let the player define it? Rolling Eyes


Quote:

Is say 200ly close enough to be among "closest", also your definition of "surplus" is rather hard to grasp ... since lot of crap needed to be "taken into account". Laughing


"close" and "surplus" will change over time, and not be the same to every race and player. So, more or less player-definable, too, much like the "scanner effectiveness" selection, I'd guess.

Quote:

What is the diff with "Planet Value View"?


Planet Value doesn't tell you what planets are near or over their "holding" caps, or near full. Razz

Planet Pop doesn't readily tell you which are the breeders at hold, and which the small near-full colonies... Sad

Quote:

Define "not displayed".


Similar to the "population" view, where uninhabited planets are just a dot and AR worlds are smallish color dots. That would allow a player to easily tell which planets passed the filter, and which ones didn't pass vs the ones which aren't his. Very Happy

Quote:

Wink I start to see why you dont like to write UI... requirements for UI from your pen ... are damn dark and mute. Wink


I thought you didn't need so much detail yet? Razz Just gathering ideas here, remember? Twisted Evil

Quote:

Have you evaluated MS Access as option? Maybe you should.


Nope, Notepad and Excel are more than enough. Razz



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Idea: Automating MM Tue, 10 October 2006 04:59 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Staz wrote on Mon, 09 October 2006 23:40

3. "Balance minerals" orders for freighters. Load minerals if higher min conc than the planet you are going to, drop them if lower than the planet you have come from. With repeat orders shuttling between 2 planets would work a treat.


Actually, you'll want to use "mining ratio". For example, you might be bringing Germ to a small undeveloped colony which happens to enjoy high minconcs but has few mines yet.


Quote:

6. Ability to queue research properly, rather than just current and next field. I'd like to put con-4, prop-2, con-5, weap-5 in the "research queue" and leave it for a few turns. Eventually you'd get a "you are about to complete your research queue" message.


Even something like "autoresearch energy, up to 6; autoresearch prop, up to 12..." would be interesting, yeah. Very Happy


Quote:

7. A "boost" order for ships. Follows another fleet for 1 year (or maybe configurable, eg "boost for 3 turns"), transfers almost all fuel to that fleet and then return to starting point as fast as possible on the remaining fuel.


"transfer optimal fuel to fleet X, every turn (Repeat?), until you need the remainder to return to base"... Cool


Quote:

8. Is it possible to make a useable "patrol" order?


The way I'd go about it would be:

1) Designate some ships/fleets as "patrol duty", targeting an enemy fleet, or perhaps an "interest area". Sherlock

2) If the enemy fleet splits skirmishers or sweepers or whatever *towards* the "patrols" (or towards the Interest Area), treat them as if it were "split fleet dodge" in reverse, i.e: target them with your "patrol ships" for interception *that same turn* Twisted Evil Whip

3) Otherwise, the "patrol ships" don't move, or move along their predefined path only, or travel towards the "interest area" if not already there. Very Happy

4) Interesting things may happen if the enemy, for example, tries to punch thru your "patrol line" with a few of their heavies attacking one of your (presumably smallish) Patrol ships, but you had "secondary" Patrols of heavier ships "patrolling" the outer Patrol Line, thereby rushing to support their endangered comrades. Teleport Hit over head Dueling

4b) You could "patrol" your own Freighters! Rolling Eyes With a few dedicated Patrol ships giving cover to a whole trade route, then to be besieged by the combined effort of several "wolf packs" and... Pirate Whip Cool

5) Hey, wouldn't that change the sedate, chess-like tempo of Stars! fleet movements into something more like *gasp* real-time space-opera shoot'em-ups? Razz

Quote:

10. Planet names on map with population threshold, eg. show planet names where population >= 500k.


In general, I'd set up "Show [user definable param] if [user-definable condition(s)] is met" views. Cool


Quote:

11. Fastest travel option; get to destination as fast as possible with available fuel, including changing speed mid-journey if appropriate.


Of course, that's what my own "fuel/trip" tool already does. Cool Far from perfect, but... Very Happy Whip


[Updated on: Tue, 10 October 2006 05:39]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Idea: Automating MM Tue, 10 October 2006 05:06 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Tue, 10 October 2006 04:52

So ... "collect built ships" orders to that home fleet? What to do if there are multiple such fleets?


Assign them to the one with lowest ID. Rolling Eyes

Quote:

So actually what you want is to be able to select multiple planets there and affect their all ques? Or how?


I wonder if it would make sense to have a checkbox or similar besides each planet in the planet report, so you can check some of them, and when you open "the" planetary queue you'll be affecting all the planets you had previously checked. Sherlock Teleport

Obviously that "queue" window would need to be labelled with the names of all planets it's actually affecting, or be a different color, or something... Very Happy



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Idea: Automating MM Tue, 10 October 2006 05:13 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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gible wrote on Tue, 10 October 2006 05:43

if you wanted to get really funky you could make they code for the tree independant of the data, and use the data properties for the steps adding a formula option at the end of each. allowing funky stuff like:
[*]-Features
    [*]-Wormholes
        [*]Formula=[distance(end point,planet(Earth))<500]
    [*]-Minefields
        [*]+Own
        [*]-Enemy
            [ ]+Standard
            [ ]+Heavy
            [*]+Speed Trap
            [ ] Formula []
.
.
.



Yeah, why limit ourselves to what the Install wrapper for MS-Office already does? Twisted Evil Cool Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Idea: Automating MM Tue, 10 October 2006 13:01 Go to previous messageGo to next message
Kotk

 
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Messages: 1227
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gible wrote on Tue, 10 October 2006 06:43

Re: various useful filter on the map...custom filter buttons would be the way to go...just need masses of filter options...including a set of magic formula options ... and getting funky

Aww. Your option tree sure scares pants off from most noobs. Wink It looks like some sort of xml file again. Nod Even if we embed some scripting feature we dont leave it up to player to script his client. We just yesterday discussed these options with bdragon in freestars IRC. He was more interested of server side scripting... to allow custom scriptable game rules. Wink Anyway ... if the one with best scripting ability will win game then its certainly NO WAY fun.
iztok wrote on Tue, 10 October 2006 09:18

Hi!
"Balance minerals" order:
WP-0 load/unload task: calculate average for every mineral on the surface of planets this fleets visits. Load/unload fleet to that average. Thumbs Up Wink

Now that sounds like cool feature. Smile
m.a@stars wrote on Tue, 10 October 2006 11:36


What to do with same hull orbitals:
Let the player define it? Rolling Eyes

How "player defines it"? What are his options? If player has it not defined what to do?
Quote:

"close" and "surplus" will change over time, and not be the same to every race and player. So, more or less player-definable, too, much like the "scanner effectiveness" selection, I'd guess.
Please describe the whole feature once more because i am completely lost there. Embarassed
Quote:

Planet Pop doesn't readily tell you which are the breeders at hold, and which the small near-full colonies... Sad
OK got it. You want the cap colummn in planet summary report visualized. But its only relewant to own colonized planets. How to display opponent or empty planets at such view?
Quote:


"not displayed":
Similar to the "population" view, where uninhabited planets are just a dot and AR worlds are smallish color dots.

These "dots" are actually 9 pixel pictures!!! Very Happy
Quote:

I thought you didn't need so much detail yet? Razz Just gathering ideas here, remember? Twisted Evil
ME? I have seen lot of good ideas here. Ideas are ideas and BS is BS. "powerful", "smart", "good looking", "wicked", "flexible", "customizable", "tweakable" etc. are just empty words (overused in tv shop) and not ideas. Laughing How its so hard to get. Cool
Quote:

Actually, you'll want to use "mining ratio". For example, you might be bringing Germ to a small undeveloped colony which happens to enjoy high minconcs but has few mines yet.
I think you mix/merge/mute idea with idea there ... "support planetary development" (to get that little crappy planet up) is different task than "balance minerals" (to gain rapid fleet building). I like Iztoks suggestion the best there so far.
Quote:

useable "patrol" order:
2) If the enemy fleet splits skirmishers or sweepers or whatever *towards* ....
3) Otherwise, the "patrol ships" don't move ...
So conditions in waypoint? Then other guy wants conditions that "if opponent sends patrols to skirmish my sweepers this turn then send BB-s this turn" and further "if that fleet attacks that planet this turn then gate in that security force this turn otherwise sit in shadows". etc. Baaah!!! I vote against any tries of removal the unserainty/surprize/paranoia ... "i see that fleet but what it will do?". Its cool. No other game has it. Replacing it with MM of filling tons of formulas and conditions for each fleet and waypoint? Rolling Eyes Trash
Quote:

5) Hey, wouldn't that change the sedate, chess-like tempo of Stars! fleet movements into something more like *gasp* real-time space-opera shoot'em-ups? Razz
All RTS miss feel of deciding ... role playing overburdened logistic guy there ... who supports that sole ultimate strategy in given situation. Also like i now see it changes player into overburdened formula filler Confused
Quote:

Obviously that "queue" window would need to be labelled with the names of all planets it's actually affecting, or be a different color, or something... Very Happy
It cant be exactly "a queue window" because all planets may have very different queues on right hand and different abilities to build on left hand. Dock with driver may build scout or throw packets, ultra without driver may build scout or BB but no packets, one without orbital can basically only build orbitals. Sherlock

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Re: Idea: Automating MM Tue, 10 October 2006 15:28 Go to previous messageGo to next message
Staz is currently offline Staz

 
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Kotk wrote on Tue, 10 October 2006 03:52


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9. "Upgrade base design" order; finds all planets with base design X and adds based design Y to the top of the queue.
Planets can be sorted by orbital. So actually what you want is to be able to select multiple planets there and affect their all ques? Or how?



I was actually thinking of something in the ship (base) designer. Select a base design and hit the "upgrade" button; select any other base design (from a drop-down) and hit "OK". New base added to queue of any planet with old base type. You can then sort the planets report by production queue to see which planets are affected, and which base production are green/blue/red.

SSNG had a similar feature AFIK, but it worked for ship designs too. Upgrading ships is a *much* more difficult task (returning ships to bases, splitting fleets, etc), so I've only suggested bases which should be easy using this approach.

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Re: Idea: Automating MM Tue, 10 October 2006 18:27 Go to previous messageGo to next message
gible

 
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Kotk wrote on Wed, 11 October 2006 06:01


Anyway ... if the one with best scripting ability will win game then its certainly NO WAY fun.


I agree, but having the ability to script stuff player-side could make no end of difference. This might be gotten around by having clients submit all player scripts to the server and making them available to all other players in the game, but the potential for scripts to be too particular about their operation or custom clients simply not uploading scripts would be an issue.

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Re: Idea: Automating MM Tue, 10 October 2006 20:58 Go to previous messageGo to next message
Kotk

 
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Staz wrote on Tue, 10 October 2006 22:28

SSNG had a similar feature AFIK, but it worked for ship designs too. Upgrading ships is a *much* more difficult task (returning ships to bases, splitting fleets, etc), so I've only suggested bases which should be easy using this approach.
Ok I got now. Smile Its not so lot of automating MM idea ... but resurrecting SSNG idea. Wink Sure does not seem too difficult so ... something can be made. Wink
gible wrote on Wed, 11 October 2006 01:27

I agree, but having the ability to script stuff player-side could make no end of difference. This might be gotten around by having clients submit all player scripts to the server and making them available to all other players in the game, but the potential for scripts to be too particular about their operation or custom clients simply not uploading scripts would be an issue.
Main thing what is wrong about scripting is the shift of whole feeling. To be emperor of odd species or to be some sort of script hacker. Both are fun of course. Wink

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Re: Idea: Automating MM Wed, 11 October 2006 05:30 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Tue, 10 October 2006 19:01

Even if we embed some scripting feature we dont leave it up to player to script his client. We just yesterday discussed these options with bdragon in freestars IRC. He was more interested of server side scripting... to allow custom scriptable game rules. Wink Anyway ... if the one with best scripting ability will win game then its certainly NO WAY fun.


Are filters of the sort "show <selectable parameter list> IF <selectable parameter list> IS <selectable condition list (i.e. HIGHER THAN, LOWER THAN, EQUAL TO, ...)> [user-set constant]" considered "scripts"? Confused

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iztok wrote on Tue, 10 October 2006 09:18

"Balance minerals" order:
WP-0 load/unload task: calculate average for every mineral on the surface of planets this fleets visits. Load/unload fleet to that average. Thumbs Up Wink

Now that sounds like cool feature. Smile


When should that "average" be calculated? After production has taken its toll, I guess? Sherlock

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What to do with same hull orbitals:
Let the player define it? Rolling Eyes

How "player defines it"? What are his options? If player has it not defined what to do?


As explained elsewhere, options include the rest of SB designs, so an "upgrade path" would need to be defined (or for the nitpickers, the design ID of the "upgradeTo" design needs to be defined). In case of doubt, gray out the upgrade order.

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"close" and "surplus" will change over time, and not be the same to every race and player. So, more or less player-definable, too, much like the "scanner effectiveness" selection, I'd guess.
Please describe the whole feature once more because i am completely lost there. Embarassed


Display/list/print planets whose <distance to selected> is <less than> [user-input constant] AND <selected mineral available> is <more than> [another user-input constant]

Too complex perhaps? Confused

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Planet Pop doesn't readily tell you which are the breeders at hold, and which the small near-full colonies... Sad
OK got it. You want the cap colummn in planet summary report visualized. But its only relewant to own colonized planets. How to display opponent or empty planets at such view?


As always: opponent (or own which don't pass the threshold) get smallish colored "dots" and empty get gray or white dots. Very Happy

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"not displayed":
Similar to the "population" view, where uninhabited planets are just a dot and AR worlds are smallish color dots.

These "dots" are actually 9 pixel pictures!!! Very Happy


Hey, whatever it takes for them to be seen on 45'' HDTV displays... Rolling Eyes


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Actually, you'll want to use "mining ratio". For example, you might be bringing Germ to a small undeveloped colony which happens to enjoy high minconcs but has few mines yet.
I think you mix/merge/mute idea with idea there ... "support planetary development" (to get that little crappy planet up) is different task than "balance minerals" (to gain rapid fleet building). I like Iztoks suggestion the best there so far.


But there's bound to be planets in all stages of development involved. Very Happy Why deny the smallish colony a G/pop run if there's freighters doing the route anyway? Whip

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useable "patrol" order:
2) If the enemy fleet splits skirmishers or sweepers or whatever *towards* ....
3) Otherwise, the "patrol ships" don't move ...
So conditions in waypoint?


Nope. The "patrol" order itself is the condition, otherwise it wouldn't be very different from standard "target" orders. Sherlock


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Then other guy wants conditions that "if opponent sends patrols to skirmish my sweepers this turn then send BB-s this turn"


Yep, everybody would be able to send escorts on "patrol" duty to protect anything, even the attackers. Cool

I wonder if this would be any less sane/fun than having, say, ten puny DDs safely sweeping minefields just 10ly away of 1500 nubians... Razz

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and further "if that fleet attacks that planet this turn then gate in that security force this turn otherwise sit in shadows".


Nope. Evil or Very Mad Absolutely no gating allowed. Whip Patrol fleets move in real space and risk minehits, fuel and engine issues (including w9 engines exploding at w10, and CE kicking in)

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I vote against any tries of removal the unserainty/surprize/paranoia ... "i see that fleet but what it will do?". Its cool. No other game has it. Replacing it with MM of filling tons of formulas and conditions for each fleet and waypoint? Rolling Eyes Trash


I don't see the need for "formulas" and "conditions" but there might exist a risk of automating too much, which should indeed be avoided. Teleport

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5) Hey, wouldn't that change the sedate, chess-like tempo of Stars! fleet movements into something more like *gasp* real-time space-opera shoot'em-ups? Razz
All RTS miss feel of deciding ... role playing overburdened logistic guy there ... who supports that sole ultimate strategy in given situation.


Provided the Patrols didn't become too automated / unpredictable / random, chess-like strategizing should still be paramount. Nod


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Obviously that "queue" window would need to be labelled with the names of all planets it's actually affecting, or be a different color, or something... Very Happy
It cant be exactly "a queue window" because all planets may have very different queues on right hand and different abilities to build on left hand. Dock with driver may build scout or throw packets, ultra without driver may build scout or BB but no packets, one without orbital can basically only build orbitals. Sherlock


Hence the "quotes" Confused Indeed, as others have noted, the "queue window" might be the wrong approach to the matter. Sherlock Whip



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In space no one can hear you scheme! Deal

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Re: Idea: Automating MM Wed, 11 October 2006 10:49 Go to previous messageGo to next message
Kotk

 
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m.a@stars[/email] wrote on Wed, 11 October 2006 12:30]Are filters of the sort "show <selectable parameter list> IF <selectable parameter list> IS <selectable condition list (i.e. HIGHER THAN, LOWER THAN, EQUAL TO, ...)> [user-set constant]" considered "scripts"? Confused
no, Laughing i know them. There if-then-else feature requests are types that evolve into "lets add goto too" or "why not to make it more SQL-like" sorts. One day they are "why you didnt embed python right away?" feature requests. Nod
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When should that "average" be calculated? After production has taken its toll, I guess? Sherlock
no ... just like that. May have some lazyness factor. say +-500kt isnt worth to level. Otherwise it evolves ... "mining has added its toll" and "owerlapping balace minerals circles, other transport orders are paid their toll" and so on. Wink
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Display/list/print planets whose <distance to selected> is <less than> [user-input constant] AND <selected mineral available> is <more than> [another user-input constant]

Too complex perhaps? Confused
Yea ... even if i exclude the bog of "have made their tolls" ... then i think how these "[user-input constants]" are entered and how it interacts with "multiple planets are selectable" suggestions elsewhere. Sherlock Also ... does it print on default printer or lets user to select? Rolling Eyes I have never seen persuasive prototype of such a feature. Sherlock So ... you got to make some prototype or at least diagrams and screenshots. Nana nana bubu
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But there's bound to be planets in all stages of development involved. Very Happy Why deny the smallish colony a G/pop run if there's freighters doing the route anyway? Whip
Because carrying pop is not "balance minerals" task. Rolling Eyes Imagine that a fleet "balanced" 10MT of iron between 3 planets 33%/33%/33% however one of them will maybe build BB after 20 years or so ... meanwhile iron carried there is simply ... out of production lines. Hit over head Besides, what country transports oil, passangers and soliders with same train/ship?
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Nope. The "patrol" order itself is the condition, otherwise it wouldn't be very different from standard "target" orders. Sherlock
...
Yep, everybody would be able to send escorts on "patrol" duty to protect anything, even the attackers. Cool

Naa ... better implement the battle in freestars. Or maybe even improve it. Its lot less complex algorithm. Nod
Quote:

I wonder if this would be any less sane/fun than having, say, ten puny DDs safely sweeping minefields just 10ly away of 1500 nubians... Razz
US army has had rather convincing losses in Iraq and Vietnam. Rolling Eyes That is sane and also fun because there are only few thousand square miles, sattellites, night goggles, tanks with aim bots and helicopters with ai missiles on other side and knife level of technology on other side. Compare it with 400 square light years (10 ly in each direction). Laughing


[Updated on: Wed, 11 October 2006 11:13]

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Re: Idea: Automating MM Wed, 11 October 2006 17:40 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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I think adding in too much user-scripting is a bad idea. Most of what it could do could be done through simple dialogs or more detailed fleet orders/battle orders and that way not give too much power to those who are better scripthackers - it's already bad enough that beancounting micromanagement freaks have a big edge, let's not make things worse or change the essence and atmosphere of the game.
Stuff like bifurcating option trees sounds like a good thing and a better option than user scripting.

I like the improvements to patrol behavior...


[Updated on: Wed, 11 October 2006 17:41]

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Re: Idea: Automating MM Fri, 13 October 2006 05:38 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Wed, 11 October 2006 16:49

if-then-else feature requests are types that evolve into "lets add goto too" or "why not to make it more SQL-like" sorts. One day they are "why you didnt embed python right away?" feature requests. Nod


Glad my own suggestions are simpler than that. Very Happy

On second thought, the "distance less than X" part of my proposed "nearby minerals available" view can be dropped altogether, since there's the zoom and pan controls to limit area of display, anyway. Which turns the whole thing into just one more of the new/enhanced proposed views. Nod

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When should that "average" be calculated? After production has taken its toll, I guess? Sherlock
no ... just like that. May have some lazyness factor. say +-500kt isnt worth to level. Otherwise it evolves ... "mining has added its toll" and "owerlapping balace minerals circles, other transport orders are paid their toll" and so on. Wink


So, at end of turn, then. But that was not what gave me the best results when I was tinkering with the idea. The "lazyness factor" becomes in fact a predictor for "minerals available" plus "minerals mined" minus "minerals spent" for the next turn. Sherlock

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does it print on default printer or lets user to select? Rolling Eyes


Comma-separated file. As any planetary dump. Not a "print" at all. Razz


Quote:

Because carrying pop is not "balance minerals" task. Rolling Eyes Imagine that a fleet "balanced" 10MT of iron between 3 planets 33%/33%/33% however one of them will maybe build BB after 20 years or so ... meanwhile iron carried there is simply ... out of production lines. Hit over head Besides, what country transports oil, passangers and soliders with same train/ship?


The only difference I see between pop and mins is math used. Rest is same. Sherlock And you could be surprised about mixed-cargo trains. Laughing

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better implement the battle in freestars. Or maybe even improve it. Its lot less complex algorithm. Nod


Please explain about that "new" battle in Freestars? Are you sure it will be less complex? Rolling Eyes Whip

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US army has had rather convincing losses in Iraq and Vietnam. Rolling Eyes That is sane and also fun because there are only few thousand square miles, sattellites, night goggles, tanks with aim bots and helicopters with ai missiles on other side and knife level of technology on other side. Compare it with 400 square light years (10 ly in each direction). Laughing



But this is sci-fi here. And we have a one-year timescale. Your knife-fighters equate 98%-cloaked DDs, but that won't always be the case. Pirate



So many Stars, so few Missiles!

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Re: Idea: Automating MM Fri, 13 October 2006 15:25 Go to previous messageGo to next message
Kotk

 
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So, at end of turn, then. But that was not what gave me the best results when I was tinkering with the idea. The "lazyness factor" becomes in fact a predictor for "minerals available" plus "minerals mined" minus "minerals spent" for the next turn. Sherlock
Minerals are not pop. Accuracy of spreading them does not matter as long minerals do not simply pile on few planets. I have had mineral fountains in a number of games and no AI/algorithm could really spread it accurately. Skilled player can do it lazily with about [planet count]/3 fleets. Best are easy-to-explain features. Especially in a game so most players can use them and few complain. Nod
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The only difference I see between pop and mins is math used. Rest is same. Sherlock
See yourself. You overestimate minerals management or underestimate pop management.Whip
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Please explain about that "new" battle in Freestars? Are you sure it will be less complex? Rolling Eyes Whip
How can battle on 10*10 board can be more complex than "counter all the split-fleet-dodges in region". Surprised What "new" battles. Shocked Doh?!? The very same battle like it is now in stars! is not implemented in freestars. With improving it i meant: "without some annoying bugs/crashes/limits in it." Why to daydream of sci-fi algorithms that probably spoil the game and not implement the vital ones? Whip Whip
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But this is sci-fi here. And we have a one-year timescale. Your knife-fighters equate 98%-cloaked DDs, but that won't always be the case. Pirate
Improving counter-measures against split-fleet-dodge is reasonable suggestion, but selecting opponent fleet or location with "counter all the split-fleet-dodges in region" waypoint order is as bad idea as "lets turn CA worse than PP" ideas. Otherwise SD has to be banned/crippled. And ... knife fighters are no mine. Shame My mother country has currently ally of US in military conflicts. Wink

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Re: Idea: Automating MM Mon, 16 October 2006 04:25 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Fri, 13 October 2006 21:25

Minerals are not pop. Accuracy of spreading them does not matter as long minerals do not simply pile on few planets. I have had mineral fountains in a number of games and no AI/algorithm could really spread it accurately. Skilled player can do it lazily with about [planet count]/3 fleets.


That would be ok unless minerals were tight and every single kT mattered. Razz


Quote:

How can battle on 10*10 board can be more complex than "counter all the split-fleet-dodges in region".


I wouldn't know about that "counter all", as what I'm proposing is quite simpler than that. Sherlock

Current "Patrol" might need to choose between several targets for any given radius of action. Adding more potential choices won't significantly alter its nature. Whip Pirate

Also, please note that current countermeasures to skirmishers and sweepers exist, just they're not automated. As long as we're talking about reducing MM and reusing the seemingly broken / unused "Patrol" waypoint task, combining the two makes sense. Nod

One interesting aspect of possible "Escort" duty would be dealing with cloaked attackers. Quite possibly the "escorts" shouldn't be able to intercept fleets they can't detect, even if the attacked shipping "detects" them when the cloakies rendez-vous. Twisted Evil Rolling Eyes



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