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Re: Idea: Automating MM Mon, 16 October 2006 12:22 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Mon, 16 October 2006 11:25

That would be ok unless minerals were tight and every single kT mattered. Razz
Every single kT matters ...? You mean less minerals than resources? Rolling Eyes Then you collect the minerals for your nubian at one place and build it there while rest of the planets do alchemy for next one. Nod Why to spread minerals to 3 places and build 1/3 of nubians at each of them ... Laughing
Quote:

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

You talk about new feature "if something (small enough to kill it?, without bigger guys that follow?) splits out of there (and comes into reach near here?) this turn then (split out also? and) go and intercept it this turn, otherwise stay here"? Does sound like either "counter all" or bog of new exploits, cheats and bugs to me. Depending on implementation.
Quote:

Also, please note that current countermeasures to skirmishers and sweepers exist, just they're not automated.
Imagine then the situation how multiple sweepers/skirmishers/patrols meet multiple sweepers/skirmishers/patrols in simple 2 players alliance versus 2 players alliance lay/check/sweep/skirmish border situation. Now again ... what monotone and repetive work there (boring MM) you want to automate?
Quote:

As long as we're talking about reducing MM and reusing the seemingly broken / unused "Patrol" waypoint task, combining the two makes sense. Nod
Yes. We have useless "patrol". Yes. We dont have no "automate skirmishing" algorithm. Yes. Skirmishing takes some (quite complex and interesting) MM in stars!
Quote:

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
Escorts MUST be merged to or follow step by step. Otherwise its not escorting. Its "ambush baiting". Nod We are automating it? Truely boring MM indeed. Razz

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Re: Idea: Automating MM Tue, 17 October 2006 07:08 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Mon, 16 October 2006 18:22

Every single kT matters ...? You mean less minerals than resources? Rolling Eyes Then you collect the minerals for your nubian at one place and build it there while rest of the planets do alchemy for next one. Nod Why to spread minerals to 3 places and build 1/3 of nubians at each of them ... Laughing


Obviously you would be doing mineral balancing before reaching that point. Rolling Eyes Whip

As with everything, you can always choose the "lazy" formulas vs the "stringent" ones. Perhaps it'll be best to build just the easier ones into the game engine and let each player fine-tune their results. Sherlock Hit Computer

Quote:

You talk about new feature "if something (small enough to kill it?, without bigger guys that follow?) splits out of there (and comes into reach near here?) this turn


Perhaps I should have been more accurate: <If anything enters the "interest zone", target it.> The current "Patrol" order cares little about relative strength, and the "interest zone" is a circle of player-defined radius. It could be interesting to allow other shapes, such as rectangles, though. And it could also be interesting to allow some further picking of targets by "battle preferences", say "unarmed", fighter, battleship... Cool


Quote:

then (split out also? and) go and intercept it this turn, otherwise stay here"?


Rather: <stay put unless something needs to be pursued>, the same tradeoff as current "patrol" orders. Splitting out skirmishers from a main "patrolling" fleet could be interesting/fun, but was not what I suggested.


Quote:

bog of new exploits, cheats and bugs to me. Depending on implementation.


Indeed. Whatever non-trivial feature (new or not) is implemented, it will need thorough testing. Twisted Evil Whip

Quote:

what monotone and repetive work there (boring MM) you want to automate?


For instance: <set aside 20 skirmishers on the ready just in case the enemy sends some of their own.>

On the client side, though, and without affecting game engine at all, there could be a <distribute THIS bunch of ships/fleets to attack/escort THAT bunch of ships/fleets> option, with actual targeting driven by class, or combat rating, or battle orders or whatever the player chose.

Quote:

Skirmishing takes some (quite complex and interesting) MM in stars!


Of course. Twisted Evil But not all facets of it will be enjoyed by every player. Asleep at cptr Going insane Specially if some of the rote or error-prone moves can be automated / simplified.


Quote:

Escorts MUST be merged to or follow step by step. Otherwise its not escorting. Its "ambush baiting". Nod We are automating it? Truely boring MM indeed. Razz


"Step by step escorting" has already been mentioned as desirable for automation, wasn't it? If not, it should. Cool

"Ambush baiting", indeed. Twisted Evil I wouldn't trust automated decisions there for the most time, but perhaps some players would, at least some of the time. And as long as we're talking about "patrol" derivatives, makes sense to at least mention it. Cool



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Re: Idea: Automating MM Tue, 17 October 2006 14:34 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Tue, 17 October 2006 14:08


Obviously you would be doing mineral balancing before reaching that point. Rolling Eyes Wall Bash

As with everything, you can always choose the "lazy" formulas vs the "stringent" ones. Perhaps it'll be best to build just the easier ones into the game engine and let each player fine-tune their results. Sherlock Hit Computer
Exactly my point! When there are more minerals than resources then not every single kT matters. When less then it does not exactly matter if you build one nubian at each planet or 3 at one. Nod
Lazy one i think is doable to add into client. Probably good enough for most cases. It may one day even go into server. If someone wants some especially clever adjustments however ... then free to code and tweak one of the (not currently too abundant or feature rich) clients to make it. Wink
Quote:

Perhaps I should have been more accurate: <If anything enters the "interest zone", target it.> The current "Patrol" order cares little about relative strength, and the "interest zone" is a circle of player-defined radius. It could be interesting to allow other shapes, such as rectangles, though. And it could also be interesting to allow some further picking of targets by "battle preferences", say "unarmed", fighter, battleship... Cool
Accuracy never hurts! Especially when you are introducing completely new abstractions for game engine like "interest zones" and avoid being specific about them. Very Happy
Takes serious server side mods ... i dont know who wants to implement. As for some client-side-only skirmishing aider ... probably i dont have time. Nod
Quote:

Indeed. Whatever non-trivial feature (new or not) is implemented, it will need thorough testing. Twisted Evil Wall Bash
Remembers me of another widespread way "how to be specific". Describe the set of tests that proves your requested feature is implemented and does not contain flaws. If you feel even that takes too lot of effort then such "feature" is better to dump. Wink
Quote:

"Step by step escorting" has already been mentioned as desirable for automation, wasn't it? If not, it should. Cool
Escorting and also Supporting (with fuel) were suggested and i thought ... are OK ideas and not too complex to implement (or to test). Cool

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Re: Idea: Automating MM Tue, 17 October 2006 14:54 Go to previous messageGo to next message
LEit is currently offline LEit

 
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mlaub wrote on Mon, 09 October 2006 00:46

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.

I agree with this. It would also be nice if you could give the planet orders to load any orbiting freighters (by fleet ID, without orders) with pop over a %. This is useful earlier when exporting pop to lots of different worlds.
mlaub wrote on Mon, 09 October 2006 00:46

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

Yes.
mlaub wrote on Mon, 09 October 2006 00:46

3. Pull the stupid &%(#))%$ caps off the current transport orders. Currently the max you can automate is 4000kt.
I'm pretty sure I've already done this.
mlaub wrote on Mon, 09 October 2006 00:46

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.

I think you can do this in Stars! already
mlaub wrote on Mon, 09 October 2006 00:46

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

This feature could mess up the way current jump games work, however, making it an option should be possible. Skipping items that block the queue is a bit more complex, although probably not too hard, hmm, adding block skipping as an option for an item in the production queue would clean up the code a bit. It would also need an option to not decrease the amount based on the amount built (so 500 auto factories doesn't become 490 after building 10). Both would have to be rule options in case some one wanted to play a jump game that didn't allow those features, but that's not too hard.
mlaub wrote on Mon, 09 October 2006 00:46

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

Client side issue, but one I'd like to see.

For routes, I'm planning on the server being able to take a route to/from every world, not just the ones you own. Also, I want to clear the 'Route' order if it arrives at a world that doesn't have a next route.

Just thinking now, it should be possible to have route orders to/from points in space too, that would require a change in how routes are done, but shouldn't be that big a deal. Not a top priority however. Combined with some SFX with 'refuel anything else (allied) here' orders, that could help dealing with some Xdude sized games...



- LEit

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Re: Idea: Automating MM Tue, 17 October 2006 15:03 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Most of these are client side issues.
Staz wrote on Mon, 09 October 2006 17:40


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.

As noted elsewhere, it's possible to overcloak newly built ships this way, so, I'd want this to be able to be turned off by the host, because it messes up intel gathering somewhat.
Staz wrote on Mon, 09 October 2006 17:40

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.

One of those things I'd like to see, but may mess up how some games are played.
Staz wrote on Mon, 09 October 2006 17:40


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.

Another good idea.
Staz wrote on Mon, 09 October 2006 17:40

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

And minimize fuel usage while doing so... Mostly a client issue, but routes should probably use this too.



- LEit

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Re: Idea: Automating MM Wed, 18 October 2006 03:25 Go to previous messageGo to next message
gible

 
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LEit wrote on Wed, 18 October 2006 07:54

For routes, I'm planning on the server being able to take a route to/from every world, not just the ones you own. Also, I want to clear the 'Route' order if it arrives at a world that doesn't have a next route.

Just thinking now, it should be possible to have route orders to/from points in space too, that would require a change in how routes are done, but shouldn't be that big a deal. Not a top priority however. Combined with some SFX with 'refuel anything else (allied) here' orders, that could help dealing with some Xdude sized games...


Being able to set arbitrary waypoints would simplify this a lot, and also allow other funs stuff too. Allow them to be attached(or not) to anything in the same location and all sorts of interesting fun can be had. Use them for routing. Give them unload orders to "tax" each passing freighter transferring the mins to whatever the waypoint is attached to.

I'd like to see routing able to define multiple routes for different ship types too. Perhaps even be able to act as signposts(routing) for allies too (in the same way that battle orders need to be broken down to give each token different orders.)

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Re: Idea: Automating MM Fri, 20 October 2006 08:03 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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LEit wrote on Tue, 17 October 2006 21:03

Staz wrote on Mon, 09 October 2006 17:40


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.

Another good idea.


I assume this would be an instance of a generic waypoint order to "follow" a fleet with a "repeat" pattern, useful for refueling, warfleets, escorting, and what-not. Very Happy

Speaking of which, somewhere in the fleet report the client should flag those fleets yoked to a "repeat" waypoint order. Rolling Eyes

Quote:

Staz wrote on Mon, 09 October 2006 17:40

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

And minimize fuel usage while doing so... Mostly a client issue, but routes should probably use this too.


Definitely. Cool And also for multi-turn trips seek the right coordinates so that, say, 200ly can always be traversed by a Warp10 ship in two turns exact... Hit Computer Whip Twisted Evil



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Re: Idea: Automating MM Fri, 20 October 2006 08:13 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Tue, 17 October 2006 20:34

Quote:

As with everything, you can always choose the "lazy" formulas vs the "stringent" ones. Perhaps it'll be best to build just the easier ones into the game engine and let each player fine-tune their results. Sherlock Hit Computer
Exactly my point! When there are more minerals than resources then not every single kT matters. When less then it does not exactly matter if you build one nubian at each planet or 3 at one. Nod
Lazy one i think is doable to add into client. Probably good enough for most cases. It may one day even go into server. If someone wants some especially clever adjustments however ... then free to code and tweak one of the (not currently too abundant or feature rich) clients to make it. Wink


Provided no unwary soul is deceived into believing the "lazy" math is "the" math, or the only/best way to do Balancing, of course. Sherlock Whip

Quote:

Quote:

Perhaps I should have been more accurate: <If anything enters the "interest zone", target it.> The current "Patrol" order cares little about relative strength, and the "interest zone" is a circle of player-defined radius. It could be interesting to allow other shapes, such as rectangles, though. And it could also be interesting to allow some further picking of targets by "battle preferences", say "unarmed", fighter, battleship... Cool
Accuracy never hurts! Especially when you are introducing completely new abstractions for game engine like "interest zones" and avoid being specific about them. Very Happy
Takes serious server side mods ... i dont know who wants to implement. As for some client-side-only skirmishing aider ... probably i dont have time. Nod


But the "interest zone" already exists. Razz It's just that current Patrol orders define it as a circle of user-defined radius centered on the ship. Rolling Eyes Thus, some thought should be given to implementing it (in "original" or "extended" form). Sherlock Whip Twisted Evil

Quote:

Remembers me of another widespread way "how to be specific". Describe the set of tests that proves your requested feature is implemented and does not contain flaws.


I long for the time when Freestars reaches that blessed stage. Cool Whip Deal

BTW, I vote for some kind of server-side data dumping which allows at least semi-automated check of test vectors & results... Sherlock



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Re: Idea: Automating MM Fri, 20 October 2006 13:14 Go to previous messageGo to next message
Kotk

 
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Quote:

Provided no unwary soul is deceived into believing the "lazy" math is "the" math, or the only/best way to do Balancing, of course. Sherlock
"Lazy" algorithm was simple to describe (iztok did it) and probably is simple to implement and test. Additionally m.a. makes noise about his "best" and "ultimate" algorithm that takes into account everything but posts it nowhere. So what to do? Rolling Eyes
Quote:

But the "interest zone" already exists. Razz It's just that current Patrol orders define it as a circle of user-defined radius centered on the ship. Rolling Eyes Thus, some thought should be given to implementing it (in "original" or "extended" form). Sherlock Wall Bash Twisted Evil
Thats full demagogy. Confused Distance is common abstraction in stars! Think how planet, packet, ship or minefield scans. No "zones" used there. Using same abstraction is effortless. Also i am not sure if there was any plan to implement that patrol order at all, probably there was not. Rolling Eyes
Quote:

Quote:

Remembers me of another widespread way "how to be specific". Describe the set of tests that proves your requested feature is implemented and does not contain flaws.
I long for the time when Freestars reaches that blessed stage. Cool Wall Bash Deal
Very Happy I mean alternative way to describe feature is to describe the tests for that feature BEFORE someone ever seriously considers to implement it. Wink So we are in that blessed stage. Very Happy

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Re: Idea: Automating MM Fri, 20 October 2006 14:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Fri, 20 October 2006 19:14

"Lazy" algorithm was simple to describe (iztok did it) and probably is simple to implement and test. Additionally m.a. makes noise about his "best" and "ultimate" algorithm that takes into account everything but posts it nowhere. So what to do? Rolling Eyes


"simple to describe" need not mean "simple/worth to implement" Razz

And no, I don't have the "ultimate" algorithm, or at least not yet fully coded. What I have is something which at least can take into account more variables than the "lazy" as described and *sometimes* offer pretty good results. Sherlock Whip Deal


Quote:

Distance is common abstraction in stars! Think how planet, packet, ship or minefield scans. No "zones" used there.


So, what you call the area covered by all possible lines emanating from a ship at a given warp? Or the area covered by a scanner or a minefield? A "thingie"? Laughing


Quote:

Using same abstraction is effortless.


You bet. Nod And a "box" is *much* easier/faster to test than a "circle". Whip Deal


Quote:

Also i am not sure if there was any plan to implement that patrol order at all, probably there was not. Rolling Eyes


While I wonder why the Jeffs included it at all, it could definitely have its uses. Nod


Quote:

I mean alternative way to describe feature is to describe the tests for that feature BEFORE someone ever seriously considers to implement it. Wink So we are in that blessed stage. Very Happy


You mean as in:
-- Patrol ship keeps station if SHIP A remains outside defined area.
-- Patrol ship keeps station if SHIP A enters defined area but is not covered by Battle Orders
-- If it was covered, Patrol ship targets SHIP A if it enters defined area. Movement phase will process Patrol ship as if its target was defined earlier. In Other Words: Patrol ships move LAST, but move. Cool
-- If SHIP A and SHIP B enter defined area, either:
Deal target the one covered by Primary Battle Order Cool
Deal target the most attractive of those covered by PBO Sherlock
Deal target the nearest of those equally attractive Rolling Eyes
Deal target the one with lowest ID of those equally near Razz
Deal self destruct if chosen target turns out to belong to Kotk Laughing

Notice the many similarities with "current" Patrol order. Where minor details differ, prioritize "current" Patrol order. Very Happy

There, tests and pseudo-code all in one. Twisted Evil


[Updated on: Fri, 20 October 2006 14:51]




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Re: Idea: Automating MM Fri, 20 October 2006 17:44 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Fri, 20 October 2006 21:43


"simple to describe" need not mean "simple/worth to implement" Razz

Ok, i dont then. Razz
Quote:

Quote:

Distance is common abstraction in stars! Think how planet, packet, ship or minefield scans. No "zones" used there.
So, what you call the area covered by all possible lines emanating from a ship at a given warp? Or the area covered by a scanner or a minefield? A "thingie"? Laughing
What stars! algorithm calculates all possible lines? Rolling Eyes Scanner has "range" and it has no "region" or "zone"! Maybe you talk about some different game. Surprised
Quote:

Quote:

Using same abstraction is effortless.
You bet. Nod And a "box" is *much* easier/faster to test than a "circle". Whip Deal
Nonsense. If you got distance calculation/checking for one thing you got it for everything. Testing it has to be done once. Useful for minefield, scanner etc. Your "box" is one of a kind. Nothing else uses boxes.
Quote:

You mean as in:
-- Patrol ship keeps station if SHIP A remains outside defined area.

What ship A??? There are no "ships A" in game there are N players each may have up to M fleets. No. I mean test cases Like:
2 hostile with each other races at close 2 planets distance is 60ly.
both have 3 DD-s merged default armed/any/ratio orders.
both scan other player. None of them is "Kotk".
both split their DD-s up.
both set:
#1 DD to target other player 3 DD fleet (they see unsplitted fleet) at warp 7
#2 DD to go "sweep" near other player planet at warp 8
#3 DD to patrol within 70 ly. (Or use m.a. (c) 2006 "automated MM" region editor to draw box covering both planets. Real low MM indeed. Laughing)
Turn is genned. Now the unsure part for me: What battles must happen where? Is this result consistent? Does it matter if one of the player changes what # DD does what?

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Re: Idea: Automating MM Sat, 21 October 2006 03:52 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Fri, 20 October 2006 23:44

Quote:

So, what you call the area covered by all possible lines emanating from a ship at a given warp? Or the area covered by a scanner or a minefield? A "thingie"? Laughing
What stars! algorithm calculates all possible lines? Rolling Eyes Scanner has "range" and it has no "region" or "zone"! Maybe you talk about some different game. Surprised


Are you deliberately ignoring basic math, besides basic game engine workings? If so, please stop pestering me for further explanations and go read a good book on __basic__ algorithms and calculations. Razz Whip


Quote:

Quote:

You bet. Nod And a "box" is *much* easier/faster to test than a "circle". Whip Deal
Nonsense. If you got distance calculation/checking for one thing you got it for everything. Testing it has to be done once. Useful for minefield, scanner etc. Your "box" is one of a kind. Nothing else uses boxes.


I see. You are indeed ignoring basic math AND basic game engine workings. Evil or Very Mad Condition above met. See solution. Sherlock Whip


Quote:

Quote:

You mean as in:
-- Patrol ship keeps station if SHIP A remains outside defined area.

What ship A??? There are no "ships A" in game there are N players each may have up to M fleets. No. I mean test cases Like:
2 hostile with each other races at close 2 planets distance is 60ly.
both have 3 DD-s merged default armed/any/ratio orders.
both scan other player. None of them is "Kotk".
both split their DD-s up.
both set:
#1 DD to target other player 3 DD fleet (they see unsplitted fleet) at warp 7
#2 DD to go "sweep" near other player planet at warp 8
#3 DD to patrol within 70 ly. (Or use m.a. (c) 2006 "automated MM" region editor to draw box covering both planets. Real low MM indeed. Laughing)
Turn is genned. Now the unsure part for me: What battles must happen where? Is this result consistent? Does it matter if one of the player changes what # DD does what?


Once you've brushed up on basic math and basic game engine workings, you'll realize your contrived example fails to escape the test case I provided. Cool You'll discover by yourself the actually quite straightforward answer to your "riddle". I'll be happy to answer any further doubts you have past that stage. Sherlock Very Happy



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Re: Idea: Automating MM Sat, 21 October 2006 04:41 Go to previous messageGo to next message
Kotk

 
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Quote:

Are you deliberately ignoring basic math, besides basic game engine workings?
So where you discovered math here or worked out some game engine? Laughing Go release foam out somewhere else, silly guy. Confused

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Re: Idea: Automating MM Sat, 21 October 2006 04:46 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Sat, 21 October 2006 10:41

Quote:

Are you deliberately ignoring basic math, besides basic game engine workings?
So where you discovered math here or worked out some game engine? Laughing Go release foam out somewhere else, silly guy. Confused



I won't suffer any insult from you, troll. Evil or Very Mad Go hide under your bridge and leave grownups to their serious doings. Whip



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Re: Idea: Automating MM Tue, 14 November 2006 06:23 Go to previous messageGo to next message
mazda is currently offline mazda

 
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m.a@stars wrote on Fri, 20 October 2006 19:43

And a "box" is *much* easier/faster to test than a "circle". Whip Deal


Not being picky (well I am), but I also fail to see the "simple logic" behind this statement.
Depends on your definition of a box I suppose.
If you restrict yourself to a rectangle whose sides are parallel to the co-ordinate system being used then ok.
However I might want to draw any old rhomboid, or even a triangle.

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Re: Idea: Automating MM Tue, 14 November 2006 12:56 Go to previous messageGo to next message
Kotk

 
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mazda wrote on Tue, 14 November 2006 13:23

Not being picky (well I am), but I also fail to see the "simple logic" behind this statement.
Depends on your definition of a box I suppose.
If you restrict yourself to a rectangle whose sides are parallel to the co-ordinate system being used then ok.
However I might want to draw any old rhomboid, or even a triangle.


Exactly! Even rectangular box whose edges are not parallel with X and Y axes is more complex to check than circle. Nod

Rectangle with parallel to X and Y axes edges is however lot less useful than circle in most of the cases. At least if i check the games i have played in then circles are way better for describing most zones. Finally its complexity is about equal to circle for most processors:
Deal Circle check: 2 substractions, 2 multiplications, addition and comparision
Deal Rectangle check:4 comparisions (processors dont do multiple branchings with single cycle)

Also ... entering such rectangle involves UI for 4 numbers while circle is defined with 3 (so adds MM not substracts it).

However ... nah, m.a. worked out his parallel math and engine there, calls me names ... and arguing in internet is like participating in paraolympics anyway. Laughing

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Re: Idea: Automating MM Thu, 16 November 2006 15:01 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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mazda wrote on Tue, 14 November 2006 12:23

m.a@stars wrote on Fri, 20 October 2006 19:43

And a "box" is *much* easier/faster to test than a "circle". Whip Deal


Not being picky (well I am), but I also fail to see the "simple logic" behind this statement.
Depends on your definition of a box I suppose.
If you restrict yourself to a rectangle whose sides are parallel to the co-ordinate system being used then ok.
However I might want to draw any old rhomboid, or even a triangle.



Well, I was indeed thinking on *simpler* math than circle / distance - based, so, yes, a "rectangle with parallel sides". Rolling Eyes

Other means for defining arbitrary regions of space beyond circles, "simple" boxes, and perhaps triangles, will definitely need more math (which wouldn't be that bad for modern processors) and more sophisticated UI (which might become more complex than it's worth). Sherlock Whip

But they would definitely not be unthinkable for a game of interstellar strategy, would they? Twisted Evil



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Re: Idea: Automating MM Sat, 18 November 2006 18:19 Go to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Well, if you can pick between a circle with radius n and a delineated box drawn on the map similar to waypoints, perhaps trhat would be the best bet? You'd do fine with just using the circle, but the box could be nice for setting up specific border interdiction zones. Also, have a map disoplay to show patrol areas, this could help a lot. Smile


Re: the research queue, this would greatly help out players who miss a turn or two. Of course, useful patrol orders would help a lot here also. The fewer minor things the player has to worry about with each and every turn, the more the player can concentrate on strategy instead of maintainance.

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