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My PHP Game |
Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2005-08-21 13:56  
Message Center isnt working, cant post messages.
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-21 14:55  
ATM only I can post while I finish up the code.
As for the planets, I was testing out how the exploration code holds up with 100 scouts, and it scales pretty nicely.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2005-08-21 15:32  
i take it we cant build scouts yet?
also, if youre going to make planets have various bonuses etc. ice planets would actually be rather valuable, because you can make fuel out of the ice. since its in such abundance on a planet caked in it, itd be a good place to build ships.
[ This Message was edited by: N'Kra The Wolf {C?} on 2005-08-21 15:36 ]
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2005-08-21 15:48  
ROFL! I love the little text thing you put in for when you don't put a number of scouts in...that's awesome...on a side note what's the algorithm for getting new turns? I got 12 turns in about 1:30-2:30 or so but it'd be nice to know the actual equation...
_________________ Midshipmen still need Engineering or Supply Ships
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-21 15:53  
It should currently be about 1 every 30 minutes.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Valerius{DK} Grand Admiral
Joined: August 03, 2001 Posts: 595 From: Island of Zealand
| Posted: 2005-08-21 18:20  
Quote:
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On 2005-08-21 14:55, Drafell wrote:
ATM only I can post while I finish up the code.
As for the planets, I was testing out how the exploration code holds up with 100 scouts, and it scales pretty nicely.
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dinner and a movie later draff, and ill be happy to help you with any other math probs you find (as long as they are as simple as that one )
Val
_________________ Been dealing out lag in your neighbourhood since 2001
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2005-08-22 03:43  
how do i get credits? is there a building for them?
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-22 06:38  
Credits are generated each turn by your planets population.
At 5% tax (default) each person produces 1 credit. There is planned to be an option to increase or decrease the tax. Increasing the tax rate will slow population growth.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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HalOS-Server Cadet
Joined: January 08, 2004 Posts: 1
| Posted: 2005-08-22 08:33  
If you need any help with hosting, gimme a shout
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-23 16:21  
Latest update...
The message system is now basically functional. Currently any messages are readable by all. In future I will add in support for private emssaging between players. This shouldn't be too difficult, but I am lazy
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Valerius{DK} Grand Admiral
Joined: August 03, 2001 Posts: 595 From: Island of Zealand
| Posted: 2005-08-25 14:09  
when can we expect to test shipsbuilding and ships maintenance/support? (and ofc what we are all waiting on... COMBAT )
Val
_________________ Been dealing out lag in your neighbourhood since 2001
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-25 14:34  
Quote:
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when can we expect to test shipsbuilding and ships maintenance/support? (and ofc what we are all waiting on... COMBAT )
Val
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The combat system is quite an issue to deal with and the coding for it is going to be complex.
All I can say sofar is what I would like it to be.
The production should be able to happen soon. I am slowly working on it and once I come up with an idea and system which I 'feel' is what we need then it will get implemented. The chanllenge after coming up with the idea is envisioning a code framework in which it can be expanded and produced.
Combat as I see it:-
Each planet will have its own defensive rating based on the number of Defense Bases constructed.
Each Def Base will add One point to the defense rating(100 def bases = 100def).
Each ship has an attack and defense rating. Attack is only used when attacking an enemy. Defense is only used when defending VS attacks.
Any ships which are not 'away' as part of an attack will contribute to your defense force. This force is shared evenly between all of your planets( IE if you have 10 planets and 100 unused ships, only 10% of those ships will defend each planet.)
When attacking an enemy you will be able to target a specific planet to attack and you will be able to choose the number of each type of ship you send. Your total attack value will be measured against thier planet defense + the ship defense values.
As yet there are no plans to be able to assign ships to a single planet.
Obviously there is going to be a lot of work involved in working out how damage is assigned.
My current idea is to split the damage accross all the participating ships according to the offense/defence proportion.
You have two Destroyers at 5 def and five scouts at 1 def. The destroyers would take 2/3rds of the damage and the scouts would take 1/3rd.
With 12 damage assigned you would give 8 damage total to the destroyers and 4 total to the scouts.
The question is whether to assign this damage ship by ship or as an even spread.
With the scouts 4 will die no matter what. With the destroyers though you could either have 4 dmg assigned to each ship, and no ships destroyed or have 5 dmg to one, and the other 3 assigned to the other, thus destroying on ship.
It willl be much easier to code the second option, but will it lead to fair results or too high losses?
I am trying to think of fairly simple ways to code the combat engine as I am still only a novice at PHP programming.
[ This Message was edited by: Drafell on 2005-08-25 14:37 ]
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2005-08-25 17:24  
uhm, draf, could u pls restart my account for me? i sorta forgot to build mines...
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2005-08-25 18:08  
Planets need to produce a small amount of resources on their own - I ran out after producing 6 farms, and now I can't do anything.
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-08-25 18:15  
OK. Planets now produce a base 20 food/50 res modified by the planets farm/res mod. This should solve the problems we have with running out of resources when building. you will be able to regain them slowly, but you will have to spend turns exploring/building nothing.
[ This Message was edited by: Drafell on 2005-08-25 18:28 ]
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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