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FreeStars Sat, 15 March 2008 14:41 Go to next message
mav1369 is currently offline mav1369

 
Crewman 3rd Class

Messages: 4
Registered: November 2007
Location: ici
the project is stoped ?
or it continue ?

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Re: FreeStars Sun, 16 March 2008 13:07 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2755
Registered: October 2004
Location: Third star to the left
It's probably still going on... albeit slowly. Sleeping


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: FreeStars Sun, 16 March 2008 22:28 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
There is no one working on it now, but I haven't given up on it. My available free time went away when my 2nd child was born (2 years ago) as did my desire to do anything like work after the kids' bedtime. I do intend to get back to it soon, the problem is what I've got left to do with the server are some major headache issues, and it's hard to start work in that case.

What I should do is collect issues people have emailed me about and fix those first.

If you've got questions or bugs to report, I'm still around to respond.



- LEit

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Re: FreeStars Sat, 29 March 2008 10:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2755
Registered: October 2004
Location: Third star to the left
LEit wrote on Mon, 17 March 2008 03:28

the problem is what I've got left to do with the server are some major headache issues, and it's hard to start work in that case.

I wonder if those issues are related to Stars! internal workings & quirks, or rather tied to the Freestars codebase itself? Sherlock

If it was the 1st perhaps we could have a brainstorming or two about them... Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: FreeStars Sun, 30 March 2008 00:08 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Internal workings:
How do ships decide where to move (not shoot) during combat?
How should chasing a fleet that splits work?



- LEit

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Re: FreeStars Sun, 30 March 2008 07:24 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2755
Registered: October 2004
Location: Third star to the left
LEit wrote on Sun, 30 March 2008 06:08

Internal workings:
How do ships decide where to move (not shoot) during combat?

I seem to remember there were several posts about that at rgcs. Things like trying to get into range of the most desirable target with at least one weapon, using random in case of ties and all that. Perhaps you tried these ideas and they didn't work as expected? Sherlock

That one might require a bunch of testbeds just to learn the fiddly bits, indeed. Whip
Quote:

How should chasing a fleet that splits work?

Wellllll, it certainly doesn't work as it *should*, IMHO. I'm sure most everybody has a definite idea how they'd like it to work. Twisted Evil

But I think the "rules" of how split-fleet-dodge-chase currently works are pretty much understood by now. Unless you mean you've found a great many cases where those "rules" seem to not apply. Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: FreeStars Tue, 01 April 2008 23:10 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
m.a@stars wrote on Sun, 30 March 2008 07:24

LEit wrote on Sun, 30 March 2008 06:08

Internal workings:
How do ships decide where to move (not shoot) during combat?

I seem to remember there were several posts about that at rgcs. Things like trying to get into range of the most desirable target with at least one weapon, using random in case of ties and all that. Perhaps you tried these ideas and they didn't work as expected?

I haven't seen those posts, if you could dig them up, I'd appreciate it. Also there are a lot of combinations of battle plans and odd situations that convince me it's a fairly complex, or deceptively simple.

m.a@stars wrote on Sun, 30 March 2008 07:24

LEit wrote on Sun, 30 March 2008 06:08

How should chasing a fleet that splits work?

Wellllll, it certainly doesn't work as it *should*, IMHO. I'm sure most everybody has a definite idea how they'd like it to work.

Yes, I was hoping to make it work better. But, that's not simple. I suppose just matching current, but not considering 3rd party fleets would be an easy improvement.



- LEit

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Re: FreeStars Wed, 02 April 2008 06:51 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2755
Registered: October 2004
Location: Third star to the left
LEit wrote on Wed, 02 April 2008 05:10

I haven't seen those posts, if you could dig them up, I'd appreciate it. Also there are a lot of combinations of battle plans and odd situations that convince me it's a fairly complex, or deceptively simple.

I'd vote for the second option, considering the Jeffs' penchant for such kind of thing, but perhaps it's just wishful thinking on my part. Sherlock

I was able to find quite a few old posts regarding the issue, but I'm sure there must be more:

A Primer on Counterdesign

FAQ on battle speed? Which engines, thrusters etc effect it?

Battle Speed?

Battle speed vs Weapon range

I hope you got all details of those "odd cases" stored away somewhere, as they may open the doors to more insights about the whole thing. Deal

Quote:

Yes, I was hoping to make it work better. But, that's not simple. I suppose just matching current, but not considering 3rd party fleets would be an easy improvement.

Sounds good. Perhaps you can build it one small/easy step at a time. Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: FreeStars Sat, 12 April 2008 01:27 Go to previous messageGo to next message
Hilton is currently offline Hilton

 
Crewman 1st Class

Messages: 28
Registered: February 2005
Location: Calgary, AB, Canada
I too still hold an interest in this. I still play Stars daily, but my spare time has been severely limited... rarely check in here. Just found an unread private message from mid 2005! Razz (I have been here since, but never noticed the message link)

My main PC is dead right now, working on a crappy laptop... I had an ambition on a Stars-related project recently but haven't been able to act on it without a decent PC.

Ah well. Hopefully next month.

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Re: FreeStars Fri, 23 January 2009 16:06 Go to previous messageGo to next message
Beowulf is currently offline Beowulf

 
Crewman 2nd Class
Stars! Nova developer
Stars! Nova developer

Messages: 13
Registered: November 2003
LEit wrote on Sun, 30 March 2008 06:08

Internal workings:
How do ships decide where to move (not shoot) during combat?
How should chasing a fleet that splits work?


Hi,

Just an idea: Let the players "script" it.

Beginning with allowing some simple rules to a full blown programming interface. This is a bit more work but nobody can say it's your fault Wink

And after the first experiments you have some default-scripts for the people which don't want to do it.

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Re: FreeStars Wed, 04 February 2009 15:00 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

Messages: 52
Registered: March 2004
Location: Minsk

Is it possible to help with some code? Is project still alive? Is sources are available somewhere?


we will never die

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Re: FreeStars Wed, 11 February 2009 21:28 Go to previous message
Hilton is currently offline Hilton

 
Crewman 1st Class

Messages: 28
Registered: February 2005
Location: Calgary, AB, Canada
FreeStars itself is on sourceforge, I would think you are free to download and peruse it.

Alternatively, I am looking for help with my own project, similar but unrelated to Freestars. Wink See the "Help Wanted" thread.

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