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I don't understand the C# test harness. I think that the AI class should be a new project within the solution. It should be possible to invoke it with command line options to specify the turn to be taken. Ultimately the console should call it to take turns for the AI races. Making it a separate application means it will be easy to have drop in replacements or multiple (different) AIs battle it...
2009-12-05 23:22:36 UTC by dan_vale
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Currently the client (which an AI would replace) takes the GlobalTurn and generates a RaceTurn, so the answer to your first question is yes.
The current way these turn files is put together is inefficient and unworkable in multiplayer (MP). The GlobalTurn contains detailed information on all players which would be exploitable in MP. The current security mechanism is easily bypassed (with a...
2009-12-05 23:11:17 UTC by dan_vale
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I have successfully installed VS C# Express and built the sources.
Also I've tried SharpDevelop, but it refuses to built with some strange errors. So at the moment only VS C# can be used to compile sources without any problems.
P.S. guys, please, don't ignore the other forums like "Developers" or "Open discussion".
2009-12-04 11:50:52 UTC by eraser8head
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Guys help me please to start implementing AI.
Do I understand correctly, that AI class is to take GlobalTurn (Nova Common) object and generate RaceTurn (Nova Common) object as output?
RaceTurn class confuses me. Can you explain why we are sending TechLevel and RaceData.TurnYear to console? Moreover do you plan on refactoring RaceTurn in order not to send RaceFleets and RaceStars? I...
2009-12-04 11:35:15 UTC by eraser8head
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I have set up the project under mono and am now getting the same 'Could not load file or assembly' error. My hunch is this has to do with the strong name keys, which were also an issue for me setting up the project in VS. I will follow up that hunch this weekend.
2009-12-01 19:03:49 UTC by dan_vale
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I have no code alreadfy implemented, neither I have any aversion to C#. I conside myselft to be rather experienced at Java so it must be no real problem to get acquainted with C# and Nova code.
I'll install VS C# Express today and try to build the sources.
2009-12-01 10:08:20 UTC by eraser8head
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You are right, renaming components is the most confusing part when enforcing component's name and file's name to be mapped automatically (let's call this approach "strict"). Moreover we put some restrictions on component's name (either disallowing component's name with some special symbols or forcing ourselves to write map rules for these symbols). But I don't think that automatic renaming of...
2009-12-01 10:03:40 UTC by eraser8head
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Obviously I placed these in my order of preference. I suspect that unless you either have a body of code already started or a strong aversion to C# you will find it tempting to leverage off the existing nova code base. There is a lot of work in representing all the stars! game objects.
2009-11-30 19:38:56 UTC by dan_vale
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There is a component editor for easy entry of the components and for anyone who may want to play a modified game. You may want to make all the ships look like your favourite fish for example. Or change their names to the French equivalents.
Forcing the image and component name to be the same raises a problem when the name is changed in the editor: does the image get re-named or do you loose...
2009-11-30 19:32:08 UTC by dan_vale
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My position is to produce a clone of stars that is close enough to the original that the majority of players see no difference in game play. Removing some bugs would be acceptable.
Where possible, without major additional work, I have tried to make nova easier to modify or extend by generalising the code a little. For example the component editor makes it posible to invent new...
2009-11-30 19:12:03 UTC by dan_vale