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Re: hxnova Mon, 27 October 2008 09:09 Go to previous messageGo to previous message
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Registered: October 2004
Location: Third star to the left
ck_drknes wrote on Mon, 27 October 2008 00:21

As far as modding, it should be fairly easy. None of the numbers or components are hardcoded (and can be changed mid-game). The internal workings can be entirely changed too. I'm using a slightly weaker version (but dynamic and interpreted instead of compiled) of haxe called hscript to load the variables from an external configuration file. I could mark any method that some one wants to customize as dynamically-bindable and they could write the new version in that configuration file using hscript.

That sounds really interesting. I was hoping to someday write a server for Stars with these same capabilities, only I seem to never have the time. Whip Hit Computer


Quote:

If speed is required, the changed code could be written in haxe then merged in at runtime as well. However this only works on statics, but it could be made to work on instances too...

On the issue of speed, how well does your code cope with big universes? 16 races slugging it out among 800-1000 stars can be very demanding. Twisted Evil

It would also be desirable to have an easier management of fleets and planets. Do you have any automations or other tricks for that? Teleport

Last but not least, I hope the unfinished parts will be done soon. I'd love to see the whole thing working and in a playable state. Cool Just exactly what is that isn't yet finished?



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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