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Re: The original Stars! developers amaze me... |
Mon, 18 December 2006 17:41 |
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IIRC they wrote this while they were part of the MS Excel team... I think that answers your question
A cubing forumula would be more aestheticly pleasing to me, but then as it stands it works pretty well for balancing over-scanner ship cost vs electrical research, where a cubing forumla might not be harsh enough to over-scanner costs.
[Updated on: Mon, 18 December 2006 17:42] Report message to a moderator
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Re: The original Stars! developers amaze me... |
Fri, 22 December 2006 06:44 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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sirgwain wrote on Mon, 18 December 2006 04:40 | It seems that in every algorithm of this game there is a crazy amount of detail. I'm working on the damage portion of the battle engine right now and it is insanely complicated. That's a big part of the game so I can understand it, but even in little things, like computing scanner range for a ship with multiple scanners:
(Scanner[1]^4 + Scanner[2]^4 + ... Scanner[n]^4) ^ 1/4
What the heck? Where did they pull that out of? That type of stuff is all over their code, or at least in the algorithms that the community has deciphered. They must have been huge math geeks.
It seems that in every aspect of this game that I think "there's a simple formula for this", it actually turns out to be something complicated and mathematical. It's pretty cool, but the dude's who wrote it must have been total weirdos.
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There was a lot of tinkering and fine-tuning to improve play balance, as well as some loophole-plugging and last-minute features added.
I'd say the Fuel Usage formula must be among the simplest Stars!2 uses, yet it's actual implementation is not quite trivial.
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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